Saturday, August 27, 2022

The Companions
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Friday, August 26, 2022

Archives
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Wednesday, August 24, 2022

House Rules
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

▶ Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

▶ Death's Door: A character that is reduced to -1 or fewer hit points (no more than -10) is unconscious, bleeding out, and at risk of dying. They will continue to lose 1 hit point per round and if they reach -10, they dead. If a character is brought back up to 1+ hit points before dying, they will still require 1d10 rounds to regain consciousness and recover their footing before they can once again function normally. A PC who dies and is later Raised or Resurrected loses 1 point of CON permanently. This will also result in losing any bonus hit points previously acquired due to having an exceptionally high CON.

▶ Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook at character creation is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the B/X books as the starting spell for that character. Their spellbook does have a cap on the number of spells it can hold. As the DM, I also "gift" the following spells to the Wizards spellbook―Read Languages, Identify, Write & Detect Magic.

▶ Spell Recovery: We use the spell recovery rules located here.

▶ Post Combat Arrow Recovery: 1, 2, or 3: The arrow is lost or broken. 4, 5, or 6: The arrow is found and put back in the quiver.

▶ Critical Hits & Fumbles: On a critical hit (nat20) that character does max weapon damage "then adds whatever modifiers it has to that max damage", on a fumble (nat1) that character automatically misses "that player rolls a d100, 50% or less something happens (DM's choice, character drops his weapon, he slips and falls . . . that sort of thing).

▶ Clerics & Level One Spells: In B/X, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically, to put it in simple terms, I have a kind heart . . . "occasionally".

▶ Initiative: For Initiative, each side uses 1d10 instead of 1d6. This reduces the chances of a tie and more easily allows for the implementation of the Dexterity Initiative Adjustment.

▶ Spell Casting During Combat: Spells interrupted during casting due to damage received, being accidentally jostled, etc. are lost, regardless of which side won initiative. Spells voluntarily aborted while being cast are not lost. Once casting begins, the caster may not perform any other actions during that round, whether the spell is completed or not.

▶ Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep, and Half-Elves have 30%. We use this rule in our modified system.

▶ Ranger Highlander Rule: Where a Ranger is concerned in a group, we use the highlander rule where only a single Ranger may be in the group at the same time.

▶ Armor (Putting On): See this ruling.

▶ Critical Hits & Fumbles: Critical Hit or Nat20 (Double Damage) + Modifiers. Fumble or Nat1 (Automatic miss and loss of rest of the round), some minor thing happens, they trip and fall, lose balance or some other similar thing.

▶ Exceeding Level 14: In our modified B/X system, human character classes have a maximum level of 14 & demihuman characters have specific level limits according to a specific race. For our system, we use an optional rule requiring characters to earn double experience points to advance beyond their maximum racial limits.

▶ Alignments: We use the 5 alignment system that was used briefly in B/X in 1977. You can view those alignments at this link.

Tuesday, August 23, 2022

The Herald
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Saturday, August 20, 2022

Organizations
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Friday, August 19, 2022

Independent Towns & Villages
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

LOCATION POPULATION
Desul Torey 360
Mistwatch 565
Nenlast 200
Phandalin 550
Timbervale 90
Winterhaven 1,000

Tuesday, August 16, 2022

Castles & Strongholds
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

LOCATION POPULATION
Hammerfast 3,000+
Queen Stravalla's Tower -
Restwell Keep 1,000

Monday, August 15, 2022

Independent Cities
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

LOCATION POPULATION
Fallcrest 1,350+

Sunday, August 14, 2022

Kingdoms & Nations
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Barony of Harkenwold

Saturday, August 13, 2022

Other Locations & Places
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Underdark

The Valelands

Friday, August 12, 2022

Thursday, August 11, 2022

The Pantheon
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax
Good Deities

The Changebringer - Avandra
Also known as "She who makes the path," the Changebringer champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. This nature leads to few temples in direct civilization dedicated to the Changebringer, but they often can be found off the beaten path and near roads well traveled. Her worship is common among merchants, free spirits, and adventurers, with tavern cheers calling to her honor as a bringer of luck and fortune.

