You are on page 1of 57

Legacy

of Nerath
Drive Back the Darkness
with the Flame Imperishable

By Jeff Morgenroth
Illustration by Sam Burley

The worlds humans are scattered and divided, engaged in


a losing battle against the darkening world and their own
ignorance.
It wasnt always so. Once, the splendor of Nerath lit the
world with its culture and accomplishments. It united races
and governed prosperously. Nerathi architects raised marvels
of engineering; its artists composed works capturing the
imagination; and its philosophy formed the foundation of
humanitys ideologies. Yet none of these feats could save
Nerath from destruction.
Humans today are the inheritors of this legacy, though
few of them realize what their ancestors lost with the
empires fall. Although Nerath now means little more than
ancient legends in the shadows of crumbling ruins, every
person of every race alive in the world today shares this
common thread to their historythat once, Nerath ruled,
and the world was a better a place.
There are those who would see it so again.

TM & 2010 Wizards of the Coast LLC. All rights reserved.

N o v e m b e r 2 010 | D r ag o n 3 9 3
11
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

N o v e m b e r 2 010 | D r ag o n 3 9 3
12
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.

N o v e m b e r 2 010 | D r ag o n 3 9 3
13
Legacy of Nerath

comforts enjoyed by your ancestors. Or maybe youre


The Sage of Ages The Cult of Magroth
a student of the great philosopher Tallas, whose
Legends say the philosopher Tallas created Neraths Today Magroth is hailed as a shining example by
ethics guided the society which once ruled the world.
ethics system. This figure of limitless insight proud humans and scorned as a tyrant by others.
Regardless of what you study, youre driven to bring
kindled the flame of reason in humanity by Some Nerathi descendants worship him as though
this knowledge back to civilization. Be cautious
tutoring emperors and chronicling the ascension he were a god, praying for the mighty emperors
thoughthe worlds kings and nobles wont willingly
of Nerath. Today, enlightened leaders are inspired guidance and protection. Most dismiss this
surrender their authority. Thankfully, you are not
by Tallass treatises; bards celebrate his epic obsession as antiquated or even blasphemous.
alone in this search. Many cities shelter likeminded
poems; and wizards set themselves to uncovering Regardless of their opinions of the man, Magroths
individuals who long to see their homes rise to the
his many arcane formulas. Yet it seems that each achievements are such that all ambitious kings
heights set by Nerath. Whether they are hidden soci-
revelation only brings two more of Tallass secrets measure their lifes accomplishments against his.
eties or mobs in search of a leader, working with these
to light. Sorting out the myths, realities, forgeries, They always come up short.
groups may help you change the world.
and artifacts of this legendary figure is a task
Associated Skills: History, Streetwise
eagerly taken on by the worlds scholars.
T he I nheritors Personal Quests: Explore Nerathi ruins for ancient

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.

N o v e m b e r 2 010 | D r ag o n 3 9 3
14
Legacy of Nerath

all you know. What were the circumstances of your


recruitment into the legions, and why are you now
For Players AND Dungeon Masters separated from them? Has your general issued you
special orders requiring you to venture away from
The backgrounds described here include personal other quest according to the level when its accom-
a battlefield? Perhaps you are that battlefields only
quests for characters to pursue. You can choose to plished and the difficulty of the quest. Because these
treat these as atmosphere and roleplaying tools only, are personal quests, try to make the rewards personal, survivor, and you dragged yourself from the red field
but its better if you make them integral parts of your too. This is a perfect opportunity to award a sought- of slaughter with a vow to search for meaning in the
campaigns story. There is no reason why they cant be after rare or uncommon magic item or one of the aftermath of so much destruction and sacrifice.
as important as any other quests the characters under- legendary boons described later in this article. Associated Skills: Endurance, Heal
take, or why they should be rewarded any less. When Quests which are taken on in heroic tier should be Personal Quests: Use your military acumen to orga-
a player selects a background quest, decide (based on accomplished in heroic tier, but that doesnt need to be nize or protect defenseless folk; take command of
the players desires and the DMs vision for the cam- the end of the story. Each background suggests three
an allied army; rally the scattered legions for a final
paign) whether it should be a minor or major quest possible quests. When one is completed, players can
march to recover the capital city.
and whether completing it should earn a reward for select (or begin thinking about) their next one. The sug-
the individual or for the entire group. Dont rule out the gested quests are not the only possibilities; use them
possibility that what you thought would be a minor, per- for inspiration and create quests that will make this People of the Gold Dragon
sonal quest might become a major, group quest before campaign memorable. You come from a tribe of primal barbarians con-
its accomplished. Quests have a way of doing that. The idea of personal quests was introduced in the quered by Magroth after he slew Ayunken-vanzen
When a quest is fulfilled, the DM ought to reward Players Handbook Races: Dragonborn book. You can and lit the Flame Imperishable. Magroth claimed
the characters the same way they would would for any find more information and suggestions about it there.
your ancestors lands as his own but welcomed your
ancestors into his service when they swore to serve
the master of the dragons undying fire. Your ances-
Keeper of the Flame Personal Quests: Protect your shrine from looters; tors incorporated the best of both their own primal
For years you have tended a spark of the Flame deliver an ember of your fire to another city and raise traditions and Nerathi science into their culture to
Imperishable which burns as a beacon of hope within a shrine in its honor; reclaim the Flame Imperishable become enlightened mystics dwelling in the wilds
a shrine that still stands in a former Nerathi city. As from the gnolls. around Nerath. As one of the few that remain, do you
one of its attendants, you are a member of an esoteric hold true to the blending of cultures or cast aside the
society known as the Keepers of the Flame who are Last Legionnaire failed faade of civilization and embrace your primal
well versed in secret lore. Are you a wizard in the You are one of the few brave soldiers left in the final heritage? How is the strength of the golden dragon
custom of ancient Nerath, or perhaps a simple scholar struggling legions of the empire, still fighting under manifested through your evocations?
keeping alive the living light of humanitys mightiest the imperial banner despite your lost cause. As a Associated Skills: Diplomacy, Nature
civilization? You recognize that you and your order member of the disciplined legion, you underwent Personal Quests: Work with civilized folk toward a
possess the most powerful symbol of ancient Nerath, time-honored trials of endurance and strength to common goal; find a way to commune with the spirit
but to what end? Are your efforts futile, or will they become the perfect soldier. Though your skills are of Ayunken-vanzen; gain draconic allies to aid you in
illuminate the path to greatness? peerless, where does your loyalty lie? Perhaps you driving the gnolls from your homeland.
Associated Skills: Arcana, Religion truly believe that Nerath can be reclaimed and its
provinces reunited, or maybe you fight because its

N o v e m b e r 2 010 | D r ag o n 3 9 3
15
Legacy of Nerath

Provincial Renegade Personal Quests: Guide others on their pilgrimage


Nerathi Customs
Nerath is dead, and if you have anything to say about to the capital city; undertake daring attacks against
Though the old ways are vanishing, many Nerathi
it, itll stay that way. As a citizen of a former rebel- the gnolls; protect other Nerathi faithfulat any cost.
faithful have created new customs to honor what
lious province, your heritage is filled with tales of was lost. Consider incorporating any of these
subjugation, and you hold nothing but resentment Scion of Patricians
traits into your roleplaying to set the tone of a
for humanitys greatest civilization. How do these Youre of noble blood and descended through an
Nerathi faithful.
feelings manifest themselves? Do you actively seek unbroken Nerathi pedigree. You grew up with
stories of your ancestors wealth and prestige; you F Before dining or setting out on a great task, face
out Nerathi sites or artifacts to vandalize? Or do you
might even be the heir of an important Nerathi toward Nerath that was and the Flame Imperish-
make it your mission to restore and celebrate the
politician or of a self-styled emperor of a provin- able that will forever be, and honor their dignity
traditions of your homeland before it was conquered?
cial region. Throughout your life youve been taught with a moment of silence.
Are you filled with bitterness over the past or opti-
to respect your heritage and that you possess the F Wear a sash of blue, the color of Elidyrs kingdom,
mism for the future, eager to step out of Neraths
power and imperative to be a leader of humankind. across your shield to honor his sacrifice.
failed legacy?
How has living in the shadow of your ancestors F Allow no harm to be done to eladrin women to
Associated Skills: Intimidate, Streetwise
affected you? Do you have a feeling of entitlement, respect Empress Amphaesia.
Personal Quests: Impair those who cling to
taking what you feel is owed to you for your ances- F Kill carrion-flies whenever you find them, for they
worn-out ethics; restore elements of your home-
tors glory? Perhaps you feel the oppositethat your are the messengers of the Ruler of Ruin.
lands culture; find a way to extinguish the Flame
wealth and heritage brings the burden of responsi- F Speak the name of the gold dragon when under
Imperishable.
bility to contribute something to a world spiraling taking brave deeds in order to evoke its strength.
F When you meet a Nerathi descendant, place your
Red Pilgrim into darkness.
Associated Skills: History, Insight hand over their heart to feel the still-beating soul
Through trials of blood you have survived the red pil-
Personal Quests: Discover the true line of your of the empire.
grimage, a journey only the bravest or most foolhardy
Nerathi descendants make to their gnoll-infested noble descent; use your family connections to restore
homeland in order to gaze upon the capital citys order to a turbulent city; perform a deed of your own
ruin. What drove you to undertake this quest, and worthy to stand beside your ancestors.
what will you do once youve accomplished it? Were
you sent to recover an artifact, or perhaps to rescue
human captives? Maybe you needed no reason other
than to stand in the presence of the Flame and wit-
ness the terrors which were unleashed upon your
ancestors. Now that youve seen them, are you more
driven than ever for vengeance, or are you doubtful
that Nerath will ever rise again?
Associated Skills: Perception, Stealth

N o v e m b e r 2 010 | D r ag o n 3 9 3
16
Legacy of Nerath

L egendary B oons Imperial Oration Level 8+


Being well practiced in the Nerathi art of debate, you empha-
Sanctuarys Poise Level 8+
Your time with the Nerathi exiles in the Feywild has given you
As you venture into the legacy of Nerath, you might size subtle questioning and reason to arrive at truth. ancient wisdom and the ability to slip into that worlds mystic
be touched by the same grace which shined from the Lvl 8 3,400 gp currents.
empire during its height. This might be the ability to Lvl 18 85,000 gp Lvl 8 3,400 gp
manifest energies linked to the empire, or a powerful Lvl 28 2,125,000 gp Lvl 18 85,00 gp
Legendary Boon Lvl 28 2,125,000 gp
state of mind developed through your own dedication. Property: You gain a +2 item bonus to Diplomacy checks and Legendary Boon
Insight checks. Property: Gain a +1 item bonus to Arcana, History, Nature, and
Crimson Determination Level 4+ Level 18: +4 item bonus. Religion checks.
Having completed the Red Pilgrimage, your hatred of the Level 28: +6 item bonus Level 18: +2 item bonus.
gnolls desecration makes you imagine each enemy you face is Power (Daily): Free Action. Reroll a Diplomacy check or Insight Level 28: +3 item bonus.
a member of their foul kindand you show them no quarter. check that you just made. Use the second result even if it's Power (Daily F Teleportation): Move Action. You teleport a
lower. number of squares equal to 1 + your Charisma or Wisdom
Lvl 4 840 gp modifier.
Lvl 14 21,000 gp Level 18: 3 + your Charisma or Wisdom modifier.
Lvl 24 525,000 gp Legacy Undying Level 2+
Level 28: 5 + your Charisma or Wisdom modifier.
Legendary Boon So long as the Flame Imperishable exists, the soul of Nerath
Property: You gain a +2 bonus to damage rolls against is kindled. Your faith in that inspires you and your allies to
bloodied targets. greatness. Self-Made Legacy Level 8+
Level 14: +4 bonus. Lvl 2 520 gp You have worked tirelessly to create meaning greater the em-
Level 24: +6 bonus. Lvl 12 13,000 gp pires dead heritage, and youre not about to let it end now!
Lvl 22 325,000 gp Lvl 8 3,400 gp
Evoke the Gold Dragon Level 6+ Legendary Boon Lvl 18 85,000 gp
You have woken the spirit of Ayunken-vanzen, which sleeps Power (Daily): Minor Action. You and each ally within 5 Lvl 28 2,125,000 gp
within the ancient lands surrounding Nerath. Its fiery pres- squares of you gain temporary hit points equal to the num- Legendary Boon
ence is now manifested in your powers. ber of your remaining healing surges. Power (Daily F Healing): Free Action. Trigger: A critical hit is
Level 12: Twice the number of your remaining healing surges. scored on you. Effect: You spend a healing surge.
Lvl 6 1,800 gp Level 22: Three times the number of your remaining healing Level 18: Regain an additional 2d6 hit points.
Lvl 16 45,000 gp surges. Level 28: Regain an additional 3d6 hit points.
Lvl 26 1,125,000 gp
Legendary Boon
Property: You can speak and understand Draconic. Legionary Discipline Level 9+
Power (Daily F Fire): Free Action. Trigger: You hit with a primal By organizing your allies using tactics handed down from the
power using a weapon. Effect: You deal an extra 1d6 fire legion, you prepare them for any foe.
damage, and the target takes ongoing 5 fire damage (save Lvl 9 4,200 gp
ends). Lvl 19 105,000 gp
Level 16: 2d6 fire damage and ongoing 10 fire damage. Lvl 29 2,625,000 gp
Level 26: 3d6 fire damage and ongoing 15 fire damage. Legendary Boon
Property: You and each ally within 5 squares gain a +1 item
bonus to initiative checks.
Level 19: +2 item bonus.
Level 29: +3 item bonus.

