Let's Read the Nentir Vale in Order of Release!

The civilized world has been reduced to a series of points of light in a great wilderness of danger and monsters.
The Book-House: Find Nentir Vale products.
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Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Wed Jul 25, 2018 6:02 pm

Hello Everyone - I am embarking on a personal pet project to create an Encyclopedia of the Nentir Vale. The finished product I envision will be cross-referenced and cross-linked as much as possible. In order to accomplish this, I will be re-reading all D&D 4e products that take place in the Nentir Vale, including regular production releases as well as Dungeon Magazine, Dragon Magazine, Worldwide D&D Day adventures, D&D Game Day Adventures, novels, and D&D Encounters seasons. I have a complete collection of Nentir Vale products, so I am ready to go - I'll be reading these in order of release based on month and year. I am also cross-posting this encyclopedia on RPGGeek as a geeklist, so if you see it over there, that's me doing that one too. I do not know what sort of file the final document will be, I want something that offers database searchability and ease of use, but I haven't nailed down that detail yet.

Before I get started, you may be wondering why I am doing such a thing. Here is my reasoning:

1) I want to document how a setting developed over a system/edition's lifespan, exploring how the setting changed and grew through the years.

2) I like the Nentir Vale - it's one of my favorite settings - and I do not foresee any new development of the setting in the future, so what better way to celebrate it than to create something that doesn't exist - an encyclopedia that includes all mention of all heroes, villains, and NPCs in the published products of the setting.

3) Because 4e D&D was such a short-lived edition, the Nentir Vale also has a limited (relative to other D&D settings) number of products that address the activities, locations, and people found in the setting. It is a finite setting, which makes it perfect for my experiment.

4) The Vale is also a small region of a grander world. The majority of the material released for the setting takes place directly in the Nentir Vale itself, with only a few products or articles addressing the wider world. So not only is the setting limited in time, but also is spatially constrained - making it doubly fitting for this experiment. There are many other settings I could choose, but they are either too large and expansive, or have been subject to development for too long, or, frankly, already have encyclopedia-style products or wikis* about them, to make this a viable or useful experiment.

*Yes, I know there is a Nentir Vale Wiki, but it is woefully lacking in fine details for what I want to do.

*Zeromaru X, one of the primo NV setting gurus, has compiled a great History of the Nentir Vale document and a set of threads with a ton of NV info, and this is great work... but I still want to do my own pet project, and this will be more encyclopedic in nature vs timeline/history in nature.


So... feel free to chime in and offer criticism or support or questions - I love to talk about the setting and I would love to hear your feedback. I know that the 4e preview books (Races & Classes and Worlds & Monsters) were actually published first, but I am skipping those for now since they offered preview material. Therefore, the first entry will be H1: The Keep on the Shadowfell.

Here is the proposed list of products, minus the magazine issues (which I will do in order as well):
Year, Month, Title
2008, May, H1 Keep on the Shadowfell
2008, June, Player's Handbook
2008, June, Monster Manual 1
2008, June, Dungeon Master's Guide
2008, June, Treasure of Talon Pass
2008, June, Into the Shadowhaunt
2008, July, H2 Thunderspire Labyrinth
2008, August, H3 Pyramid of Shadows
2008, September, Adventurer's Vault 1
2008, October, P1 King of the Trollhaunt Warrens
2008, October, Blue Box Starter Set
2008, November, Martial Power 1
2008, November, Draconomicon: Chromatic Dragons
2008, December, Manual of the Planes
2008, December, P2 Demon Queen's Enclave

2009, January, Open Grave: Secrets of the Undead
2009, February, Dungeon Delve
2009, March, Player's Handbook 2
2009, March, P3 Assault on Nightwyrm Fortress
2009, March, One Dark Night in Weeping Briar
2009, April, E1 Death's Reach
2009, April, Arcane Power
2009, May, Monster Manual 2
2009, May, Journey Through the Silver Caves
2009, June, E2 Kingdom of the Ghouls
2009, July, Divine Power
2009, August, Adventurer's Vault 2
2009, September, Revenge of the Giants
2009, September, Dungeon Master's Guide 2
2009, October, E3 Prince of Undeath
2009, October, Primal Power
2009, October, Draconomicon: Metallic Dragons
2009, December, The Plane Below

2010, January, Underdark
2010, January, Dragonborn
2010, February, Martial Power 2
2010, March, Player's Handbook 3
2010, March, Hammerfast: A Dwarven Outpost Adventure Site
2010, March, Beneath the Lonely Tower
2010, April, Player's Strategy Guide
2010, April, The Plane Above
2010, May, HS1 The Slaying Stone
2010, June, Tieflings
2010, June, Monster Manual 3
2010, July, Vor Rukoth: An Ancient Ruins Adventure Site
2010, July, HS2 Orcs of Stonefang Pass
2010, July, Demonomicon
2010, July, Tomb of Horrors
2010, July, Gates of Madness (serial release, compiled)
2010, August, Psionic Power
2010, August, Mark of Nerath (novel)
2010, August, Fell's Five Issue 0 (D&D Comic by IDW - 3 related adventures, 16 issues total produced between 8/2010 and 2/2012)
2010, September, Rules Compendium
2010, September, Heroes of the Fallen Lands
2010, September, Red Box Starter Set
2010, September, Sunderpeak Temple
2010, September, Keep on the Borderlands (encounters season part 1)
2010, October, Dungeon Master's Kit
2010, October, Seal of Karga Kul (novel)
2010, October, Keep on the Borderlands (encounters season part 2)
2010, November, Heroes of the Forgotten Kingdoms
2010, November, Monster Vault
2010, November, Keep on the Borderlands (encounters season part 3)
2010, December, Keep on the Borderlands (encounters season part 4)

2011, January, Keep on the Borderlands (encounters season part 5)
2011, February, March of the Phantom Brigade
2011, March, Temple of Yellow Skulls (novel)
2011, April, Heroes of Shadow
2011, May, Shadowfell: Gloomwrought and Beyond
2011, May, Dark Legacy of Evard
2011, June, Monster Vault: Threats to the Nentir Vale
2011, June, Domain of Dread: Histaven
2011, June, Untold Adventures (short stories)
2011, August, Oath of Vigilance (novel)
2011, September, Madness at Gardmore Abbey
2011, September, Mordenkainen's Magnificent Emporium
2011, September, Beyond the Crystal Cave
2011, November, Heroes of the Feywild
2011, December, Book of Vile Darkness
2011, December, The Last Garrison (novel)

2012, February, Heroes of the Elemental Chaos
2012, April, Eye of the Chained God (novel)
2012, May, Into the Unknown: The Dungeon Survival Handbook
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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Wed Jul 25, 2018 6:44 pm

**SPOILERS**

This is obviously a big entry - it was the first 4e adventure produced and was released before the core books, so it came with a quick-start 4e ruleset and a set of pre-gen PCs. And it has a TON of lore in it, but some things are only mentioned and not explained/described (e.g. Avandra). You'll notice I am putting page notations at the end of each entry - this is so that I can cross-reference more easily when the products and information starts piling up (these page numbers are from my print version of the product, page numbers from the updated pdf of KotS are in curly brackets - in general, the numbers are roughly 10 pages apart because the updated pdf removed 10 pages of quick-start rules).

