300 years ago after the sovereign host was first formed. Sir Lathander, one of the founding knights of a new world order. Finally after years of being dormant, hiding his wisdom and knowledge. Revealed himself to the order, as a man made God. Ready to take his place among the divine halls.
Within few moons envy and hatred spread amongst the knights. Vanity corrupting once so many noble knights. His wisdom was called out to be impure by the traitor Sir Lorent, Whose envy surpassed them all. Lord Lathander knowing his fate to be was dragged out to the great hall and stripped from his armor. Lorent ordered his holy men to chain the divine man to a pillar and prepare the execution by impalment of bolts untill death.
As the troops took aim and fired Lathander never resisted, never faltered. his divine flesh only shedding his holy blood. His last words to grace the likes of mortals parting from his lips 'Omniscient, Omnipotent, Sovereign, Immutable, how sweet it is to be a god' As our founding father witnessed these sacred events. The words shaking the very fabric of space around him. He witnessed a man ascent to godhood. Lord Lathander was reborn, for he is risen like the sun.
Lord Lathander
Welcome to Anthal
Anthal is my D&D 4e homebrew campaign setting. It's mostly homebrew but I use things and ideas from different D&D and other tabeletop settings.
søndag 14. august 2016
onsdag 15. juni 2016
The Journey
The sound of a lute being played by novice hands. A tankard of ale hitting a hard oakwood table. Laughter and chatter in the backdrop. A man speaking in a northern accent.
The Iron Tankard Inn. A seedy tavern located within the busy city of Waterdeep. This is where our journey begins.
Chapter: 1. The Assembly.
"So you'd like to be a caravan escort?" says the man in a northern accent, sitting at the table between two other men enjoing a tankard of ale each. "Indeed I would." replies Reylon, a slender half-elf dressed in long robes. "Bjorn, this fella looks like he'd be better off escorting a cart of books to the nearest library, not the kind of travel we have a head of us." Whispers a man sitting by the table, Bjorn seems to not pay much attention to his companions input. "I am Bjorn Steelstrike, and these are my companinons, Dürgen and Jürgen." Says the man sitting in the middle. "We'd like to ask you a couple of questions if you don't mind?". Reylon with a slight smirk on his face nods along, thinking to himself that people tend to underestimate him for his slender physic, but he is a wizard afterall, and who needs brawn when they have a mind like his. "Tell me, can you ride a horse?" Bjorn asks. Reylon begins telling a tale of his younger days when he once rode a horse. But before he can finish his intricate tale and conclude his answer to Bjorn's otherwise simple question. He is interrupted by a large man standing over two meters tall approaching Bjorn's table, having to slightly duck his head to not hit the catwalk above. "We don't have time for your life long tale, elf." he says as he slams down his tankard of ale on the table. The large man is in fact a Goliath, a half-giant. As he takes a seat he proclaims in a booming voice "I am Olav Grim, and I 'eard you fellas where looking for a caravan escort.". Dürgen leans over to Bjorn again whispering "This is more like it." With a stern facial expression Bjorn looks over the man before quickly asking "Can you ride a horse?." Olav smiles, his face turning into a large grin "If it's big enough". "You're hired" Bjorn quickly replies, before peering back at Reylon which is still standing by the table, with his smirk now turned into a slight frown seeming a bit frustrated with the interruption. "Now tell me, I see you wearing a mark of the Mages guild, are you some sort of Wizard?" Bjorn asks. "Indeed, I am!" replies Reylon.
The Iron Tankard Inn. A seedy tavern located within the busy city of Waterdeep. This is where our journey begins.
Chapter: 1. The Assembly.
"So you'd like to be a caravan escort?" says the man in a northern accent, sitting at the table between two other men enjoing a tankard of ale each. "Indeed I would." replies Reylon, a slender half-elf dressed in long robes. "Bjorn, this fella looks like he'd be better off escorting a cart of books to the nearest library, not the kind of travel we have a head of us." Whispers a man sitting by the table, Bjorn seems to not pay much attention to his companions input. "I am Bjorn Steelstrike, and these are my companinons, Dürgen and Jürgen." Says the man sitting in the middle. "We'd like to ask you a couple of questions if you don't mind?". Reylon with a slight smirk on his face nods along, thinking to himself that people tend to underestimate him for his slender physic, but he is a wizard afterall, and who needs brawn when they have a mind like his. "Tell me, can you ride a horse?" Bjorn asks. Reylon begins telling a tale of his younger days when he once rode a horse. But before he can finish his intricate tale and conclude his answer to Bjorn's otherwise simple question. He is interrupted by a large man standing over two meters tall approaching Bjorn's table, having to slightly duck his head to not hit the catwalk above. "We don't have time for your life long tale, elf." he says as he slams down his tankard of ale on the table. The large man is in fact a Goliath, a half-giant. As he takes a seat he proclaims in a booming voice "I am Olav Grim, and I 'eard you fellas where looking for a caravan escort.". Dürgen leans over to Bjorn again whispering "This is more like it." With a stern facial expression Bjorn looks over the man before quickly asking "Can you ride a horse?." Olav smiles, his face turning into a large grin "If it's big enough". "You're hired" Bjorn quickly replies, before peering back at Reylon which is still standing by the table, with his smirk now turned into a slight frown seeming a bit frustrated with the interruption. "Now tell me, I see you wearing a mark of the Mages guild, are you some sort of Wizard?" Bjorn asks. "Indeed, I am!" replies Reylon.
