Horns of Doom
The Nentir Vale
The broad borderland region where the campaign begins is known as the Nentir Vale. The vale is now mostly empty, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, ad broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than a few miles away from one of the surviving settlements. Travel along the roads or river is usually safe¬—usually. But every now and then, travelers come to bad ends between towns.
The Nentir Vale is a northern land, but it sees relatively little snow—winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild. The “clear” parts of the map are covered in mixed terrain—large stretches of open meadowland, copses of light forest, gently rolling hills, and the occasional thicket of dense woodland and heavy undergrowth. The downs marked on the map are hilly grassland, with little tree cover. The hills are steeper and more rugged, and include light forest in the valleys and saddles between the hilltops.
In the century since the fall of the great Nerath Empire to the south, darkness has gradually consumed most of the Vale. Struggling against this growing evil are a few “Points of Light,” which your characters will rise to defend as Champions. You probably grew up in or around one of these towns, most likely Fallcrest. For detailed information on the town of Fallcrest, see Chapter 11 of the Dungeon Master’s Guide. I can supply information on the towns of Hammerfast, Harkenwold, or Nenlast as needed. The first chapter of the campaign will take place in and around Winterhaven, and for story-related reasons, characters should not be from this town if they are trained in History, Streetwise or Arcana. Characters without these skills may be from Winterhaven with prior approval.
To The South, in the former Nerathi heartland, a few small Kingdoms struggle for control of the once-prosperous coastal tradeports, even as the land around them succumbs to monstrous infestation and/or debauchery. Characters may alternatively be from this, more populous region, for which less detailed information is available.