----------

Aecris: Longsword given to Sir Keegan by King Elidyr upon being granted Knighthood. Aecris is inlaid with platinum, has three white diamonds set into the flat of the blade and a pommel carved into the shape of a noble dragon head. Mechanically, the sword is a +1 Longsword (add +1 to attack rolls and +1 to damage rolls) with a daily power that grants the user a healing surge when it drops an undead enemy to 0 HP. [KotS 52, 53] {42, 43}

Agrid: Gnome cultist taking orders from Kalarel. His job is to excavate the Dragon Burial Site and find an ancient mirror that belonged to one of the Nerathi wizards tasked with sealing the rift. Agrid captured Douven Staul as he was attempting to excavate and explore the Dragon's Tomb. [KotS 30] {20, 21}

Avandra: Goddess of luck and change. [KotS 20, 22, 23] {10, 12, 13}

Bahamut: a.k.a. The Platinum Dragon. God of justice, protection, and honor. [KotS 43, 50, 51, 71, 80] {33, 40, 41, 42, 43, 61, 70}

Bairwin's Grand Shoppe: General equipment supply store in WInterhaven. [KotS 20] {10}

Balgron the Fat: Goblin chief of the tribe pressed into service by Kalarel. [KotS 3, 36, 38, 44, 45, 55] {3, 26, 28, 34, 35, 45}

Bloodreavers: A group of Hobgoblin Slavers. The Bloodreavers sent two hobgoblin emissaries to Shadowfell Keep to request an audience with Kalarel the Vile. The emissaries offered to pay Kalarel for any captured slaves he would like to have them take. He was irritated at them and ordered his minions to kill them, awakening a blue slime with unquenchable hunger in the cistern of Shadowfell Keep. This development scared the hobgoblins and they began to secretly sell captured travelers to the Bloodreavers without Kalarel's permission or knowledge. The Bloodreavers are in league with Duergar slave traders based out of Thunderspire Mountain. [KotS 58, 59, 68, 69] {48, 49, 58, 59}

Cairngorm Peaks: Mountain Range located just North of Winterhaven. [KotS 4, 19, 21] {4, 9, 11}

Cathedral of Shadow: Place of worship dedicated to Orcus, located in the lower levels of Shadowfell Keep. [KotS 62, 76] {52, 66}

Chief Krand: Chief of the Bloodreavers. [KotS 59] {49}

Clovermarsh: This distant town once visited by Bairwin Wildarson was beginning to be over-run with kobolds. No other location information is given. [KotS 22] {12}

Coalstriker, Thair: Dwarven smith who owns the Smithy in Winterhaven. [KotS 20, 22] {10, 12}

Cranewing, Parl: A scholar interested in Nerathi lore and artifacts. He possibly hires the player characters to locate the old Keep North of Winterhaven and map what remains of it. [KotS 4] {4}

Cult of Orcus: a.k.a The Death Cult. This cult is led by Kalarel, a Scion of Orcus. The cult consists of hobgoblins, goblins, several cowed kobolds pressed into service, a few humans, a gnome, a halfling, and an elf, who all take orders from Kalarel. [KotS 2, 3] {2, 3}

Gardbury Downs: Forested hilly region to the East of Winterhaven. [KotS 4, 23] {4, 13}

Dragon Burial Site: (Winterhaven) An ancient dragon tomb or burial site purportedly located south of Winterhaven. [KotS 3, 21, 23, 30] {3, 11, 13, 20}

Dragon Statues, small: These small figurines are made of silver or platinum and are shaped like Bahamut. They are found in the base of an ancient altar to Bahamut in Shadowfell Keep. [KotS 51, 80] {41, 70}

Eilian the Old: Local farmer who frequents Wrafton's Inn. [KotS 19, 21, 22, 33] {9, 11, 12, 23}

Forest Cliff Lair: Clandestine lair of kobolds with an entrance behind a waterfall. The lair is South-East of Winterhaven and due East of the Dragon Burial Site. [KotS 23, 26] {13, 16}

Gate, Inner: (Winterhaven) Winterhaven has an inner wall separating the Lord's Manor and the Barracks from the rest of the town proper. This inner wall is broken by a gate in the middle, constantly guarded by two Winterhaven Regulars. [KotS 20] {10}

Gate, Outer: (Winterhaven) The outer walls of Winterhaven have one main gate leading East out of town. The gate is closed and barred at night and monitored by two Winterhaven Regulars. [KotS 19, 21] {9, 11}

Graveyard: (Winterhaven) Burial area tended by Sister Linora. [KotS 20, 60, 61] {10, 50, 51}

Irontooth: Goblin thug who oversees the cowed kobolds at the direction of Kalarel. [KotS 3, 18, 22, 23, 26, 28, 29] {3, 8, 12, 13, 16, 18, 19}

Kalarel, Scion of Orcus: a.k.a. Kalarel the Vile. Leader of a Death Cult of Orcus currently active in the Winterhaven region. His main goal is to re-open the Shadow Rift in the lower levels of the Keep on the Shadowfell. [KotS 3, 4, 20, 23, 29, 30, 33, 34, 36, 46, 47, 48, 58, 59, 60, 61, 62, 64, 72, 74, 76, 77, 78, 80] {3, 4, 10, 13, 19, 20, 21, 23, 24, 26, 36, 37, 38, 48, 49, 50, 51, 52, 54, 62, 64, 65, 66, 67, 68, 69, 70, 71}

Kelfem, Rond: Human Captain of the Winterhaven Regulars and leader of the Warrior Guild in Winterhaven. [KotS 20, 22, 23] {10, 12, 13}

King Elidyr: King who knighted Sir Keegan and gifted him with the sword Aecris. [KotS 53] {43}

King's Road: Main East-West road in the Nentir Vale. This ancient road was built and maintained by the Empire of Nerath when it was at its height of power and was expanding into the region. [KotS 4, 5, 16, 19, 22] {4, 5, 6, 9, 12}

Manor House: (Winterhaven) Lord Padraig's grand home built when Winterhaven was an outpost of the Empire of Nerath. This is the only stone building in Winterhaven. [KotS 21] {11}

Market Square: (Winterhaven) Every other day a small market is hosted in the Market Square area of Winterhaven. Once a week a large market is hosted and people come from all around the region to buy, sell, and socialize. [KotS 19, 20] {9, 10}

Marla of the Great Church: Young priest of Pelor who has been studying the history and activity patterns of death cults. Possibly hires the player characters to investigate death cult activity in the Winterhaven region. She knows the name Kalarel and that he is a dangerous cultist, and she suspects he is performing unholy ceremonies. [KotS 4] {4}

Mirror of Un-named Nerathi Wizard: This mirror was a relic owned by one of the Nerathi wizards tasked with sealing the Shadow Rift over 200 years ago. The mirror made its way to the dragon's horde now being excavated by Agrid the Gnome, and consequently, also Douven Staul. The mirror can purportedly help Kalarel break the ancient seals keeping the shadow rift closed. [KotS 30] {20}

