Professional Documents
Culture Documents
of Nerath
Drive Back the Darkness
with the Flame Imperishable
By Jeff Morgenroth
Illustration by Sam Burley
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Legacy of Nerath
Using Nerath know anything beyond common folkloreanything glory. The soot-blackened walls are festooned with
true, that is. the flayed skins of defeated armies, and the sacred
Nerath forms the historical background for the world
It is well known that Nerath enjoyed a meteoric Flame Imperishable is clogged with the charred
in many D&D campaigns. Beyond the legends and
rise to power by filling the cultural and economic bones of the gnolls victims.
rare traditions which survived the fall, it is a mystery.
void after the wars that destroyed the old empires.
In spite of thisor perhaps because of itNerathi heri-
tage makes an excellent addition to any characters
Out of simple clans of farmers arose an incomparably T he I mperial L egacy
vast empire forged through conquest and ingenu-
background, especially human characters. Incor- Your character has grown up feeling the influence of
ity by the legendary leader Magroth, first emperor
porating elements of the empire will broaden the Nerath in their homeland, though in most cases it is
of Nerath. At fifteen years of age, Magroth founded
cultural and esthetic scope of your campaign as well difficult to tell fact and legend apart. The following
the imperial capital, lit the legendary Flame Imper-
as your characters connection to it. topics and myths might explain that influence. Rare
ishable, and led the growing Nerathi legions on
Consider how you want Nerath to fit into your scholars recognize, however, that by clinging to the
decades-long marches of expansion which would
characters story. It can be a background element that most appealing legends and myths, humanity risks
claim most of the known world within his lifetime.
inspires you to undertake quests or pursue ideals
The empire met its finish beneath the rending
related to the empires legacy. These characters are
claws of a seemingly endless horde of gnolls and
sometimes called the Nerathi faithful, and they
demons led by the mysterious Ruler of Ruin. With
The Flame
look upon the fallen empire with reverence. Alterna- Imperishable
the central government destroyed, provincial kings
tively, you might choose to fight against the empires
banded together to defend what remained of the The most important symbol of Nerath is the
legacy; after all, in some eyes, Nerath succeeded only Flame Imperishable, a brilliant white fire set
empire. One of them, the just King Elidyr, took up
through conquest and dictatorship. You might resent within the highest ramparts of the imperial
the imperial crown and rallied a valiant defense
ancient Neraths subjugation of your people and view palace. It burns even today. Legends say that
of Nerath, but it was not enough. When Elidyr was
its hallowed virtues as failed arrogance. Either way, Magroth took the flame after slaying the ancient
slain, the Ruler of Ruin simply returned to the abyss, gold dragon Ayunken-vanzen, who laired in the
the empires mark on your characters past is inescap-
apparently content to leave the world in chaos. The land which would become Neraths capital city.
able. Will you live up to its shining example or step
remaining lords of the empirefragmented, fearful, The flame was a symbol of Neraths manifest
out of its shadow to something even greater?
and desperatefell upon one another for survival. destinybrilliant, pure, and undying.
Commerce ground to a halt. Famine spread. Hope Though the empire fell, the Flame Imperish-
A n Age of L egends withered, and the Flame Imperishable became a able is eternal. Legends say that it will burn until
Neraths history stretches back to the dark ages which the very breaking of the world. Today the flame
funeral pyre for the worlds greatest empire.
is a symbol of hope amongst Nerathi faithful.
followed the destruction of Bael Turath and Arkhosia. To this day, the core realm of the empire is a
Noble families incorporate its iconography in
It dominates world history from then until its fall scorched wasteland littered with the crumbling shells their heraldry and knightly orders dedicate
one hundred years ago. The triumphs and follies of of cities and noble villas which once gleamed like themselves to its preservation. The masses of
its 500-year-rule are well-told legends throughout pearls beneath a hopeful sun. Swarms of flies obscure apathetic or ignorant commoners, however,
the world today, though many details have been lost the day and the land is infested with savage gnolls, think nothing of the flames tarnished image
to the toll of unkind years. What characters know first among the Ruler of Ruins servants in the world. as it flashes meaninglessly on the ancient coins
about Nerath has been colored by their homeland The capital city still stands, though it has been trans- trading between their grubby hands.
and upbringing, and only the most dedicated scholars formed by the gnolls into a nightmare of its former
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Legacy of Nerath
losing its memory and understanding of Neraths buildings, and even fortresses, survived in provin- up their authority by claiming a hereditary connec-
reality, which is worth far more than its traditions. cial regions. All are still used by people today, who tion to former emperors or governors. Some cultures
are accustomed to walking in the literal shadows of go so far as to defame Nerath as an example of hubris
Ruins: Nerathi architecture soared to their ancestors. Few, however, have the knowledge and as a challenge to existing authority. In these
unmatched functional and esthetic heights, thanks to maintain these structures. Their architectural places, anything related to the empires legacy may
to use of innovative building materials, keen under- secrets are jealously sought by todays kings, who are be outlawed rather than revered. Restoring the lost
standing of engineering, and implementation of eager to erect monuments of their own to rival the egalitarian social structure of Nerath may be a chal-
ritual magic. Although their greatest works were ancient empires. lenge too daunting for societies to overcome, but its
ravaged during the fall, intact ruins are prized by This reverence for Nerathi construction is not undertaken by many Nerathi faithful.
heroes and treasure hunters, who are irresistibly universal; some Nerathi sites are shunned as places
drawn by the lure of undiscovered cities and com- of ill omen. The Lost Heir
plexes and the priceless treasures they conceal. For Some Nerathi descendants cling to hope, praying
the Nerathi faithful, these ruins are much more The Eladrin Empress that an imperial heir will one day emerge to lead
than tombs to be plundered; they are places of deep In addition to the Flame Imperishable, a common the faithful back to their homeland. Elaborate
reverence which often become sites of organized image seen in surviving Nerathi art is that of the hero-cults are common, but many feel that the
pilgrimages and intellectual preservation. Empress Amphaesia. Legends say that Magroth line of emperors died with Elidyr. A few claim
claimed her for his bride after his conquest over to be that heir and wage bloody wars against
The Gates of Destiny her father, the King of Blooms, during a campaign rivals over rightful inheritance of the imperial
Greatest of all Neraths engineering accomplishments in the Feywild. A figure of mythic beauty, Am- throne and title. The sad truth is that there almost
are the Gates of Destiny which formed the main phaesia guided the empire through the turbulent certainly is no Nerathi heir of blood lineage
entrance to the capital city. Immense beyond years following Magroths sudden death. She unless its the heroes striving to preserve Neraths
reckoning, these gates soared into azure skies and herself disappeared after helping cure the horrific legacy of equality and dignity.
gleamed white in the sunlight with their flanking, Ashen Plague. Adventurers returning from Nerathi
twin marble colossi sculpted in the likeness of ruins are accustomed to bearing objects graced Personal Ethics: While Nerathi virtues rewarded
angels. Legends say that milk and honey flowed with the likenesses of her otherworldly beauty, self-discipline and sacrifice, the exact opposite is
from the angels ewers, providing a never-ending and such images are frequently worked into true in most regions today, where folk are forced to
bounty for the Nerathi. Some bards even sing of talismans carried for good luck and protection by cut ethical corners just to get by. Bereft of the self-
upstart armies that threw themselves down in treasure seekers. confidence and security of their ancestors, many
weeping surrender at the Gates majesty. humans today are forced by circumstance to do
The angels were pulled down by the gnolls so that Social Structure and Politics: Countless cus- whatever is necessary to survive. This almost always
their wreckage was dashed across the causeway toms practiced today began with the Nerathi, though results in selfishness and moral apathy; so long as
leading through the gate, which now bears blasphe- most of them are now no more than simple traditions monsters, villains, and dark forces threaten existence,
mous markings dedicated to the Ruler of Ruin. or festival days. Nerathi ideals have succumbed to few willingly take the high road when easier and pet-
the evils of greed and fear. Ambitious monarchs have tier options are available. The Nerathi faithful often
Architecture: Many elements of Neraths great trumpeted tradition in their efforts to scoop ever take up their ancestors ethics as a matter of personal
civic works, such as its roads, aqueducts, public more power into their own hands. Such kings prop honor or genuine desire to improve society.
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Legacy of Nerath
Religion: Though they respected the gods, of Nerath lore; assist a troubled realm with your accumulated
knowledge; govern justly using the ethics of Nerath.
