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.

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.


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.

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.

søndag 28. juni 2015

The Gathering

The Gathering

When the many different tirbes, clans, and groups of humans, dwarves and halflings throughout the continent of Nerath decided to live under one rule. Not much is known of this time period. Many great and lesser great rulers have lived and died since the gathering, and much history has been lost.

ATG (after the gathering) is used to label or number years in the Nerathian calendars. 

fredag 24. april 2015

The main deitie of Anthal

The main deitie of Anthal:


The Sovreign Host:


Symbol: Celestial Crown
The worship of the Sovereign host is the most wide spread religion of Anthal, and also one of the oldes. Particularly across Nerath, where the royal family of the Kingdom of Nerath has chosen it as the kingdoms main religion. Throughout its history it has been challenged by newer more dynamic faiths, split by a great schism, and wracked by strife. Yet the faith of the Sovercign Host is infinitely adaptable and easy to follow, and it is these traits that have allowed it not merely to survive but to thrive.

Common Knowledge (known without having to roll a history or religon check)
The Sovereign host is a pantheon of six deities: Avandra, Bahamut, Erathis, Ioun, Moradin, and Pelor. These deities all stand for different aspects: Avandra for Exploration, Bahamut for Determination, Erathis for Civilization, Ioun for Education, Moradin for Creation, and Pelor for Consideration.  The overwhelming majority of Vassals and worshipers of the Host are know to revere the entire pantheon not just one or two of its number. The majority of many races worship this deity; Humans, Half-elves, Half-orcs, Dwarves, Halflings, Tieflings, Shifters.

Practicing the Faith
Even though religion is part of daily life for most Vassals, it normally takes the form of minor prayers and rites. Formal worship and complex ceremonies are occasional observance. Most rites and prayers are quick, simple affairs that a Vassal can perform alone. Prayers and paeans are entirely verbal (anything involving gestures is considered a rite=, and are offered in gratitude: as thanks for a good harvest, for pleasant weather, or even for luck in avoiding those who mean do to one harm. Prayers are not used to request favors of the gods; this is done through rites.

  • The Doctrine of Universal Sovereignty: As is the world, so are the gods. As are the gods, so is the world.
  • The Doctrine of the Divine Host: The Sovreign Host is one name, and speaks with one voice. The gods are the letters of that name, and the sound of that voice.

Most Vassals worship the entire pantheon rather than choosing a sinle patron. That's not to say that they don't have their favorites; a blacksmith likely feels close to Moradin than to the other Sovereigns, and many priests are better versed in the cermonies of one than the others. A minority of Vassals, called Disciples, devote the entirety of their worship toward a single god rather than the pantheon as a whole, while still acknowledging the Doctrine of the Divine Host. A rare few, called Hierocrats, refute the doctrine and believe that their chose patron is more improtant and more powerful than the other gods. Most Vassals consider Hierocrats to be misguided. 

Afterlife
Vassals believe that the soul is a tiny spark of the divine, but that over the course of a mortal life the soul's divinity slowly fades. When the soul has lost is divinity it will return to the gods in the way the gods are a part of everything so will their souls be. Vassals foresee no reward in this afterlife, they consider the blessings of mortal existence much more important.

lørdag 14. mars 2015

The Mages Guild

The Mages Guild lies on an island not too far from the docks of the capital city Nuril.

The overhead and highest ranked wizard is Grand Magus Donathan master of the Arcane. Other noteable leaders are:

  • Archwizard Vargoth the Violet; head of Abjuration. Human. 53
  • Archwizard Lucian; head of Evocation. Human. 45
  • Archmage Helena: head of Conjuration. Eladrin. 88
  • Archmage Melisara: head of Illusion. Half-elf. 76 
  • Archwizard Kelthrian: head of Divination. Eladrin. 293
  • Archwizard Zellek: head of Enchantment. Half-elf. 65
  • Archwizard Marley: head of Transmutation. Halfling. 59

Other sub-guilds around the continent and kingdom of Nerath:
  • The Purple Wizards Academy.
  • The Gray Mages, also known as the wandering wizards.
  • The Blue Mages guild. Currently only one known member left, and one apprentice.
  • The Sorcerers of Correlon.
  •  The Scholars of Ioun.

onsdag 4. mars 2015

Kingdom of Nerath

The continent of Nerath has seen many kingdoms and empires rise and fall.

The year is 4130 ATG (After the Gathering), the kingdom of Nerath has stood for 500 years. The current leader of the kingdom; King Gregory Boldwynn II is a young man of 35 years. He lives within the capital city Nuril, also known as the Golden City. His newly wed wife Lady Lauren and his unborn child went missing 2 years ago, she is presumed dead by some. King Goldwynn is rarely seen in the capital city anymore after the incident, his younger brother Christoph(28) has been speaking on his behalf. The location of King Goldwynn is unknown at the time, some say he has locked himself away within his castle in Nuril, others believe that he has gone undercover to lead the search for his wife.

The land west of Nuril is commonly known as "The West", it is a part of the Kingdom of Nerath but it has been self ruled for 400 years. It's lead by a council called the Exarch Council of the Silver Flame. The council is seated in Vigil, also known as the Silver City. There are four leaders of the council: Thoren - Military leader, Wilmot - in charge of Divinie Guidance, Sandro - Grand Paladin of The Silver Flame, Josef - Grand Cleric of The Silver Flame.

Though Nuril and Vigil is standing strong, most of the kingdom is stugling to rebuild after the Orcish Horde invasion ravaged Nerath, many towns and villages still lies in ruin.
 King Gregory Boldwynn II

onsdag 14. januar 2015

NPC: Olvesh Bloodfury

Location: last seen - Harken Forest


Olvesh Bloodfury is leader of the Bloodfury Clan. The Bloodfury clan was one of the eight major clans that made up the Orcish Horde.

NPC: Annikindri Woodsinger

Annikindri Woodsinger.
Location: Woodsinger Camp in Harkenwold.


Goes by Anni among her friends. Daugther to Elrandan leader of the Woodsinger Clan. Her father has given her command of the Woodsinger Scouts. She is a true champion of her people and will do anything in her power, including laying down her own life, to ensure their survival. Annikindri respects life in all its forms, and will refuse to see harm come to any innocent in her presence. She prefers action over words, leading her to develop a great admiration for Beorn’s success in building up the Harkenwold resistance againts the Iron Circle. But in return leading her to despise her own father for the lack of action against the Iron Circle, and lack of help given to the villagers of Harkenwold.