Moongem, Delphina: Elf florist who lives in Winterhaven and is often seen at the Market Square selling her wares. [KotS 20, 21] {10, 11}

Necklace of the Wyrmpriest: Necklace of an obsidian dragon figurine. The bottom of the figure has the outline of a skull with ram's horns etched into it. This etching is a well known representation of the Demon Lord Orcus. This necklace can be found on a kobold wyrmpriest in the Forest Cliff Lair South-East of Winterhaven. [KotS 25, 32] {15, 22}

Nerath, Empire Of: The last major human empire to control the Nentir Vale region. It collapsed nearly 100 years ago (from current year). Before the collapse the empire sent a group of legionnaires to close and seal the Shadow Rift. [KotS 2, 4, 21, 30, 33, 34] {2, 4, 11, 20, 23, 24}

Ninaran: Elvish member of the Death Cult of Orcus run by Kalarel. She stays in Winterhaven and reports to Kalarel on the comings and goings of the residents there, including newcomers. [KotS 3, 20, 22, 23, 26, 33, 60, 61, 64] {3, 10, 12, 13, 16, 23, 50, 51, 54}

Orcus: The Demon Lord of Undeath. His cultist followers attempt to open rifts between the material world and his temples in the Shadowfell. The rift under Shadowfell Keep is one such place. [KotS 2, 3, 25, 29, 32, 33, 34, 48, 53, 76, 78, 80] {2, 3, 15, 19, 22, 23, 24, 38, 43, 52, 66, 68, 70, 71}

Padraig, Lord Ernest: The current ruler of Winterhaven, Padraig is descended from the noble family that ruled the region way back in the time of the Empire. His father ruled Winterhaven before him. He is also the commander of the Winterhaven Regulars. Padraig has a wife (un-named) and 4 sons (also un-named). [KotS 19, 20, 21, 22, 23, 26, 33, 60, 80] {9, 10, 11, 12, 13, 16, 23, 50, 71}

Pelor: Good aligned deity. [KotS 4] {4}

Raven Queen: God who accepts sacrifices, according to Eilian the Old. [KotS 22] {12}

Rift: a.k.a. Shadow Rift. The name for a location where the border between the Shadowfell and the material plane has been opened. One such place is located in the bowels of Shadowfell Keep, and was opened nearly 200 years ago. [KotS 2, 3, 19, 29, 33, 34, 36, 46, 48, 52, 53, 62, 74, 77, 78, 80] {2, 3, 9, 19, 23, 24, 26, 36, 38, 42, 43, 52, 64, 67, 68, 70, 71}

Ritual of Unsealing: a.k.a. the unholy ritual, the evil ritual, etc. The dark ritual Kalarel is using to re-open the Shadow Rift. [KotS 3, 30, 34, 62, 77, 78, 80] {3, 20, 24, 52, 67, 68, 70, 71}

Shadowfell: A realm that borders the material plane. While not inherently evil, the Shadowfell is dangerous and the border between the two worlds can be fragile. [KotS 2, 3, 19, 33, 34, 35, 36, 48, 49, 52, 53, 54, 58, 59, 60, 62, 77, 80] {2, 3, 9, 23, 24, 25, 26, 38, 39, 42, 43, 44, 48, 49, 50, 52, 67, 70, 71}

Shadowfell Keep: a.k.a the Keep on the Shadowfell, which gives its name to the adventure. The Nerathi Leggionaires sent to close and seal the rift build Shadowfell Keep on top of the rift so that they could maintain the seal. [KotS 3, 33, 34, 35, 36, 48, 50, 52, 53, 54, 58, 59, 62, 80] {3, 23, 24, 25, 26, 38, 40, 42, 43, 44, 48, 49, 52, 70, 71}

Sir Keegan: Paladin and commander of the soldiers stationed at Shadowfell Keep. Sir Keegan was charged with keeping the Rift sealed, but went mad, due to the taint of the Shadowfell and Temple of Orcus bleeding through the rift. In his madness he murdered his wife, children (Drystan and Ceinwein), the captains of the legion, and several soldiers. Eventually he fled into the deep passages of the Keep, which were sealed behind him. When the madness faded and he realized what he had done, he took his own life by ingesting poison. [KotS 32, 33, 34, 35, 36, 52, 53, 58, 7, 80] {22, 23, 24, 25, 26, 42, 43, 48, 61, 70}

Sister Linora: Priest of Avandra. Serves as priest at the Temple in Winterhaven. She cares for the people inside and outside of the town walls, is responsible for the graveyard outside Winterhaven, and holds services in the temple three times a week. [KotS 20, 21, 22, 23] {10, 11, 12, 13}

Smithy: (Winterhaven) Basic mundane equipment fabrication occurs here. Commissions for superior grade weapons can be requested. [KotS 20] {10}

Splug: Con artist goblin with an extremely high charisma. He was thrown into a jail cell by his own tribe after he conned one too many of his tribe-mates. [KotS 36, 40, 41] {26, 30, 31}

Stables: (Winterhaven) Basic housing for horses, mules, donkeys, and market wagons. The stables have a 10% chance of a riding horse or wagon for sale. [KotS 20] {10}

Staul, Douven: Possible friend and mentor of the player characters. Left on an expedition to explore the ancient ruins of a dragon burial ground south on Winterhaven. Douven has an un-named wife who may act as a patron to the player characters - she may possibly hire them to track down Douven Staul and ensure his safe return home. [KotS 4, 21, 23, 30] {4, 11, 13, 20}

Staul Family Amulet: This amulet has a locket containing a picture of Douven Staul's wife. This was taken from Douven when he was captured by Agrid. This piece is also an amulet of health. Mechanically speaking, it grants the wearer +1 to FORT/REF/WILL and Resist poison 5. [KotS 30] {20}

Temple: The Winterhaven Temple has room for the worship of several deities. The current priest is a Priestess of Avandra. [KotS 20] {10}

Tenements: (Winterhaven) Large apartment building for residents of Winterhaven who do not own farms or small houses in town. [KotS 20] {10}

Terror Runes: Fear inducing alarm runes etched into the floor and walls of the Keep on the Shadowfell. These are meant to cause fear and retreat, or to serve as alarms for enemies entering certain areas of the Keep, or both. [KotS 46, 47, 48, 50] {36, 37, 38, 40}

Thunderspire Mountain: Tall mountain in the East of the Nentir Vale between Fallcrest and Hammerfast. [KotS 59, 80] {49, 71}

Valthrun the Prescient: Sage and scholar who lives in the tower in the middle of Winterhaven. Knows about the Rift under the Keep. [KotS 19, 20, 21, 22, 33] {9, 10, 11, 12, 23}

Valthrun's Tower: Tallest building in Winterhaven. This 5 story building is rumored to be over 300 years old. Valthrun the Prescient lives and works/studies in the tower. [KotS 20] {10}

Warchief: Head of Kalarel's hobgoblin troop. [KotS 62, 68, 69] {52, 58, 59}

Warrior Guild: (Winterhaven) This guild is open to all villagers who desire training in basic sword and shield skills. The captain of the Winterhaven Regulars, Rond Kelfem, oversees the Warrior Guild. [KotS 20] {10}