She is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, trailblazing and ever leading into the unknown.

The Changebringer's holy day is New Dawn, and takes place the first day of the first month, when the old year gives way to the new. The day of New Dawn is celebrated with a grand midnight feast that commonly features a short play that celebrates the changes of the past year.

The Platinum Dragon - Bahamut
The pillar of justice, protection, nobility, and honor, the Platinum Dragon stands as a beacon to many paladins of order and good, and is revered by most metallic dragons as the first of their kind. The crest of the Platinum Dragon adorns many halls of high leadership and justice, his will expected present at all just judgments. To follow him is to look after those who cannot look after themselves.

This majestic being is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant silver dragon head in profile. Temples and art pieces present a massive, glittering dragon of vibrant platinum sheen and seemingly endless wingspan.

The Platinum Dragon’s holy day is called Embertide, and is celebrated on the fifth day of the eleventh month. This is a day of remembrance, solemnity, and respect to those who have fallen in the defense of others.

The Archeart - Corellon
Guardian over the spheres of spring, beauty and the arts. Corellon is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Archeart's hand that the first elves wandered from the Feywild, and for this reason they are considered the Mother and Father of all elves. Those who seek art in all their work, whether magic or mundane, often worship at the alter of the Archeart. They loathe the spider queen and her priestesses for leading the drow elves astray.

Most modern tapestries and tomes depict the Archeart as an elven being of impossible grace and beauty, androgynous and alluring, framed by long wavy golden hair. They have been the inspiration for many early elven art pieces, and it's not uncommon to find elements of their visage or symbol included in most elven architecture.

The Archeart's holy day is called Elvendawn, or Midsummer. It is celebrated on the twentieth day of the sixth month, and celebrates the elves' first emergence from the Feywild. In Tir Erasleigh, the elves build magical wards in certain spaces and open small doorways into the Feywild and celebrate with uncharacteristic vigor with the wild fey.

The Allhammer - Moradin
The patron of craft and creation, the Allhammer is worshipped by smiths, artisans, and miners alike, granting inspiration where respect and prayer are given. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family. The devotion to the Allhammer is strongest in dwarven communities, and many of his temples mark the center of a mighty dwarven stronghold.

Many guild halls and workshops contain images of the Allhammer, a faceless, stout dwarf-like being of immense strength, hunched over a flaming heart clasped within his massive hands.

The Allhammer's holy day is Deep Solace, and is celebrated on the eighteenth day of the fifth month. Especially devout followers of the Allhammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. Other dwarven communities in Dun Buldahr and abroad celebrate with a full day of feasting and drinking.

The Dawnfather - Pelor
The Dawnfather stands lord over sun and summer, his vigil encircling the ages as the keeper of time. Lord of agriculture and harbinger of the harvest, his followers commonly include farmers and most common folk, his priests welcome in lands all over. Supporter of the needy and destroyer of evil, the Dawnfather is often the patron to Paladins and Rangers who follow a similar creed. The Dawnfather is also revered by those who hunt aberrations.

Tapestries of old match early text describing the Dawnfather as a patronly figure in silver and gold armor, his head a beacon of light and fire so bright that a face could rarely be seen within. Many statues in holy places treat the head as a brazier, lit with each dawn and extinguished with the dusk.

The Dawnfather's holy day is called Highsummer, and takes place on the fifteenth day of the seventh month. The entire week is celebrated with gift-giving and feasting. Festivities begin on Highsummer day and end at midnight on the twenty-first. In Candledeep, the feast of Highsummer is instead a festival of lights around the Sun Tree; gift-giving is traditional. Most folk choose to spend Highsummer with their family, recounting the small things they are thankful for.

The Moonweaver - Sehanine
The Moonweaver sends her will as the goddess of moonlight and the autumn season, as well as the patron of illusions and misdirection. Widely worshipped within halfling and elven culture, she is largely considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing.

Her depictions are as numerous as the myths and stories of her with meddling within simple unions. However, she is most often painted as a young girl of light blue skin and white hair, her body and limbs but wavy silk strands of silver moonlight that caress and create the edges of the shadows.

