GinkyGotBack
A Very Good Boy
In the beginning of the cosmos, the primordials emerged from the Elemental Chaos below and the gods emerged from the Astral Sea above. The primordials, creatures of creation and destruction and beings of raw elemental power, created the mortal world and, as a side-effect, its echoes in the form of the Feywild and the Shadowfell. The became interested in this creation and begun to shape some of it after their own natures, instilling it with a property of permanence that was utterly antithetical to the chaotic primordials. The primordials wanted to destroy the world to start over with a new creation. The gods, now invested in the world and the lifeforms they had created from it, opposed this. This opposition and certain events led to the cosmos greatest conflict, an event named the Dawn War, where primordials, gods and their servants clashed. In the end, the gods won, and most of the primordials were slain or imprisoned. The primal spirits, an expression of the world's features in form of spiritual energy, then declared that neither primordial nor god should interfere directly in the world's affairs because of the danger the power of both posed to the mortal world, and enacted the "primal ban", a property that makes the worlds collective primal energy resist entry into the world by the cosmos most powerful beings. The gods then had no choice but to try to influence the world indirectly through their believers and servants. Great weapons and monsters created during the Dawn War still remains, scattered throughout the planes, and are the center of many a plot.
The written history of Nentir Vale describes that several mighty empires have existed throughout the valley's history, civilizations of marvels that developed until they met their end and their parts were reclaimed by the wild. Ruins of these empires, filled with monsters and sometimes ancient artifacts, dot the wilderness outside the villages, towns, and cities that provide relative safety for their inhabitants, known as "points of light" in the darkness of the wild.
Some of these ancient empires include the Dragonborn empire of Arkhosia and the Tiefling empire of Bael Turath, who destroyed each other in a war a very long time ago. The latest empire was the human empire of Nerath, which fell into ruin a mere century ago. Separate kingdoms and city-states now mind their own business in the dark centuries that awaits before the rise of a new empire.
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It is a sunny day on the Trade Road as you all ride your way to Fallcrest in Traevus' wagon. The strong winds you had felt coming from Thunderspire have calmed to the occasional faint breeze, and the sun shined warmly on those who soak in its rays. Most of you sit in the back of Traevus' wagon, as is there is only room for two to sit side-by-side with the Dwarf in the front. The wagon rattles and creaks as it rolls along the old worn road. The merchant guides a team of mules with a steady hand, more interested in the long stretch of dirt ahead than in any attempts at conversation, but that's part of Dwarven nature. Or so you may presume. Though the sun is now low in the sky, you should reach the town of Fallcrest before nightfall. Since your journey with Traevus began, he has insisted on making as few stops as possible, becoming quite impatient and sometimes even threatening to leave those who dally for too long behind.
To your left, the Moon Hills stretch off southward and reach up toward the darkening sky. The fall air grows cooler with night's approach. The crickets chirp and sing as the rare firefly glows into sight before you pass it. All seems quite peaceful and it has been for some time since your travels began. It has oft been rumored that bandits, fierce wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than a few miles away from one of the so-called 'points of light' scattered throughout the land. However, this does not seem to be the case to those who are as of yet unacquainted with the valley. Given how urgently and perhaps desperately Traveus hired each of you, either together or separately, you might have assumed this was going to be a dangerous job. And yet, you find yourself not in the company of pillagers and beasts, but in each other and the constant song of the crickets.
Vanira Reinhardt Noam KingHalliwell Soap MToki
The written history of Nentir Vale describes that several mighty empires have existed throughout the valley's history, civilizations of marvels that developed until they met their end and their parts were reclaimed by the wild. Ruins of these empires, filled with monsters and sometimes ancient artifacts, dot the wilderness outside the villages, towns, and cities that provide relative safety for their inhabitants, known as "points of light" in the darkness of the wild.
Some of these ancient empires include the Dragonborn empire of Arkhosia and the Tiefling empire of Bael Turath, who destroyed each other in a war a very long time ago. The latest empire was the human empire of Nerath, which fell into ruin a mere century ago. Separate kingdoms and city-states now mind their own business in the dark centuries that awaits before the rise of a new empire.
___________________________________________________________________________________________________________________________________________________________________________________________________________________________________
It is a sunny day on the Trade Road as you all ride your way to Fallcrest in Traevus' wagon. The strong winds you had felt coming from Thunderspire have calmed to the occasional faint breeze, and the sun shined warmly on those who soak in its rays. Most of you sit in the back of Traevus' wagon, as is there is only room for two to sit side-by-side with the Dwarf in the front. The wagon rattles and creaks as it rolls along the old worn road. The merchant guides a team of mules with a steady hand, more interested in the long stretch of dirt ahead than in any attempts at conversation, but that's part of Dwarven nature. Or so you may presume. Though the sun is now low in the sky, you should reach the town of Fallcrest before nightfall. Since your journey with Traevus began, he has insisted on making as few stops as possible, becoming quite impatient and sometimes even threatening to leave those who dally for too long behind.
To your left, the Moon Hills stretch off southward and reach up toward the darkening sky. The fall air grows cooler with night's approach. The crickets chirp and sing as the rare firefly glows into sight before you pass it. All seems quite peaceful and it has been for some time since your travels began. It has oft been rumored that bandits, fierce wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than a few miles away from one of the so-called 'points of light' scattered throughout the land. However, this does not seem to be the case to those who are as of yet unacquainted with the valley. Given how urgently and perhaps desperately Traveus hired each of you, either together or separately, you might have assumed this was going to be a dangerous job. And yet, you find yourself not in the company of pillagers and beasts, but in each other and the constant song of the crickets.
Vanira Reinhardt Noam KingHalliwell Soap MToki