Wildarson, Bairwin: Opened Bairwin's Grand Shoppe in Winterhaven a decade ago. Before that it is rumored that he traveled the world. [KotS 20, 22] {10, 12}

Winterhaven: Small town of approximately 1000 people, most of them human. Winterhaven is a walled village surrounded by farmland. It is located along the King's Road just South of the Cairngorm Peaks mountain range and West of Gardbury Downs. [KotS 19]

Winterhaven Barracks: Home to the Winterhaven Regulars, this military style building is inside the inner wall compound of Winterhaven. [KotS 21] {11}

Winterhaven Regulars: Group of 10 soldiers who perform guard and police duties in and around Winterhaven. They patrol in pairs. An extra group of 50 civilians can be mustered into service with 24 hours notice. [KotS 19, 20, 21, 33] {9, 10, 11, 23}

Winterhaven Siege Supplies: Storage building inside the inner wall compound of Winterhaven. It contains supplies to protect and feed the villagers if the town is under siege. [KotS 21] {11}

Wrafton's Inn: Large inn and tavern owned by Salvana Wrafton. [KotS 19, 20, 21, 22, 32, 33] {9, 10, 11, 12, 22, 23}

Wrafton, Salvana: Human Proprietor of Wrafton's Inn. She employs several townsfolk as waitstaff, cooks, and janitors. [KotS 19, 21, 22, 32, 33] {9, 11, 12, 23}

----------

Pass Phrases:
"And life fails in the dark" - Phrase used to gain entry to the second level of Shadowfell Keep as told to PCs by Balgron the Fat.

"From the ground, some magic was found" - False pass phrase used to gain entry to the second level of Shadowfell Keep, as told in a note to Ninaran from Kalarel. This is a false clue meant to mislead the party.

----------

Idioms:
"As sure as Spire Drakes roar at Dawn" - Idiom meaning I agree with your assertion, or what you say is true.

----------

Praise to the Gods:
"The Platinum Dragon is my rock, my fortress, and my deliverer. He is my stronghold, my refuge, and my armor against the foes of life - I need only kneel and offer him my praise." - inscribed on the base of an altar to Bahamut in the Keep on the Shadowfell

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Riddles:
A wondrous treasure,
Valued by all, sought by many.
Found bin both victory and defeat,
Yet never at the bottom of a treasure chest.
It marches before you like a herald,
And lives long after you are gone.
Of what do I speak?

Answer in hidden tags:
Answer: Honor or Reputation, or any synonym of either, as the DM sees fit

----------

Creatures Encountered in The Keep on the Shadowfell Adventure:
Kobolds (slingers, dragonshields, minions, skirmishers, wyrmpriest)
Drakes (guard)
Humans (rabble, berserker, underpriest)
Gnome (skulk)
Halflings (slinger)
Rats (swarms, giant)
Goblins (sharpshooters, warriors, cutters)
Hobgoblins (torturer, soldier, grunt, archer, warcaster)
Zombies (rotters, gravehound, corruption corpse)
Skeletons (warriors, decrepit)
Ochre Jelly
Kruthik (hatchlings, young, adults)
Blue Slime
Elf Archer
Deathjump Spider
Gelatinous Cube
Ghoul
Clay Scout (homunculus)
Vampire Spawn
Dark Creeper
Deathlock Wight


NEXT ENTRY: PLAYER'S HANDBOOK
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Zeromaru X » Thu Jul 26, 2018 5:45 am

This seems to be quite the task! I'm eagerly awaiting other entries.

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Re: Let's Read the Nentir Vale in Order of Release!

Post by Tim Baker » Thu Jul 26, 2018 6:22 am

Awesome job!
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Big Mac » Thu Jul 26, 2018 12:24 pm

DMSamuel wrote:
Wed Jul 25, 2018 6:02 pm
Hello Everyone - I am embarking on a personal pet project to create an Encyclopedia of the Nentir Vale. The finished product I envision will be cross-referenced and cross-linked as much as possible. In order to accomplish this, I will be re-reading all D&D 4e products that take place in the Nentir Vale, including regular production releases as well as Dungeon Magazine, Dragon Magazine, Worldwide D&D Day adventures, D&D Game Day Adventures, novels, and D&D Encounters seasons. I have a complete collection of Nentir Vale products, so I am ready to go - I'll be reading these in order of release based on month and year. I am also cross-posting this encyclopedia on RPGGeek as a geeklist, so if you see it over there, that's me doing that one too. I do not know what sort of file the final document will be, I want something that offers database searchability and ease of use, but I haven't nailed down that detail yet.

Before I get started, you may be wondering why I am doing such a thing. Here is my reasoning:

1) I want to document how a setting developed over a system/edition's lifespan, exploring how the setting changed and grew through the years.

2) I like the Nentir Vale - it's one of my favorite settings - and I do not foresee any new development of the setting in the future, so what better way to celebrate it than to create something that doesn't exist - an encyclopedia that includes all mention of all heroes, villains, and NPCs in the published products of the setting.

3) Because 4e D&D was such a short-lived edition, the Nentir Vale also has a limited (relative to other D&D settings) number of products that address the activities, locations, and people found in the setting. It is a finite setting, which makes it perfect for my experiment.

4) The Vale is also a small region of a grander world. The majority of the material released for the setting takes place directly in the Nentir Vale itself, with only a few products or articles addressing the wider world. So not only is the setting limited in time, but also is spatially constrained - making it doubly fitting for this experiment. There are many other settings I could choose, but they are either too large and expansive, or have been subject to development for too long, or, frankly, already have encyclopedia-style products or wikis* about them, to make this a viable or useful experiment.
It's going to be great to have two Nentir Vale schollars around, who can double-check each-other's research. :)

Hopefully your "Let's Read" will also help me work out which Nentir Vale products would be most useful for me to buy. :cool:
DMSamuel wrote:
Wed Jul 25, 2018 6:02 pm
*Yes, I know there is a Nentir Vale Wiki, but it is woefully lacking in fine details for what I want to do.
Have you considered talking to the people who run the Nentir Vale Wiki to see if they would take you on as an editor? That would allow you to "fix" their wiki, rather than force you down the route of building something else that competes with it.
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Big Mac » Thu Jul 26, 2018 12:32 pm

DMSamuel wrote:
Wed Jul 25, 2018 6:44 pm
This is obviously a big entry - it was the first 4e adventure produced and was released before the core books, so it came with a quick-start 4e ruleset and a set of pre-gen PCs. And it has a TON of lore in it, but some things are only mentioned and not explained/described (e.g. Avandra). You'll notice I am putting page notations at the end of each entry - this is so that I can cross-reference more easily when the products and information starts piling up (these page numbers are from my print version of the product, page numbers from the updated pdf of KotS are in curly brackets - in general, the numbers are roughly 10 pages apart because the updated pdf removed 10 pages of quick-start rules).
That two version thing really confused me, back when I was first trying to learn about Nentir Vale.

Are there any changes other than the removal of the quickstart rules?

Are there no mentions whatsoever of Nentir Vale/Nerath elements in the quickstart section?