søndag 20. mars 2016
Welcome to the Arena!
"The shadows flee as you step into the punishing light to the mob's deafening roar. Screaming faces, thirsty for blood, chant your name. They love you today, but they are fickle, like the gods. One misstep, and favor wilts to scorn. You will find no mercy if you disappoint them, but you never fail. This is your house. You raise your spear in one brutal acknowledgement of their favor, sending the crowds howling louder.
It is time. Let them come. The gates before you shriek, spilling red dust as they climb into the stands. From the yawning black pit, you can hear a slobbering gasping, grunting noise. Then it appeares-all bulbous eyes and teeth. The crowd gasp as one, but you just smil. All things die. Even monsters. You hurl your spear at the horror and sweep your steel from the sheath on your back, and the black blade glints in the unforgiving light. With an insane smile, you throw yourself forward to meet your destiny and send this abomination back to HELL!"
Welcome to the Arena fighters.
So you've decided to pick up your sword and fight for glory and fame? Or have you been captured like the rat you are, slave to the blood-spilling of beast and men alike. Your story doesn't matter, you can forget who you were, you're born anew in the arena, who you are and what you do is for the unrelenting crowd to decide.
It is time. Let them come. The gates before you shriek, spilling red dust as they climb into the stands. From the yawning black pit, you can hear a slobbering gasping, grunting noise. Then it appeares-all bulbous eyes and teeth. The crowd gasp as one, but you just smil. All things die. Even monsters. You hurl your spear at the horror and sweep your steel from the sheath on your back, and the black blade glints in the unforgiving light. With an insane smile, you throw yourself forward to meet your destiny and send this abomination back to HELL!"
Welcome to the Arena fighters.
So you've decided to pick up your sword and fight for glory and fame? Or have you been captured like the rat you are, slave to the blood-spilling of beast and men alike. Your story doesn't matter, you can forget who you were, you're born anew in the arena, who you are and what you do is for the unrelenting crowd to decide.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKAhtIAvYRKbQxMjnhcVHlsvWM1brIJzbm7qV9Q5SZY6K1OmjqQSp-tqyIwROlou5NNKOXt7zu5gY3Qkbc2QY2IwbonZCrYlphB5NCjzlQ-LbU64kXbhydYnRzdHjLoSxTxqmL1EqPKjah/s640/Ryse-Larc.jpg)
lørdag 5. september 2015
The Cult of the Dragon bonds
As the Cult of the Dragon has grwn bolder, its actions have drawn attention. Your character has stumbled into the Cult's scheme in some manner or has a connection to dragons. The following tables provide you with bonds tailored to the campaign. Use them in place of or in addition to the ones you selected from (or created for) your background.
Bond (d10)
1. Leosin Erlanthar, a wandering monk, once saved your life. He's sent urgent word for you to meet him in a small town called Greenest. Looks like it's time to pay off that debt.
2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
4. Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest is search of rumors of increasing dragon activity.
5. You have heard rumors that your close childhood friend,a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!
6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest until this blows over.
7. On his deathbed, your father confessed that he had become involved in a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged your to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.
8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived--but they think you're dead, and now is your chance for vengeance! Your hit list consists of three names: A human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it's the next on the cult's list of targets.
10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut's command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.
Bond (d10)
1. Leosin Erlanthar, a wandering monk, once saved your life. He's sent urgent word for you to meet him in a small town called Greenest. Looks like it's time to pay off that debt.
2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
4. Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest is search of rumors of increasing dragon activity.
5. You have heard rumors that your close childhood friend,a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!
6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest until this blows over.
7. On his deathbed, your father confessed that he had become involved in a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged your to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.
8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived--but they think you're dead, and now is your chance for vengeance! Your hit list consists of three names: A human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it's the next on the cult's list of targets.
10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut's command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.
torsdag 13. august 2015
The Nentir Vale
The Nentir Vale's Story
When the human kingdom of Nerath was at its height about three hundred years ago, the Nentir Vale stood as the northernmost extension of that great realm. Would-be settlers navigated the Nentir River through a trackless swamp or forged their way through a thick forest that separated this area from the rest of Nerath. At the end of their journey, they came upon a pocket of rolling grassland and light woods more than a hundred miles wide and ringed by mountains and forests, a frontier area that held both promise and peril for those who braved it.
