Places

Fallcrest
FallcrestFallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. In the decades since the Bloodspear War, Fallcrest has struggled to reestablish itself. The town is a shadow of the former city; little trade passes up and down the river these days. The countryside for scores of miles around is dotted with abandoned homesteads and manors from the days of Nerath. Once again the Nentir Vale is a thinly settled borderland where few folk live. This is a place in need of a few heroes.

Far Realm
Far realmThe Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and it is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die.

The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world. Beings so unfathomable that their very existence is a perversion of reality itself. These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as “Outside”, because in many cosmologies it is literally outside reality as mortals understand it.

Feywild
FeywildSome eladrin sages claim that the Feywild is the dream of the natural world itself. The Feywild is in many ways indistinguishable from the natural world. However, like a dream, the Feywild is a dangerous, vibrant reflection of the familiar. The geography of the Feywild parallels that of the mortal realm, if loosely. Various mountains, rivers, and seas on the natural world are found on the Feywild. However, the distances between landmarks in the Feywild—and the landmarks themselves—are often distorted. The dizzying forests, storm-kissed seas, and cloud-sheathed granite peaks of the Feywild hold countless mysteries for those with both the courage and cunning to survive.

Letherna
LethernaAll souls come to the Shadowfell, and sooner or later every one of them passes through Letherna. The influence of this frozen realm transcends the bounds of the plane and bleeds into the frosty reaches of the natural world’s distant north. Those who seek to commune with the Raven Queen must brave much to travel these harrowing lands. Letherna is dangerous, as much for its frigid elements as for the death-dealing monsters who stand guard over the Raven Queen’s demesne.

Nentir Vale
Nentir valeFallcrest lies near the middle of the broad borderland region 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, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than 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.

Senaliesse
Questnotes5In the center of the Feywild’s primeval forest grows a massive stand of ancient silver trees. The forest at the base of these trees seems completely undisturbed. A glance upward reveals nothing but the shining columns of the trunks rising into mist. This silver grove is Senaliesse, the home of Queen Tiandra. High into the treetops is the rambling palace of Tiandra, the Summer Queen. The palace sprawls out through the tops of countless gigantic oaks and yews. Tree limbs wide enough for several humans to walk comfortably abreast span the space between the silver trees. Visitors use these main avenues, although a web of thin rope walkways also connects branches high and low.

Shadowfell
ShadowfellLike the natural world, the Shadowfell is home to innumerable creatures, many of which resemble natural ones, and behave as they do. Despite the legions of dead and the overwhelming gloom, pockets of civilization arise here and there. These bastions hold fast against the bands of undead and the more malevolent forces of the land. Whether shadar-kai castle, dark one enclave, or planar metropolis home to countless peoples from innumerable places, these communities function as they do in the natural world.

Places

Brave & Foolhardy grendlesparks