The Moonweaver has no holy day, but is celebrated by the elves on the night of the decade’s largest full moon. Elven astronomers track the moon’s phases and how it grows closer and farther to Nerath, and can predict these days with great accuracy. Many high and haughty elves use this festival as an excuse to be sly and mischievous; some younger elves use costumes and illusions to prank their peers.

Neutral Deities

The Lawbearer - Erathis
Erathis, the Lawbearer, is the goddess of civilization and laws. The Lawbearer is shown as a hooded, armored woman sitting atop a throne, her face obscured or expressionless.

The Lawbearer is worshiped by the denizens of the Quadroads District in Vasselheim. Her temple is called the Crown of Erathis; the Holy Paramours of the Crown of Erathis approve magically-binding contracts under which the Slayer's Take hunts monsters and other creatures around Vasselheim.

The Knowing Mistress - Ioun
Revered by seers, sages, and teachers of all walks of life, the Knowing Mistress guided the growth of civilization throughout the Ages like sunlight guides the branches of a tree. Her devout worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels.

Common representations show the Knowing Mistress as a graying, mature woman of welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls.

The Knowing Mistress has no public holy day. Only in certain locations has the Knowing Mistress's faith been resurrected-though her worship by the intellectuals of the city bears little resemblance to the knowledge-seekers of old.

The Stormlord - Kord
Where thunder cracks and conflict rises, prayers to the Stormlord are shouted into the maelstrom. The Stormlord’s followers revel in all tests of strength, and his blessing finds those who prove themselves on the battlefield. He is worshiped by athletes and warriors across Nerath, and his will exalts those whose force of spirit and penchant for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers in hopes of appeasing his will.

Within his temples and carvings, the Stormlord is shown as a paragon warrior, often nude and physically the epitome of muscle and strength. Often with beard and short, curled hair, most depictions have the Stormlord in mid-wrestle with a terrible beast, and always in a stance of dominance.

The Stormlord’s holy day is the Day of Challenging, and is celebrated on the seventh day of the second month. The Day of Challenging is one of the most raucous holidays, and thousands of spectators attend the annual Godsbrawl held in the Temple of the Stormlord to root for their favored deity’s champion.

The Wildmother - Melora
The realm of the Wildmother extends to wherever the seas shift and the land grows over. Keeper of the wilderness, she represents the wild creatures of nature, the rush of the angry rapids, and the heat-harried stillness of the desert. Elves take up her worship, as do hunters of natural lands, accepting her guidance to exist harmoniously within savage lands. Those seeking safe passage across dangerous waters give prayers to her to guide them. The druids of the Wildmother and clerics of her lover, the Lawbearer, work together to preserve the balance of nature and civilization. It is said that the two goddesses grow furious when this balance is upset, and this fury manifests in Nerath as devastating natural disasters.

Seen immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wildmother often is depicted as a beautiful woman of green skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that dwarf her lithe form.

The Wildmother’s holy day is Wild’s Grandeur, and is celebrated on the vernal equinox, usually the twentieth day of the third month. The people of the southern wilds celebrate the Wildmother’s strength by going on a journey to a place of great natural beauty, like the top of a mountain waterfall, or the center of a desert. Wild’s Grandeur is rarely celebrated in Emon, but some folk will plant trees in observance of the holiday

The Matron of Ravens - The Raven Queen
Master over the skein of fate and the mistress of winter, the Matron of Ravens stands as the god of death. Her gaze follows and marks the end of each mortal life, watching over the transition between life and death and ensuring the natural transition is undefiled. Many funerals call to her blessing in hopes that she will protect the deceased from the terrible curse of undeath. Those who keep ancient lore believe the Matron of Ravens was once mortal herself, and is the only known mortal to have ascended. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension.

Few existing visual depictions of the Matron of Ravens herself exist, with many temples merely using the raven as a symbol of her blessing. Those that do depict her, however, reveal a tall, pale woman wrapped in dangling black linens, her onyx-black hair straight and never ending, her face obscured by a white, porcelain mask.

