Nerath was a world. The deva Demascus was originally from this world. Deities from this world were summoned in the Dawn War to help the gods of Realmspace to defend the newly born worlds of this Material Plane against the primordial threat.
The abyssal plague originated on this world. It is home to Nentir Vale and a fallen empire called Nerath , after which this world is known. According to Christopher Perkins , the Nentir Vale was originally conceived to be part of the Forgotten Realms setting, before being used as the setting for the Nerath world.
Forgotten Realms Wiki Explore. Once the entrance has changed, it fills in, and no longer connects to the Bogbottom's tunnels. Fortunately, a few goblin guides always hang around old entrances to pick up stragglers caught off-guard by the shifting, ready to point them on to the new entrance. What's it like inside? After finding an entrance, the prospective buyer or seller descends through a dripping, mud-slick, uneven-floored tunnel, filled with pools lof water, roots and fungi, until they emerge into a massive multilevel chamber at what appears to be the center of a great warren.
Some sides of the room have four levels while others have three. Rope bridges drape overhead, linking levels or tunnels across the great chamber. Some rope bridges meet in midair, offering aerial places for merchants to sell their wares. One of the oddest thing about the Moot is that goblins are absolutely everywhere , constantly poking their noses and hands into everyone's business.
They will listen in on secret meetings, openly stare at anyone of interest, and literally tip the scales of deals according to their whims - which the merchants and buyers learn to tolerate, because the goblins never abuse the knowledge they gain, steal too much, or treat anyone unfairly.
In fact, the goblins invariably go after anyone who has ever cheated in one of these deals; when a goblin takes gold put on the table by a buyer and pockets it, it's likely the buyer completed an unfair deal elsewhere just a moment ago or during their last time at the Trade Moot.
Because of this, the goblins actually keep things at the Moot relatively honest. Despite this interference, the goblins speak little and expect no one to speak to them. Those who complain too loudly or accost a goblin will be brutally murdered by bugbears, who materialize out of the shadows. The sole exception is during the "changes", when the entrance tunnel spontaneously shifts to a new position.
This is signalled by every goblin suddenly and simultaneously wailing "Change! They head out every tunnel and run back and forth between the tunnels. Inevitably, an earth tremor then shakes the chamber for a time, sometimes slopping mud from the ceiling down onto the shops and people below, and occasionally knocking unwary folk off the rope bridges. When the tremors settle, the goblins return, and a new tunnel out of the Murkroot Trade Moot is opened while the old tunnel is closed to all traffic.
The new tunnel then becomes the sole tunnel by which traders and buyers can leave the market. What can you buy? What can't you buy, is the real question. Oh, there's no real way of predicting when something is actually in stock, because the merchants come and go according to their own schedules. The best way to find what you're looking for is to ask random merchants until you get there.
Merchants set up shop each in their own way. Some occupy the semipermanent structures of roots and timbers at the center of the market. Others wander the muddy alleys while hawking their wares from their backs or small carts. Goods dangle in cages or on chains from the bridges, tents dot the muddy wallow of the market, and others set up tables to make impromptu stalls.
We all have an obligation to stand up against racism and bigotry in all its forms. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. Prev 1 … Go to page. Go to page. First Prev 13 of 18 Go to page. Lysus said:. A hundred years doesn't seem like nearly long enough for most of what an empire was to pass into legend, let alone in a world where elves and dwarves who were there to see it aren't even middle-aged yet.
VoidDrifter Active member Banned. Validated User. When 4e was at its peak, I was living deep in the rural southwest - about a day's drive from the border between Queensland and the Northern Territory. To me, Nerathi Legends was a new series providing sample regions of the Nentir Vale world, rather similar to the Eye on X series that predated it.
The fact it was a tie-in to a 4e Risk-style boardgame? Completely escaped me. What is Sarthel? The city-state of Sarthel stands on the shores of Lake Sarn, surrounded by a crescent-shaped mountain range known as the Draco Serrata, and is the largest and most prosperous city remaining in the heartland of old Nerath.
In fact, Sarthel is older by far than Nerath; over two thousand years old, it was originally a provincial capital of the tiefling empire of Bael Turath, and many of its cellars, sewers and streets state back to that day. Well-fortified and in a highly defensible position with its back to the lake, Sarthel weathered the downfall of Bael Turath, the rise of Nerath, and its eventual fall. To this day, Sarthel is thrives, the center of mercantile empires that bring in raw godos from places as close as Therun and as far as the Free Cities of Zembar.