N o v e m b e r 2 010 | D r ag o n 3 9 3
17
Legacy of Nerath

About the Author


Nerathi Feats Jeff Morgenroth lurks on the outskirts of Seattle, where
The cultural traditions of Nerath live on in those he games, thinks, writes, and tinkers away his days. He pre-
tends to have a real job only so he can contribute regularly to
heroes who challenge themselves to live by their Dungeons & Dragons. He is an avid lover of martial arts,
ancestors virtues. These feats do more than give you squeaking pie sneaks, orks, and his sweetheart Mariah. Seek
bonuses to some situations; they proclaim your belief him wherever a chorus of frogs drowns out sounds of the
highway, or where heavy-metal power chords shatter the still
in the ideals which made the empire great.
of dark places.

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.

N o v e m b e r 2 010 | D r ag o n 3 9 3
18
Nerathi Legends
Sarthel, City of Silver
By Richard Baker
Illustration by William O'Connor
Cartography by Adam Gillespie

Mind your manners and watch your purse,


my boy. Sarthar have a delicate sense of honor,
and theyre quick to draw steel when you offend it.

On the shores of Lake Sarn stands the city-state of Sarthel, the


largest and most prosperous city remaining in the heartland
of old Nerath. The citys foundries and workshops produce
jewelry (especially silverwork) and goods known for hundreds
of miles around. In this dark and doubtful age, few cities thrive
as Sarthel does...but a deadly threat lies hidden in the very
heart of the city.
Gold is king in Sarthel, and the city is constantly humming
with trade and speculation. The citys noble families own mer-
cantile empires that bring in raw goods from places as close as
Therund or as far as the Free Cities of Zembar. Dozens of guilds
of artisans compete fiercely to turn out the finest jewelry, silver-
ware, blades, and clothing. Trade is a bare-knuckled affair, and
more than a few commercial rivalries between noble families or
guilds are resolved with duels or riots. The people of Sarthel are
notorious for their quick tempers, and they see rivals and com-
petitors as their worst enemies.
Sarthel is a surprisingly old city, dating back two thousand
years or more. It first grew to prominence as a provincial
capital in the tief ling empire of Bael Turath. Many of the
citys cellars, sewers, and streets date back to those early days.

TM & 2011 Wizards of the Coast LLC. All rights reserved.

A p r i l 2 011 | D r ag o n 3 9 8
1
Nerathi Legends: Sarthel, City of Silver

Centuries after the Turathi overlords of Sarthel were


overthrown, the city-state fell under the inf luence of
In the hundred years since Neraths collapse, Sar-
thel has slowly established itself as a regional power
Sarthels Power
a rising new power: the human-dominated Empire and center of civilization in an otherwise wild and Structure
of Nerath. Unlike other towns and cities of old desolate land. Some of the citys lords eye the smaller, In most times, the business of Sarthel is business. All
Nerath, Sarthel weathered the wars and plagues that scattered towns of the Dragondown Coast only a hun- of that rivalry and competition continues on the sur-
brought down the empire, protected by its sturdy dred miles to the east and dream of making Sarthel face, giving Sarthel an appearance of normalcybut
walls and defensible location. Much of the surround- into a republicor a kingdom. But Sarthel now faces now someone is pulling the strings. The cult known
ing area was devastated, but Sarthel survived more a dark and deadly peril: The city lies in the grip of the as the Iron Circle controls many nobles and city offi-
or less intact. Iron Circle, a secretive and powerful cult dedicated to cials, giving the secretive High Adept Tynaron power
the worship of Asmodeus, Lord of Hell. over the city.

The Council of Lords


Sarthel at a Glance With the collapse of imperial authority a century
A great city by the standards of the small towns and High Seneschal as the leading civic official, who ago, the leading noble families of Sarthel established
feudal states of the Nentir Vale, Sarthel is wealthy runs the citys daily affairs. However, the council a Council of Lords to govern the city. The council
but decadent and corrupt. The city is known for and the city bureaucracy have been subverted by consists of the ranking noble in each family, but it
its metalworkers, especially its jewelers and silver- the Iron Circle. The secretive cult now holds effec-
rarely meets as a bodymany of the lords are content
smiths. The western reaches of the Draco Serrata tive control of the city.
are rich in copper and silver, providing ample Defense: A strong wall forms a half-ring around to delegate authority to the High Seneschal. Instead,
material for the smelters. The Blackfall Vale pro- the city; Lake Sarn guards the rest. Sarthel has a the lords use their position on the council and their
duces grain, olives, oranges, and other crops that small standing army of about 200 cavalry and 800 influence over the civic bureaucracy to jockey for the
grow well in arid environments. The dry grassland foot soldiers, but each of the noble families com- best mercantile licenses and most important civic
surrounding the city is good cattle country; beef, mands scores of mercenaries and loyal guards. offices. Many of the powerful noble families are fierce
cheese, and leather are plentiful. Sarthel imports Inns: The Sarnview Inn near the citys east gate enemies.
wood, textiles, and raw materials. caters to travelers, offering decent lodgings at a House Avrul is considered the foremost noble
Population: Roughly 15,000 people live in Sar- good price.
family of Sarthel. They control the routes to the rich
thel, with more in outlying villages and farmlands Taverns: The Thirsty Rider is a rough taproom
favored by cattlehands and laborers in the west- southern land of Nath Mornal, Sarthels largest and
along the Blackfall Vale. About two-thirds of the
population is human. Dwarves, halflings, and tief- ern district. The Silver Cup is a wine shop and wealthiest trading partner (and incidentally home
lings are the most numerous nonhumans, and each banquet hall favored by many of Sarthels wealthy to the Citadel of Irons Grasp). Likewise, Avrul
congregate in different districts. and influential citizens, although travelers might controls many of the highest-ranking positions in
Government: Sarthel is ostensibly ruled by find trouble in the form of quarrelsome young Sarthels army. The self-styled Duke Aron Avrul,
a Council of Lords, a body consisting of about nobles quick to draw blade against any insult, real who also holds the position of Marshal of Sarthel,
twenty hereditary nobles. The council appoints a or imagined. leads the house. He was a formidable soldier in his
youth, but Avruls days of discipline and deprivation
are behind him; now well into middle age, he takes
the field only if he has a luxurious pavilion in which

A p r i l 2 011 | D r ag o n 3 9 8
2
Nerathi Legends: Sarthel, City of Silver

leather from the outlying ranches. More important,


Lord Bandor Imbrana dignified young half-elf noble
only thirty years of agehas taken it upon himself to
expose and uproot the Iron Circle at any cost. Lord
Imbran is one of the few leaders in Sarthel who sus-
pects just how far the Iron Circles chains reach, and
he greatly fears that the cult will soon move to elevate
one of the larger families to a throne, raising a tyrant
to rule over Sarthel. He is quietly seeking trustworthy
adventurers to lead the crusade.

The High Seneschal


Stern and sharp of tongue, the human mage Klaran
Meitor currently holds the scepter of the High
Seneschal. He is an intimidating figure: a scowling
lean, balding man with a stiff black beard peppered
with silver and gray. Klaran was appointed to his
position ten years ago, and to date he has success-
fully ignored all but direct orders from the Council
of Lords, keeping the city running better than it has
in decades.
As High Seneschal, Klaran Meitor oversees a
nepotistic civic bureaucracy in which various rela-
tions of the council houses fill the most rewarding
offices. The nobles of Sarthel have spent centuries
fighting over which posts their nieces, nephews, and
distant cousins hold. That much Meitor could handle
to sleep and scores of servants to provide for his take offense. Their ancient matriarch, the Comtessa with ease, but now the ever-present corruption in the
comfort. Verna Padumor, nominally rules the Padumors. ranks of the city officials has a direction and a pur-
House Padumor is an old foe of the Avruls. Its However, practical leadership of the house now pose. Meitor has already survived two assassination
commercial interests are strongly allied with the rests with Vernas son Hordan, soon to be the Comte attempts from Iron Circle minions, and he knows all
citys silversmith guild and jewelers guild. In a city Padumor. too well that he cant trust the officers and officials
where nobles are noted for their prickliness, the One of the smaller families is House Imbran, who report to himsome among them are certain to
Padumors are the worst of the lot; just about every noted for its half-elf heritage. The Imbrans are in the be secret members of the Iron Circle.
Padumor is an expert duelist looking for a reason to olive and olive oil trade, and they also deal in fine

A p r i l 2 011 | D r ag o n 3 9 8
3
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

A p r i l 2 011 | D r ag o n 3 9 8
4
Nerathi Legends: Sarthel, City of Silver

The Dark Maze


E xploring Sarthel Beneath Sarthels streets lie the foundations and
a vision or manifestation of Erathis appeared and
bestowed her blessing on the city. The Golden Flame
Sarthel consists of three sprawling rings nestled is a pantheistic temple, but Erathis is regarded as a
hidden vaults of the ancient Turathi city that once
against the lakeshore, all sheltered within the for- first among equals and revered as the special patron
stood here. Much of this older work serves as the
midable city wall. The outermost ring (the farthest of Sarthel.
sewers for the Sarthel today, but isolated cisterns,
from the lake) is known as the Wall Ward. Its home The temple is home to a dozen priests and aco-
buried catacombs, secret tunnels, and more pock-
to many of the citys warehouses, stockyards, trad- lytes, plus guards, scholars, and servants. The head of
mark the area beneath the High Ward and Low
ing houses, and foundries. The middle ring, referred the temple is the Hierarch Yasmina Nagal, a human
Ward. The upper reaches of this labyrinth serve as a
to as the Low Ward, is where most of the common woman of sixty who attained her position through the
refuge for gangs of thieves and bands of smugglers,
people live, along with the hundreds of stores, work- work of House Nagal. Despite this, she is careful not
and they are haunted by a number of monstrous scav-
shops, taprooms, and other such businesses catering to allow family considerations to govern her decisions.
engers. The lower depths are home to buried Turathi
to the general public. The innermost ring, close by Yasmina is struggling to deal with a sharp decline in
shrines and vaults, many of which still hold ancient
the lakeshore, is called the High Ward. Its where the publics interest in the temple; the Iron Circle has
treasuresand monstrous guardians.
one finds the citys temples, the counting houses, the recruited many of her worshipers, and it has worked
manors of the noble families, and many of the civic to discredit others by exposing bribery and scandal
Pelarbin
buildings. The wards are not clearly delineated and (some deserved, some seemingly manufactured).
Despite its location on a deep lake, Sarthel is not a
bleed into one another.
port; the River Blackfall is not navigable between
Lake Sarn and the Gulf of Kul. Instead, Sarthels
Beyond the Walls
Alamarid Palace Sarthel lies in a high, semiarid plateau between the
commerce and trade moves southward to the small
More properly described as a citadel than a palace, Draco Serrata Mountains to the north, and the lower
town of Pelarbin on the coast. A good stone road runs
the Alamarid is the seat of the city government. Golden Hills to the south. Mines and quarries dot the
15 miles through a wide saddle in the coastal hills,
It was formerly the palace of the Nerathan lord- foothills of both ranges. This upland is known as the
linking Sarthel to its seaport. Pelarbin is exposed
governor who ruled Sarthel, but since the passing of Sarn Plateau, and it extends from the lowland forests
to storms from which Sarthel is protected, and the
the empire, it has served as the meeting place of the of eastern Therund to the plain surrounding Lake
steep hillsides facing the sea have long prevented it
Council of Lords and the palace of the High Sene- Sarn. Much of the plateau is dry grassland, broken
from growing anywhere near as grand as its neighbor.
schal. The Alamarid sits on top of a low, rocky hillock by copses of hardy trees. Its thinly populated, with
Many Sarthar trading houses and firms maintain
at the north end of town, overlooking the lakeshore. It widely scattered ranches and mines in the mountain
docks and warehouses on Pelarbins wide strand,
is finished in a warm, honey-yellow marble quarried foothills. The ground is not especially fertile, except
linking Sarthel to distant lands.
from the nearby mountains, and it appears to glow in in the valley of the wide Blackfall River. This ribbon
the early morning light. of farmland extends fifty miles or more from Sarthel,
Temple of the Golden Flame
Most city records are housed here, and large parts and its villages and freeholds feed the city. Small gar-
The largest of Sarthels temples is the Temple of the
of the palace are given over to the offices of various risons of soldiers guard the more important villages
Golden Flame, which stands in the grand Temple
city officials, including the High Magistrate and and outposts; the region within a days travel of the
Square near the center of the city. The temple is
his courts. The fortifications around the Alamarids city walls is well patrolled and reasonably safe from
named for a dancing jet of holy fire that springs from
lower heights command much of Sarthel and serve as bandits and monsters.
a large brazier in its central dome. According to
a barracks for one cohort of Sarthels army.
the temple priests, the flame marks the spot where

A p r i l 2 011 | D r ag o n 3 9 8
5
Nerathi Legends: Sarthel, City of Silver

Once one travels more than ten miles or so from


the city, or leaves the cultivated region along the
Adventures Blackfall, the land quickly reverts to wilderness. To
in Sarthel the north, the rugged heights of the Draco Serrata
Heroes looking for adventure in Sarthel wont pose a formidable obstacle to travel between Sarthel
have to go far. Here are a few ideas. and the small towns of the Dragondown Coast. East-
Vendetta: Open feuding breaks out between ward lie the broken ridges and forest-choked vales of
two rival houses. The heroes are hired by one the Kulgard Peninsula, a region infested with hungry
house to counter the mercenaries employed by manticores and tribes of warlike gnolls.
the other, and theyre asked to strike at the other
The arid plains and dry woodlands east of Lake
houses holdings and assets.
Sarn were once settled, but the area was virtually
The Dark Maze of Sarn: The heroes find an
entrance to a previously unexplored portion of depopulated a hundred years ago in the great wars
the Dark Maze. that marked the end of Nerath. Bloodthirsty reavers
Infiltrate the Iron Circle: Lord Bandor Imbran from Winterskull ravaged the isolated towns here
hires the heroes to infiltrate the secret society again and again. Today, travelers following the old
and discover its true purpose by pretending to imperial road from Sarthel to Avankil at the mouth
sign up, and then working their way up through of the Blackfall pass through a dry, desolate region of
the ranks.
abandoned farmsteads, ruined keeps, and ruthless
Bring Down the Iron Tower: The High Sen-
bands of outlaws.
eschal hires the heroes to investigate a series
of mysterious disappearances. The trail leads
About the Author
into the secret ritual chambers beneath the
Richard Baker is an award-winning game designer who has
Iron Tower, where the unfortunate captives are written numerous adventures and supplements, including
magically dominated and smuggled out of Sar- Manual of the Planes TM , the Dark Sun Campaign Guide, and
thel to a life of slavery in the south. The heroes the Gamma World Roleplaying Game. Hes a New York Times
must fight their way in and confront the cults bestselling author of Forgotten Realms novels such as
hidden leader. Condemnation, the Last Mythal trilogy, and the Blades of the
Moonsea series. Rich is currently the Design Manager for the
Dungeons & Dragons game at Wizards of the Coast.