The Matron of Ravens' holy day is the Night of Ascension, celebrating her apotheosis. The actual date of the goddess’s rise to divinity is unclear, but the Night of Ascension is nonetheless celebrated on the thirteenth day of the tenth month. Many people see this cheery celebration of the dead to be unnerving and macabre, but the Raven’s followers believe the honored dead would rather be venerated with cheer, not misery.

The Matron of Ravens is also considered by some the winter patron to the holiday of Winter’s Crest: the celebration in Nerath of freedom, celebrated on the 20th day of the eleventh month. Most, however, see this holiday belonging to the people of the land, and recognize no pertaining divine worship

Evil Deities

The Lord of the Hells - Asmodeus
The devil god of the Hells represents mastery of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. The Lord of the Hells holds his domain with an iron rule, and the punishments that await those that cross him are legendary: the basis of nightmare. Evil entities pay him tribute alongside his devils, while warlocks are drawn to his power.

A twisted image of the celestial blood that once bore him, the Lord of the Hells is revealed in many tomes and murals as a handsome humanoid of deep, red skin and long, black hair. Two curling horns rise from his brow, and his lips ever bear a knowing grin.

The enemies of The Lord of the Hells are numerous, even among the Betrayer Gods, many of whom only follow the archdevil for fear of his immense power. The Lord of the Hells’s archnemesis is the Changebringer, whose mischief and cunning has vexed him throughout the eons. It was she who defeated him in the Calamity by tricking his fiendish armies into attacking one another. The Devil Lord’s greatest triumph during the Calamity was fooling and betraying the Everlight and slaughtering all her followers in one fell stroke—a move that today has united the followers of the Everlight and the Changebringer in an unbreakable bond.

The Strife Emperor - Bane
Blood-drenched armies of brutal warriors oft crush their foes in the name of the Strife Emperor, the evil patron of war and conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it beneath them. The Strife Emperor twists all living things to his iron will, even forcing nature itself to bow to his whims.

A dark reflection of the honorable warrior, the Strife Emperor is often depicted as a brutish ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belt, and the shadow that obscures his helmeted face does not hide his unblinking, piercing yellow eyes.

The Strife Emperor’s greatest enemy is the Wildmother, the goddess who defeated him during the Calamity. The Strife Emperor grew his armies by corrupting noble creatures into monsters and destroying the wilds to fuel his terrible engines of conflict, and the two deities clashed many times during the war before his defeat. The emperor’s massive iron armor still litters Beynsfal, and his massive helmet houses the capital city of a ruthless hobgoblin empire

The Ruiner - Gruumsh
The Ruiner commands roving hordes of barbaric marauders across the lands to destroy, pillage, and slaughter for the joy of it. Orderless and without honor, the creeds of the evil hordemaster push orcs and other evil, savage creatures to devour the world around them, giving in to the chaotic and selfish nature of the predator. The Ruiner’s most devout servants in Nerath are the Ravagers, a lawless band of orcs and goblins who delight in slaughtering innocents across the lands.

The Archeart shot out the Ruiner’s right eye during the Calamity, and the god of slaughter longs for the day he can return the favor twofold. Those who serve the Ruiner are sometimes hypnotized by his hateful rage from across the Divine Gate and fall into a strange bloodlust, longing to slaughter elves and those who worship magic at the altar of the Archeart.

Primitive clay representations can be found in savage communities of his followers, showing the Ruiner as a hulking, bulbous behemoth of an orc. The missing eye has shifted as a minor fold, the prominent eye now central to the face like a nightmarish Cyclops.

The Spider Queen - Lolth
The evil god of deceit, shadows, and spiders, the Spider Queen weaves a complicated web of schemes and treachery through her worshipers, deceiving allies and enemies alike to gain power. The Spider Queen’s worship is entwined with the society of dark elves, even as the drow fall ever deeper into the thrall of the Chained Oblivion’s aberrant minions. It is said that the Spider Queen can see through the eyes of all spiders, and that she is truly all-knowing. The Spider Queen holds a searing grudge against the Stormlord, for with one throw of his mighty thunderspear he impaled her against a cliffside, leaving her drow armies leaderless during the Calamity. The Spider Queen and the Ruiner also share a burning hatred for the Archeart—whom she claims drove her children below the earth—and she often manipulates the Ruiner’s followers into attacking her enemies so that the drow may remain safe. The only being the Spider Queen fears is the Chained Oblivion; she dreads its alien mind and is furious over what its madness is doing to her children.