Several settlements sprang up in the area. Foot paths between these outposts of civilization turned into welltraveled roads, and most of the towns flourished over the next two hundred years or so.
Then, nearly a century ago, chaos and ruin came to the Nentir Vale when an orc horde called The Bloodfury Clan swarmed down out of the mountains to the northwest. By this time, the Kingdom of Nerath had begun to crumble under the relentlessness of the Orcish Horde Invasion, and the hardy souls of the vale got no help from the south.
Before the Orcish Horde Invsaion was over, much of the Nentir Vale had been ravaged. When the orcs finally withdrew, they left behind a broken and battered land. Now, for the second time in its history, the vale is a destination for those of stout heart and great prowess-adventurers who seek to turn this near-wilderness once again into a place where peaceful folk can forge a life for themselves.
The Vale Today
The Vale is still struggling to rebuild itself, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe, usually. But every now and then, travelers come to bad ends between towns. The Nentir Vale is a northern land, but it sees relatively little snow, winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.
When the human kingdom of Nerath was at its height about three hundred years ago, the Nentir Vale stood as the northernmost extension of that great realm. Would-be settlers navigated the Nentir River through a trackless swamp or forged their way through a thick forest that separated this area from the rest of Nerath. At the end of their journey, they came upon a pocket of rolling grassland and light woods more than a hundred miles wide and ringed by mountains and forests, a frontier area that held both promise and peril for those who braved it.
Several settlements sprang up in the area. Foot paths between these outposts of civilization turned into welltraveled roads, and most of the towns flourished over the next two hundred years or so.
Then, nearly a century ago, chaos and ruin came to the Nentir Vale when an orc horde called The Bloodfury Clan swarmed down out of the mountains to the northwest. By this time, the Kingdom of Nerath had begun to crumble under the relentlessness of the Orcish Horde Invasion, and the hardy souls of the vale got no help from the south.
Before the Orcish Horde Invsaion was over, much of the Nentir Vale had been ravaged. When the orcs finally withdrew, they left behind a broken and battered land. Now, for the second time in its history, the vale is a destination for those of stout heart and great prowess-adventurers who seek to turn this near-wilderness once again into a place where peaceful folk can forge a life for themselves.
The Vale Today
The Vale is still struggling to rebuild itself, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe, usually. But every now and then, travelers come to bad ends between towns. The Nentir Vale is a northern land, but it sees relatively little snow, winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.
tirsdag 11. august 2015
The Orcish Horde Ivasion
A century and five decades ago the 8 Orc Clans of Nerath united to form the Orcish Horde. They raged across the north, east, and south of Nerath. The west and the Council of the Silver Flame stood their ground, while the rest of the Kingdom of Nerath crumbled. The King George Goldwynn III father to now King Gregory II, hid in the capital city Nuril fortifying it with most of his forces including all the wizards and sorcerers of the Mages Guild.
The Orcs ravaged the lands of Nerath for 6 decades, until the council of the Three Hammers and the Council of the Silver Flame decided to rally their troops. The Dwarves which had hid in their underground kingdom poured out of their mountain holes and attacked the Orcs from the north and east, while the Council of the Silver Flame advanced from the West.
Now the Orc clans are scattered, some believed to be completely vanquished. One of the clans that escaped to the far north, known as the Frost-Bear Clan, still pose threat to the continent of Nerath.
The Orcs ravaged the lands of Nerath for 6 decades, until the council of the Three Hammers and the Council of the Silver Flame decided to rally their troops. The Dwarves which had hid in their underground kingdom poured out of their mountain holes and attacked the Orcs from the north and east, while the Council of the Silver Flame advanced from the West.
Now the Orc clans are scattered, some believed to be completely vanquished. One of the clans that escaped to the far north, known as the Frost-Bear Clan, still pose threat to the continent of Nerath.
mandag 13. juli 2015
Anthal
Anthal is one of many planes in existence. The Realm of Man, the Plane of Living, the Realm of Souls, or The Plane Between, are a few common names used for Anthal.
Except from the vast oceans and seas, there are three separate continents that makes up Anthal. The Feywild: a vast forest makes up most of this landmass, it's also where elves originate from. Kargath: the largest of the three landmasses, Orcs and Minotaurs are the main residence of this continent. Nerath: this continent has the most diverse residence, and is currently home to the human kingdom.
Except from the vast oceans and seas, there are three separate continents that makes up Anthal. The Feywild: a vast forest makes up most of this landmass, it's also where elves originate from. Kargath: the largest of the three landmasses, Orcs and Minotaurs are the main residence of this continent. Nerath: this continent has the most diverse residence, and is currently home to the human kingdom.
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