The Setting

Nerath-That-Was is an expansion on the generic kingdom referenced in many of the D&D 4E Core books. Just like Arkhosia and Bael Turath, Nerath is an ancient, fallen kingdom whose ruins players might explore as part of their adventures. Naturally, it was designed to fit into many settings. However, I decided to craft a region based on a world where the history of Fallen Nerath was both significant (that is, it provided more than just a few crumbling castles to investigate) and specific.

I also wanted to make a setting that could serve several different purposes. I wanted civilized, populated areas to allow for the possibilities of big urban adventures, as well as political intrigues. However, I also wanted a large area of relatively untamed wilderness to function as a place where the “points of light” idea that is reflected in many published adventures isn’t out of place. I decided to give each nation a relatively distinct character to service various adventure possibilities. Adventures of a magical bent, perhaps involving the Feywild or other such planes, are easily begun on the Isle of the Sourceborn. A wheeling and dealing merchant scenario fits into the Turathi Protectorate. Medieval tournaments, chivalry, and dagger in the back espionage are all possibilities in the Duchy of Nerath. And that’s just half of the nations on the map.

Hopefully you come to enjoy playing in Nerath-That-Was as much as I enjoyed creating it. It’s been an interesting exercise in world building, and I very much hope it’s come out well.

The Setting

Nerath-That-Was Alecthar