Did they add any errata or other information to the second version of H1?
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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Thu Jul 26, 2018 3:23 pm

Big Mac wrote:
Thu Jul 26, 2018 12:24 pm
It's going to be great to have two Nentir Vale schollars around, who can double-check each-other's research. :)
Yay! The more the better. I say!
Big Mac wrote:
Thu Jul 26, 2018 12:24 pm
Hopefully your "Let's Read" will also help me work out which Nentir Vale products would be most useful for me to buy. :cool:
If it does, then that is a great use!
Big Mac wrote:
Thu Jul 26, 2018 12:24 pm
DMSamuel wrote:
Wed Jul 25, 2018 6:02 pm
*Yes, I know there is a Nentir Vale Wiki, but it is woefully lacking in fine details for what I want to do.
Have you considered talking to the people who run the Nentir Vale Wiki to see if they would take you on as an editor? That would allow you to "fix" their wiki, rather than force you down the route of building something else that competes with it.
You know, I hadn't considered that - it's a good idea, maybe I will do so when I get a couple more posts under my belt. Thanks for the suggestion!
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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Thu Jul 26, 2018 3:46 pm

Big Mac wrote:
Thu Jul 26, 2018 12:32 pm
That two version thing really confused me, back when I was first trying to learn about Nentir Vale.

Are there any changes other than the removal of the quickstart rules?
There are a few changes:
1) They updated the stat blocks to reflect the current (at the time) way that stat blocks were presented. This basically amounts to removing a spot for a description at the bottom of the block and putting equipment there.
2) They changed the names of some of the stat block creatures to increase clarity - for example: In the original Agrid was listed in the text as Agrid but in his statblock as Gnome Skulk, but in the updated one they list him as Agrid the Skulk in the statblock.
3) They added a couple of creatures - for example they added an apparition/spirit of Kalarel to one of the encounters so that the adventurers will get exposed to him and his attitude, making the final encounter more meaningful.
4) They added a skill challenge to the end-stage encounter so that the group can close and reseal the shadow rift, not just stop Kalarel's unsealing ritual.
5) They changed the way information was presented in the Sir Keegan encounter so that the DM can more easily address the results of player/PC actions. Really this is just a re-presentation of the same original info, but rewritten to give a clearer picture of what is happening.
6) Probably something I'm not thinking of at the moment :D

Overall the changes are good - they don't substantially change the story, but they offer more clarity and more ways for the party to interact and hear about Kalarel - this is work that the DM had to do themselves in the original, but the updated one does a bit of that for you. It probably doesn't go quite far enough (i.e. I did more to bring Kalarel in as a main villain when I DMed it) but the changes are fair and don't contradict anything in the original.
Big Mac wrote:
Thu Jul 26, 2018 12:32 pm
Are there no mentions whatsoever of Nentir Vale/Nerath elements in the quickstart section?
Nope - it is quite literally just a shortened rules section, including how to read a monster stat block, how to make a skill check, etc. It was also printed in the second little booklet of the original print release (sans the monster stat block part) along with the pre-generated PCs, so that new players would have a rules reference. Remember that this was released a bit before the 3 core rulebooks, so they had to have something. But by the time the updated version came out the core rules had been available for a while, so the quickstart rules were completely unneccesary.
Big Mac wrote:
Thu Jul 26, 2018 12:32 pm
Did they add any errata or other information to the second version of H1?
I have no idea if official errata was incorporated into all the changes - I assume so, but there is no official errata document for Keep on the Shadowfell, and they did not put a written statement in the updated book, as far as I see, that details what has changed. So it's hard to answer that question.

I did notice that they failed to correct at least one typo (mis-spelling of Nerath as Nareth LOL). :o
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Re: Let's Read the Nentir Vale in Order of Release!

Post by RichGreen » Thu Jul 26, 2018 7:25 pm

Looking forward to reading the next instalment, Sam! :)

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Re: Let's Read the Nentir Vale in Order of Release!

Post by Zeromaru X » Fri Jul 27, 2018 4:30 am

Other change in the second version of Keep on the Shadowfell was that they revised the stats of the pregen characters to optimize them. I mean, the original characters were not mechanically optimal, the second ones were optimized.

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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Sat Jul 28, 2018 6:31 am

The Player's Handbook was released in June 2008 - just how much Nentir Vale information was actually in the PHB? Let's find out...

----------

Standard Entries:

Abyssal: (language) Base language spoken by Demons, Gnolls, and Sahuagin. It uses the Barazhad script. [PHB 25]

Arkhosia: Ancient Empire of the Dragonborn which fell after decades of conflict and war with Bael Turath. [PHB 35, 49]

Asmodeus: Evil god; ruler of the nine hells. Worshiped by tyrants and patron to the powerful. Asmodeus’ official areas of influence are power, domination, and tyranny. [PHB 23, 47, 62, 130]

Astral Diamonds: Used as currency when very large amounts of money are traded. One astral diamond is equal to 100 platinum pieces, which is equal to 10,000 gold pieces. [PHB 212]

Astral Sea: Plane on which the deities reside, in countless dominions there. It emanates divine power. [PHB 20, 100, 187]

Avandra: Good aligned god of change and luck. Worshiped by Halflings, merchants, and all types of adventurers. Avandra’s official areas of influence are change, luck, trade, and travel. [PHB 21, 45, 62]

Bael Turath: Ancient Empire of the Tieflings which fell after decades of conflict and war with Arkhosia. [PHB 35, 49]

Bahamut: Lawful Good aligned god of justice, protection, nobility, and honor. Worshiped by paladins, metallic dragons, and monarchs. Bahamut’s official areas of influence are justice, honor, nobility, and protection. [PHB 21, 24, 37, 62]

Bane: Evil god of war and conquest. Worshiped by militaristic nations ruled by Humans or Goblins. Bane’s official areas of influence are war and conquest. [PHB 23, 62]

Bright City: City on the Astral Plane that accepts astral diamonds as currency. [PHB 212]

City of Brass: City in the Elemental Chaos that accepts astral diamonds as currency. [PHB 212, 223, 256]

Common: (language) Base language spoken by Humans, Halflings, and Tieflings. It uses the Common script. [PHB 25]

Copper Pieces: Standard form of coin currency accepted in the Nentir Vale. Copper is the smaller denomination accepted as currency in the Vale. It takes 10 copper pieces to equal the value of one silver piece, and 100 copper pieces to equal the value of one gold piece. [PHB 212]

Corellon: Unaligned god of spring, beauty, and the arts; patron god of arcane magic and the fey. Worshiped by artists and musicians, and spellcasters who see their manipulation of arcane energy as an art. Corellon’s official areas of influence are arcane magic, spring, beauty, and the arts. [PHB 21, 39, 62, 90, 171, 194]

Deep Speech: (language) Base language spoken by Mind Flayers (Illithid), Githyanki, and Kuo-toas. It uses the Rellanic script. [PHB 25]

Demispell: The ultimate arcane formula which has a hyperplanar existence encompassing all the lesser spells that have ever or will ever exist. [PHB 173]

