World of Fellcrest

Fellcrest was a township introduced in the Dungeons and Dragons Dungeon Master's Guide (4th Edition) by James Wyatt. The World of Fellcrest references the unnamed world in which the township rests. As such the majority of the world's lore is derived from 4th edition material. With the setting having been built around this township it follows a similar build to that of the Greyhawk setting; with world building starting with a location and then moving outward from that location. For example, whom does Fellcrest trade with? Where would someone not native to the city be from? Are there any threats to the city? Among other questions. While built by James Wyatt for 4th edition our RP group will provide resources for playing in the setting using the rules of preceding and seceding editions.
Note: Nentir Vale and Points of Light are also names used for the setting.
== The World ==
The current age has no all encompassing Empire. The world is shrouded in a dark age, between the collapse of the last great empire and the rise of the next, which might be centuries away. Minor kingdoms prosper, to be sure: baronies, holdings, city states. But each settlement appears as a light in the darkness, a haven, an island of civilization in the wilderness that covers the world. [Excerpt from Dungeons and Dragons 4th Edition Players Handbook pg. 7]
The World of Fellcrest has been home to great and massive Empires. The oldest was that of the Giants which fractured in civil war. The next was Zannad of the Yuan-Ti, a prehistoric serpentine race, but a madness among their ruling caste brought their civilization down. The Yuan-Ti have long since inhabited the ruins of their once great civilization where worship of Zehir is prominent.
Two great Empires rose much latter; the Draconic Empire of the Dragonborn called Arkhosia and the fell devilish realm of the Tieflings, the Empire of Bael Tureth, which subjugated half the world. The terrible powers of dragonfire and infernal magic devastated and demolished both in a massive conflict of dire destruction. The once sacred bond between Dragon and Dragonborn had been broken, the Dragonborn no longer wish to serve Dragons and the Dragons now try to carve new realms out of the wilderness. Tieflings are now largely free of warlock pacts, many despite their infernal blood, wish to have nothing do do with devils but the devils certainly seek to find mortal souls to carry on their ambitions in the world. Meanwhile the other races found themselves in small realms largely autonomous and without the protection and certainty once offered by Imperial infrastructure.
The most recent Empire was that of Nerath which began as the League of Nerath. The current Pantheon of the world came about from the social exchange of this League. As the league became an Empire it warred in great crusades against evil but it's centralization proved it's down fall as it expanded too rapidly to maintain it's rule. Years as the League had fostered an independent spirit that did not take well to the change. Fellcrest was once a city of the Nerath Empire, established after the league was abolished.
== Player Characters ==
Having been created as a 4th edition setting the player races are those of the core rule set with supplementary options from the Monster Manual. The classes are also (for natives of the setting) derived from the Player's Handbook (4th edition). 
=== Core Player Races ===
* Dragonborn - The Dragonborn of the World of Fellcrest are a race of wandering mercenaries, soldiers, and adventurers. They had in ancient times forged an Empire that contended for world domination but now they live in wandering tribes of honorable warriors- their Empire long gone from the world. They pass down legends of their ancient glory through the generations. No Dragonborn is native to the city of Fallcrest, but travelers occasionally pass through and take up work for a time, especially as bodyguards or caravan guards.
* Dwarf
* Eladrin
* Elf
* Half-Elf
* Halfling
* Humans
* Tiefling
=== Classes ===
* Cleric
* Fighter
* Paladin
* Ranger
* Rogue
* Warlock
* Warlord
* Wizard
== Religion ==
=== List of Deities [The Nerathan Pantheon] ===
* Avandra
* Bahumat
* Corellon
* Erathis
* Ioun
* Kord
* Lolth
* Melora - Melora is the unaligned god of wilderness and sea. She is both the wild beast and the peaceful forest, the raging whirlpool, and quiet desert. Rangers, hunters, and Elves revere her and sailors make offerings to her before beginning their voyages. Her strictures are: protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and civilization. Hunt aberrant monsters and other abominations of nature. Do not fear nor condemn the savagery of nature. Live in harmony with the wild.
* Moradin
* Pelor
* The Raven Queen
* Tiamat
* Sehanine
* Zehir - Zehir is the evil god of darkness, poison, and assassins. Snakes are his favorite creation, and the Yuan-Ti of the world revere him above all other gods, offering sacrifice to him in pits full of withering serpents. He urges his followers to: hide under the cloak of night, that your deeds might be kept secret. Kill in Zehir's name and offer each murder as a sacrifice. Delight in poison, and surrender yourself to snakes. [Dungeon Master's Guide 4th Edition]
=== The Dragon Gods ===
In the World of Fellcrest, as on any plane, the stories of the gods vary. One story told about the creation of the universe concerns the dragon-god Io. The dragons, this legend says, were his particular creation, lovingly crafted to represent the pinnacle of mortal form. Though they were creatures of the world, the power of the Elemental Chaos flowed in their veins and spewed forth from their mouths in gouts of flame or waves of paralyzing cold. But they also possessed the keen minds and lofty spirits of the other mortal races, linking them to the gods of the Astral Sea and Io in particular, of course. Io’s arrogance was his downfall. While the other gods banded together to combat the primordials, Io spurned their help. He was so confident in his own might that he faced a terrible primordial called Erek-Hus, the King of Terror, alone. With a rough-hewn axe of adamantine, the King of Terror split Io from head to tail, cleaving the dragon-god into two halves. Erek-Hus did not have the chance to celebrate his victory, however. No sooner did Io’s sundered corpse fall to the ground than each half rose up as a new god; Bahamut from the right and Tiamat from the left. Together the two gods fought and killed the King of Terror. Io’s qualities were split between the two gods who rose from his death. His hubris, arrogance, and covetous nature were embodied in Tiamat, who is still revered as a goddess of greed and envy. But Io’s desire to protect creation and his sense of fairness took root in Bahamut, now worshiped as a god of justice, honor, and protection. The two dragon gods both shared one of Io’s worst qualities however, his preference for working alone. After they defeated Erek-Hus, they locked in battle with each other, ignoring the pressing threat of the primordials. Only when Tiamat fled the battle did the two gods turn their attention back to the larger war, though each still preferred to work alone. [story by James Wyatt; appears in Wizards Presents Worlds and Monsters]
The Dragon gods of Bahumat and Tiamat comprised the old Arkhosian Pantheon. Representing Good and Evil, Law and Chaos respectfully.Category:D&D
Category:World of Fellcrest