Nentir Vale

“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 mild2."

“Up until four centuries ago, the ”/campaign/the-overland-park-campaign/wikis/moon-hills" class=“wiki-page-link”>Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of nonhumans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the area. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days, as do stories of the hero Vendar and the dragon of the Nentir.1"

“With the rise of the empire of ”/campaign/the-overland-park-campaign/wikis/nerath" class=“wiki-page-link”>Nerath to the south, human settlers began to move up the Nentir, establishing towns such as Fastermel, Harkenwold, and Winterhaven1."

With the collapse of Nerath a century ago, the vale lost both the protection of the empire, and its civilizing influence. When the orcish hordes overwhelmed the forces of Fallcrest in the Bloodspear War a decade later, there was on one to come to the vale’s rescue.

“Once again, the Nentir Vale is a thinly settled borderland….1with a handful of living villages and towns…Abandoned farmsteads, ruined manors, and 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 towns2."

1 Dungeons & Dragons Dungeon Master’s Guide, 4th Edition, p.198.

2 Dungeons & Dragons Dungeon Master’s Guide, 4th Edition, p.206.

Nentir Vale

The Prairie Village Campaign: 4e bpauls