A p r i l 2 011 | D r ag o n 3 9 8
6
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

TM & 2011 Wizards of the Coast LLC. All rights reserved. M a y 2 011 | D r ag o n 3 9 9
1
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

M a y 2 011 | D r ag o n 3 9 9
2
Nerathi Legends: The Seven Kings of Karkoth

power, he otherwise disdains magic, preferring


to hack his enemies to pieces with Blackrend, a
massive greataxe. The city of Gormad lies on the
northern marches, near the Gray Shields. Dhurn
fights fiercely against drow raiders, and it is because
of his energetic efforts that the road to Blisterforge
remains open.
King Haldrist of Gray March: Young and
impetuous, Haldrist has become the prime pupil of
High Priestess Loranil, the head of the Temple of
Dark Might and foremost priest of the Chained God.
Haldrist is a broad-shouldered male human of thirty
with a thin, sandy beard and eyes of startling bright
bluethe eyes of madness, it is rumored. Rumors say
that Loranil intends to elevate Haldrist to Overking,
using the unseasoned ruler as her tool to govern Kar-
koth and its conquests with an iron fist. Haldrists
domain lies close to the eastern border in the upland
plains of the Gray March, which are home to the
horses used by Karkoths cavalry.
King Brusev of the Groaning Tower: High on
a forlorn cape overlooking the Gulf of Kar stands the
Groaning Tower, a great fortress of dark magic. The
fortress is the domain of King Brusev, an aged war-
lock renowned for his power and malice. If anyone
could lay claim to the title of Overking, it would
be Brusev; only the strength of the Temple of the
Chained God (and the fact that several of the other necromantic workshops. The lands around Kharsk Surth and the Fen of Surth. It is sometimes called
kings would certainly ally against him) prevents are the breadbasket of the Karkothi Throneholds, and the city of sinking mausoleums.
Brusev from seizing total power. thousands of slaves work in the fields. Queen Irina of Tyarmur: The single female
King Sarkomov of Kharsk: Humorless and King Vasil of Surthgard: A master of necroman- among the seven monarchs, Queen Irina is a crafty
stern, Sarkomov is a first-rate strategist who, unlike tic curses and magical plagues, Vasil is renowned nethermancer and the second most powerful practi-
the other Karkothi monarchs, harbors few personal for his patience and cunning. He has ruled for at tioner of the dark arts behind Brusev. Karkothi rules
ambitions. His city, Kharsk, is located where the least fifty years, but he appears to be a man of forty, of succession put male heirs ahead of older female
Nhamur River meets Lake Surth. Great concentric tall with lank hair and clad in scale mail of bronze. siblings, so it is rare for more than one or two reign-
walls ring vast barracks, armories, foundries, and Surthgard lies on the marshy shores between Lake ing queens to be part of the Chamber of Thrones at

M a y 2 011 | D r ag o n 3 9 9
3
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.

The Land of Karkoth Marhad, the High Thronehold


The Karkothi Throneholds lie in a wide vale between The kings spend most of their time in their own
the high crags of the Mistcrown Mountains to the domains, surrounded by their loyal guards and
west and the low, barren range of the Gray Shields to servants. However, three times each year they
the east. The regions climate is cooled by its modest assemble for the traditional Throne Council at the
elevation and the Gulf of Kar. The land east of the Chamber of Thrones in the neutral city of Marhad.
Nhamur River, which links Lake Surth and the gulf, Each Throne Council lasts from three to six weeks,
is high rolling plains and moorlands, broken by occa- although the kings sit in session together only a few
sional wild forests in more remote spots. West of the times, with the work of making decisions and set-
Nhamur, the land is somewhat lower and more fertile ting policies carried out by the kings advisors and
with heavier forests, at least until one reaches the entourages away from the Chamber of Thrones. In
rugged foothills of the Mistcrowns. addition to the three mandatory Throne Councils,
Monstrous incursions into Karkoth are com- special councils are frequently called, bringing the
monplace, because both the Fen of Surth and the kings and their followers to Marhad several more
wild peaks that rise above the Vault of the Drow times each year.
are infested with dangerous creatures. In addition, Because it is the High Thronehold, Marhad is the
patrols of undead guard the borders of each Karkothi place where outsiders are most likely to find officials
kingdom, although some of the creatures have long or merchants who can arrange meetings with the
been abandoned by their original creators, and now leaders of Karkoth, trade in the rumors and secrets
haunt the countryside. Karkothi commoners do not of the realm, or seek audience in the Chamber of
go out at night if they can help it, and they bar the Thrones.
doors and windows when the sun goes down.
The Throneholds are not densely populated;
the Karkothi are not numerous. Their power lies
in their talent for the dark arts, and their ability
to subjugate the tribes, savages, and monsters in
the surrounding lands. The higher, drier eastern

M a y 2 011 | D r ag o n 3 9 9
4
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.

M a y 2 011 | D r ag o n 3 9 9
5
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

M a y 2 011 | D r ag o n 3 9 9
6
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.

TM & 2011 Wizards of the Coast LLC. All rights reserved. J u n e 2 011 | D R AG O N 4 0 0
1
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

J u n e 2 011 | D R AG O N 4 0 0
2
Nerathi Legends: The Iron Wolf Barbarians

Woldreds Hold at a Glance


Iron Wolf settlements are small and insular by the Commerce: The Iron Wolf people are the most
standards of the old Nerathi heartlands, and none mercantile of the Five Tribes. They trade furs, amber,
could truly be called a city, though Woldreds Hold fish, and good timber to ships calling from many ports,
comes closest. The chieftain who rules this large set- including the Dragondown Coast, the realms of Kelar-
tlement is traditionally given the title of the Iron Wolf nil, and the merchant cities of Vailin.
and considered king of the Iron Wolf people. When Defenses: A stone keep built during the days of
a new chieftain takes power, the hold is renamed. the Nerathi alliance protects Woldreds Hold. Newer
Population Mix: About 3,000 people live in or palisades of wood encircle the settlement, providing
around Woldreds Hold. Virtually all are humans of additional defense. Woldred keeps a guard of more
Harthyar descent. However, small clans of dwarves, than a hundred fierce Iron Wolf warriors in his hall, throughout the year, rarely seeing snow in the winter
halflings, and elves are also found there. and a third of the people in the settlement are fit to or becoming very hot in the summer. It is a rare day
Government: Chieftain Woldred, sometimes be called warriors and will join in the halls defense that doesnt include a thick fog rolling in from the
addressed as King Woldred, rules Woldreds Hold. A in times of need. sea, creeping up the wooded valleys and turning the
hale, good-humored man of fifty, Woldred is much Inns and Taverns: Most friendly travelers are forested ridgetops into islands among the mist. Given
cleverer than he lets on. Because Woldred is a war offered the hospitality of the chieftains hall, where the year-round rains and the steep terrain, cold, swift
leader more than an administrator, most Iron Wolf they can find food, drink, and a safe place to sleep. streams pour down out of the mountains, presenting
settlements also have a circle of respected elders Those planning to stay more than a week can take many spectacular waterfalls.
and leaders, both male and female, who keep order a room at Nonils Hostel. Nonil is a widow who has The forest consists of gigantic evergreens such
in the settlement and look after routine affairs for the fitted out her dead husbands hall to serve as an inn as spruce, redwood, and cedar, which grow to great
chieftain. for outlanders. size in the cool and temperate clime. Wildlife is
abundant; the chief game animals are deer and elk,
and the rivers see great runs of fish once or twice a
year. The Iron Wolf people have cleared and settled
stalk intruders from the forest gloom, making their
wrath known with volleys of whistling arrows.
Forest of Harthia only small areas of the land, since they do little
The homeland of the Seldur tribes is one of the great farming, instead relying on hunting, fishing, and
Winterskull: The Winterskulls are the black
forests of the world: Harthia, the Forest of Mists, tough livestock such as goats and sheep for their
sheep of the Harthyar tribes. They are greedy, violent
which stretches more than three hundred miles from sustenance.
sea-reavers who aggressively plunder lands on both
Cape Harthia in the west to the brooding ramparts of Dangerous monsters are commonplace in the
sides of the Midnight Sea, including the holds of the
Maur Khul in the east. Steep, densely wooded ridges wilder stretches of the forest. Ettins, griffons, owl-
other tribes. Karkothi ambassadors keep Olmurg, the
march in endless succession from the rocky coast to bears, and trolls haunt the woods, posing a significant
jarl of the Winterskulls, well bribed with gifts of gold
the green-mantled peaks of the Griffonwatch Moun- risk to careless travelers.
and slaves. In return, the Winterskull longships sail at
tains. Most of the Iron Wolf settlements are located
Karkoths command.
in the vale of the Griffon River or scattered along the
Midnight Sea coast.
With ocean surrounding the great peninsula
of western Selduria on three sides, the land is cool
and rainy. The Iron Wolf lands remain temperate

J u n e 2 011 | D R AG O N 4 0 0
3
Nerathi Legends: The Iron Wolf Barbarians

New Character As outsiders to the ways of civilization, Iron Wolf


warriors are sometimes frustrated and confused by
Adventures in the T heme rules of behavior that make no sense to them. When
one warrior has a quarrel with one another, he or she
Iron Wolf Hold If you are playing in a campaign using character confronts that person. A brawl in the road (or, rarely,
The lands of the Iron Wolf tribe offer many pos- themes, you can choose the Iron Wolf warrior theme. a duel to the death) is a perfectly acceptable way to
sibilities for adventure. Your characters theme is a career, calling, or identity settle such conflicts. These warriors value their given
Winterskull Raid: Jarl Olmurg sends a raiding that describes who he or she is in the world. Just as word highly, and they hold liars and cheats in utter
fleet against the coasts of the Iron Wolf Hold. The race and class create basic definitions about who your contempt. Likewise, they have little patience for those
fleet moves fast and hits hard. The heroes have to character is, theme adds a third character component who hold positions they did not earn through skill or
figure out a way to stand up to hundreds of fierce to help refine your story and identity. For example, valor, or who wield power they do not deserve.
marauders, while also finding some way to predict you might be a human barbarian who chooses the
where the Winterskulls will strike next. Iron Wolf warrior theme, but human Iron Wolf war- Creating an Iron Wolf Warrior
The Accursed Keep: The heroes hear rumors of rior might mean many different things. You might The Iron Wolf people are human, so the vast major-
an ancient, overgrown keep in a vale several days be a mighty warrior, whose savage past lends itself to ity of characters who choose this theme are human
travel south of Woldreds Hold. The keep is an old ferocity in battle. Perhaps you are a hunter or forester, or part human. (In unusual circumstances, a charac-
Turathi fortress destroyed by the dragonborn long dedicated to protecting the untamed wilds as you pro- ter of any race might have been fostered among the
ago; a powerful devil still lurks in the dungeons tected the lands of your youth. Or perhaps you talk to Iron Wolf holds during his or her youth.) Barbarians
below it. the spirits, and the primal power of your homeland are, of course, a natural fit for this theme, but many
Proving Grounds: The heroes discover that an flows to you from them. Each theme can encompass other characters can have a barbaric origin without
artifact they need is a sacred treasure held by the several unique stories within the same concept. actually being a member of the barbarian class. Fight-
chief of the Ghostdrake tribe. To win the item, they For information on using themes as part of charac- ers, hunters, rangers, scouts, slayers, and wardens
must prove themselves to the xenophobic Ghost- ter creation and rules for how to gain and use theme are all appropriate as Iron Wolf members. Druids
drakes by overcoming a number of difficult tests. powers and features, see Heroes of Nature and Lore and shamans are also found among the Iron Wolf
The Merrow King: A powerful sea ogre has in Dragon 399. people. Character class doesnt limit access to this
forged the merrows living along the coast into theme, because any character might have grown up
a strong and warlike tribe, and they have been Iron Wolf Warrior as a member of the Iron Wolf tribe before undertak-
devastating nearby settlements. The heroes must Every adult Iron Wolf member considers himself or ing class training in a different landfor example, a
seek out the kings submerged lair and defeat him herself a warrior, taking pride in his or her bravery, young Iron Wolf woman might travel to Vailin and
to stop the attacks. tenacity, and stoicism in the face of pain or adversity. become fascinated by arcane magic, or take up a
An Iron Wolf warrior learns the ways of the forest career as a thief in the Free City of Zembar.
as a child, mastering arts of woodcraft and honing
senses long forgotten by the so-called civilized folk of Starting Feature
the world. Each soon-to-be Iron Wolf warrior trains The Iron Wolf barbarians are known throughout the
alongside his or her tribal brothers and sisters, taking lands for their recklessness in battle. The last sound
part in fierce skirmishes against orcs, giants, and heard by many orcs, giants, and Karkothi near the
other marauders, and learning how to fight and sur- Iron Wolf holds is the blood-freezing war cry of Iron
vive under the tutelage of the tribes most honored Wolf warriors charging out of the forest mists.
warriors. Benefit: You gain the Iron Wolf charge power.

J u n e 2 011 | D R AG O N 4 0 0
4
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.

J u n e 2 011 | D R AG O N 4 0 0
5
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.

J u n e 2 011 | D R AG O N 4 0 0
6
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
1
Nerathi Legends: Merindaelion, Barony of the Emerald Blade

Kelarnil to stem the tide of monstrous incursions, and


afterward rewarded them with land to settle in the
Baron Geras Merind skeptical of giving the baron more power, and they
have guarded their own prerogatives jealously.
The heir of House Merind holds the titles of Baron
realms northern wildlands. The elves who lived in The current baron is Geras Alsarien Merind, a
of Nesmalen and Protector of Merindaelion. He or
these lands were at first bitterly opposed to the grow- half-elf of thirty-five who ascended to his post when
she commands the realms army, heads the baronial
ing number of human settlers. But as the strength of his father was assassinated one year ago. Before his
administration, and is primarily responsible for con-
Solaneillon waned, the bravery of the humans, along accession he was a restless and troublesome heir
ducting foreign affairs. The authority of the baron
with their sheer numbers, proved decisive in stand- apparent, adventuring incognito through nearby
and baronial officers is limited when dealing with
ing up to the monstrous hordes. When Solaneillon lands and dallying with more than a few females
matters of justice and taxation within the boundar-
broke apart into smaller states six hundred years ago, along the way. Although Geras dislikes the burdens of
ies of other lords fiefs; the peers of Merindaelion are
a charismatic half-elf noble named Althier Merind the throne and misses his freewheeling days, he has
succeeded in uniting the human towns and elven
forest-holds of northern Solaneillon into a single
realm, establishing the Barony of Merindaelion. Since
Altheirs time, House Merind has ruled over the
realm with a permissive hand.
The heirloom of House Merind is Althiers
enchanted sword Perifal, the work of an ancient
eladrin master smith. This hand-and-a-half sword is
forged from an alloy of adamantine that glitters with
a deep, metallic green color; the hilt is wrapped in
supple leather made from hide taken from the throat
of a green dragon. The blade is depicted on every
banner, standard, and sail of the barony as a vertical,
crosslike design flanked by sleek, feathered wings.
This is the emerald blade from which Merindaelion
derives its nickname.

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.

J u l y 2 011 | D R AG O N 4 01
2
Nerathi Legends: Merindaelion, Barony of the Emerald Blade

proven to be a bold and cunning leader, who has won


great favor with most of his people. Notably, he has
territories in the forested hills. The Forest Lords and
their people serve as a crucial first line of defense
The Yuan-ti
An ancient enemy lurks in the caverns and the for-
instituted a series of reforms and recalls to root out against incursions from Tithinia and Iron Circle
ests of the wild southern borderlands of the Emerald
corruption and incompetence in the baronial admin- spies. The Forest Lords do not maintain a permanent
Blade Baronythe dreadful yuan-ti. The yuan-ti once
istration. Unfortunately for Geras, his crusading has residence, roaming from season to season between
battled the elven realm of Solaneillon for supremacy
earned him some powerful enemies, and some say he various natural refuges and shelters (some of which
of eastern Altara, and were defeated. Down through
has been marked for the same fate as his fatherits are more comfortable and secure than any human
the long centuries they have stirred from time to time,
only a matter of when. noblemans tower). A contingent of Forest Lords often
erupting in turn against the dragonborn warriors of
visits the court at Nesmalen, quietly advising the
Arkhosia, the proud lords of Nerath, and now the half-
The Peers of the Realm young baron on elven concerns and interests.
elves, elves and humans of Merindaelion.
Merindaelions peerage is a patchwork of small noble
fiefs with a variety of titles of uncertain precedence.
There are approximately twenty baronets, seigneurs,
and lords or dames, plus a number of indepen- Nesmalen at a Glance
dent holds and free towns that are part of no lords A fortresslike haven harboring scores of ships, this warm, humid conditions. In addition, every kind
domain. The more powerful of the nobles hold fiefs as small city is the capital of the Emerald Blade Barony. of seafood can be found in the markets and is a
impressive as House Merinds own and have strong Population Mix: Approximately 8,000 people, daily part of the residents diet. Nesmalen imports
claims on the baronys throne due to old marriages most of them humans or half-elves, live in Nes- metalwork, wine, grain, and leather.
with the royal house. malen. Several times that number live in the fields Defenses: Emerald Blade Keep is a large fortress
Lord Kinimar: The lord of Anduiros, the second- and towns along the River Nes and the shores of that commands the harbor, but Nesmalens first
largest city in the realm, Kinimar is a cousin of Geras Emerald Bay. Halflings, elves, shifters, and dragon- line of defense is its excellent war fleet of twelve
Merind. He is an ambitious and calculating forty- born make up the nonhuman population. sturdy dromonds with iron-beaked rams. The city
year-old human known for his talents as a sorcerer. Government: Nesmalen is ruled by a lord mayor is otherwise unwalled. In addition to the dromond
He entertains schemes of unseating House Merind appointed by the baron. The city and its surround- crews, the Keep is defended by two hundred fifty
and installing his own House Fhalton as the ruling ing lands are the historical demesne of House elite foot soldiers and the order of wizards known
family in Merindaelion. Merind, but the baron, as the ranking noble of the as the Mages of the Emerald Star.
Baronetess Sefini: Hotheaded and impetuous, realm, delegates oversight of local affairs to various Inns and Taverns: Nesmalen is renowned for
Sefini is a striking young female half-elf who reigns officials. The current lord mayor is an old, officious its excellent fare and comfortable inns. The White
over the pirate haven of Talon Bay. She is sometimes male halfling named Tarren Thistler. Lord Mayor Sail Inn caters to visiting shipowners and captains,
called the Corsair Queen, and for good reason Tarren makes a great show of any civic ceremony offering good food and safe lodgings overlooking
Talon Bay is the home of a large and raucous corsair and never misses a chance to give a speech, but the harbor. Travelers of more modest means can
f lotilla. Sefini chafes under what she sees as the otherwise governs lightly. choose the Storm Gull near the wharves, where
overly heavy hand of Baron Geras, and constantly Commerce: Nesmalens major industries are ones stay might be marked by brawling, robbery,
tests the limits of baronial authority with brazen shipbuilding, woodworking, and the production, and the occasional murder. The House of Swans, a
acts of piracy. dyeing, and embroidering of textiles such as silk mile outside town on a forested hilltop overlooking
The Forest Lords: Seven of Merindaelions and cotton. The major food crops are brown rice, the Nes, caters to elves and other people who have
ranking peers hold no towns or castles, but instead fruit, nuts, beans, and other crops that do well in refined tastes.
represent noble elf clans of the forested interior.
Each Forest Lord governs a clan, a house, or a tribe
of elves and their retainers, watching over unsettled

J u l y 2 011 | D R AG O N 4 01
3
Nerathi Legends: Merindaelion, Barony of the Emerald Blade

E xploring goods from all over the world. A picturesque head-


land above the harbor is home to Emerald Blade
Emerald Blade soldiers. The commander of the for-
tress is High Captain Sinnovhan el-Moirad, an elf
the Barony Keep, the stronghold and palace of House Merind swordsman of great accomplishment and one of the
and the seat of Baron Geras. realms Forest Lords.
The Emerald Blade Barony lies in a region of warm, Nesmalen is a reasonably safe city, although not Nesgard Keep is also notable for its proximity to
heavily forested hills marked by steep, rugged ridges. without its intrigues and dangers. Yuan-ti spies and the ruins of an Arkhosian school of war-sorcerers. The
The area is not truly mountainous and isnt an abominations lurk in its sewers and catacombs, hilltop academy was destroyed by demons fifteen cen-
actual jungle, but the terrain forms a significant bar- along with audacious gangs of thieves and a persis- turies ago, and dark powers still lurk in the catacombs
rier against attacks from the west or south. A small tent cult dedicated to the two-headed demon prince and vaults beneath the academys crumbling towers.
amount of the land is under cultivation, mostly in the Demogorgon.
valley of the River Nes and the gentle coastal plain
around Anduiros. The interior can grow warm and Lighthouse of Saris
humid in the summers, but the coast remains temper- Anduiros The elves of ancient Solaneillon built a tower on the
ate from the ever-present sea breezes. Anduiros is the second city of the Emerald Blade northernmost point of Cape Saris to guide passing
Barony. It lies on an expanse of flat farmland in ships through the shallows of the straits. After the
the heart of the realm, ringed by cotton fields and original tower fell into disuse, the Nerath Empire
Nesmalen orchards. The city is the center of the baronys timber raised a new lighthouse and stronghold on the same
The largest city in the Emerald Blade Barony is industry, producing highly valued hardwoods in location two hundred years ago. The Nerathi are now
Nesmalen, located where the River Nes meets the its sawmills. Because it stands on open ground, long gone; Emerald Blade soldiers staff the lighthouse
northern arm of Emerald Bay. Nesmalen is a scenic Anduiros is protected by a city wall, the most exten- and guard the small town at the towers base. Power-
city, with whitewashed walls and colorful tiled roofs sive to be found in Merindaelion. ful trebuchets on the tower can throw fifty-pound
glittering among the green, forested hillsides. Its ship- In the past, the human lords of Anduiros feuded stones, posing a serious threat to any hostile vessels
yards turn out the finest vessels on the western shores bitterly with the elven clans of the forest, and in venturing too close.
of the Sunrise Sea, and its warehouses are filled with all Merindaelion this is the place where humans
and elves remain most at odds; few elves live here,
and Anduirosans harbor suspicions about elven
Faldrin Vale
inf luence over the baronys affairs. Anduiros is the In the highest and most inaccessible hills of
domain of Lord Kinimar Fhalton, a cousin of the Merindaelion lies a valley of wild and sinister
baron and the most powerful and ambitious of the beautyFaldrin Vale. Moss-grown trees, flowering
realms nobles. vines, and ancient standing stones mark the vale as
a region where the Feywild lies close to the mortal
world. The woods are haunted by dryads, centaurs,
Nesgard Keep and sometimes darker and more dangerous fey; this
Located at the head of the valley of the River Nes, forest is perilous for mortals, and even elves tread
Nesgard Keep blocks the only practicable invasion carefully in Faldrin. The vale lies at the heart of
route into the Emerald Blade Barony from the west. the Forest Lords domains, and it serves as a meet-
The castles construction began early in the reign of ing place and mustering ground for Merindaelions
Baron Halvar Merind, father of Baron Geras, and nonhuman denizens. The forests surrounding Fal-
proceeded in several stagesfirst a watchtower, then drin Vale are protected by mazes of brambles and
a small keep, and finally an encircling wall, provid- enchanted glades that can capture travelers and send
ing accommodations for a garrison of four hundred them into a deep slumber that lasts for days.

J u l y 2 011 | D R AG O N 4 01
4
Nerathi Legends: Merindaelion, Barony of the Emerald Blade

Thaliessal About the Author


Richard Baker is an award-winning game designer who has
On the seabed thirty miles northeast of Nesmalen lies written numerous adventures and sourcebooks, including
Adventures in the one of the ancient wonders of the world: the ruins of Manual of the Planes, the Dark Sun Campaign Guide, and
Emerald Blade Barony the coral city of Thaliessal, once home to a realm of the D&D Gamma World Roleplaying Game. Hes a New York
sea elves. Thaliessal lies in a broad region of reefs and Times bestselling author of Forgotten Realms novels such
Merindaelion is a generally peaceful realm, but as Condemnation, the Last Mythal trilogy, and the Blades of
shallows, rarely more than a hundred feet in depth.
that doesnt mean adventure is hard to find. the Moonsea series. Rich is currently the Design Manager for
Forests of kelp surround its walls, and in a few places
Letter of Marque: The heroes obtain a letter of the Dungeons & Dragons game at Wizards of the Coast.
its highest spires break the surface, offering explor-
marquethe authorization to outfit themselves as
ers a place to moor their ships while they venture
privateers and take to the seas in search of booty.
into the more accessible buildings nearby. Thaliessal
Privateers are allowed to take only ships of enemy
was ruled by a prince who gave his fealty to the elven
lands, but the Saris Strait is rich with Iron Circle
kingdom of Solaneillon, and a great deal of commerce
merchant vessels full of gold and other treasure.
took place between the land elves and the sea elves in
Serissalmar: At one time the enemy of ancient
the days of the kingdoms glory.
Solaneillon, this great yuan-ti ruin lies half buried
Thaliessal withdrew from Solaneillon when
in the forests of southern Merindaelion. Long
humans began to settle the nearby shores. After
before the rise of Bael Turath and Arkhosia, the
the elven kingdom collapsed, the sea elves realm
yuan-ti lords of Serissalmar and their armies of
became embroiled in desperate wars against demon-
conjured demons fought against the elf and eladrin
summoning sahuagin. Three hundred years ago,
realms of the area. They were finally defeated,
sahuagin hordes sacked Thaliessal and slew many
but demons and other dark powers still haunt
of its people. The survivors abandoned their ancient
the ruined city, and secret yuan-ti strongholds lie
capital and scattered to smaller holds and refuges in
hidden beneath the nearby hills.
nearby seas. To this day, great treasure lies hidden
The Tower of Dal Beriod: The encroachment
in the vaults and temples of the coral citybut sea
of the Iron Circle has pushed Baron Geras to for-
demons guard the deeps, and sahuagin prowl the
tify his western frontier. One hero is appointed a
shallows.
royal warden and given a writ to occupy the long-
abandoned watchtower of Dal Beriod, clear the
New Feat: Thaliessan Blood
area of harpies and ogres, and establish a new fief
on the border. In centuries past the sea elves of Thaliessal inter
Rebellious Lord: With the secret support of the married with the other elves (and on rare occasions,
Iron Circle, Lord Kinimar of Anduiros launches an the humans) who inhabited the lands that would
attempt to unseat the baron and claim the throne. become Merindaelion. Consequently, a large number
Kinimars spies and sympathizers pose a serious of half-elves and elves of the Emerald Blade Barony
threat in the capital already, but Geras needs con- count sea elves of Thaliessal among their ancestors.
crete evidence of Iron Circle involvement before Prerequisite: Half-elf
he can move against his cousin. Benefit: You are considered an aquatic creature.
You have a swim speed of 5, you can breathe under-
water, and in aquatic combat, you gain a +2 bonus to
attack rolls against nonaquatic creatures.

J u l y 2 011 | D R AG O N 4 01
5
Nerathi Legends:
Adretia,
the Citadel
of Irons
Grasp
By Richard Baker
Illustration by Alexey Aparin
Cartography by Adam Danger Cook

It is said that its dungeons are delved as


deep into the earth as its towers rise into
the sky. But who would know the truth
of such a claim? Those who go into the
dungeons of Irons Grasp do not come
out again.

On the southern ridges of the Altaran Mountains


stands one of the mightiest fortresses in the world,
the Citadel of Irons Grasp. This is the seat of the Iron
Circle, an order of cruel warlords and devil cultists
who hold a dozen lands under their sway. Legions of
elite Iron Circle warriors guard the citadels black

TM & 2011 Wizards of the Coast LLC. All rights reserved.

A u g u s t 2 011 | D R AG O N 4 0 2
1
Nerathi Legends: Adretia, the Citadel of Irons Grasp

walls, and in its forbidding depths, black-robed adepts


perform unspeakable diabolic rites, wielding infernal
Factions in A dretia High Prelate Dostinian: The current grandmas-
ter held the office of high prelate before ascending to
magic. Few outsiders who set foot within the citadels To call the Iron Circles presence in Adretia perva- his current position; to guard against the possibility
walls are ever seen again. sive would be an understatementlittle escapes the of being replaced by the next high prelate, Amarius
The citadel is strategically sited in the heart of notice, and if necessary the retribution, of those who appointed a vain, petty individual to the position.
the wealthy land of Adretia. A mercantile, largely occupy the Citadel of Irons Grasp. Even in this cli- Dostinian is the head of the Iron Circles ecclesiastic
human realm of quarrelsome city-states, Adretia is mate, a few members of Adretias nobility do what hierarchy and the leader of Asmodeuss priesthood.
now a land under occupation. The Iron Circles hob- they can to relieve the oppression of the common He is a small, portly human of fifty years, thoroughly
goblin soldiers patrol the streets of cities such as Nath people. And, perhaps inevitably, a potent and popular scorned by his subordinate prelates. He poses little
Mornal, Jandhavar, and Bamadin. Iron Circle tax sta- resistance movement has sprung up. threat to the grandmaster.
tions dot the countrysidewatchtowers and barracks High Mage Sabina: A beautiful, calculating tief-
for companies of brutal soldiers who oppress the
common people. Any nobles who opposed the Iron
The Iron Circle ling who appears to be no more than twenty years
old, Sabina is the most powerful arcanist in the Iron
Circle were destroyed when that group cut its swath The Iron Circle does not share power or otherwise Circleand is older than she looks. While most Iron
through the area. Many of those who are left have compromise its stance. The groups reach and influ- Circle spellcasters are infernal pact warlocks, Sabina
joined the order. The Iron Circle allows other nobles ence in Adretia have no practical limit. High-ranking is a sorcerer with a penchant for spells of ice and cold.
to remain independent, and alive, only as long as they nobles can be accused and arrested on specious She harbors a passionate hatred for elves and eladrin
continue to pay ruinous taxes (squeezed in turn from charges, and any show of defiance is quickly crushed. due to an ancient family vendetta.
the commoners) to their evil overlords. Supreme authority in the Iron Circle lies in the High Inquisitor Harsioth: The Iron Circles
The rise of the Iron Circle is a recent phenomenon hands of Grandmaster Amarius Vant. He is a lean, inquisitors are feared by every sentient creature that
in an otherwise ancient land. In the centuries fol- apparently human male of seventy-five years, well marches under the societys banner. The inquisitors
lowing the destruction of Arkhosia, barbaric human over six feet tall despite a pronounced stoop. Amarius constantly seek out signs of disloyalty or defeatism,
tribes from the south settled in what had once been is a greedy, corrupt hedonist with perverse appetites. and they cruelly punish any individuals who show
the lands of the dragonborn. In the days of Nerath, the It is whispered that he is a cambion (or half-devil) of less than absolute zeal for their duties. Harsioth is a
cities of Adretia were tributary states and trading part- royal descent, or an archdevil in human guise. He male human cleric of thirty-five, a young crusader
ners with the great empire. After Neraths influence in displays more personal energy, restlessness, and vig- and firebrand whose climb through the hierarchy
the area crumbled, the city-states of Adretia resumed orous attention to detail in his position as the leader was marked by frequent investigations of and accusa-
their old rivalries and squabbles. It wasnt until twenty of the Iron Circle than humans half his age are typi- tions against his superiors.
years ago that the Iron Circle rose to prominence, cally capable of.
portraying itself as a warrior society dedicated to Below the grandmaster is a council of twenty or Of the other High Lords, the most significant are
stamping out disorder and driving back the encroach- so High Lordsgenerals and governors entrusted those who bear the titles of Seneschal (ruler of Adre-
ing desert raiders and jungle monsters. City by city, with great authority over the Iron Circles activities. tia), General of the East, General of the North, Satrap
the Iron Circle expanded its holdings, bringing order The four most prominent High Lords at present are of Numoth, and Spymaster.
in exchange for subjugation to its tyranny. Eventually described here. Internal politics in the Iron Circle are vicious
the goblin-holds of the desert verge fell under the Iron Warden Tiberon: The minotaur warlord Tiberon and unforgiving. Failure is not tolerated, although
Circles sway as well. Armies of goblinsbought with is the warden of the Citadel of Irons Grasp. He is a punishment is rarely lethal. Humiliation, privation,
Adretias gold and led by the circles warlords and brutal disciplinarian, but competent and loyal to the and torture are considered to be excellent methods
knightshave spread out to oppress the nearby lands, grandmaster. Tiberon is the chief captain of the Iron for reinforcing the lessons of failure. High-ranking
joining the ranks of the mercenary legions already Circles armies, but he rarely takes the field, instead members are not immune and might be cast down
fighting under the banner of the Iron Circle. plotting his wars from behind the citadels battle- the ranks as part of their punishment. Ambitious
ments and within its dungeons.

A u g u s t 2 011 | D R AG O N 4 0 2
2
Nerathi Legends: Adretia, the Citadel of Irons Grasp

underlings freely plot advancement through assas-


sination, which is tolerated as long as it does not
seek to hasten the day when the Iron Circle and its
dark works are no more.
E xploring A dretia
weaken the order and brings more talented leaders to The knights have a great deal of sympathy from The rolling plains of Adretia stretch 250 miles from
the fore. the common people of Adretia, especially out in the the barren verge of the Desert of Desolation to the
countryside. To help the rebels identify one another, steaming jungles of Rana Mor. The land climbs and
The Adretian Nobility members tattoo themselves with a small, moon-
shaped mark in an easily concealed spot, or carry
becomes steeper to the east, until the traveler reaches
the southern slopes of the Altaran Mountains. The
Before the rise of the Iron Circle, the cities and small silver tokens that burn the hands of the unjust. lands to the south and east are wetter and more
towns of Adretia were ruled by wealthy patrician fertile than the lands to the north and west; the pre-
families. Some of these families were wiped out vailing winds are out of the south, and bring up rain
or dispossessed by the Iron Circles actions; other
nobles retained their titles and property by swear-
ing allegiance to the grandmaster. The nobles of
Adretia have become accustomed to severe taxation
and never-ending calls for levies of troops and goods
from the Iron Circle. The less principled patricians
make a public show of providing everything the circle
demands while privately bribing the relevant officials
to spare their lands and property. More honorable
nobles seek to intercede against Iron Circle oppres-
sion and fight for justice and compassion toward
the common people, with mixed results. Either way,
Adretian nobles are among the few people who
can move freely about the Iron Circles lands and
who still retain enough wealth to sponsor trade and
commerce.

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

A u g u s t 2 011 | D R AG O N 4 0 2
3
Nerathi Legends: Adretia, the Citadel of Irons Grasp

from the expanse of Scarlet Bay. Light forest of scrub


oak, ironwood, and sycamore on the mountain slopes
Murgmar and bugbears into the Iron Circles service. The
Great Murg is careful to retain a small army of thugs
A teeming, warrenlike goblin town, Murgmar sits
of the east gives way to scattered groves in the center and leg-breakers whose loyalty is bought with lavish
atop a dusty mesa, surrounded by fields and pasture-
of the Adretian plains, and finally becomes sage and gifts (by goblin standards) seized from the rabble of
land made arable by goblin engineering. Dozens of
chaparral on the verge of the western desert. The land farmhands, goatherds, and laborers who make up
goblin-holds scattered along the edge of the Desert of
is fertile, with warm, rainy winters, but the summers Murgmars underclass. Humans and others some-
Desolation from Murgmar to distant Kharavas pro-
are hot and dry, and droughts are commonplace. times visit Murgmar to trade, but only those who
vide the Iron Circle with legions of fierce soldiers.
enter the place on Iron Circle business are truly safe
Murgmar is ruled by the Great Murg, a hugely fat
Bamadin bugbear that gladly sells young, aggressive hobgoblins
in the goblin town.

The center of the slave trade in Iron Circle lands,


Bamadin is a large, dirty, crowded city half overrun
by goblinkind. Marauders from the coasts of Nera to
the Saris Strait come here to sell their human cargo. Nath Mornal at a Glance
Whereas Nath Mornal is prosperous and commer-
The largest city in old Adretia, Nath Mornal is the and poor travelers are limited in their ability to pur-
cial, Bamadin is desperate and chaotic. Trade here is
gateway to the lands dominated by the Citadel of chase food and goods, but a thriving black market
a matter of a thousand small deals struck every day
Irons Grasp and the most important mercantile helps to circumvent Lady-Governor Marmalios
between peddlers, gangs, and scheming merchants.
center in western Altara. Although the citadel is strict controls.
The city is notorious for its arenas and fighting-pits,
the political capital of the realm, Nath Mornal is Defenses: Nath Mornal is ringed by a tall,
where fortunes are wagered and lost every night.
home to far more people. strong city wall, dating back to the days when its
Population Mix: About 35,000 people live in rivalries with Bamadin and Jandhavar occasionally
Desert of Desolation Nath Mornal. Many are humans, living alongside flared into open war. Nowadays its defenses are
Just beyond Adretias western borders lies the greatest substantial minorities of dwarves, dragonborn, focused inward, arranged to control the popula-
desert in the known worldthe Desert of Desola- tieflings, minotaurs, and goblinkind. tion rather than defend from external attack. A
tion. Vast stony barrens, seas of dunes, and desiccated Government: Lady-Governor Irena Marmalio legion of 4,000 Iron Circle soldiers (more than half
mountains stretch well over a thousand miles west is the commander of the Iron Circle garrison in of them goblinkind) is quartered in and around
and south, home to no one except savage gnolls, Nath Mornal, and ruler of the city. She is a human Nath Mornal.
xenophobic human nomads, and a variety of deadly warlock of formidable powers, and freely employs Inns and Taverns: Important travelers
monsters. summoned fiends to hunt down criminals or carrying the proper Iron Circle passes are entitled
The desert was not always as large or deadly as punish the condemned. Martial law is observed to luxurious quarters in the governors palace, or
it now is. In the days of the dragonborn realm of in the city. they can commandeer lodging from any inn in the
Arkhosia, its northern and eastern verges (the area Commerce: Grain, wine, oranges, and olives city. Travelers without such advantages find the
bordering Adretia) consisted of green, fertile plains. are produced in the countryside surrounding Nath Old Vineyard to be a reasonably comfortable, if
But the dark magic of Bael Turath invoked a terrible Mornal, but are exclusively for export. The city is expensive, inn on the hill overlooking the southern
disaster, laying waste to the region thousands of years noted for its ceramics (both tilework and pottery) gate. Poor sailors (and others of little means) make
ago. Arkhosian ruins (and the remains of older, more and its foundries, which rival the forges of the do with the crowded common rooms of the Black
mysterious realms) lie buried in the sand, waiting for dwarf-kingdoms in old Nerath. Common citizens Gull, a dismal and dangerous place near the harbor.
explorers bold enough to seek them out.

A u g u s t 2 011 | D R AG O N 4 0 2
4
Nerathi Legends: Adretia, the Citadel of Irons Grasp

force of the Iron Circle. Reprisals were swift and ter-


rible; most of the Padratius family was put to death,
although Didan fled to keep fighting from the wilds
Adventures in Adretia
of the desert. Sercar is now little more than an Iron
Circle garrison town in an otherwise devastated Although the Iron Circle vigilantly watches for
district. spies and outlaws, it cant be everywhere at once.
Smugglers: The heroes are hired to bring contra-
band cargo into the black market of Nath Mornal
Thanulzarum or Bamadin, but when they make their delivery,
An exceedingly ancient ruin said to predate the they discover that their true mission is to smuggle
dragonborn empire of Arkhosia, Thanulzarum is a an escaped prisoner out of the Iron Circles lands.
crumbling necropolis lying in a barren vale beneath Crypts of Thanulzarum: An Iron Circle expe-
the western end of the Altaran Mountains. The place dition has discovered an ancient tomb in the
has an evil reputation, and it is haunted by numerous haunted ruins of Thanulzarum. The heroes have
undead. Surviving sculptures and reliefs suggest that to slip inside and recover the dangerous artifact
the people of Thanulzarum were humans ruled over inside before the Iron Circle can finish the job.
by monstrous overlords, although any image of the Against the Circle: The heroes join the Knights
Nath Mornal actual rulers was deliberately defaced and obscured of the Crescent Moon and take up arms against
This great city is the Iron Circles gateway to the lands centuries ago. the Iron Circle. Their first mission: assassinate a
of the Sea of Dragons and the waters beyond. Nath High Lord, then use magic or disguise to imper-
Mornal is a mostly human city occupied by the Iron
Circles mercenaries and hobgoblins. The Iron Circle
Vathan sonate their victim during an upcoming gathering
of the Iron Circles leaders to learn the orders
enforces a variety of onerous taxes, tariffs, and fees on Small and remote, Vathan is a center of lumber and
secret plans.
Nath Mornals thriving commerce, which has led to mining on the edge of the great jungle of Rana Mor.
the rise of a black market and a smuggling industry The town harbors a secret stronghold of the Knights
among the citys desperate merchants. of the Crescent Moon , and the population is sym-
pathetic to the rebels cause; weapons and supplies
smuggled through the jungle into Vathan find their
Sercar way to resistance groups throughout Adretia. The
Once a large, prosperous walled town located at a leader of the Vathan rebels is a Selunite cleric named
strategic crossroads in the middle of Adretia, Sercar Agathil Harstare, who maintains the guise of a dealer
now lies in ruin. Three years ago the hobgoblin gar- in gemstones from the jungle. Agathil is wary of pro-
rison occupying the town, through its brutality and voking the sort of reprisals that wiped Sercar off the
oppression, unwittingly provoked a popular rebel- map, and he is careful to avoid undertaking rebel-
lion against the Iron Circle. Under the leadership of lious activities in and around Vathan.
Lord Didan Padratius, Sercar briefly threw off the
Iron Circles yoke, freeing the countryside for fifty
miles around. Grandmaster Amarius acted swiftly to
contain the rebellion, however, and ordered Warden
Tiberon to quell the rebellion. The Sercarans fought
bravely, but they were crushed by the overwhelming

A u g u s t 2 011 | D R AG O N 4 0 2
5
Nerathi Legends: Adretia, the Citadel of Irons Grasp

Iron Circle Iron Circle Prelate Level 8 Controller (Leader)


Medium natural humanoid, tiefling XP 350
About the Author
Richard Baker is an award-winning game designer who has
E ncounters HP 88; Bloodied 44
AC 22, Fortitude 20, Reflex 19, Will 22
Initiative +6
Perception +9
written numerous adventures and sourcebooks, including
Manual of the Planes, the Dark Sun Campaign Guide, and
Heroes skulking about in Iron Circle territory sooner Speed 5 Low-light vision the D&D Gamma World Roleplaying Game. Hes a New York
Resist 10 fire Times bestselling author of Forgotten Realms novels such
or later run afoul of patrols. A typical Iron Circle
Traits as Condemnation, the Last Mythal trilogy, and the Blades of
patrol includes five or six hobgoblin or bugbear foot the Moonsea series. Rich is currently the Design Manager for
O Dark Presence F Aura 3
soldiers plus a couple of crossbow-armed human Allies gain a +2 power bonus to Will and to saving throws the Dungeons & Dragons game at Wizards of the Coast.
town guards, a bugbear centurion, and a human or while in the aura.
tiefling Iron Circle prelate who commands the patrol. Standard Actions Editor
m Iron Mace (weapon) F At-Will Chris Winters
Iron Circle Centurion Level 6 Soldier Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d8 + 7 damage, and the prelate can slide the target Developer
Medium natural humanoid XP 250 Jeremy Crawford
1 square.
HP 72; Bloodied 36 Initiative +8
r Fiery Bolt (fire, implement) F At-Will
AC 22, Fortitude 20, Reflex 18, Will 17 Perception +4 Producers
Attack: Ranged 5 (one creature); +11 vs. Reflex
Speed 5 Low-light vision Christopher Perkins, Greg Bilsland
Hit: 2d8 + 2 fire damage, and the target is dazed until the
Traits
end of the prelates next turn. Art Directors
Bushwhack
C Symbol of Dread (fear, implement, necrotic) F Recharge Kate Irwin, Jon Schindehette
The centurion gains a +4 bonus to attack rolls against a
when first bloodied
creature that has no allies adjacent to it.
Attack: Close blast 5 (creatures in the blast); +11 vs. Will Illustrator
Standard Actions
m Falchion (weapon) F At-Will
Hit: 2d8 + 5 necrotic damage, and the prelate pushes the Alexey Aparin
target up to 3 squares. The target cannot move closer to
Attack: Melee 1 (one creature); +11 vs. AC
the prelate willingly (save ends). Cartographer
Hit: 4d4 + 4 damage, and the centurion can slide the target
Miss: Half damage, and the prelate pushes the target up to Adam Danger Cook
1 square.
2 squares.
Effect: The centurion marks the target until the end of the Graphic Production
centurions next turn.
Triggered Actions
Infernal Wrath F Encounter Erin Dorries
Triggered Actions
Trigger: An enemy hits the prelate with an attack.
M Centurion Challenge (weapon) F At-Will
Effect (Free Action): The prelates allies gain a +2 power
Trigger: An adjacent creature marked by the centurion
bonus to attack rolls against the triggering enemy until
shifts or uses an attack power that does not include the
the end of the enemys next turn.
centurion as a target.
Skills Insight +14, Religion +11
Attack (Immediate Interrupt): Melee 1 (triggering creature);
Str 15 (+6) Dex 14 (+6) Wis 20 (+9)
+11 vs. AC
Con 16 (+7) Int 15 (+6) Cha 17 (+7)
Hit: 2d4 + 4 damage, and the target is immobilized until
Alignment evil Languages Common, Goblin
the end of the centurions next turn.
Equipment chainmail, iron mace, holy symbol
Skills Intimidate +10, Stealth +11
Str 19 (+7) Dex 16 (+6) Wis 13 (+4)
Con 16 (+6) Int 11 (+3) Cha 15 (+5)
Alignment evil Languages Common, Goblin
Equipment scale mail, falchion

A u g u s t 2 011 | D R AG O N 4 0 2
6
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

TM & 2011 Wizards of the Coast LLC. All rights reserved. S e p t e m b e r 2 011 | D R AG O N 4 0 3
1
Nerathi Legends: Realm of the Gorgon King

of Karkoth know to tread carefully in their dealings


with Taldredar. The Gorgon King is no mere vassal,
is an example of Taldredars cleverness: Realizing
that if he resisted their overtures, the Karkothi might
Slevya Durthand,
but a proud and willful ally who harbors vast ambi- support rival clan chiefs in their bids to unseat him, High Marshal of the West
tions of his own. he chose to make the Dark Empires lords his allies. The chief Karkothi general in Moghmarrin, Slevya
Ultimately, Taldredar intends to use the Karkothi to Durthand is a deadly warrior and a talented war-
Power Structure destroy the most obnoxious clan chiefs and cement
his authority among the surviving fell giants. How-
lock who has been appointed by the Chamber of
Thrones (the council of Karkoths kings) to super-
Moghmarrin is a monster-haunted land, and until ever, the true prize of his alliance with Karkoth is vise the war in western Selduria. She is a tall,
recently none in their right minds ventured into immortalitythe enchantments he uses to prolong red-haired human of forty years, battle-scarred and
the fell giants domain. This race of cloud giants his life are reaching the end of their efficacy, and as unyielding as a blade of adamantine. Marshal
has inhabited the mist-wreathed peaks of the Nur- Taldredar hopes to wrest the secrets of undeath from Slevya oversees a dozen or so high-ranking Karkothi
thedur Mountains for thousands of years, building the priests of the Chained God in order that he might officers in command of large military detachments
great castles and cyclopean ramparts high on the rule over his realm forever. or fortifications, known as war thanes, who in turn
mountainsides. All fell giants hold sway over tribes command scores of Karkothi darkthanes (see Ner-
of lesser monsters and armies of thralls, but the
most powerful among them command dreadful
The Giant Clans athi Legends: The Seven Kings of Karkoth, Dragon
399) and common officers and administrators of
necromantic powers and lead clans of their less Taldredar is not the only noble among his people. the Karkothi forces in the Gorgon Kings realm. The
magical kindred. Each fell giant castle or stronghold is the demesne Karkothi police their own holdings, enforce their
of a powerful chieftain ruling over a clan of his or own laws, and generally attempt to avoid becoming
her kin, plus the assorted hill giants, ogres, trolls,
Taldredar, the Gorgon King orcs, and other creatures the clan holds in thrall.
entangled in the feuding between clan chiefs. This
situation creates a competing government of sorts
The sole remaining scion of the ancient line of The clan chiefs are thoroughly entangled in old within Moghmarrin, provoking resentment from
Moghmarrins kings, Taldredar is the most power- rivalries, disputes, and feuds. They fear and hate fell giant nobles (and the Gorgon King), who believe
ful sorcerer of his people and has extended his life their neighbors, just as they fear and hate the that local Karkothi commanders are infringing on
span for centuries with his dark magic. The giants Gorgon King and his court. Each clan chief acts to the giants authority.
of Moghmarrin are sullen and unreliable subjects, guard his or her own wealth and lands, giving little Slevya splits her time between the mustering
far more concerned with their personal wealth and thought to the wider fortunes of Moghmarrin or the grounds of Khethmor and the court of the Gorgon
power than with serving a king. Consequently, Tal- demands of the king. They follow Taldredars orders King in Gloomfast. Keeping Taldredar from becoming
dredar rules over his fellows through physical might grudgingly at best, usually doing the minimum nec- discontented with the Karkothi alliance is her most
and force of will; the clan chiefs do his bidding, essary to satisfy the Gorgon Kings requirements. important duty.
because they understand that he will destroy them None of the chiefs are interested in helping the king
otherwise. To maintain control of Moghmarrin and to assert his authority over any of their fellows
enforce his will across the realm, Taldredar relies on unless doing so provides an opportunity to damage The Broken Chain
a personal army of monsters and thralls rather than or destroy a rival. Comprising hundreds of disloyal thralls, exiles, and
depending onthe scattered clans of his kin. The most important fell giant clans are the Tur- outlaws scattered across Moghmarrin, the Broken
The Gorgon King is known for his foul temper. He gravs of Nurthgard, the Gloamgalls of Uld, and the Chain is a secret network of those who work against
does not hesitate to destroy any potential rival at the Ludgrums of Ludgrum Keep. the fell giants and their Karkothi allies. The Broken
first sign of a challenge, or to slaughter hundreds of Chain works to pass rumors and news from one
minions and thralls in punishment for failure. How- thrall-pen to the next, shelter those who earn the pun-
ever, he is quite cunning and rarely allows his temper ishment of their masters, and help thralls who want
to lead him into mistakes. The alliance with Karkoth to escape. Most Broken Chain members are human

S e p t e m b e r 2 011 | D R AG O N 4 0 3
2
Nerathi Legends: Realm of the Gorgon King

or dwarf slaves, but their ranks also include a sizable


sprinkling of half-orcs, goblins, orcs, and other crea-
Gloomfast fell giants are either housecarls sworn to the service
of the king or emissaries from lesser clans. Hundreds
The capital of Moghmarrin is the stronghold of
tures held in bondage. Broken Chain cells smuggle of warriors of lesser races throng the parapets and
Gloomfast:, the seat of King Taldredar, and the
those who want to remain out of sight across Mogh- guard towers.
mightiest fortress in the land. Taldredar is the chief
marrin, move contraband into (or out of ) the Gorgon Gloomfast is a fortress, but it also serves as the
of the Gorhaugghad clan, the royal family of old
Kings domain, or mount hit-and-run raids and seat of government (such as it is in Moghmarrin),
Moghmarrin. Only a dozen or so Gorhaugghads still
ambushes against outlying areas. No one individual is and a small number of free merchants and artisans
live, all of them grand- or great-nephews and -nieces
in charge of the Broken Chain, but a traveling halfling are allowed to live in its safer districts, catering
or distant cousins to Taldredar; the Gorgon King has
peddler named Jardi Tussockburn secretly serves as to those who come to beg an audience before the
outlived most of his close kin. The rest of Gloomfasts
a point of contact for important cell leaders. Jardi is Gorgon King. The capital is notorious for the scores
usually found in or near Ravenmeet, and he has the
means to arrange contact with Broken Chain cells for
those who need them.