Nerathi took great pride in their ability to succeed Though the empire is gone, its influence can still be
without divine guidance. To them, the highest rever- felt in your character by incorporating the following Fey Exile
ence went to their virtues of duty, equality, reason, backgrounds into your history. Your ancestors were rescued by the former Empress
and temperance. When the empire fell, however, Many Nerathi faithful take up important quests Amphaesia before the fall of Nerath and brought
religions stepped in to fill the cultural hole. Today, on behalf of the empires legacy. These personnel to the Feywild to dwell with her and her father, the
few societies take the time to bother with ancient quests provide long-term goals which can guide your King of Blooms. Of all the scions of Nerath, you and
philosophy, and most clerics owe little to Nerath save characters actions across a whole tier of play or even your kind are the most pure to the imperial legacy.
the splendid architecture of their temples. Many span the entire campaign. Fulfilling them will carry You were steeped in the empires rich culture and
clerics openly attribute Neraths fall to its haughty the light of Nerath into the future and bring you great philosophy through a line of unbroken teachers and
self-reliance and diffidence toward the gods, with the rewards as well. Use what follows as a starting point, grandsires. From birth youve been groomed for a
clerics patron deity always playing a prominent role and work with your DM to incorporate your back- purpose. Perhaps that is to preserve Neraths only
in guiding folk through the chaos that followed. To ground and personal quests into the story. living culture from agents of the Ruler of Ruin, or
the Nerathi faithful, bodies of literature written by maybe its to wage war against him in a final battle to
Neraths many philosophers are among the empires Civic Reformer restore Nerath. You may have even made a warlock
most treasured artifacts. You study Nerathi lore, learning from the past to pact with your fey host.
better the future. Perhaps youre inspired by great Associated Skills: Arcana, History
works of Nerathi literature or art, finding univer- Personal Quests: Return from the Feywild and
sal truths in their ancient expression. Maybe you find your familys former home; earn an audience
marvel at the ruins of ancient Nerathi baths, forums, with Empress Amphaesia; unite Nerathi faithful
or roads, feeling that your homeland deserves the across worlds.
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Legacy of Nerath
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Legacy of Nerath
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Legacy of Nerath
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Legacy of Nerath
Dutys Virtue
Your commitment to your allies and quests drives you
to act quickly when in danger.
Benefit: Once per round, you can use the aid
defense action as a minor action, but only if the
chosen ally is bloodied. Also, you gain a +2 feat bonus
to initiative checks.
Imperishable Destiny
Drawing inspiration from success, every victory
speeds you further along the road of greatness.
Prerequisite: Human
Benefit: For each milestone youve reached since
your last extended rest, you gain a +1 bonus to abil-
ity checks, saving throws, and skill checks until your
next extended rest.
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Nerathi Legends
Sarthel, City of Silver
By Richard Baker
Illustration by William O'Connor
Cartography by Adam Gillespie
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Nerathi Legends: Sarthel, City of Silver
The Iron Circle The Adept of Chains sharpened by years of experience in manipulating
The master of the Iron Circle in Sarthel is a pow- and intimidating others.
While the city lords squabble and the civic officials
erful human adept known as High Lord Tynaron. Tynaron harbors a secret not even his closest min-
line their own pockets, the true power in Sarthel
Unlike most of the other cultists, he knows each ions suspect: He is a damned soul, sent back from the
now lies in the hands of a secretive society known
member of the Iron Circle in the city, since he Nine Hells to work more wickedness in the world. His
as the Iron Circle. Scores of Sarthels most powerful
requires all cultists to unmask in his presence eyes glow with a fiery light when he becomes angry,
and inf luential citizens have been drawn into the
unless he instructs them otherwise (to keep other and he is armed with hellish powers to advance
society.
cultists present from learning each others identi- Asmodeuss purposes in the mortal world. With a
At one level the Iron Circle operates completely in
ties). Tynaron is a short, stocky man of about fifty word, Tynaron can summon dark hellfire or infernal
the openits banner flies above an old keep on the
years, clean-shaven, with silvered hair and noble chains of red-hot iron to scourge his enemies and
outskirts of town, which is now known as the Iron
features. He is intelligent, with a natural magnetism intimidate his followers.
Tower. Warriors in crimson mail and black-robed
adepts guard its ramparts, and they also patrol the
streets of Sarthel. The Iron Circle claims to be a mili- High Lord Tynaron Level 11 Elite Controller (Leader) A Chains of Dis (fire, implement) F Recharge 4 5 6
Medium natural humanoid, human XP 1,200
tary entity that desires nothing more than to bring Attack: Area burst 2 within 10 (creatures in the burst); +14 vs.
HP 228; Bloodied 114 Initiative +7
peace, order, and justice to all lands. Within Sarthels Reflex
AC 25, Fortitude 23, Reflex 22, Will 25 Perception +14
Hit: 2d8 + 5 damage, and the target is restrained and takes
walls, the organization is reasonably well behaved, Speed 6
ongoing 10 fire damage (save ends both).
and from Sarthel, Iron Circle companies march forth Resist 10 fire, 10 necrotic
Miss: Half damage.
to seize strongholds in the borderlands and bring law- Saving Throws +2; Action Points 1
Minor Actions
less areas under their rule. Traits
C Infernal Command (fire) F Recharge when first bloodied
O Lashing Chains F Aura 2
Beyond the ordinary rank and file of the Iron Effect: Close burst 5 (one ally in the burst). Tynaron slides the
Protoplasmic chains surround Tynaron in battle, flailing at
Circle lies a secret order of knights, who are initi- target up to 3 squares, and the target gains 20 temporary hit
nearby foes. Enemies within the aura cannot shift, and any
ated into the true purpose of the orderthe worship enemy that ends its turn in the aura takes 5 damage.
points. Until those temporary hit points are gone, the tar-
of Asmodeus and the spreading of his dominion over gets melee attacks deal 5 extra fire damage.
Standard Actions
the world. When gathering together, the initiates dis- Triggered Actions
m Brazen Rod (fire, weapon) F At-Will
C Burning Rebuke (fire) F At-Will
guise themselves, guarding their identities beneath Attack: Melee 1 (one creature); +16 vs. AC
Trigger: An enemy within 3 squares of Tynaron hits him with an
masks of crimson cloth. Even if a city leader is Hit: 1d10 + 5 damage, and ongoing 10 fire damage (save ends).
attack.
revealed to be a member of the Iron Circle, the cultist Tynaron slides the target up to 3 squares.
Attack (Immediate Reaction): Close burst 3 (triggering enemy);
R Hellfire Bolt (fire, implement, necrotic) F At-Will
cannot betray any of his or her fellows, because he or +14 vs. Will
Attack: Ranged 10 (one creature); +14 vs. Reflex
she does not know their identities. Hit: 2d10 + 7 fire damage, and the target is weakened until the
Hit: 2d6 + 7 fire and necrotic damage, and the target is dazed
end of its next turn.
until the end of Tynarons next turn.
Skills Bluff +15, Insight +14, Religion +13
Str 15 (+7) Dex 14 (+7) Wis 18 (+9)
Con 18 (+9) Int 17 (+8) Cha 21 (+10)
Alignment evil Languages Common, Draconic
Equipment brazen rod
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Nerathi Legends
The Seven Kings of Karkoth
By Richard Baker
Illustration by Adam Paquette F Cartography by Adam Gillespie
Undead? No, the Karkothi arent undead, The Tale of Karkoth sinister pacts to achieve arcane might. The Kars
now added the reckless pursuit of magical power to
my friend. They just use the dead to do The realm of Karkoth arose more than eight hun-
their already barbaric and warlike disposition. Thus
their bidding. dred years ago when the Kars, a barbaric human
the Karkothi Throneholds, a realm of warlocks and
tribe from eastern Selduria, ventured west over the
warriors, took shape.
In the heart of northeastern Selduria lies the home- bitter heights of the Dragonspine Mountains and
The kings of Karkoth grew hungry for a wider
land of a proud, cruel, and warlike race: the humans descended upon the kingdom of Surth. Laying waste
dominion and new conquests. They settled the
of Karkoth. The Karkothi nobles combine martial to everything in their path, the Kars next marched
marches of the Broken Lands, conquered the divided
skill with mastery of the dark arts, building armies against the decadent wizard-realm of Dol-Thamar
citadels and towns of Blisterforge, established out-
from subjugated monsters and animating fallen along the southern shore of what is now called the
posts in the vale of Slaughtergarde and the Icebound
warriors by the thousands to sate their hunger for Gulf of Kar, and toppled that decrepit realm. The
Wastes, and drowned the kingdom of Surth with
conquest, wealth, and dominion. Karkothi legions Kar warchiefs then hurled their strength against
terrible magic when it became a threat. Then, about
menace the fair realms of Vailin, the valiant Sel- the elven kingdom of Tarsembor, but here they were
three hundred years ago, the Karkothi Empire met its
durian tribes that remain loyal to the old ideal of finally checked; despite their ferocity, the elves and
match in a new power from over the sea: the Empire
Nerath, and the great island of Kelarnil from their their allies stood firm, and the Kars invasion ground
of Nerath, then at its zenith. The Karkothi and Ner-
foothold in the Dread Marches. The great wars to a halt.
athi clashed in repeated wars over the next sixty
threatening the realms of the known world today The Kars turned their attention to oppressing
years, until the power of Karkoth was broken and its
originated in the Karkothi drive for power and mas- and settling the lands they had overrun, in particu-
conquests stripped away.
tery. Time will tell whether the Karkothi succeed in lar the rich lands of Dol-Thamar. Each of the great
The Karkothi, humiliated and bitter, retreated to
seizing the world for their own, or if they drown in Kar tribes settled in a different part of the region.
their throneholds, the former empire of Dol-Thamar.
the fire and fury they have unleashed. Among the ruins of Dol-Thamar, the Kars discov-
During the long generations of Neraths dominance,
ered dark and powerful arcane secrets. Hungry for
the Karkothi domains feuded, schemed, and fought
power and impatient to subjugate their fellows, the
with each other, jockeying for mastery over their
Kar chieftains plundered the Thamari vaults and
shrunken empire. In time Neraths hold on northern
interrogated the surviving Thamari wizards, learn-
Selduria began to weaken, and Karkothi ambitions
ing how to summon powerful patrons and strike
stirred again. Renewed Karkothi agitation led to
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Nerathi Legends: The Seven Kings of Karkoth
incursions of monsters and bitter rebellions through- power has arisen among this warlike people: the The Seven Kings
out Selduria, further weakening the Nerathi empire. cult of the Chained God. Although no single king
Karkoth is not a monolithic empire. Instead, it is a
The fall of Nerath led to war, plague, and anarchy, but of Karkoths tribes could ever force obedience from
fractious and quarrelsome union of the Karkothi
the Karkothi people weathered these troubles better his peers, the priests of Tharizdun have brought the
people consisting of seven small kingdoms and a
than other tribes and soon reemerged as the major Karkothi together with a unifying purpose: First,
dozen or so lesser fiefs and domains. Each domain of
power in the east. reclaim the lands once held by ancient Karkoth;
Karkoth is ruled by a noble house commanding the
Karkoth had always been a disunified empire, then sweep away the decrepit remnants of hated
loyalty of scores of thanes, or minor lords sworn to
but in the century since the fall of Nerath, a new Nerath and Vailin.
serve their king and battle his enemies.