Draconic: (language) Base language spoken by Dragons, Dragonborn, and Kobolds. It uses the Iokharic script. [PHB 25]

Dragonborn: Race of humanoids with scales and other dragon-like features (scales, dragon-like heads, and claws with talons). Their body-plan is typical humanoid: bipedal with two arms and two legs, and they grow to as tall as 6 feet 8 inches. The lifespan of the Dragonborn has them living roughly 75-90 years, but they grow quickly, reaching adult size by the age of 3, and considered an adult at age 15. They also have the added ability of producing a dangerous breath weapon of acid, cold, fire, lightning, or poison. They organize into a clan-based society. There are many fewer living Dragonborn clans in the current time than there were in the past, when they ruled an expansive empire (Arkhosia) that contended for worldwide dominion. Their Empire fell after decades of conflict with the Tiefling Empire of Bael Turath. Typical characteristics associated with Dragonborn include driven, honorable, noble, perfectionistic tendencies, proud, reliable, reserved, and rooted in ancient history. [PHB 34, 35, 49]

Drow: Race of evil humanoids who would have a stable society were it not for the chaotic influence of the evil god Lolth. Drow are despised by both Elves and Eladrin. At the dawn of creation, Elves, Eladrin, and Drow were all one race, but a segment of the population (now called the Drow) rebelled against their kin due to the influence of Lolth, causing a break in the race and leading to the current classification of Elves, Eladrin, and Drow as distinct races. [PHB 23, 39, 41, 256]

Dwarf: Race of humanoids with short, stocky stature and a love for geometric shapes and natural gems. Though they only grow to approximately 4 feet 6 inches tall, they are very wide and present an imposing figure. Dwarves live 150-200 years. Like Dragonborn they organize into a clan-based society. Dwarves revere their gods and their ancient ancestors. They have long memories and never forget those who caused harm to their clan. They hold particularly strong grudges against the Giants (and Titans) who formerly enslaved all the Dwarves, and against Orcs who inhabit the same mountainous areas that Dwarves call home. They harbor pity and a sense of disgust for Dwarves still enslaved, Azers, and Galeb Duhr among them. Typical characteristics associated with Dwarves include acquisitive, brave, hard-working, loyal, organized, stern, stubborn, tenacious, and vengeful. [PHB 36, 37]

Dwarven: (language) Base language spoken by Dwarves and Azer. It uses the Davek script. [PHB 25]

Eladrin: Race of humanoids with slim builds, medium length pointed ears, and grow to a height of approximately 6 feet. They have long, straight hair (usually of a light color) and blue, violet, or green pupil-less eyes. Eladrin, often called High Elves or Gray Elves, live to be over 300 years old. Though they are considered close cousins to the Elves, the Eladrin favor the Feywild and arcane arts more than Elves, but both despise the Drow. Noble Eladrin, considered the Feywild’s most powerful Eladrin, become so infused with magic that they transform into entirely new creatures, often taking on the characteristics of natural phenomenon (e.g. the seasons). Typical characteristics associated with Eladrin include aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, and perceptive. [PHB 38, 39]

Elemental Chaos: A realm of elemental power. [PHB 173, 181, 212, 223]

Elf: Race of humanoids with slim builds, elongated and pointed ears, and a maximum height of approximately 6 feet. They have long, straight hair (usually of a brown, green, or earthy color) and blue, violet, or green. Unlike their cousins, the Eladrin, Elves eyes DO contain pupils. Elves live to be over 200 years old. Elves prefer the primal power of nature to the arcane magic favored by the Eladrin. Elves never cut living trees, instead they grow and weave living plant tissue into architectural structures to build their homes in the forests. Typical characteristics associated with Elves include agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, and wild. [PHB 40, 41]

Elven: (language) Base language spoken by Elves, Eladrin, and Fomorians. It uses the Rellanic script. [PHB 25]

Erathis: Unaligned god of civilization. Worshiped by rulers, judges, pioneers, and devoted citizens. Erathis’ official areas of influence are civilization, invention, and laws. [PHB 21, 62, 195]

Far Realm: The realm beyond the stars, wherein lies great power. [PHB 131, 181, 183]

Feywild: Twilight realm that is home to the Eladrin. The powers of the Feywild are amoral, and they include earth spirits, wood spirits, sky spirits, water spirits, incarnations of the seasons, and natural forces that roam the faerie realm. [PHB 14, 21, 38, 39, 41, 115, 130, 141, 171, 181]

Forests, Ancient: Where did the oldest forests come from? The god Corellon planted the most ancient forests. [PHB 21]

Giant: (language) Base language spoken by Giants, Orcs, and Ogres. It uses the Davek scirpt. [PHB 25]

Goblin: (language) Base language spoken by Goblins, Hobgoblins, and Bugbears. It uses the Common script. [PHB 25]

Gold Pieces: Standard form of coin currency accepted in the Nentir Vale. One gold piece is equal to 10 silver pieces, or 100 copper pieces. [PHB 212]

Gruumsh: Chaotic evil god of destruction. Worshiped by orcs. Gruumsh’ official areas of influence are turmoil and destruction. [PHB 23, 62]

Half-Elf: Race of humanoids with slim, athletic builds, short pointed ears, and height reaching 6 feet 2 inches. Half-Elves are created by the joining of Elven and Human blood, but the combination creates an entirely new race, not just a simple combination of Elf and Human. Half-Elves usually take on the clothing and social customs of whichever race they were raised in/near, often seeking out small articles of jewelry that signal their dual heritage. Half-Elves are gregarious and mingle freely among the variety of races often found in larger cities. Half-Elves have life-spans influenced by their Human ancestry, but like Elves they show very few signs of aging. Typical characteristics associated with Half-Elves include accommodating, adaptable, charming, confident, gregarious, and open-minded. [PHB 42, 43]

Halfling: Race of short humanoids that stand at most 4 feet 2 inches tall. Unlike the similar height Dwarves, Halflings are thin and narrow. Halflings have a lifespan of 75-90 years. Halflings were created by Melora and Sehanine working together, imbuing the race with extreme stealthy-ness and a love of nature. When Melora and Sehanine lost interest in the Halflings, Avandra was struck by their resourcefulness and became a patron God of the Halflings, imbuing them with luck. Typical characteristics associated with Halflings include brave, curious, determined, down-to-earth, friendly, good-natured, optimistic, practical, resourceful, and warm. [PHB 44, 45]

Human: Race of humanoids that stand approximately 6 feet and live 75-90 years. Human myths offer no conclusive creator myth, so they worship the entire pantheon. Some rumors say that the gods worked together to create Humans with a mixture of traits from all other races. Some rumors persist that the god who created Humans was killed in the War Against the Primordials, or perhaps was assassinated by another god (Asmodeus and Zehir are both implicated in the telling of these stories). The last great world power, the Empire of Nerath, was a human-run empire, but it united many different races. Even now, so many years after the fall of Nerath, other races often flee to Human settlements when in need of protection. Typical characteristics associated with Humans include adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, and tolerant. [PHB 46, 47]