Many icons and idols within dark elf society show the image of the Spider Queen, a darkly alluring woman of dark purple skin and silver hair, her abdomen swelling into the terrifying body of a monstrous spider.

The Chained Oblivion - Tharizdun
It is darkness unending, less like a god and more like another world. Life and death do not exist within the Chained Oblivion, an engine of utter destruction and madness. Even the other Betrayer Gods treat this mad god with caution. In its endless imprisonment, it dreams the infinite depths of the Abyss into reality, along with all its demonic legions. The Prime Deities had thought it locked away during the Founding until it nearly returned to ruin the world during the Calamity.

Now, its chaotic mind has fallen into more frightful dreams, imagining nightmarish aberrations into existence deep beneath Nerath. The Chained Oblivion’s demented cultists work without word from their twisted patron, awaiting the Epoch of Ends, when its freedom will be attained and all beings shall be consumed in deathlessness unending.

The few remaining followers of the Knowing Mistress are dedicated to ensuring the Oblivion is never again unchained. Their goddess led the charge against the all-consuming destroyer god’s re-emergence, and though her bravery allowed the other gods of good to shackle their enemy, the victory nearly cost her immortal life. Some say the Knowing Mistress can only be fully restored if the Chained Oblivion is destroyed for good.

Few attempts at depicting the image of the Chained Oblivion exist, and the existing texts speak of a creature of rolling, hungry ink and darkness; of a spreading cloud of lightless destruction born from a thousand Queenous mouths. Current references constrain the nightmare with chains of black and gold, barely keeping the dark at bay.

The Scaled Tyrant - Tiamat
The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her clearest worshipers, the Scaled Tyrant accepts the worship of all who love wealth over all things—except the queen of dragons herself, of course. All chromatic dragons have a reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule. The Scaled Tyrant is often pleased by the chaos that is spread across Nerath.

The Scaled Tyrant’s hatred for the Platinum Dragon is as old as the Founding, and her cults are ever hunted by his justice. Her worship has for centuries been limited to chromatic dragons by these zealous paladins, but sects of mortal dragon-worshipers have been appearing across Nerath recently.

Most visual representations of the Scaled Tyrant exist as a warning within sanctuaries of the Platinum Dragon. She is often shown as a drake of frightful size, massive leathery wings birthing clouds of poisonous mist with every flight, while she shouts from five vicious dragon heads, each head depicting a different chromatic color of her evil children.

The Crawling King - Torog
The dark god of the endless tunnels and caverns beneath Nerath, the Crawling King acts as patron to torturers, slavers, and jailers across the realm. His tears of pain and anger carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles where few return. Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and other creatures who live in the darkness below worship him and seek his guidance.

The Dawnfather and the Everlight defeated the Crawling King during the Calamity by drawing their nemesis above ground. The Dawnfather pierced his body with 10,000 lances of sunlight, and the Everlight imprisoned him within her serene rays. The tears of suffering and rage the Crawling King shed burned through Nerath, and his faithful fled into these tunnels to escape their enemies’ holy light.

The Crawling king is largely rendered as a swollen, malformed worm that slithers through the dark below, a screaming, hairless human head at the helm with three arms carving through the lightless rock.

The Lich King - Vecna
Vecna was a lich who ascended to godhood. While he was once considered the most powerful lich to dwell on that world, over the ages he spent in undeath Vecna became maligned across the multiverse, and was considered the scourge of all civilization.

As a deity, Vecna appeared as a decrepit lich missing his left hand and left eye. According to some, Vecna had an obsession with acquiring and maintaining secrets, believing them to be the source of true power. He was precise and calculating in his actions, but was at times prone to bouts of intense rage.