By tradition, the kings of Karkoth are considered
equals, and they frequently meet at the neutral
city of Marhad in the Chamber of Thrones to take
counsel. In practice, the kings are rivals and occa-
sional enemies, rarely cooperating in any endeavor
likely to result in one of them gaining an advantage
at the expense of the others. Before the rise of the
Chained Gods cult, it was not unusual for two or
three of the Karkothi kingdoms to be at war with
each other at any given time. But now, under a
unifying purpose, they are focused on external
conquest.
Seven monarchs sit in the Chamber of Thrones.
Each one is briefly described below.
King Grom of Dolthkarin: Grom is a fat and
avaricious sea-reaver who, in his younger days,
plundered a dozen lands. He is the patriarch of an
exceptionally numerous and quarrelsome family,
with no fewer than eleven sons and daughters
scheming to replace him on his death. Dolthkarin,
Karkoths largest city, is a major seaport and trading
hub, serving as the gateway to the Karkothi Throne-
holds when the country is not at war with itself.
King Dhurn of Gormad: Dhurn is a powerful
warrior with a short, violent temper. A huge, bald-
ing male human with a bristling gray mustache and
one eye replaced with a fiery stone of mysterious
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Nerathi Legends: The Seven Kings of Karkoth
any given time. Irina is considering an alliance by portions of the country are used as pastureland
marriage to Haldrist, believing that with the support for f locks of sheep and goats; towns are few and
of the Temple she could finally unite Karkoth under far between, and most people live in lonely but
a single throne and establish a dynastic empire. Her well-defended clanholds shared by large, extended
domain of Tyarmur lies in the high vales of the Mist- families. The western lowlands are more settled,
crowns, and guards the Pass of Tyarskthe major with small villages and towns scattered across the
route from the Throneholds to the broad plains of the land, dominated by the gloomy castles and strong-
Broken Lands. holds of Karkothi nobles.
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Nerathi Legends: The Seven Kings of Karkoth
Karkothi Encounters
The Seven Kings command a wide, multiracial
Marhad at a Glance
empire, populated by humans, dwarves, goliaths,
The High Thronehold of Karkoth is not a big city. free to travel and conduct business in Marhad after
tief lings, and monstrous races such as minotaurs,
Since no one king controls it, Marhad is little more paying for a letter of passage.
than a neutral meeting-place and a center of trade. Commerce: Marhad is not a major economic gnolls, orcs, and giants. However, the kings are com-
The High Thronehold houses the Chamber of power, although local quarries produce fine monly encountered in the company of undead. Most
Thrones, where the kings of Karkoth meet, and the marble and gemstones, and surrounding pasture- Karkothi thanes and nobles are practiced warlocks
Temple of Dark Might, the foremost shrine of the land provides wool, mutton, and vellum. Instead, and warriors who supplement their living body-
Chained God and his priesthood. the citys principal product is trade itself, since guards with skeletal warriors and battle wights.
Population Mix: Marhad is home to about Karkothi from all the kingdoms meet to exchange Darkthanes are typical Karkothi agents or
12,000 people year-round, although the popula- goods here. Counting-houses, warehouses, clerks, captains of middle rank. They might be found com-
tion doubles when the Kings of Karkoth gather with scribes, and barristers can be found in large num-
manding Karkothi units in battle, leading patrols or
their entourages and supplicants. More people live bers here.
in the surrounding villages and farmlands. About Defenses: Marhad is a fortress city, built on a guard detachments in vital places, or carrying out
three-quarters of Marhadans are humans of Kar spur of Mount Kolmurgar. The great hall of the dangerous missions in far lands. Fell skeletons are
descent, with the remainder being dwarves, half- Chamber of Thrones forms an inner citadel, linked fearless bodyguards created in necromantic ritu-
orcs, minotaurs, and drow. Eladrins and elves are to the lower city by a single spectacular bridge. Earl als. Unlike other skeletons, they can speak in cold,
viewed with great suspicion because of the historic Marhad normally maintains about 1,000 elite foot hollow tones, act independently, and follow complex
enmity between Karkoth and Tarsembor. soldiers in and around the city, and when Karkoths directions.
Government: Marhad is ruled by Earl Ustov kings meet here, each brings hundreds of additional
Berevin. The earldom of Marhad is not counted warriors in his or her entourage.
among the kingdoms of Karkoth, a situation that Inns and Taverns: The Royal Arms is a cheap
both annoys and pleases Earl Ustov. While a part and dirty hostel located near the city gate. It is the
of him wishes he had the status of a king, he also sort of place where questions are rarely asked. The
appreciates his unique position as the leader of the Mountain Aerie is a higher-class establishment,
realms bastion of neutrality. The earls guards func- located near the bridge leading to the Chamber
tion as the city watch and defend the city. He also of Thrones, that caters to well-heeled travelers. A
appoints the officials who oversee the citys daily spirit room called the Drowsing Dragon serves
business. Marhadan soldiers and officials have no as the headquarters for Marhads small and violent
power on Temple grounds, however. Foreigners are thieves guild.
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Nerathi Legends: The Seven Kings of Karkoth
Karkothi Darkthane Level 15 Elite Artillery (Leader) Karkothi Fell Skeleton Level 13 Soldier
Medium natural humanoid, human XP 2,400 Medium natural animate (undead) XP 800
Adventures HP 234; Bloodied 117 Initiative +10 HP 129; Bloodied 64 Initiative +12
AC 29, Fortitude 27, Reflex 27, Will 28 Perception +10 AC 29, Fortitude 26, Reflex 25, Will 25 Perception +10
in Karkoth Speed 6 Speed 5
Strangers wandering through the Karkothi Saving Throws +2; Action Points 1 Immune disease, poison; Resist 15 cold, 15 necrotic;
Throneholds are viewed with suspicion, but its Traits Vulnerable 10 radiant
possible for a party of heroes to pose as trad- O Aura of Dark Resolve F Aura 3 Traits
ers, diplomats, or mercenaries, or to obtain a Allies in the aura gain a +2 bonus to attack rolls. At the start of Fell Blade
pass from one of the kings (or more likely their the darkthanes turn, each of the darkthanes allies in the aura The fell skeleton deals full damage against insubstantial
thanes). Here are a few ideas for adventures in gains 10 temporary hit points. enemies.
the Karkothi Throneholds. Standard Actions Standard Actions
Ransom: A young nobleman of Vailin or the m Sword of Icy Shadow (cold, weapon) F At-Will m Fell Sword (cold, weapon) F At-Will
daughter of a Skalgard jarl has been taken pris- Attack: Melee 1 (one creature); +20 vs. AC Attack: Melee 1 (one creature); +18 vs. AC
oner by a Karkothi house; the heroes are tasked Hit: 3d10 + 5 cold damage, and the target is slowed and grants Hit: 1d10 + 6 damage plus 10 cold damage, and the target is
with escorting the ransom to Karkoth. combat advantage to the darkthane until the end of the slowed and cannot shift until the end of the fell skeletons
Beneath the Groaning Tower: Servants of darkthanes next turn. next turn.
King Brusev unearth a terrible artifact of Bael R Clutching Shadows (necrotic) F At-Will Triggered Actions
Turath, which the warlock king seeks to master. Attack: Ranged 10 (one creature); +20 vs. Fortitude Fell Vengeance F At-Will
The heroes take on a desperate mission to steal Hit: 2d6 + 6 necrotic damage, and ongoing 10 necrotic Trigger: An enemy adjacent to the fell skeleton attacks an
or destroy the artifact before King Brusev can damage, the target is slowed, and the darkthane gains par- ally of the skeleton and does not include the skeleton as a
unlock its full power. tial concealment from the target (save ends all). target.