Infernal Pact Devils: A forgotten race of Devils who taught ancient Tieflings a secret pathway to power in order to weaken the Tieflings’ fealty to Asmodeus. In retribution, Asmodeus destroyed the Devils utterly and struck their names from the memory of all beings. [PHB 130]

Ioun: Unaligned god of knowledge, skill, and prophecy. Worshiped by sages, seers, and tacticians; patron of the study of arcane magic. Ioun’s official areas of influence are knowledge, prophecy, and skill. [PHB 21, 62, 198, 223]

Kord: Unaligned god of storms and battle. Worshiped by fighters and athletes. Kord’s official areas of influence are storms, strength, and battle. [PHB 22, 37, 60, 62, 198]

Lolth: Chaotic evil god of shadow, lies, and spiders. Worshiped by Drow. Lolth’s official areas of influence are spiders, shadows, and lies. [PHB 20, 23, 41, 62]

Magic: The arcane energy or power that is wielded by some spellcasting creatures. Where did magic come from? The god Corellon seeded the world with arcane magic. [PHB 21]

Melora: Unaligned god of wilderness and the sea. Worshiped by rangers, hunters, elves, and sailors. Melora’s official areas of influence are wilderness and the sea. [PHB 22, 45, 62, 199]

Moradin: Lawful Good aligned god of creation; patron of artisans. Worshiped by Dwarves, miners, and smiths. Legend holds that Moradin made the first suit of godplate armor, which was copied by ancient dwarves imperfectly and is the plate mail design in use currently. Moradin’s official areas of influence are creation, artisans, and family. [PHB 22, 37, 62, 199, 213]

Nine Hells: The nine realms inhabited by all manner of devils and ruled by Asmodeus. [PHB 23, 98, 138, 140]

Pelor: Good aligned god of summer and the sun, lord of agriculture; keeper of time. Worshiped by humans, paladins, rangers. Pelor’s official areas of influence are sun, summer, agriculture, and time. [PHB 20, 22, 61, 62, 199, 258]

Platinum Pieces: Coin currency minted by ancient empires, still accepted by most merchants in the Nentir Vale. Common in treasure hoards in ancient ruins. One platinum piece is equal to 100 gold pieces, or 1,000 silver pieces, or 10,000 copper pieces. [PHB 212]

Points of Light: The world is shrouded in a dark age, with no ruling empire to bring the civilized peoples together. Each small village and town appears as a point of light in the darkness. Each of these small pockets of civilization is seen as a haven in the wilderness. Beasts and monstrosities are abundant in the darkness and they prowl the spaces between points of light. Magic is everywhere, but those who know how to wield the most powerful types of arcane energy are rare. [PHB 7]

Primordial: (language) Base language spoken by Efreets, Archons, and Elementals. It uses the Barazhad script. [PHB 25]

The Raven Queen: Unaligned god of death; patron of winter and spinner of fate. Worshiped by mourners. The Raven Queen’s official areas of influence are death, fate, and winter. [PHB 22, 62, 200]

Residuum: The end product of disenchanting a magical item. It is a fine silvery dust and has a value roughly one-fifth of the item’s value. Raw residuum is sometimes traded as currency and can be transported easily because one gold-piece-weight container of residuum is worth 10,000 gold pieces in value. One pound of residuum is worth 50,000 gold pieces and can fit into a belt pouch. Residuum can also be used as a ritual component. [PHB 223, 225, 300]

Sehanine: Unaligned god of the moon and autumn; patron of trickery and illusions; god of love. Worshiped by Elves and Halflings, scouts, and thieves. Sehanine’s official areas of influence are trickery, moon, love, and autumn. [PHB 22, 45, 62, 200]

Sigil: City with a market that accepts astral diamonds as currency. [PHB 212]

Silver Pieces: Standard form of coin currency accepted in the Nentir Vale. One silver piece is equal to 10 copper pieces. [PHB 212]

Supernal: (language) Base language spoken by Angels, Devils, and Gods. It uses the Supernal script. [PHB 25]

Tiamat: Evil god of wealth, greed, and envy; patron of chromatic dragons. Tiamat’s official areas of influence are wealth, greed, and vengeance. [PHB 23, 37, 62]

Tiefling: Race of humanoids who are infernal in appearance (large horns on their heads, long tails, pointed teeth). They stand approximately 6 feet tall and have pupil-less eyes of black, red, white, silver, or gold. The Tielflings are descendants of Human nobles who made pacts with devils to retain their power. This pact caused them to exhibit infernal qualities which they now pass down to all of their descendants. The Empire of Bael Turath was expansive, ruling half the world, but eventually fell due to conflicts with the Dragonborn Empire of Arkhosia. The conflicts led to decades of war and the ruin of both empires. Tieflings are still close enough to Humans to be able to create offspring, but the product of a Tiefling-Human mating is always a Tiefling. Typical characteristics associated with Tieflings include cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, and unconventional. [PHB 48, 49]

Torog: a.k.a. The King that Crawls. Evil god of the underdark; patron of jailers and torturers. Torog’s official areas of influence are the underdark and imprisonment. [PHB 23, 62]

Vecna: Evil god of the undead, necromancy, and secrets. Vecna’s official areas of influence are undeath and secrets. [PHB 23, 62]

War Against the Primordials: Ancient mythic war between gods and primordials. Some rumors indicate that the god who created the Humans perished in this long-ago war. {Note: this is not referred to as the Dawn War in the PHB, but that is the war being referenced here} [PHB 47]

Zehir: Evil god of darkness, poison, and assassins. Worshiped by the Yuan-ti. Zehir’s official areas of influence are darkness, poison, and serpents. [PHB 23, 47, 62]

----------

Lore from Powers, Magic Items, and Rituals
This section includes lore implied by the name or descriptive text found in the powers, magic items, or rituals found in the Player’s Handbook. I am adding these as if I have never heard of the items before, so am only writing details mentioned in the actual text of the book. Most of these are locations in the universe (i.e. stars or magic realms) or people known on other material planes (e.g. Bigby and Mordenkainen) and therefore, by implication, must be known in the Nentir Vale, if only by arcane scholars.

Acamar: A dark and distant star. Wrath of Acamar Warlock Level 19 Daily Spell [PHB 138]

Agathys: A dark realm of ice. Armor of Agathys Warlock Level 1 Daily Spell [PHB 132]

Avernus: Realm strongly associated with eruptions of orange flame. Avernian Eruption Warlock Level 5 Daily Spel [PHB 134]

Bigby: Bigby’s Icy Grasp Wizard Level 5 Daily Spell; Bigby’s Grasping Hands Wizard Level 15 Daily Spell [PHB 161, 164]

Delban: Frigid star of deadly light. Doom of Delban Warlock Level 29 Daily Spell [PHB 140]

Dis: Realm in the infernal regions. Iron Spike of Dis Warlock Level 9 Daily Spell [PHB 135]

Drawmij: Drawmij’s Instant Summons Level 12 Ritual [PHB 304]

Evard: Evard’s Black Tentacles Wizard Level 19 Daily Spell [PHB 166]

Fey King, The: A mighty Fey Spirit. Curse of the Fey King Warlock Level 27 Encounter Spell [PHB 139]