Vecna believed that every being in existence held a single secret that could be manipulated to bring about its destruction. Uncovering that secret and exploiting its truth were the key to gaining dominion over others.

The Cloaked Serpent - Zehir
Wanderer in shadow and creator of snakes and serpent-kin, the Cloaked Serpent is the evil god of poisons, assassins, and darkness. Much of ancient serpent-kin worships him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent’s worshipers were annihilated during the Calamity, and those who weren’t are either suspended in self-induced stasis or hunted for sport by the servants of the Spider Queen and the Crawling King. But perhaps the Cloaked Serpent is merely biding his time, waiting for the proper moment to unleash his hidden armies upon the world once more.

The Cloaked Serpent loathes the Lawbearer and the Wildmother, for he despises life, order, and love above all things. His surviving worshipers relish in using poison and fire to undermine civilization and consume nature, hoping to throw the goddesses into fury and consequently cast Nerath into chaos.

Many forgotten temples were once built to the Cloaked Serpent, and within these chambers you would find his image engraved within much of the architecture. A human body with a half-dozen arms that houses a gargantuan serpent head, fanged and frilled in aggression. Strands of thick, dark hair that sprout from the scaled body swirl around to form layers of shadow, obscuring the entire form of the entity.

Monday, August 8, 2022

Sunday, August 7, 2022

News Section
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Date Posted News Title
9/10/2025
Rest in Peace Charlie Kirk
8/25/2025
Critical Role Falls Short For Me
3/18/2024
We Focus on TTPRG's Here

Saturday, August 6, 2022

Lucky Gnome Taphouse
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Cheapest of Fallcrest’s drinking establishments. Caters to porters and dock laborers. The Lucky Gnome Taphouse is single story building set in the dock ward of the city. The overall construction of the Lucky Gnome Taphouse is rather old and not well kept . . . yet is is a clean eating establishment with no rooms for rent.

Derk Derkinson is a man "in his mid 40's" who is the proprietor of the establishment. He is a quiet man and hardly ever smiles to customers, he mostly just expects for customers to pay for what they get and move along elsewhere. The establishment is a nondescript everyday Inn one might find in any small city although it is showing its age. The taphouse mostly of open area filled with small round tables with chairs and a medium sized bar located along the far side on the main floor.

Candles have been placed throughout the dining area which keep the building well lit. Bar stools have been placed at the bar itself. At most times during the day, several young women can be seen waiting tables and standing behind the bar. Prices at the taphouse are reasonable and the meals that are prepared here are decent enough. The Lucky Gnome Taphouse is nothing special, just your everyday standard looking tavern one would find near the docks of any settlement.

Meals are served on pottery or pewter or copper services. Various leather jacks, pottery mugs, wooden tankards, pewter steins, and glass flagons are used for the beverages.

BREAKFAST
Oatmeal: 4sp
Goose Eggs: 1sp
Toasted bread: 5cp
Boiled Goose Eggs: 3sp
Fish Cakes: 8cp
Chicken Eggs: 2sp
Fried Potato Wedges: 2sp
Chickpea Porridge: 1sp
Pork Sausages: 5sp

AFTERNOON MEALS
Boiled Crawfish with Drawn Butter: 4sp
Spiced Sausages: 5sp
Loaf Pudding: 4cp
Smoked Fresh Trout Fillets: 2sp
Smoked Salmon Salad: 3sp
Apple Stuffed Mushrooms: 5cp
Stuffed Trout: 5sp
Steak and Kidney Pie: 5sp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Mead: 1sp

Friday, August 5, 2022

Ready For Content
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Thursday, August 4, 2022

Playable Classes
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

• Acrobat
• Arcane Bard
• Bandit
• Barbarian
• Bard
• Beast Master
• Cavalier
• Cleric
• Druid
• Fighter
• Forester
• Illusionist
• Knight
• Monk
• Necromancer
• Paladin
• Ranger
• Rogue
• Rover
• Sorcerer
• Swashbuckler
• Thief
• Warden
• Wizard

Wednesday, August 3, 2022

Ready For Content
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Tuesday, August 2, 2022

Interested in Being a Player or Special Guest?
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Monday, August 1, 2022

Adventure Introduction
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Friday, July 15, 2022

Session One:
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Thursday, July 14, 2022

Dardun
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax
Surrounded by apple orchards, grain fields, and vineyards, Dardun is known for mild white wines, cheeses, and (of course) apples. Dardun’s elder is a proud half-elf woman named Madera Lirr, the matron of an old family of orchardists and cider-makers. Dardun’s population is about 140 inhabitants.

Notable Locations
• Dardun Inn
• General Store

Wednesday, July 13, 2022

Settlement of Harken
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

The Village of Harken is a small village nestled near the White River, along the old King’s Road in the southeast corner of the Nentir Vale. It has a population of 212; another 100 or so live in the countryside around the village. The people of Harken are mostly humans with a few dwarves, and halflings.

The human noble Jonn Stockmer is the baron of Harkenwold. He oversees justice, defense, and laws within the six villages and surrounding countryside that makes up the Harkenwold. The baron appoints village elders to help with the daily governing of the Harkenwold. One of the town elders is called Old Kellar, an ancient and respected dwarf. Harken village has no standing defences, but 30 or so able-bodied warriors can be raised from the population relatively quickly.

If the need arises, the baron can call up 150 militia at need from the whole of Harkenwold. Being the largest settlement within the Barany of Kardkenwold, it gets far more traffic in and out from traders and merchants.

Harken Keep is the home of Baron Stockmer and his family. It stands on top of a short, steep-sided hillock overlooking Harken Village and the King’s Road. The trees and ground cover on the hillside are cut back at least 100 feet from the walls, leaving a bare grassy slope. The hill rises precipitously on the eastern side. The other approaches are more gradual, but none flatten out until about 100 feet above the village. A causeway of hard-packed dirt climbs around the hilltop to the castle’s front gate, exposed to archery fire from the towers and walls for most of its length.

Soldiers built the great tower and upper bailey 200 years ago to guard the King’s Road and the White River valley against monsters attacking from Thunderspire or the Dawnforge Mountains. When Jonn Stockmer became baron 45 years ago, he embarked on a decades-long rebuilding and expansion of the stronghold, adding the lower bailey and repairing the rest of the castle (sorely needed at the time).

Old Kellar from Harken was the chief stonemason of this work, and knows the castle like the back of his gnarled hands. Under Iron Circle occupation, the castle will be renamed Iron Keep, and is the stronghold of Nazin Redthorn and his Iron Circle soldiers.

Notable Locations
• Nonnie's Place
• Cliffside Brewery
• The Broken Goal
• Harkenwold Trading Station
• Harken Temple
• The Tower of Green Flame
• Harken Jailhouse
• House of Faith
• The Broken Gaol

Tuesday, July 12, 2022

Mistwatch
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Huddled against a hillside on a stony shore, Mistwatch has an exquisite view of Lake Wintermist’s cold water. A sleepy town of 565 citizens, blessed with riches from timber cut from the Winterbole Forest, and well fed on trout and salmon drawn from the clear, mist-covered water, Mistwatch has long known peace and prosperity until recently.

After Lord Cadimus Zaspar "the lord of Mistwatch" castle was completed, stone buildings replaced the wooden shacks and piers grew out across the water to meet the burgeoning fishing industry’s needs. The crude hamlet became a thriving town, a trade partner for nearby Winterhaven, and an important stop for merchants bound west from Fallcrest, Hammerfast, and Harkenwold.

Even though Winterhaven has authority over Mistwatch, the settlement still has a local ruler whos name is Lord Cadimus Zaspar of House Zaspar who rules from his castle Widower’s Watch which ironically was the very first structure built when Mistwatch was founded. Lord Cadimus Zaspar lost his beloved wife to sickness the first year after claiming his land.

Its people are simple folk. They make few demands on Lord of Winterhaven Ernest Padraig and are content with the lives that has been given to them, finding peace and accord with their neighbors in spite of all that is happening to Mistwatch. The trade that comes through Mistwatch "not so much these days" helps the town keep up with goods they cannot acquire themselves.