Ruins of Thamargol: On the windswept Sword and Spell F At-Will Effect (Immediate Reaction): The fell skeleton makes a basic
plains east of Dolthkarin lie the ruins of Thamar- Effect: The darkthane shifts up to 2 squares, uses sword of icy attack against the triggering enemy.
gol, the ancient capital of Dol-Thamar. Strange shadow, and uses clutching shadows, in any order. Str 22 (+12) Dex 19 (+10) Wis 19 (+10)
monsters haunt the ruins, which are said to hold Minor Actions Con 17 (+9) Int 6 (+4) Cha 10 (+6)
riches and magical devices still hidden in deep Dark Demand F Recharge when first bloodied Alignment chaotic evil Languages Common
vaults. Effect: Close burst 5 (one ally in the burst). As a free action, Equipment bastard sword, scale mail
Royal Quarrels: One of Karkoths kings hires the target shifts 1 square and makes a melee basic attack
(or coerces) the heroes to attempt the assassina- against an enemy designated by the darkthane. About the Author
tion of a rival king. Triggered Actions Richard Baker is an award-winning game designer who has
Shadow Shield (teleportation) F Recharge 5 6 written numerous adventures and sourcebooks, including
Manual of the Planes, the Dark Sun Campaign Setting, and
Trigger: An enemy adjacent to the darkthane hits the dark-
the D&D Gamma World Roleplaying Game. Hes a New
thane with an attack.
York Times bestselling author of Forgotten Realms novels
Effect (Immediate Interrupt): The darkthane becomes insub- such as Condemnation, the Last Mythal trilogy, and the Blades
stantial until the start of its next turn. After the attack is of the Moonsea series. Rich is currently the Design Manager
resolved, the darkthane teleports up to 5 squares. for Dungeons & Dragons at Wizards of the Coast.
Skills Arcana +17, History +17, Insight +15, Intimidate +18
Str 16 (+10) Dex 17 (+10) Wis 16 (+10)
Con 21 (+12) Int 20 (+12) Cha 23 (+13)
Alignment chaotic evil Languages Common, Giant
Equipment bastard sword, leather armor, robes
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Nerathi Legends:
The Iron Wolf
Barbarians
By Rich Baker
Illustration by Noah Bradley
Cartography by Adam Gillespie
A savage folk for a savage land, or so they mighty army to put an end to the barbarian raiding
of Nerathi lands and to subdue the restless savages.
say. Do you think dwarves are stubborn? The legions of Nerath fought several bloody battles
Just you try and tell an Iron Wolf to do against the gathering horde of Iron Wolf warriors,
something he doesnt want to do. Hed and a long and terrible war seemed certain. But the
chief of the Cloven Skull orcs saw an opportunity too
rather die where he stands than call any
great to pass up and decided to strike a blow against
man his master. his Iron Wolf enemies while they were sorely pressed
by Tarmagel and his soldiers.
Among the forests and mountains of western Selduria The doom of the Iron Wolf barbarians was at
lies the homeland of a brave and fierce peoplethe hand, but Selfreya, the fierce and beautiful daugh-
barbarians of the Iron Wolf tribe. For a thousand ter of the Iron Wolf chief and a formidable warrior
years or more the Iron Wolf people have thrown back in her own right, struck an alliance with Tarmagel.
hordes of orcs, giant marauders, and the sorcerous Together the Nerathi soldiers and the Iron Wolf
legions of Karkoth, falling upon each group of invad- warriors smashed the orc incursion. Selfreya and
ers with uncommon fury. Tarmagel fell in love, and the crown prince of Nerath
Given their warlike nature and their hostility to took the warrior-princess of the Iron Wolf tribe as
outsiders, it might seem unusual that the Iron Wolf his wife. The union allowed the Iron Wolf people
people are counted among the League of Nerath. and other tribes of western Selduria to remain free
The story of this old alliance goes back over three of Nerathi rule. And as honored allies, the warriors
hundred years, when the Nerathi prince Tarma- of those peoples often served valiantly in Neraths
gel invaded the Iron Wolf lands at the head of a legions for the remainder of the empires days.
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Nerathi Legends: The Iron Wolf Barbarians
The Five Tribes humans who settled in Skalgard and have adopted
many of their customs.
White Raven: Like the Ghostdrakes, the White
Ravens are a small tribe with a high regard for tradi-
The barbaric peoples of Selduria belong to one large
Ghostdrake: Highly traditional and suspicious tion. However, they are not as xenophobic as their
ethnic group, the Harthyars. That group is composed
of outsiders, the Ghostdrakes are a small tribe led westerly neighborsin fact, the White Ravens honor
of five large tribes, each with its own territories and
by their shamans. They hold more reverence for the old friendships and alliances with tribes of goliaths
traditions. All are fierce warriors, but each tribe fol-
forest and its spirits than the other tribes, and jeal- and dragonborn who share the eastern reaches of the
lows its own customs: some are honorable foes who
ously guard access to the places they deem sacred. Harthian Forest with them. Of the Five Tribes, the
do not raise their hand against weaker peoples, while
The Ghostdrakes roam the rainy mountains looming White Raven warriors are the most stealthy and cun-
others are cruel marauders who leave a wake of blood
above the Forbidding Shore, and have few dealings ning; rather than hurtling headlong at invaders, they
and fire behind them.
with the other tribes.
By tradition, the reigning chief or leader of a tribe
takes on the tribes name. For example, the barbar-
ian king Woldred is the Iron Wolf, while the high
lady Atreya of Skalgard is the Frostspear, and the
archdruid Hurthmer is the Ghostdrake. Most holds
and settlements are given simple place-names such
as Two Lakes or Split Tree, or are known by the
name of the current chieftain therefor example,
Woldreds Hold.
Iron Wolf: Scores of Iron Wolf holds and settle-
ments dot the western margins of the great forest,
from the vale of the Griffon River to the tip of Cape
Harthia. The Iron Wolf people are the strongest and
most numerous of the Harthyar tribes. They have a
long tradition of seafaring and are widely traveled
compared to the other tribes, which gives them a
somewhat more open-minded view of other realms
and peoples. The Iron Wolf people still regard them-
selves as hardier, wiser, freer, braver, and more honest
than any race of decadent city-dwellers or lowly
ground-plowers.
The Iron Wolf barbarians take their name from
the iron wolves of western Selduria, a breed of large,
ferocious, and cunning predators in the region that
have a coat of dark gray with reddish-brown high-
lights, andaccording to legendteeth as hard as iron,
a blessing of the primal spirits upon their feral kind.
Frostspear: The most civilized of the tribes,
the Frostspears live on the eastward slopes of the
Griffonwatch Mountains and the southern plains of
Skalgard. They have intermingled with the Seldurian
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Nerathi Legends: The Iron Wolf Barbarians
Iron Wolf Charge Iron Wolf Warrior Attack Optional Powers Wolf s Rend Iron Wolf Warrior Attack 3
You scream out an unnerving howl as you charge into battle. Though all Iron Wolf warriors share a fearsome You trip your foe, then follow up with a quick strike against it.
Faint-hearted foes shrink from your savage wrath. reputation in battle and have some amount of native Encounter F Martial, Primal, Weapon
Encounter F Fear, Martial, Primal woodcraft ability, they vary in their mastery of the Standard Action Melee weapon
No Action Close burst 2 traditional combat techniques and talents of their Target: One creature
Trigger: You hit an enemy with a charge attack. people. An Iron Wolf warrior from a large settlement Primary Attack: Highest ability modifier vs. Reflex
Effect: That enemy takes 1d6 extra damage from the Hit: The target takes damage equal to your highest abil-
with many seafaring folk such as Woldreds Hold
triggering attack, and you make the following attack. ity modifier and falls prone.
Level 11: 2d6 extra damage.
might never learn much more lore of the forest than Effect: Make the secondary attack against the target.
Level 21: 3d6 extra damage. any average member of the tribe would gain during Secondary Attack
Target: Each enemy in the burst his or her youth. Others might come to rely exten- Attack: Highest ability modifier vs. AC
Attack: Highest ability modifier vs. Will sively on their native talents, even though they travel Hit: 2[W] + highest ability modifier damage.
Hit: You push the target up to 2 squares. The target far from home and follow paths few of their folk ever Effect: If you hit with both the primary and the secondary
takes a 2 penalty to attack rolls until the end of tread. attack, you can shift up to 2 squares after the attacks.
your next turn.
Level 2 Utility Power Iron Wolf s Rend Iron Wolf Warrior Attack 13
Additional Features You are accustomed to running long distances You trip your foe, then follow up with a quick strike against it.
Level 5 Feature through forests and across mountains, swimming Encounter F Martial, Primal, Weapon
swift and icy waters, and scaling daunting cliffs. Standard Action Melee weapon
You have honed your senses and woodcraft skills
Whatever the challenge, you can overcome it through Target: One creature
beyond those of most who travel the wilds. Your abil- Primary Attack: Highest ability modifier vs. Reflex
ity to sense danger and trust your instincts has saved your native toughness and sheer force of will.
Hit: The target takes damage equal to your highest abil-
you more than once. ity modifier and falls prone.
Benefit: You gain a +2 power bonus to Nature Savage Effort Iron Wolf Warrior Utility 2 Effect: Make the secondary attack against the target.
checks and Perception checks. Refusing to be defeated, you press on in a test of endurance Secondary Attack
or athletic prowess that would defeat softer, more civilized Attack: Highest ability modifier vs. AC
people. Hit: 3[W] + highest ability modifier damage.
Level 10 Feature
Daily F Martial, Primal Effect: If you hit with both the primary and the secondary
Not all Iron Wolf warriors are berserkers, but most attack, you can shift up to 3 squares after the attacks.
Minor Action Personal
enter battle with a fearsome determination to con-
Effect: Until the end of the encounter, whenever you
quer or die. With one final effort of will, you can make an Athletics check or an Endurance check, you Epic Iron Wolf s Rend Iron Wolf Warrior Attack 23
make a final strike at a foe when you are struck down can roll twice and use either result. You trip your foe, then follow up with a quick strike against it.
in battle.
Encounter F Martial, Primal, Weapon
Benefit: When an enemy drops you below 1 hit Level 3, 13, and 23 Encounter Powers Standard Action Melee weapon
point, you can make a basic attack against that enemy Like the iron wolves your people are named after, Target: One creature
as a free action immediately before you begin dying. you have mastered a brutal and effective takedown Primary Attack: Highest ability modifier vs. Reflex
attack. With one swift motion, you drag a foe to the Hit: The target takes damage equal to your highest abil-
ground and make a strike against it, followed by a ity modifier and falls prone.
Effect: Make the secondary attack against the target.
quick retreator you advance to the next foe.
Secondary Attack
Attack: Highest ability modifier vs. AC
Hit: 4[W] + highest ability modifier damage.
Effect: If you hit with both the primary and the secondary
attack, you can shift up to 4 squares after the attacks.
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Nerathi Legends: The Iron Wolf Barbarians
Level 6 Utility Power Iron Wolf s Bound Iron Wolf Warrior Attack 17 Level 10 Utility Power
Enemies find that getting into a fight with you is You strike a foe and pull it to the ground, then bound toward The true measure of an Iron Wolf warrior is not how
much easier than getting out of a fight with you. another enemy, letting loose a snarl as you attack. he or she fights when fresh and unwounded, but
When an enemy seeks to retreat, you can press for- Encounter F Fear, Martial, Primal, Weapon instead how that warrior carries on in the face of pain
ward and intensify your attack. No Action Melee weapon and exhaustion. When your foe scores a telling blow
Trigger: You hit an enemy with a melee attack. against you, you find renewed determination to throw
Savage Tenacity Iron Wolf Warrior Utility 6 Primary Target: The enemy you hit yourself back into the fray.
Effect: You knock the primary target prone and shift up
When your enemy tries to get away from you, you press it
to 4 squares. Then make the secondary attack.
harder and increase your efforts.
Secondary Attack
Savage Resurgence Iron Wolf Warrior Utility 10
Encounter F Martial, Primal Secondary Target: One creature other than the primary The pain of your wounds drives you to fight even harder.
Immediate Reaction Personal target Daily F Martial, Primal
Trigger: An enemy adjacent to you shifts 1 square. Attack: Highest ability modifier vs. AC Immediate Reaction Personal
Effect: You shift 1 square to a square adjacent to that Hit: 3[W] damage. You push the secondary target up to Trigger: An enemy bloodies you or scores a critical hit
enemy. You also gain a +2 power bonus to your next 3 squares, and it takes a 2 penalty to attack rolls until against you.
attack roll against that enemy until the end of your the end of your next turn. Effect: You gain temporary hit points equal to your
next turn. level + your highest ability modifier. Until you have no
Epic Iron Wolf s Bound Iron Wolf Warrior temporary hit points left, you gain a +2 power bonus
Level 7, 17, and 27 Encounter Powers Attack 27
to melee attack rolls.
You seek to emulate the wild savagery of an iron wolf
You strike a foe and pull it to the ground, then bound toward
in battle, leaping from foe to foe and lashing out with another enemy, letting loose a snarl as you attack.
About the Author
vicious attacks. Even the stoutest enemy quails at the Richard Baker is an award-winning game designer who
Encounter F Fear, Martial, Primal, Weapon has written numerous adventures and sourcebooks, includ-
blood lust in your eyes. No Action Melee weapon ing Manual of the Planes, the Dark Sun Campaign Guide,
Trigger: You hit an enemy with a melee attack. and the D&D Gamma World Roleplaying Game. Hes a
Wolf s Bound Iron Wolf Warrior Attack 7 Primary Target: The enemy you hit New York Times bestselling author of Forgotten Realms
You strike a foe and pull it to the ground, then bound toward Effect: You knock the primary target prone and shift up novels such as Condemnation, the Last Mythal trilogy, and
another enemy, letting loose a snarl as you attack. to 5 squares. Then make the secondary attack. the Blades of the Moonsea series. Rich is currently the Design
Secondary Attack Manager for the Dungeons & Dragons game at Wizards
Encounter F Fear, Martial, Primal, Weapon
Secondary Target: One creature other than the primary of the Coast.
No Action Melee weapon
target
Trigger: You hit an enemy with a melee attack.
Attack: Highest ability modifier vs. AC
Primary Target: The enemy you hit
Hit: 4[W] damage. You push the secondary target up to
Effect: You knock the primary target prone and shift up
4 squares, and it takes a 2 penalty to attack rolls until
to 3 squares. Then make the secondary attack.
the end of your next turn.
Secondary Attack
Secondary Target: One creature other than the primary
target
Attack: Highest ability modifier vs. AC
Hit: 2[W] damage. You push the secondary target up to
2 squares, and it takes a 2 penalty to attack rolls until
the end of your next turn.
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Nerathi Legends:
Merindaelion,
Barony of the
Emerald Blade
By Richard Baker
Illustration by Bernadette Carstensen
Cartography by Adam Gillespie
A beautiful land and a people favored by guilds based in Merindaelions ports flourish under
the relaxed laws of the barony, and hundreds of ships
fortune, but dont let the glittering waters from all over the world call here. Unlike with the
dazzle your eyesdark perils gather in the large trading houses of Sarthel and other such cen-
Barony of the Emerald Blade, and old evil ters, the merchants of the Emerald Blade are mostly
stirs in the shadows of the forest. private shipowners and individual speculators. In
troubled times, they are quick to turn to piracy,
making up for lost or interrupted trade by sending
At the eastern end of the great Altaran Peninsula their ships and crews out to take what they can by
lies an expanse of dense green forests and sparkling force. As long as the barons share is paid, the authori-
white sandsMerindaelion, the realm of the Emerald ties are happy to set loose Emerald Blade privateers
Blade. A small domain in comparison to the neigh- on the coasts of Tithinia, Numoth, Relis Vullin, and
boring Kingdom of Tithinia or the Duchy of Solandir, sometimes even the kingdom of Rethmil.
Merindaelion is home to a unique people. Elves and Merindaelions merger of human and elven cul-
humans have blended and mingled in these beautiful ture took shape one thousand years ago, when the
lands more than anywhere else in the world, giving great elven kingdom of Solaneillon entered its final
rise to a bold, handsome, and independent people decline. In those days, hordes of gnolls from the
known the world over as great adventurers and Sand Sea and the Desert of Black Stone posed a con-
seafarers. stant, ever-growing threat to the fading power of the
Situated on the western shores of the Sunrise Sea, elves. The rulers of Solaneillon took into their service
the Emerald Blade Barony has long been a land with human warriors from the vigorous tribes of southern
its eyes turned outward. The merchants and trading
TM & 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
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Nerathi Legends: Merindaelion, Barony of the Emerald Blade
Power Structure
The Emerald Blade Barony was originally a league
of allied nobles, of which the Baron of Nesmalen was
the highest-ranking and most powerful member. In
the years since Althier Merind successfully united
the disparate fiefs into Merindaelion, the barony has
drawn together, taking on the functions (if not the
titles) of a kingdom.
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Nerathi Legends:
Adretia,
the Citadel
of Irons
Grasp
By Richard Baker
Illustration by Alexey Aparin
Cartography by Adam Danger Cook
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Nerathi Legends: Adretia, the Citadel of Irons Grasp
Knights of the
Crescent Moon
Although the Iron Circles power over Adretia is
strong, it is not absolute. A resilient rebel organiza-
tion, the Knights of the Crescent Moon, works against
the Iron Circle in the heart of the country. Descended
from priests and paladins of Sehanine who were
driven underground by the rise of the Iron Circle,
these rebels are dedicated to resisting the circle at
every turn. They spirit prisoners out of Iron Circle
dungeons, intercept couriers, assassinate command-
ers or governors who become careless, organize
guerrilla resistance groups in the borderlands, and
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Nerathi Legends: Adretia, the Citadel of Irons Grasp
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Nerathi Legends: Adretia, the Citadel of Irons Grasp
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Nerathi Legends:
Realm of the
Gorgon King
By Richard Baker
Illustration by Furman
Cartography by Adam Danger Cook
Turn aside now, friend. Your path leads suspicious nature and avarice already made mar-
riage and family rare. Today Moghmarrin is home to
to Moghmarrin, where the castles of the fifteen or twenty fell giant castles and holds, most of
fell giants brood amid mists and peaks. which are home to a dozen or fewer of these proud,
Few who venture there ever return. cruel creatures.
These fell giants make up only a small portion of
Beneath the icy rampart of the Nurthedur Mountains Moghmarrins inhabitants and strength. Like the high
lies a kingdom of dread and shadows: Moghmarrin, noble families of a human land, each fell giant clan
realm of the fell giants. From their dark castles and controls wide holdings and commands the loyalty of
strongholds, these terrible creatures rule over a king- hundreds of lesser monsterstrolls, ogres, and tribes
dom of brutal monsters and their wretched thralls. of savage orcs. Subjugated long ago when the fell
Here the western armies of the Empire of Karkoth giants were a stronger and more ambitious people,
have their principal armories, forges, and muster- these monstrous vassals remain cowed to this day.
ing grounds, marshaling hordes of orcs, ogres, and Each of these tribes in turn holds as many thralls and
undead to war on the last free peoples of northern captives as it can catch.
Selduria. The lord of this fearsome land is Taldredar, king
Moghmarrin is an ancient land, and the long- of the fell giants. He is known as the Gorgon King
lived fell giants have dwelled among these black because he commands dark and dangerous powers
crags and dreary steppes since the early days of the of sorcery, including a poisonous curse with which
world. In ages long past they numbered in the thou- he petrifies enemies (and minions) that earn his
sands and ruled over a vast territory from the shores special anger. The courts and ramparts of Gloom-
of the Midnight Sea to the mighty rampart of the fast, Taldredars seat and stronghold, are liberally
Dragonspines. Over the centuries the race dwindled; decorated with scores of twisted, agonized figures
wars and feuds took their toll on a people whose forever imprisoned in stone. Even the mightiest lords
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Nerathi Legends: Realm of the Gorgon King
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Nerathi Legends: Realm of the Gorgon King
E xploring
Moghmarrin
Moghmarrin is a cold, windswept steppeland or
prairie between two great mountain ranges: the tall,
icebound Nurthedur Mountains to the north, and the
Blackhorn Mountains on the border of Maur Khul to
the south. Most of the region is not very suitable for
cultivation, so herd-keeping is the primary means
of subsistence; flocks of sheep, goats, musk oxen,
and more monstrous creatures graze on the open
grasslands under the watchful eyes of thralls. In the
southerly reaches of Moghmarrin, the pastures and
herds are supplemented with fields of rye and other
hardy grains.
Wide stretches of the land lie desolate and wild.
Escaped thralls sometimes band together into
marauding outlaw gangs in these lonely lands, but
for the most part the empty lands are given over to
savage predatory beasts such as wyverns, yrthaks,
and remorhazes.
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Nerathi Legends: Realm of the Gorgon King
ruined city far older than even the crumbling holds of Fell Giant Level 20 Soldier About the Author
the fell giants. In the days of Moghmarrins glory, the Large elemental humanoid (giant) XP 2,800 Richard Baker is an award-winning game designer who has
fell giants fought a war against the citys denizens, a HP 191; Bloodied 95 Initiative +14 written numerous adventures and sourcebooks, including
AC 36, Fortitude 34, Reflex 30, Will 31 Perception +13 Manual of the Planes, the Dark Sun Campaign Setting, and
race of flying aberrations that preyed on everything
Speed 8, fly 4 (hover) Low-light vision the D&D Gamma World Roleplaying Game. Hes a New York
nearby, and laid waste to the foul place. But some Times bestselling author of Forgotten Realms novels such
Resist 15 necrotic, 15 thunder
of the flying beasts survived in caverns beneath the Traits as Condemnation, the Last Mythal trilogy, and the Blades of the
citys pits and domes, and they still draw travelers that Threatening Reach Moonsea series. Rich is currently the Design Manager for the
are unfortunate enough to blunder into their reach to The giant can make opportunity attacks against enemies Dungeons & Dragons game at Wizards of the Coast.
a dismal doom. within 2 squares of it.
Standard Actions
Fell Giant m Crushing Mace (weapon) At-Will
Attack: Melee 2 (one creature); +25 vs. AC
Hit: 4d8 + 5 damage, and the target falls prone.
Close kin to cloud giants and death giants, the fell
R Throwing Chain (weapon) Recharge 5 6
giants of Moghmarrin are a proud, domineering Attack: Ranged 5 (one creature); +25 vs. AC
people that subjugate lesser giants and humanoid Hit: 2d8 + 9 damage, and the target falls prone and is
tribes. Huge, strong, and aggressive in battle, they restrained (escape DC 25).
are hardly brutes; fell giant lords command powerful C Mace Sweep (weapon) Encounter
magic, and they are gifted builders and strategists. Attack: Close burst 2 (creatures in the burst); +23 vs. Reflex
They usually don well-made armor of iron scales Hit: 3d8 + 9 damage, and the giant pushes the target up to
3 squares and knocks it prone.
for battle and fight with huge maces and throwing
Minor Actions
chains: spiked iron balls linked by a short length Dark Mists (zone) Encounter
of chain, perfect for scything down or entangling Effect: Close burst 3. The burst creates a zone that lasts
human-sized targets. until the end of the giants next turn. Squares in the zone
are heavily obscured to enemies.
Skills Intimidate +20
Str 26 (+18) Dex 14 (+12) Wis 17 (+13)
Con 23 (+16) Int 17 (+13) Cha 20 (+15)
Alignment evil Languages Common, Giant
Equipment scale armor, iron mace, 2 throwing chains
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Nerathi Legends:
The Knights
of Rethmil
By Richard Baker
Illustration by Beth Trott
Cartography by Adam Danger Cook
Virtue, honor, couragethese are the Rethmil is one of the oldest surviving human king-
doms. It was established more than three thousand
makings of a knight in any land. But in
years ago, before the rise of Arkhosia. After Arkhosia
Rethmil, knights armor themselves in conquered it during an expansion phase, Rethmil
spells and scribe runes of power on their became a self-governing province of the dragonborn
blades. empire over the next several generations. The king-
doms practice of sword magic dates back to this time,
when mercenary Rethmilian wizards in the service of
On the shore of the Sea of Dragons lies the ancient the dragonborn warlords combined their arcane arts
kingdom of Rethmil, the last free land in west- with a tradition of faithfulness, personal honor, and
ern Altara. Threatened by the relentless growth of unflinching martial discipline. The Hyarthan Order
the Iron Circle over the last twenty years, Rethmil had its beginnings as an elite legion in this age.
stands fast against the servants of Asmodeus, and it After the destruction of Arkhosia, Rethmil
is defended by the valiant Hyarthan Knights. These emerged as the most powerful state in western Altara.
mighty swordmages serve as the elite warriors of the The Hyarthan Knights swore loyalty to Rethmils
land, and they are sworn to a strict code of honor and magnate and defended the realms interests for centu-
unswerving loyalty to the magnate of Rethmil. Time ries. Rethmil came into conflict with the rising power
and time again the Hyarthan Knights have blunted of Nerath about four hundred years ago. At the time,
monstrous incursions from the lands of the Iron the magnates had ambitions of establishing Rethmil
Circle, and they have ferreted out Iron Circle plots as an empire unto itself, and they resisted Nerathi
taking shape in Rethmils dark alleyways and jeweled expansion over a century of intermittent wars and
palaces. As long as the Hyarthan Knights defend the diplomatic intrigues. Rethmils resistance broke when
throne of the magnate, the Iron Circles dominion a failed proxy war against Nerath in neighboring
remains incomplete.
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Nerathi Legends: The Knights of Rethmil
Dercassia provoked rebellion against House Sath- Magnate Tisera Sathandin from old Rethmilian noble families; placing a son or
andin, the reigning family. Nerath backed House The sixty-year-old matron of the Sathandin family, a daughter in the ranks of the Hyarthan Knights is a
Tedrazar against the other contenders for the throne Magnate Tisera, is a stocky, square-jawed woman high honor. The lowest ranks of the order are apoliti-
and established a line of puppet rulers more ame- with a sharp mind, a sharper tongue, and a spine of cal, and most junior knights set aside their familys
nable to Nerathi dominance. The Hyarthan Knights, unyielding steel. Magnate Tisera has no patience for rivalries and interests as long as they are in service.
defenders of the old order, were exiled from the realm fools and has a reputation for being exceptionally However, a limited number of prestigious knight-
by House Tedrazar. Rethmils legendary swordmages demanding. She routinely discharges advisors and captain and knight-commander positions exist within
spent years wandering the world in small companies, servants who fail to measure up to her exacting stan- the order, and competition for these titles is fierce.
earning a living as expert mercenaries who clung to dards. The only person who sees her tender side is her If the Hyarthan Order has a weakness, it lies in the
traditions of loyalty and discipline. husband of forty years, the Prince-Consort Idramor. political currents that tug at its most senior members.
In the years since Neraths collapse, Rethmil has As magnate, Tisera stands at the head of a large Knights of exceptional ability can be passed over in
reestablished itself as an independent realm. Without and powerful bureaucracy. The Magnacy, as the favor of knights whose families are more important or
Neraths support, a faction of Rethmilian traditional- royal administration is called, concerns itself with a influential.
ists overthrew House Tedrazar and returned House number of civil works, collection of taxes, land usage, Knight-Marshal Anton Marduum: The leader
Sathandin to power. From all corners of the world, law and order, and the licensing of spellcasters. Magic of the Hyarthan Knights, Knight-Marshal Anton,
the surviving Hyarthan Knights followed, swearing use is commonplace in Rethmil, and many wizards is a stern traditionalist who privately longs for the
allegiance to the Magnacy Restored. But now Rethmil serve in the Magnacys ranks. Swordmages and bla- days of old, when the Hyarthan Knights played king-
faces a new threatthe rise of the Iron Circle. One desingers, however, find places in the knightly orders. maker to ensure that only the most competent and
by one, the neighboring lands have fallen under the worthy magnates came to power. House Marduum
influence of the Citadel of Irons Grasp, and some The Hyarthan Order is a longtime rival of the ruling House Sathandin,
believe that Rethmil is doomed to follow its neighbors In Rethmil, knighthood is defined not by noble birth and Anton blames Magnate Tisera for the troubles
into tyranny and subjugation. or skill at arms, but instead by the ability to master that are mounting on Rethmils borders. Anton is a
both blade and spell. Several knightly orders take stern and capable man of fifty, and a reasonably com-
Rethmils Power Structure oaths to serve different causes or faiths, but by far the petent knight-marshal. He places the greatest trust
in knights of good stock, so he quietly favors the old
Rethmil is an old, decadent culture. The populace largest and most important is the Hyarthan Order.
The Hyarthans serve the magnate; they function as families most closely allied to his own house.
distrusts foreign influences and has little interest in Knight-Commander Seira Driloth: Fiery and
the doings of other lands. Trade, the lifeblood of many an elite bodyguard to the ruler of Rethmil and also
serve as military commanders, spies, and scouts. tempestuous, Lady Seira Driloth is considered the
other realms, plays only a small part in Rethmils boldest and most heroic of all the Hyarthan Knights.
prosperity. The kingdom is mostly agrarian, and its Unlike swordmages in other lands, the Hyarthan
Knights are skilled in mounted combat. Their tra- She has won victory after victory on every march of
wealth lies in the estates and ranches of its large, con- the realm, where she and her forces have scattered
servative noble class. Of the power groups in Rethmil, ditional mount is the dragonne, or liondrake. These
noble beasts are poor fliers, but they are deadly in savage raiders, destroyed terrible monsters, and
the most widely traveled and open-minded one is the unmasked Iron Circle plots. Many knights believe
Hyarthan Knights. battle because they can cover ground with much
greater speed and agility than any warhorse. Each that Seira is the best and brightest of their company,
Rethmil has little liking for reminders of Ner- but her common birth means that she will never be
athi rule, but common threats make for strange Hyarthan Knight must earn his or her own drake
through deeds of valor and demonstrated skill at knight-marshal.
bedfellows. In the last few years, the magnate has
grudgingly sought allies against the Iron Circle in the arms. Younger knights devote much of their time and
lands making up the League of Nerath. attention to winning their spurs.
The Hyarthan Knights number a thousand or so
individuals. Most of them are talented swordmages
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The Three Academies Lady Rysandor is in actuality a high priestess of the Dervis Beshan: One of the richest men in Reth-
Arcane magic is regarded highly in Rethmil, and for cult of Asmodeus in Rethmil. An elegant and witty mil, Beshan is the master of the largest counting
many centuries all who have the intelligence and woman of forty-five, she is a widow who retains house in Zagramor, and he runs a network of Iron
talent for studying magic have been encouraged to the great beauty of her youth and delights in toying Circle spies. Rethmils merchants are bound to
do so. Many Rethmilian nobles undertake the study with a bevy of male admirers. Twenty years ago, she noble patrons who extract ruinous rents and royal-
of magic as part of their training in youth. Rethmil- began dabbling in devil worship out of sheer bore- ties from their commerce. Like many of his fellows,
ians of the lower classes are less likely to be tutored dom and soon became caught up in the cult. Four Dervis Beshan thoroughly resents this situation.
in magic, but the Magnacys officials keep an eye years ago, she murdered her husband to gain full Years ago he threw in his lot with Rethmils ene-
open for promising students from any social class. control of the Rysandor fortune, but few suspect her mies, hoping to destroy the privileges of the nobility
As a result, schools of magic are commonplace in dark secret. and plunder the resulting spoils. Beshan is a young,
the cities and towns of the land. Commoners, mer-
chants, and nobles (of modest rank) mix freely in
these academies.
Of the various schools throughout Rethmil, three
are especially prestigious: Ascarmel, Derdath, and
Sagamar. Although each academy takes on a number
of promising commoners, these schools focus on
training the scions of the most influential noble
families. Graduates of each school form a loose asso-
ciation or society that looks out for current students
of that school. Rivalries between alumni of different
academies are very real and sometimes turn bitter,
distorting the natural alliances of the various noble
houses of the realm.
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Nerathi Legends: The Knights of Rethmil
who gained his position through sheer bureaucratic About the Author
tenure. Richard Baker is an award-winning game designer who has
Many Sand Sea nomads visit Zagramor regularly, written numerous adventures and sourcebooks, including
Manual of the Planes, the Dark Sun Campaign Setting, and
since the Rethmilian city is the one outpost of civi-
the D&D Gamma World Roleplaying Game. Hes a New
lization nearest to their desert home. The Sand Sea York Times bestselling author of Forgotten Realms novels
folk rarely take lodgings in the city, preferring to pitch such as Condemnation, the Last Mythal trilogy, and the Blades
their tents in the hills surrounding Zagramor. of the Moonsea series. Rich is currently the Design Manager
for the Dungeons & Dragons game at Wizards of the Coast.
Graphic Production
Erin Dorries
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Nerathi Legends:
Rangers
of Cernall
By Richard Baker
Illustration by Patrick McEvoy
Cartography by Adam Danger Cook
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Nerathi Legends: Rangers of Cernall
and rich coasts. Prosperous towns grew up along its Cernall prospered and grew for many years, but of the Rangers of Cernall, they are speaking of the
coasts to trade in the timber, furs, amber, and pre- in the last decade or so, hard times came upon the Brotherhood of the Silver Hart. This martial society
cious metals harvested from the interior. The Forest land. Karkoth returned to its old strength, and its consists of hundreds of scouts, snipers, trackers, and
March, as it was called, offered great opportunity avaricious lords (urged on by the powerful cult of the wilderness warriors in royal service. Most are native
and freedom for anyone willing to dare its trackless Chained God) brought many of the savages, monsters, Cernallans, but the brotherhood is famous through-
wilderness, and it attracted many adventurous souls. and wicked creatures of central Selduria under their out the surrounding lands, so a number of outlanders
Brandils authority rested lightly on the trappers, dominion. Instead of scattered, disorganized incur- come to Cernall to fight under the badge of the Silver
hunters, and miners who made their homes in the sions of monsters and raiders on its northern border, Hart. These footloose wanderers hail from Valindor
Wildbyrne Valley, and the frontier folk grew increas- Cernall faced Karkothi warthanes and priests of and Albrenn, and some are exiles and refugees driven
ingly self-reliant. As with many other lands now Tharizdun who drove well-ordered legions southward out of Tarsembor and the Broken Lands. A small
counted within the Vailin Alliance, the region never in campaigns of brutal conquest. Virtually everything number are adventurers searching for a place where
came under Nerathi control, although Neraths mer- north of the Wildbyrne was pillaged or abandoned, they can make a difference. The only requirement to
chants were common callers in the towns and ports leaving a wide no-mans land of forest where mon- join the society is the sponsorship of three members in
of the coast. sters and raiders roamed . . . but here the Rangers of good standing; the rangers take only those volunteers
The Forest March gained its independence from Cernall chose to make their stand. who can fight, those who possess some woodcraft,
Brandil about 150 years ago, when Baron Thomed and, most important, those who demonstrate great
divided Brandils territories between his daughter
Cernyn, the elder child, and his son Heomer, the
Power Structure trustworthiness and good judgment.
As the elite warriors of Cernall, the Silver Hart
younger child. The population of Cernall falls into two broad groups, rangers are at the forefront of the ongoing skirmish-
In the customary succession, Heomer would have the townsfolk of the southern coasts and the foresters ing and harassment of the Karkothi invaders. They
inherited the entirety of the realm, but Thomed dis- of the northern interior. The townsfolk are made up also serve as the marchions personal guard, protect-
trusted his vain and feckless son, especially since the of humans, halflings, and a handful of elves and half- ing her and her family from any would-be assassins.
northern marches were facing aggressive raids from elves; the frontier settlers also include a large number On promotion to the rank of Knight of the Silver
the gnolls and goblins of the Crimson Plains. Cernyn, of shifters, who trace their roots back to tribal groups Hart, the rangers gain broad discretionary power to
on the other hand, was a young woman of tremen- who roamed the western vales of the Great Wild act in the marchions name, commandeer property,
dous talenta brave and wise adventurer who resisted Wood long before settlers from Brandil began to tame and dispense low justice. The order is careful about
all efforts to settle her in a dynastic marriage. the frontier. Shifters are rarely seen in the towns and which members it promotes to this rank, but, to date,
What Baron Thomed did not anticipate was that are distrusted by Cernallans who think that civiliza- the marchions of Cernall have upheld acts or orders
Cernyn would fall in love with a common-born hero tion ends at the southern bank of the Wildbyrne. given in their name by a Silver Hart ranger.
of the frontier, the ranger Dredath Woodhame. As The townsfolk and the foresters are held together The emblem of the order is a clasp in the shape of
the years passed, Cernyn determined that she would firmly by the House of Woodhame (well liked by a silver stags head. Members have no other uniform
not pass her realm to the children of the brother she both groups) and the elite fellowship known as the or common dress.
loathed. Upon her death, Dredath took up her title Rangers of the Silver Hart. The rangers are highly
and named the realm Cernall in her honor. Baron respected by townsfolk and foresters alike, and they The Marchion
Heomer objected, but lacked the military power (and are invested with wide-ranging authority to protect
The current marchion (more properly marchio-
the will) to subjugate the new kingdom. Dredath the people of Cernall and enforce the marchions
ness, but the feminine derivative is rarely used in
became the first Marchion of Cernall, and he passed laws, no matter where their duty calls them to go.