Hadar: Realm of shadow. Hunger of Hadar Warlock Level 5 Daily Spell [PHB 134]

Keoghtom: Keoghtom’s Ointment Level 12 Wondrous Item [PHB 254]

Khirad: Star of dire importance. Summons of Khirad Warlock Level 9 Daily Spell [PHB 135]

Leomund: Leomund’s Secret Chest Level 6 Ritual [PHB 307]

Malbolge: The sixth of the nine hells. Minions of Malbolge Warlock Level 19 Daily Spell [PHB 138]

Mordenkainen: Mordenkainen’s Sword Wizard Level 9 Daily Spell; Mordenkainen’s Mansion Wizard Level 22 Daily Spell [PHB 163, 167]

Nether Planes: Realm associated with deafening thunder and cyclones. Harrowstorm Warlock Level 13 Encounter Spell [PHB 136]

Otiluke: Otiluke’s Resilient Sphere Wizard Level 15 Daily Spell [PHB 165]

Phlegethos: A realm of liquid fire. Flames of Phlegethos Warlock Level 1 Daily Spell [PHB 132]

Tartarus: Realm associated with a prison of iron and shadow. Tartarean Tomb Warlock Level 25 Daily Spell [PHB 139]

Tenser: Tenser’s Floating Disk Level 1 Ritual [PHB 312]

Thuban: Star of frozen emerald seas. Tendrils of Thuban Warlock Level 15 Daily Spell [PHB 137]

Void, The: A remote and terrible corner of the cosmos. Banish to the Void Warlock Level 27 Encounter Spell [PHB 139]

----------

Lore from Explanatory Text and Examples
This section includes lore implied by examples or explanations used in the text of the Player’s Handbook. By implication these items are part of the lore of the default setting, but they may have no other mention anywhere else in future products. I am including them here in the interest of having a complete record.

Adamantine Scepter: Artifact whose return might be the goal of a quest. [PHB 258]

Caldanis Fortress: Fortress said to have impenetrable walls. [PHB 310]

Cliffs of Desolation: Possible encounter area. [PHB 258]

Crimson Wolf Clan: Clan with intricate burial rites. [PHB 302]

Duke Kerlerren: Possesses an ancestral broadsword. [PHB 314]

Followers of Thoon: Dangerous faction. [PHB 312]

Fortress of the Iron Ring: Possible quest goal or character background information. [PHB 258]

Gate of the Black Drake: A gate with glyphs that must be activated in order. [PHB 303]

Havoc Hall: These bleak ruins could be an encounter location, and possibly contain a magic orb. [PHB 260]

Katerran Dynasty: Dynastic line ended 1000 years ago by an usurper. [PHB 302]

Kharathas: Red dragon whose slaying may be the goal of a quest. [PHB 258]

Lord Ambrose: Has an audience chamber you might want to go to. [PHB 313]

Orten the Rager: Infamous barbarian. [PHB 309]

Princess Katria: A princess you may want to find. [PHB 313]

Ruins of Solitronia: Ancient ruins that may be explored. [PHB 306]

----------

Next Up: MONSTER MANUAL 1
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Tim Baker » Sat Jul 28, 2018 6:45 am

You must read very quickly. :)
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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Sat Jul 28, 2018 6:57 am

Tim Baker wrote:
Sat Jul 28, 2018 6:45 am
You must read very quickly. :)
LOL - the majority of the PHB I can skim through since it is mostly rules based on not lore-based. I didn't read every single word, but it was close. :cool:
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Zeromaru X » Sat Jul 28, 2018 8:24 am

Good work. I have a few new details for my history document, so thanks as well!

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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Thu Aug 02, 2018 8:36 pm

I'm about half way through the MM1 - and I am adding a lot of creature based lore. I had to make a decision about whether I would add basically everything, or if I would only note things that are directly related to the Nentir Vale. I decided to err on the side of caution and just add everything because - well, these creatures are in the core monster book for 4e and the core setting is the Vale, so therefore the history and lore of these creatures is, by extension, also a part of the Nentir Vale lore. So... it's taking me a bit longer than it took for the PHB.
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Zeromaru X » Fri Aug 03, 2018 4:47 pm

I know how time consuming can be this (as my pet projects are also about lots of reading). So, I thank you for the hard work.

Are you thinking to compile this into some sort of word or pdf document.

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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Sun Aug 05, 2018 12:29 am

Zeromaru X wrote:
Fri Aug 03, 2018 4:47 pm
I know how time consuming can be this (as my pet projects are also about lots of reading). So, I thank you for the hard work.

Are you thinking to compile this into some sort of word or pdf document.
I think the easiest thing is a fully bookmarked and searchable pdf with an extensive table of contents.

Eventually I want to have it as a searchable database in true encyclopedia style.

Luckily the reading is extremely enjoyable, so the work, while time consuming, isn't too onerous :D
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Re: Let's Read the Nentir Vale in Order of Release!

Post by Big Mac » Sat Oct 13, 2018 3:03 pm

DMSamuel wrote:
Thu Aug 02, 2018 8:36 pm
I'm about half way through the MM1 - and I am adding a lot of creature based lore. I had to make a decision about whether I would add basically everything, or if I would only note things that are directly related to the Nentir Vale. I decided to err on the side of caution and just add everything because - well, these creatures are in the core monster book for 4e and the core setting is the Vale, so therefore the history and lore of these creatures is, by extension, also a part of the Nentir Vale lore. So... it's taking me a bit longer than it took for the PHB.
How is this coming?

I can imagine that the number of creatures makes this a bit of a time-sink.
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Re: Let's Read the Nentir Vale in Order of Release!

Post by JoeNotCharles » Sat Oct 13, 2018 8:17 pm

Just caught up on this thread. It is very relevant to my interests. :-)

One note: you have entries for languages that say things like "Written in the Davek script" but it would be useful to also have an entry for Davek.

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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Mon Oct 22, 2018 2:37 pm

Big Mac wrote:
Sat Oct 13, 2018 3:03 pm
DMSamuel wrote:
Thu Aug 02, 2018 8:36 pm
I'm about half way through the MM1 - and I am adding a lot of creature based lore. I had to make a decision about whether I would add basically everything, or if I would only note things that are directly related to the Nentir Vale. I decided to err on the side of caution and just add everything because - well, these creatures are in the core monster book for 4e and the core setting is the Vale, so therefore the history and lore of these creatures is, by extension, also a part of the Nentir Vale lore. So... it's taking me a bit longer than it took for the PHB.
How is this coming?

I can imagine that the number of creatures makes this a bit of a time-sink.
Yep, and the semester started, so my time went down to almost zero (I'm a biology professor). I will be getting back to this, hopefully, on a regular schedule this weekend.
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Re: Let's Read the Nentir Vale in Order of Release!

Post by DMSamuel » Mon Oct 22, 2018 2:39 pm

JoeNotCharles wrote:
Sat Oct 13, 2018 8:17 pm
Just caught up on this thread. It is very relevant to my interests. :-)

One note: you have entries for languages that say things like "Written in the Davek script" but it would be useful to also have an entry for Davek.
That is a good point... I will make adjustments and add that to relevant entries.
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