Over the last year a thick mist has slowly developed that now covers Mistwatch. The mists have grown thicker and darker with the passing of each day and the settlement seems to grow more sinister the thicker the mists get. Within the last year, this settlement has gone from a peaceful, civilized location to a dark and gloomy place.

The overall population has also dropped as well due to people just packing up and leaving . . . some moving to Winterhaven while others as far as the city of Fallcrest. Many rumors are starting to circulate concerning this settlement, whispers of folk disappearing in the middle of the night. Some even believe that Mistwatch is slowly transforming into a domain of dread.

Notable Locations
• Beacon Inn
• The Baited Hook
• Temple of Three
• Mort’s Supplies
• Smoke on the Water Inn
• House on the Rocks

• Lake Wintermist

Thursday, March 10, 2022

The Story of Nerath
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

The Empire of Nerath once stood as the greatest civilization the world had ever known. Its roads stretched across continents, its armies kept the darkness at bay, and its laws united countless peoples beneath a single banner. That age is long gone. A century has passed since the empire collapsed in a cataclysmic war, leaving behind a broken realm where thriving cities became abandoned ruins, mighty fortresses crumbled into silence, and civilization retreated before the encroaching wilderness. What was once the heart of a mighty empire is now little more than a vast, untamed frontier.

The wilderness has reclaimed nearly everything Nerath built. Ancient highways disappear beneath tangled forests, forgotten watchtowers now serve as lairs for monsters, and ruined keeps shelter creatures far darker than those who once defended them.

The scattered settlements that survived stand alone, separated by miles of dangerous wildlands where travel is rare and perilous. Merchants, pilgrims, and adventurers cling to the old roads, knowing that a single wrong turn can lead to death at the hands of bandits, beasts, or horrors left behind from the empire's fall.

Without an emperor, kingdom, or great alliance to restore order, every village and town must fend for itself. A settlement threatened by raiders, cultists, or monsters cannot expect help from distant rulers because there are none. News travels slowly, and many communities disappear without anyone beyond their neighbors ever knowing their fate. Those few bastions of civilization that remain are isolated points of light, surrounded on all sides by the endless wilderness that swallowed the empire. Among these surviving enclaves lies the Nentir Vale, one of the last true frontiers of the fallen Empire of Nerath.

Here, the remnants of civilization struggle to endure while the ruins of a forgotten age beckon from every forest, mountain, and lonely hill. The heroes of this campaign are not exploring a thriving kingdom—they are walking through the bones of a dead empire, where every ruined tower, abandoned village, and crumbling fortress tells the story of Nerath's fall and offers the chance to shape what little future remains.

Wednesday, March 9, 2022

Lake Wintermist
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax

Perpetually shrouded in icy fog, Lake Wintermist provides ample supplies of fish for the human clans of the Winterbole Forest, the western shore village of Mistwatch, and a few homesteads along its southern shore. White dragons frequently appear in the northern reach of the lake, particularly in the dead of winter when they seek out mates.

Fed from the icy glacial runoff of the Cairngorm Peaks and dark waters of Winterbole Forest, Lake Wintermist is a mysterious place. Hot volcanic springs on the western shores of the lake keep the place shrouded in mist which perpetually falls in freezing sheets, refracting the light into thousands of colorful sparkles. It is said that the fey Winter Court once favored this place before the fall of the Winter Queen. The Winter River carries the icy waters of the lake to meet the Nentir River below the Gray Downs.

Lake Wintermist is a more secluded body of water within the Nentir Vale. Residents of Winterhaven might have more information on this section of the region, but those to the Southern and Eastern parts aren’t familiar with its history. Most people who don’t live on the Western side of the Nentir Vale aren’t interested in visiting the lake due to all the strange activity going on within the Winterbole Forest, which encircles half of the lake. All anyone cares to know is that the lake exists, and lies to the northeast of Winterhaven.

Monday, March 7, 2022

The Stuff Page
The Valelands & The Nerath Timeline
The current year for our Valelands campaign is set during the year 103AE.
Inspired By Gary Gygax