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.

S e p t e m b e r 2 011 | D R AG O N 4 0 3
3
Nerathi Legends: Realm of the Gorgon King

chose the best harbor they could find within the


Gorgon Kings domain, then began the construction
of their westernmost port. Within the incomplete
Gloomfast at a Glance
walls and fortifications of Khethmor lies the military
The Gorgon Kings seat is the stronghold of the stronghold, but these commodities have little encampment of a Karkothi legion, surrounded by a
Gloomfast. Few foreign travelers pass under its trade value. The Gorgon King and his favorites rough shantytown of merchants, provisioners, and
statue-guarded gates; Khethmor and Ravenmeet import a small number of luxury items and food- criminals who make their living from the soldiers
are more important for commerce. But Taldre- stuffs from other lands. and workers stationed here. Although the wretched
dar rarely leaves his capital, and anyone who has Defenses: Gloomfast grew out of a massive taprooms, squalid gambling dens, and shabby bor-
business with the Gorgon King (or any fell giants) hill-fort raised many centuries ago, and over time dellos of Khethmors alleyways hold little appeal for
usually seeks audience here first. new rings of walls have been added to replace Karkothi officers, their common soldiersmercenar-
Population Mix: Gloomfast is home to about crumbling old ones. In addition to Taldredar and ies, barbarians, orcs, and worsethrong these places
fifty fell giants, plus close to a thousand lesser his formidable guard of fell giants, the stronghold is every night.
giants, monsters, and thralls that serve the Gorgon guarded by close to two hundred hill giants, ogres,
King. About half of these are orcs and half-orcs. and trolls, plus another five hundred or so human-
Humans, dwarves, ogres, trolls, and minotaurs are oid warriors. Two dozen trained wyverns protect
Ludgrum Keep
the most common of the remaining inhabitants. Gloomfast from aerial assault. Most fell giant strongholds lie in the northern
Government: The Gorgon King rules unchal- Inns and Taverns: Visitors to Gloomfast are reaches of Moghmarrin among the Nurthedur
lenged here. His will is enforced by his housecarls, given quarters in the castle, and they dine in Taldre- Mountains, but Ludgrum Keep is an exception. This
fell giant warriors sworn to guard his hall. However, dars hall when the king takes his meals. In addition, cyclopean pile of massive walls and brooding towers
the hidden power of the castle is the seneschal, a a couple of private establishments operate within sprawls over a low hillock in southeast Moghmarrin,
human wizard named Vharam. He tends to all the the walls. The taproom known as the Dragon Tan- commanding a vast swath of the southern steppe-
minor details of provisioning, correspondence, and kard, run by a half-orc brewer named Thoskk, is land. Clan Ludgrum is relatively weak, with only
governing that Taldredar does not care to trouble popular with the human-sized guards. The Great fifteen fell giants remaining of its once great host, but
himself with. Bear Inn is a hostel that has rooms for both human- it commands a vast army of orcs and half-orcs. A cen-
Commerce: Gloomfast has little commerce to and giant-sized guests; it caters especially to those tury ago Taldredar purged the clan of its rebellious
speak of. Meat, leather, and other goods are pro- who come to Gloomfast uninvited. chieftain and most of his close kina bloodletting
duced from the herds tended in the fields beneath the Ludgrums havent forgotten or forgiven. The
leader of the clan is the matron Yesvelda, who com-
mands magic almost as potent as Taldredars sorcery.

of petrified criminals and enemies, victims of the Khethmor Nurthgard


Gorgon Kings wrath, that adorn its walls and streets. Overlooking an icy vale on the shores of the Drag-
The major port under Karkothi control on the north-
Some of these statues are said to be heroes who onfirth, Nurthgard is a gianthold that serves as the
ern coast of Selduria, Khethmor has been in existence
were trapped by Taldredars curse, carrying mighty home of the Turgravs, the most numerous and stron-
for fewer than ten years. The giants of Moghmarrin
treasures and wondrous items frozen in their unfor- gest giant clan remaining in Moghmarrin. Nurthgard
have no interest in seafaring or in communications
tunate state. protects western Moghmarrin against attack from the
with other lands; when the Karkothi asked Taldre-
dar for permission to construct a base of operations sea, and the clan maintains a strong army of under-
on the shores of the Dragonfirth, the Gorgon King lings here to guard the giant kingdoms shores. The
assented with a mere wave of his hand. The Karkothi Turgravs breed white dragons for war, and the frigid

S e p t e m b e r 2 011 | D R AG O N 4 0 3
4
Nerathi Legends: Realm of the Gorgon King

Ravenmeet Vale of Dread


A small watchtower marks the meeting of the Road Fifty miles east of Gloomfast lies a dark and wild
of Ravens and the ancient road leading north to the gorge in the Nurthedur Mountains where none will-
old capital of Moghmarrin. Here a ramshackle town ingly venture. This is the Vale of Dread, home to a
of barracks and warehouses sprawls among the ruins
of giants halls. The Karkothi maintain a small gar-
rison at Ravenmeet, but this post is held firmly by the
Gorgon Kings servants. Fell giant captains and their Adventures in
ogre soldiers collect tolls on each caravan that passes
through the crossroads, taking the Gorgon Kings
Moghmarrin
due in return for the use of the giant kingdoms high- Travelers venturing into Moghmarrin are consid-
ways. Several nearby holds within a few miles walk ered fair game for capture and thralldom by any
are home to more giants and their numerous thralls, fell giant or fell giant servant that comes across
which till the fields nearby and tend flocks of goats them, unless the travelers are under the protection
and sheep. The lands around Ravenmeet are barely of the Gorgon King or the Karkothi thanes posted
arable, which makes this region the breadbasket of here. A handful of merchants and artisans enjoy
caverns beneath Nurthgard are home to a dozen or such protection and can move about the realm
Moghmarrin, however paltry its yield. Slave-catchers
more dragons of various ages. with care. Travelers can also pass through Mogh-
and slave-dealers make a good living in Ravenmeet
Othor is the leader of the clan. He styles himself marrin with the aid of the Broken Chain, posing as
for the right price, theyd sell their own kin into
the Great Turg, and his clan numbers more than thralls and staying out of the giants sight.
thralldom.
forty. Othor and his kin are therefore the strongest Here are a few ideas for adventures in the realm
threat to Taldredars rule. For many decades, the fell of the fell giants.
giant chieftain has been engaged in a high-stakes Uld F Giants Treasure: The heroes must seek out
game of undermining the Gorgon King and challeng- This remote gianthold is home to the Gloamgall clan. a deserted ruin of ancient Moghmarrin and
ing his leadership at every turn, searching for a hint Withdrawn and reclusive, even for fell giants, the descend into the dungeons below to recover an
of weakness. Othor is now quite old, and not far from Gloamgalls have as little to do with their neighbors artifact hidden in the deepest vaults.
death. Taldredar has simply outlasted him, a realiza- as possible. Within their fortress walls lies a dark F Spies: A Karkothi war thane who carries plans
tion that infuriates the Great Turg. and terrible secret: They have allied themselves with for mounting a new assault on the lands west
the brutal demon lord Baphomet and his servants, of Moghmarrin is traveling to the gianthold of
Road of Ravens honoring their demonic patron with dark rites and
breeding a new generation of demon-blooded bestial
Nurthgard to rally the Great Turg and his clan.
An old Moghmar road that fell into ruin during the The heroes must infiltrate the hold and steal
giants that revel in slaughter. The Gloamgalls dream the plans for the attack, preferably without
decline of the giants realm centuries ago, the Road of
of building an army of demonic servants strong revealing to the Karkothi thane that he has been
Ravens has been rebuilt by legions of Karkothi slaves
enough to overwhelm Gloomfast and the Gorgon compromised.
over the last thirty years or so. It now forms a vital
King. Whether they can conceal their plans from Tal- F Freedom: The heroes must secretly unite the
artery in the Dark Empire, linking the armories and
dredar until they are strong enough to strike remains thralls of Moghmarrin against their masters and
mustering grounds of Blisterforge with the ice-choked
to be seen. lead the ensuing revolt. The freedom of thousands
port of Khethmor. The road is named for the menac-
ing flocks of scavenging birds that quickly descend on of enslaved wretches depends on their success.
any beast of burdenor slavethat falls by the way-
side on this long, dreary road.

S e p t e m b e r 2 011 | D R AG O N 4 0 3
5
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

S e p t e m b e r 2 011 | D R AG O N 4 0 3
6
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.

TM & 2011 Wizards of the Coast LLC. All rights reserved. N o v e m b e r 2 011 | D R AG O N 4 0 5
1
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

N o v e m b e r 2 011 | D R AG O N 4 0 5
2
Nerathi Legends: The Knights of Rethmil

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.

Iron Circle Agitators


The masters of the Citadel of Irons Grasp have
fixed their eyes on Rethmil for years, and they
scheme to bring the kingdom within their domain
or destroy it, if controlling it is impossible. The cult
of Asmodeus is a widespread underground threat
that pervades all levels of Rethmils society, and
the followers of the cult are prevalent among dis-
affected noble houses, especially those who were
formerly allied with the deposed House Tedrazar.
The cult is banned throughout Rethmil, so the
priests of Asmodeus keep a low profile, patiently
cultivating their followers.
Ophelia Rysandor: Seemingly an empty-headed
noble given to decadent parties, gossip, and revelry,

N o v e m b e r 2 011 | D R AG O N 4 0 5
3
Nerathi Legends: The Knights of Rethmil

energetic man of thirty-three, suave and darkly


handsome. He goes to great lengths to conceal his
true wealth and the depth of his hatred for Reth-
Alam-Reth at a Glance
mils nobles and their defenders.
Over three thousand years old, Alam-Reth is a institutions are the Magnacy bureaucracy and
beautiful city of ancient walls, soaring spires, marble several excellent academies of magic, including
Exploring Rethmil palaces, and parklike avenues lined with palms. It is Ascarmel and Sagamar. Libraries and scriptoriums
Most of Rethmil is a wide, rolling plain that descends the capital and the largest city of Rethmil. manned by hundreds of clerks and scribes are also
gently from the foothills of the Altaran Mountains to Population Mix: Alam-Reth is home to about prominent features of the citys commercial life.
the shores of the Sea of Dragons. The land is arid and 30,000 people, the great majority of whom are Defenses: The Magnates Citadel is a great
treeless; the noble estates and small farming villages humans. A small number of dragonborn, minotaurs, walled keep in the heart of Alam-Reth. Unlike many
of the countryside are given over to golden fields of and halflings also live here. of the other fortifications in the ancient city, noth-
grain, sun-drenched vineyards, and rangeland for Government: The Magnacy of ficial who ing about the Citadels defenses is old or obsolete.
cattle. Although little rain falls in Rethmils plains, administrates the city government is the lord- The city walls are thick and strong, but they are
underground aquifers fed by the rains in the Altaran consul. Currently, Harman Marduum, an ambitious awkwardly sited and dont cover Alam-Reth as well
Mountains supply many cold, clear wells, watering member of the same family as the knight-marshal as they mightsomething Lord-Consul Harman is
holes, and oases. of the Hyarthan Order, holds this office. Lord-Con- working to remedy. About two hundred Hyarthan
Rethmils eastern border is the broad River sul Harman is engaged in a number of civic projects Knights serve as the Magnates guard, protecting
Zagran, beyond which the land grows drier. The that are long overdue, such as rebuilding the citys the Citadel. In addition, a garrison of twelve hun-
western border with Dercassia is less clearly defined, ancient sewers and tearing down crumbling walls dred ordinary Rethmilian soldiers defends the city
and this area contains the town of Feyadyn and the swallowed by the citys growth. Critics say hes proper.
uninhabited wastes of the Feya Basin within it. Most little better than a vandal, or they claim that he is Inns and Taverns: Good inns and fine restau-
of the people in Rethmil live in the eastern half of the determined to memorialize himself with his grand rants abound in Alam-Reth; nobles from all over
country, around the capital of Alam-Reth or along the projects. Rethmil stay in the capital for weeks or months.
fertile Zagran Valley. Commerce: Rethmil is largely self-sufficient, and The Rosewood Inn is popular with foreigners and
Alam-Reth has little trade with other lands. The merchants, offering good accommodations at a
Alam-Reth estates and rangeland near the city produce grain, reasonable price. The Golden Fireflower is the most
The capital of Rethmil is the ancient walled city of wine, dates, lentils, and olives, as well as plenty extravagant, offering sumptuous luxury for 50 gp
Alam-Reth, located in a large oasislike vale forty of beef and leather. The citys most important or more per night.
miles south of the coastline. The city is well ordered
and has long, palm-shaded boulevards, ancient statu-
ary, monumental civic buildings, and the palaces of
nobles. The soaring towers of the magnates palace, Castle Jemar their doorstep, but the wizards and swordmages of
the Magnacy courts, and ancient temples endow Rethmil defeated them. Only a shadow of the mon-
High in the southern mountains, along a road that
Alam-Reth with a striking skyline. The markets sters former strength remains. Jemar-Khul keeps a
few dare to travel, lies a vast ruin of thick walls and
of Alam-Reth are modest in comparison to other number of fantastic pets, and he is always eager to
crumbling domes. Long ago this was a city of the
cities of the same sizethe port city of Zagramor is feed careless travelers to them.
dreaded oni, and here oni still linger, ruled by a
Rethmils window on the outside world, and few for-
prince named Jemar-Khul. Centuries past, Jemar-
eigners make the three-day journey to bring their
Khul and his monstrous race warred against Rethmil,
wares inland.
seeking to destroy or enslave the human realm on