Its wealth and stability have made it a regional power, and some of its lords eye the smaller, scattered towns of the Dragondown Coast - only a few hundred miles to the ease - and dream of making a republic of Sarthel, if not a kingdom. An importer of wood, textiles and raw materials, Sarthel is renowned for its metalworkers; mines in the western reaches of the Draco Serrata provide a steady supply of copper and silver, whilst farmers and ranchers rear good beef and milk cattle on the grasslands, or grow grain, olives, oranges and other arid crops in the Blackfall Vale.
Sarthel has a reputation for decadence and corruption. Trade is a bare-knuckle affair here, and more than a few commercial rivalreis are resolved with duels or riots. The people are notorious for their quick tempers. Humanity makes up approximately two-thirds of the population; of that remaining third, dwarves, halflings and tieflings are the majority races, and they dwell in dedicated districts of the city.
It maintains a small standing army of cavalry and foot soldiers, but each noble family commands scores of mercenaries and loyal guards. But underneath is thriving status, there is something rotten in the heart of Sarthel.
An Asmodean cult, known as the Iron Circle, has infiltrated the highest ranks of power, and is bending the city to its will. Power in the City of Silver: Officially, Sarthel is governed by the Council of Lords; a body consisting of about twenty hereditary nobles, which appoints a High Seneschal as their leading civic official to run the city's daily affairs.
But even before its subversion by the Iron Circle, many of the lords were content to delegate authority to the High Seneschal and instead use their position on the council and their influence over the civic bureaucracy to jockey for the best mercantile licenses and most important civic offices.
Obviously, this has bred deep rivalries and vendettas amongst the noble houses of Sarthel. Houses deemed notable enough to warrant mentioning in this article consist of: House Avrul: Considered the foremost of the noble families, House Avrul controls the routes to the rich southern land of Nath Mornal, Sarthel's largest and wealthiest trading partner and incidentally, home to the Citadel of Iron's Grasp.
It also controls many of the highest-ranking positions in Sarthel's army, with the house's leader, self-styled Duke Aron Avrul, holding the position of Marshal of Sarthel. He was a formidable soldier in his youth, but the now-middle-aged nobleman has fallen far from those days.
House Padumor: An old foe of the Avruls, this house's commercial interests are strongly allied with the city's silversmith and jewelers guilds. Even by Sarthar standards, the nobles of House Padumor are considered excessively prickly and obsessed with dueling. Officially, their leader is the ancient matriarch, Comtessa Verna Padumor, but in all practical matters, they look to her son, Hordan. House Imbran: This half-elven house is one of the smaller families, but has built up its powerbase through agriculture; olives, olive oil and fine leather.
Its leader, Lord Brandor Imbran, is one of the few Sarthar leaders to suspect how far the Iron Circle's influence reaches, and he's desperate to expose and uproot them - at any cost. The current High Seneschal is a human mage named Klaran Meitor, a stern, sharp-tongued and intimidating figure. Appointed ten years ago, he has done his best to ignore all but direct orders from the Council of Lords and focus on making Sarthel function. In fact, under his guidance, the city has been running better these last ten years than it has for decades before that.
This has made him an enemy of the Iron Circle; whilst Meitor is used to handling the to-most-people-daunting task of overseeing a nepotistic civic bureaucracy where the nobility has spent centuries fighting over which posts their nieces, nephews and distant cousins hold, this change in the ever-present corruption's direction and purpose challenges him.
Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor.
The fate of empires is in your hands! Heroes of good and champions of evil strive against each other across mountains, seas, forests, and plains, determined to conquer or die. Terrible monsters rampage across the land, destroying everything in their path. Mighty dragons dominate the skies, laying waste to entire armies with their deadly breath. Bold explorers dare dungeons filled with fearsome guardians and great treasures.
Four great realms contend for domination of the known world: mighty empires, leagues of nations, or powerful alliances. The Dark Empire of Karkoth dreams of slaking the sinister Chained God with the blood of a dozen lands, but the heroic elves and humans of the Vailin Alliance are determined to extirpate this ancient evil once and for all. The Iron Circle seeks to subjugate the known world beneath its scarlet legions, but the free people of the Nerathan League battle furiously to smash the servants of the infernal.
Up to four players can play the Conquest of Nerath game. You assume the role of warlord, reigning over one of the four realms. You decide what forces you need to fulfill your goals and where to build them. You fight battles to defend your lands or seize those of your foes, and send brave heroes to uncover the ancient secrets buried in fearsome dungeons. The more terri- tory you hold, the more troops you can unite under your banner. Your choices determine whether your chosen realm will survive and triumph, or fall into darkness at the hands and talons of your enemies.
You can choose which realm to play, rolling dice for order of selection, or pick one randomly by placing one control marker from each realm in a cup, then drawing blind. Dark Empire of Karkoth Karkoth The warlocks who rule Karkoth wield terrible powers of necromancy and shadow.
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