Cernall) is Adela Terise Woodhame, the sixth ruler
the title to his and Cernyns descendants. To this day, of her line. A beautiful, dark-haired woman of forty-
the Barons of Brandil claim Cernall, but none have
Rangers of the Silver Hart
one years, Adela Terise is a powerful warlock with
tried to unify the two lands. Many of Cernalls foresters are trackers, bound- potent fey allies. Though she is labeled witch and
ers, and hunters by trade, but when people speak
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is a good half-mile in width with no fords or crossings in a Karkothi attack. Gangs of marauding monsters Many Cernallans of the southern coasts are not
beyond the occasional ferryboat. The river serves as skulk through the ruins, searching for overlooked enthusiastic about spending their precious blood and
an artery for trade and travel, linking the resource- plunder and waylaying any travelers that pass by. treasure defending thinly settled frontiers north of
rich interior with the population of the coastal towns. The rangers of the Silver Hart sent strong forces to the Wildbyrne against Karkothi aggression. Whis-
The Wildbyrne descends steeply throughout its drive out the monsters several times over the last few pers against Marchion Adela Terise and her inflexible
length, and several major rapids prevent the passage months, but more monsters trickled back in after policies are beginning to circulate in Estafels par-
of boats. Each set of rapids is circumvented by a por- the rangers left. For now, the rangers have decided lors and drawing rooms, although some say that
tage, some several miles long. In peaceful times, mule to maintain a watch on Bartons Ferry and spy out this discontent is the work of cunning spies, not
teams stationed at each portage move cargo around enemy movements, rather than fall upon anything concernedpatriots.
the rapids, but some of the portages are now aban- that approaches the town.
doned or threatened by Karkothi marauders. Hartshall
The Westermoss This secret ranger stronghold is hidden in a deep
Caer Madhrin Warm and rain-soaked for much of the year, the gorge about thirty miles north of the Wildbyrne. The
This small, well-fortified town stands on a steep Westermoss is a large, forest-covered peninsula that surrounding forest is fiercely contested between the
hillside overlooking the Wildbyrne. The castle of makes up the southwestern quarter of Cernall. A Cernallans and the various goblin, gnoll, and ogre
Cernalls marchions stands just outside the town, dozen or so small settlements are scattered through tribes that owe their allegiance to Karkoth. The hall
located atop a high bluff. This is the de facto capital the area, most of them fishing villages along the is a large, strong lodge of fieldstone and timber that
of Cernall, since it is the home of the marchions, and shore. Sheltered against the wars to the north by is built on a narrow ledge about halfway down the
the rulers spend most of their time here. The reigning the mountains and far from the larger, more popu- gorges walls. The forest at the gorges rim overhead
marchion holds court in the larger city of Estafel on lous districts near Estafel, the Westermoss is a quiet conceals Hartshall from the view of flying monsters
the southern coast for three months each spring, and backwater that serves as Cernalls breadbasket and or spies, and vigilant archers watch each of the well-
Cernalls Assembly meets there. provides a reliable supply of loyal fighters for the mar- hidden trails leading to the rangers safehold. The
This scenic town is built atop stone battlements chions armies. A dark side exists to this otherwise master of Hartshall is the human ranger Sir Fromor
and streets winding up the hillside, with richly bucolic setting, howeverancient yuan-ti ruins are Vineleaf, a well-seasoned Silver Hart who under-
carved wooden homes and palaces perched on abut- hidden deep in the rain-soaked woods, and some still stands the value of keeping Hartshall secret from
ments. In recent years, Caer Madhrin has been built harbor forgotten dangers. Cernalls enemies.
up with armories, barracks, storehouses, and forges,
and it serves as the principal base of supply for Cer- Estafel The Old Ford
nalls armies north of the Gianthelms. Thieves, spies, The richest and largest settlement in Cernall is the One hundred fifty miles up the Wildbyrne, the
and swindlersdrawn by the ready supply of royal city of Estafel, on the northern shore of the Bay of traveler comes to the first place where the river can
coin and the rising prices of goodsare present in Dolphins. The only city in Cernall worthy of being be forded. A high, rocky islet in the middle of the
some numbers despite the best efforts of the High called a city, it is easily two or three times the size of stream is flanked by shallows on either side that can
Castellans constables. the royal capital at Caer Madhrin. Estafel is home to be waded if the river is not especially high. The islet
many of Cernalls wealthiest merchants and nobles, is perhaps half a mile long and two hundred yards
Barton Ferry and it serves as the seat of the marchs Assembly. The wide; at its downstream end, a moss-grown ring of
The largest town in the Wildbyrne Vale isor more marchion moves the court to Estafel each spring and stone monoliths marks one of the sacred places of the
properly wasBarton Ferry. In better days, Barton reigns there for several months, but its not unusual Ancient Circle druids. The old druid Brevann Ber-
Ferry was a bustling, prosperous trade-town of five for a marchion to visit the city several times a year in stagg lives in the woods nearby, and he guards the
thousand people or more, but now this frontier settle- addition to the annual relocation of the court. ford against all evil creatures.
ment lies in ruins, having been destroyed a year ago
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Nerathi Legends: Rangers of Cernall
Tower of Crows and expanding the old fort to serve as their base in interested in the setting. Our apologies to the comple-
This old fortress is the center of Karkoths efforts to northern Cernall. The tower is now home to hun- tists out therewe always intended to leave much of
complete the conquest of Cernall. The tower was dreds of Karkothi soldiers and their allied monsters the map blank and provide just a few samples of the
once a Brandilan border-fort that fell into ruin and andmarauders. setting. Anyway, were moving on to new material.
was abandoned when Brandil withdrew from its We hope you have enjoyed the series!
northern marches. The place was occupied by Kar- Silver Hart Clasp About the Author
kothi forces several years ago, who set about restoring Rangers of the Silver Hart who perform an act of Richard Baker is a senior game designer at Wizards of the
notable valor or render a great service to the realm Coast and New York Times best-selling novelist. When not
are often rewarded with the presentation of a silver working on articles and game products for the Dungeons &
hart claspa brooch that serves as an emblem of the Dragons Roleplaying Game, he designs board games, Conquest
Adventures in Cernall order and a badge of authority respected through- of Nerath being one of his more recent accomplishments.
Many heroes come to Cernall in search of a cause out Cernall. Traditionally, the silver hart clasp is
Developer
worthy of their swords. Defending the march awarded personally by the reigning marchion in a
Tanis OConnor
against Karkoths legions and its hordes of allied privateceremony.
monsters is challenge enough, but the forest shade Editor
hides older and more perilous dangers than com- Silver Hart Clasp Level 9+ Uncommon Miranda Horner
panies of skeletons and bands of gnolls. This large silver brooch is fashioned in the shape of a stags
Managing Editors
The Great Hunt: A terrible beast or monster head. Its enchantments help you to move swiftly and silently
Christopher Perkins, Jeremy Crawford
moves into the Wildbyrne Vale, slaying any in its in forest settings, and the clasp heals you in time of need.
path. The heroes accept the challenge of hunting Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Producers
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Christopher Perkins, Greg Bilsland, Stan!
it through the trackless forest and putting a stop
Lvl 19 +4 105,000 gp
to the creatures depredations, but Karkothi nec- Neck Slot Digital Studio Consultant
romancers plan to raise the beast as an even more Enhancement Bonus: Fortitude, Reflex, and Will Daniel Helmick
powerful undead abomination when it dies. Properties
The Ring of Serpents: A rash of disappear- F You have forest walk. Art Directors
F You gain an item bonus to Stealth checks in forests. The Kate Irwin, Jon Schindehette
ances in a small village of the Westermoss leads
the heroes to a long-lost yuan-ti temple hidden bonus equals the items enhancement bonus.
Illustrator
Utility Power (Healing) Daily (Minor Action)
in the forest. Cultists of Zehir are searching for Patrick McEvoy
Effect: You can spend a healing surge. In addition, you can
an ancient artifact there while kidnapping and end one poison effect currently affecting you.
subverting local folk. Cartography
Adam Danger Cook
Five Against Five Hundred: The heroes dis-
cover a small army of Karkothi marauders on the The End for Now Graphic Production
march, and they must slow the marauders down This article marks our final installment of Nerathi Erin Dorries
as best they can. The adventurers fight a desperate Legends, at least for now. We set out to provide a
campaign of ambush, delay, trap-building, tar- small sample of noteworthy locations, situations, and
geted strikes on leaders, and daring flank attacks adventure opportunities in the world of the Conquest
to slow the enemy force and crush its will tofight. of Nerath game. The intent was to provide interested
Dungeon Masters with suggestions and details for
potential D&D games in this world, while provid-
ing colorful backdrops and world lore for players
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