N o v e m b e r 2 011 | D R AG O N 4 0 5
4
Nerathi Legends: The Knights of Rethmil

one hundred or so knights, although scores of addi-


tional knights are visiting at any given time to confer
with the high-ranking officers of the order. Spacious
Adventures in Rethmil
stables beneath the flagstone courtyards house the
widely famed liondrakes that serve as the Hyarthan Rethmil is a land surrounded by enemies. Mon-
Knights mounts. strous incursions in the borderlands are a constant
threat, as are the intrigues of its decadent noble
Suthmar houses.
This remote town in the upper vale of the Zagran The Marrowfangs: The rugged hills and moun-
River is isolated from the rest of Rethmil, and raids tains between the Sand Sea and the Black Stone
and monstrous incursions from the Desert of Black Desert are home to scores of vicious gnoll tribes.
Stone frequently target it. Consequently, the Hyar- Of these, the largest and most aggressive are the
than Order maintains a large, keep-like chapter Marrowfangs. The heroes must blunt the Marrow-
house here, and a permanent garrison of twenty of fang raids and put an end to the threat by defeating
more knights protects the town. Suthmar is worth the Marrowfang chieftain and his mysterious
defending: the mountains to the east are rich in pre- advisor.
Feya Basin cious ores, and the Zagran Vale has some of the most Jemar-Khul, Prince of the Oni: A ruined castle
fertile farmland in the realm. The town is home to in the trackless mountains south of Rethmil is
Most of Rethmil is dry but arable. The Feya Basin is
the much-diminished House Tedrazar, the former home to the mighty oni mage Jemar-Khul. Under
the exception. This large stretch of dry scrub, thorn
magnates who were deposed when Nerath collapsed. his command, the shapechanging oni have killed
bushes, and boulder fields covers nearly three thou-
Some suspect the loyalty of the Tedrazar nobles, since and replaced the family of House Stratham, and
sand square miles of western Rethmil. The basin has
the family did not willingly surrender its claim to the they plot to eliminate more of Rethmils nobles in
few inhabitants, and little if any water can be found
Magnacy during the Restoration, but no one has ever a bid to secretly assume power.
in this great wilderness. Consequently, it serves as a
caught the Tedrazars plotting against House Sath- Buried Secrets: Lord-Consul Harman Mar-
formidable deterrent against attack from Dercassia,
andin or collaborating with enemies of Rethmil. It duums grand construction projects in the city
since would-be invaders must either funnel into the
seems that the Tedrazars are content to rule in Suth- of Alam-Reth have a secret purpose: Marduum
narrow coastal road or win past the battlements of
mar, far from the intrigues of the capital. is seeking an ancient treasury of great Arkhosian
Hyarth Keep. The basin is home to many desert mon-
battle magic. The lord-consul recently discovered
sters, including leucrottas, lamias, drakes, monstrous
Zagramor hints of the vaults existence in an ancient scroll,
scorpions, and well-hidden genie palaces. Rumors
and he is determined to seize the choicest items
persist of vast treasure hoards lost in the basins dry The second-largest city in Rethmilin fact, the only
for himself. He entertains thoughts of overthrow-
brush and rocks. settlement in Rethmil besides Alam-Reth that one
ing House Sathandin and raising House Marduum
might call a cityis Zagramor, a bustling port town
to the Magnacy, which would split the Hyarthan
Hyarth Keep near the mouth of the River Zagran. Zagramor serves
Knights in two, since Knight-Marshal Anton might
Citadel of the Hyarthan Order, this sprawling for- as Rethmils gateway. All trade into and out of the
well support his cousins bid for power despite his
tress stands in the foothills of the Altaran Mountains, country passes over its wharves, since the small
oath of loyalty to Magnate Tisera.
commanding the western approaches to Rethmil. towns of the western coast are hardly ports at all, and
Those knights who are stationed here follow lives the road through Dercassia now leads to unfriendly
of simple discipline, sleeping in austere dormitories lands. The city is home to a large garrison of Magnacy
and devoting hours each day to sword practice and soldiers, and it is administered by the Lord-Consul
arcane study. The garrison normally numbers about Marivard Escalaa pompous, wheezing old man

N o v e m b e r 2 011 | D R AG O N 4 0 5
5
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.

The Knights Lance Developer


Unlike swordmages in other lands, the Hyarthan Tanis OConnor
Knights often fight mounted. Long ago, they devised a
Editor
swordmage spell that gave them the reach and hitting
Miranda Horner
power of a heavy lance. Swordmages who study under
the Hyarthan Knights often learn arcane lance. Managing Editors
Kim Mohan, Jeremy Crawford
Arcane Lance Swordmage Attack 1
Producers
You form a gray lance of sonic energy around your weapon. Christopher Perkins, Greg Bilsland, Stan!
The concussive force of its strike briefly slows your foe.
At-Will F Arcane, Implement, Thunder Digital Studio Consultant
Standard Action Melee 2 Dan Helmick
Target: One creature
Attack: Intelligence vs. Reflex Art Directors
Kate Irwin, Jon Schindehette
Hit: 1d8 thunder damage, and the target is slowed until
the end of your next turn. Illustrator
Level 21: 2d8 thunder damage. Beth Trott
Special: When charging, you can use this power in place
of a melee basic attack. Add your Intelligence modifier Cartographer
to the damage if you charge while mounted. Adam Danger Cook

Graphic Production
Erin Dorries

N o v e m b e r 2 011 | D R AG O N 4 0 5
6
Nerathi Legends:
Rangers
of Cernall
By Richard Baker
Illustration by Patrick McEvoy
Cartography by Adam Danger Cook

Some say there is no valor in the bow, the


ambush, the escape into forests gloom. I
say there is no valor in sending a hundred
warriors to pillage a homestead. When
my enemies fight with valor, so will I.

A land torn by war, the March of Cernall lies on


the front line of the Vailin Alliance. Soldiers of the
Empire of Karkoth occupy nearly half of Cernalls
territory, and Karkothi marauders routinely ravage
the area. In spite of these grievous reverses in the war
against the dark empire, Cernall is not yet defeated.
South of the River Wildbyrne, most of Cernalls
people remain free and unconquered, sheltered by
the rugged terrain of the Gianthelm Mountains. On
the north side of the river, some of Cernalls bravest
heroes resist the wicked invaders. These legendary
Rangers of the Silver Hart are perhaps the finest
hunters of beasts, monsters, and foes in the world.
Cernalls story began several centuries ago, when
settlers from the human realm of Brandil pushed
northward into a promising frontier of deep forests

TM & 2011 Wizards of the Coast LLC. All rights reserved.

D e c e m b e r 2 011 | D R AG O N 4 0 6
1
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

D e c e m b e r 2 011 | D R AG O N 4 0 6
2
Nerathi Legends: Rangers of Cernall

enchantress by her enemies, the marchions gen-


erous nature and wise rulership have won her the
undying love of all loyal Cernallans. Stern and resil-
ient in the face of threats, Adela Terise refuses to
allow the burdens of the throne to dampen her spir-
its, and she delights in the simple good fortunes of her
peoplea childs joy, a gallant act, a bountiful table.
She works tirelessly to defend the unconquered por-
tions of the realm and aid those of her people who
have fallen under enemy rule.
Marchion Adela Terise is married to the Lord
Consort Narmen Greenmantle, a former Silver Hart
ranger who won her heart two decades ago. They
have two children; the elder (and the crown heir) is
their son Dormeon, a restless young man of fifteen
who takes after his father and has a knack for getting
into unexpected scrapes.

The Circle of Ancients


A powerful order of shifter druids, the Circle of
Ancients has long watched over the pristine forests
and deep vales of the upper Wildbyrne and the Great
Wild Wood. The Ancients are distrustful of humans,
fearing that the slow tide of settlement and clearing
must one day spell the doom of the mighty forests
they love. The shifters have traditionally opposed
any human encroachment in the eastern part of the
realm, but over generations they have taught many
Cernallan foresters to follow druidic traditions and
respect the virgin wilderness. The wanton destruc-
tion caused by Karkoths marauders has further
forces, passing word to the foresters of Cernall (or High Darkthane Rhomevor
clarified the druids friends and enemies, earning the
directly to the rangers) who then retreat away from Much of Cernall north of the Wildbyrne is held by
dark empire the undying anger of the forest druids.
the incursion, or else amass forces of their own to Karkoths forces. The leader of Karkoths army on
The chief druid in Cernall, known as the Watcher of
waylay the marauders. The circle might not have Cernalls border is the High Darkthane Rhomevor
the Western Vales within the Ancient Circle, is the
many warriors to contribute to the battle, but they Fesktha cold, calculating, avaricious warlock of
aged shifter Ulfror Leaffoot.
command age-old druidic magic and wardings in the forty who is determined to plunder Cernall of its last
The Ancients do not have the numbers to directly
form of standing stones, secret refuges, and warlike copper piece as long as he is in charge of bringing it
confront Karkoths marauding monsters and soldiers,
fey allies. under Karkoths control. Not all of Rhomevors mas-
but they are exceptionally skilled spies and scouts.
Younger druids track the movements of Karkoths ters are pleased by his dedication to increasing his
own wealth, but he is protected by a powerful patron

D e c e m b e r 2 011 | D R AG O N 4 0 6
3
Nerathi Legends: Rangers of Cernall

Caer Madhrin at a Glance


The capital of Cernall is the fortified town of Caer Commerce: Cernall produces excellent
Madhrin, overlooking the mouth of the Wildbyrne. timber, along with furs, precious metals, nuts,
Several other towns in Cernall are larger and have and fish. Most trade passes through the larger,
more commercial importance, but the marchions safer ports on the Bay of Dolphins, but some mer-
have made their home in Caer Madhrin for over chants choose to call at Caer Madhrin instead. The
a century. Despite the threat of Karkothi armies town imports grain, leather goods, and finished
looming just three days march to the north, Mar- metalwork.
chion Adela Terise remains in this beautiful old Defenses: Caer Madhrin stands on a high,
town, a symbol of her lands determination to fight steep hillside with the wide, deep Wildbyrne at
on until the last invader is driven out. its feet. The town and its strong castle are almost
Population Mix: Roughly 8,000 people live in or impossible to take from the north or east. The size
around Caer Madhrin. Humans and halflings make of its garrison varies, but at least four hundred sol-
in the Chamber of Thrones. Rhomevor faithfully up most of the population. Elves, half-elves, and diers and fifty to sixty Silver Hart Rangers are on
serves King Brusev of the Groaning Tower before all shifters are also found in some numbers. hand at all times.
others, and in turn Brusev protects Rhomevors per- Government: The marchion is the titular ruler of Inns and Taverns: The popular Tradewinds
sonal fiefdom from jealous rivals and the priests of the town, but she has many concerns beyond Caer Taproom brews the finest ale in all of Cernall. The
the Chained God. Madhrin and delegates local matters to a trusted House of Sojourn is a large, comfortable inn on the
Rhomevor makes his lair in the Tower of Crows, official, the High Castellan Dereod Oakhelm. He hillside overlooking the river. The proprietor is an
located in the northern verge of the forest. In addition is a battle-scarred captain of fearsome appearance elf named Rolendo, who takes great pride in treat-
to a strong garrison of Karkothi soldiers, the Tower and great energy, wiser (and kinder) than he looks. ing clients as guests rather than customers.
serves as the base of operation for several far-rang-
ing bands of gnoll, goblin, and bandit pillagers who
plague most of northern Cernall.
Cernallans live this far east, and none farther east The Gianthelms rarely reach more than six or seven
Exploring Cernall than this consider themselves to be subjects of the
marchion.
thousand feet; only the highest slopes see any heavy
snowfall in winter. Travel is difficult throughout much
Cernalls traditional borders are the Bay of Dol-
Cernall is high, rugged, and thickly forested. The of the forest highlands, due to numerous small gorges
phins and Lake Morningmist in the south, and the
only real lowlands are the southern coasts and the carved by swift-falling creeks descending from the
plains of the Crimson Ramparts in the north. The
lower vale of the Wildbyrne. The land climbs steeply mountain slopes. However, north of the Wildbyrne,
eastern border is harder to define; the forest cover-
up toward the Gianthelm Mountains from both north the land levels out into rolling forest-covered hills.
ing most of Cernall is the westernmost arm of the
and south, and the greater part of the march lies at
Great Wild Wood, and its hard to pick a spot where
an elevation of two or three thousand feet, rising The Wildbyrne
the wood ends and Cernall begins. The best answer
quickly as one travels eastward. The combination of The great river of Cernall is the Wildbyrne, a mighty
to this question of border is probably the Old Ford
elevation and prevailing winds from the sea brings a flood that rises in the heart of the Dragonspine
of the Wildbyrne, the westernmost place where the
good deal of rain to Cernall at all times of year, and Mountains and flows through the heart of the Great
river shallows can be crossed on foot (although the
it keeps temperatures cool even in the summertime. Wild Wood. Through most of Cernall, the Wildbyrne
Old Ford is passable only in summer and fall). Few

D e c e m b e r 2 011 | D R AG O N 4 0 6
4
Nerathi Legends: Rangers of Cernall

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

D e c e m b e r 2 011 | D R AG O N 4 0 6
5
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

D e c e m b e r 2 011 | D R AG O N 4 0 6
6

You might also like