- Joined
- Nov 4, 2017
The "Points of Light" (official name of the extended sandbox IIRC) was about a world recovering from the collapse of the Empire's capital roughly 100 years ago - basically post-Rome Europe and Nerath is like Poland or Scotland, where it was remote even on a good day so less affected by implosion (except they were dealing with their own shit, and now dealing with it on their own)Lakal actually, part of the reason I got googling was this bit where the other gods used her remains to create a barrier against the far realm, but couldn't find anything on that.
Thanks for the answer, I got more or less the impression that nentir vale made for a good sandbox/starting point for DMs yet at the same time the bits about settlements being slow to communicate and the lack of kingdoms/states made me think "this must have nagged lore autists to no end" although I get it, adding kingdoms with defined borders to your open ended setting goes against the idea
In my campaigns, I usually turn it into a 'magical apocalypse' where they essentially unleashed the arcane equivalent of an EMP that shutdown or disrupted nearly all magic, but the effects are waning (especially that far from an epicenter) and that means that magical items are slowly turning back on, which is why towns havven't formed around Basket of Plenty owners.
Anyway, In the official canon, the Nentir fell under the auspices of The Barony of Therund. Therund is a large city that didn't get completely fucked (but arguably would have recovered faster if they'd been hit harder). Its mentioned in passing in lore & background through the original official 1-10 campaign, and then the players go there for their first 11-20 jaunt to demonstrate that going up to Paragon means you are dealing with national and not just regional matters now.
They had a lot of fun stuff in Nentir - in the Dragonborn/Tiefling wars, Nentir was under the Tieflings (but not developed) and there are some Tiefling-founded cities still around, one of them not completely fucked. They had a setting for a ruined one that was just on the other side of the mountains, Vor Rukkoth, which is actually a really interesting concept but the official setting guide was way too barebones.
The Nentir was designed to fit into a world map, and to my knowledge that was only used/published as the game board for what was effectively D&D Risk. You can find the world map and see how things fit together including "Here be Dragons" regions for shit like Temple of Elemental Evil.
The biggest issue with the Nentir setting is the timeline is fucky; example in official lore 250 years ago the area was run by a Minotaur kingdom (someone in the 4e team had a wolfaboo's furry boner for Minotaurs) full of Erathis-worshiping Civilized Minotaurs that collapsed due to the Demonic Shit they had gotten up to in the places no one was watching. which is recent enough Dwarves and High-elfs (Eladrin) would remember it, but its temples and cities are super dilapidated and there are nearly no minotaurs left. So I usually tack a "0" on to the end of that 250 and basically edit the lore to be that when Bael'Turath rolls in, the degenerated reminants of the Minotaur collapse are there, Bael Turath originally oppresses them as filthy demon worshippers (instead of 100% based devil worshippers) but is forced to make a deal with them as war with Arkhosia takes a tilt to Arkhosia, and they get completely wiped out by an Arkhosian strike force.
edit: I guess the Feywild and Shadowfell are also not well implemented if you start to actually start poking them; the Feywild is trying to bolt chaotic-douchbag Celt theology onto the Greco-Roman-Judeo pantheon and it doesn't quite sync with especially the low-grit of early levels PoL, and the Shadowfell can never decide if the tone is Spirit Halloween-Spooky, Gothic Horror, or Existential Dread.
Last edited: