World Information

This page contains some loose information commonly known to all characters. As you learn more about the game world (or as we make stuff up between us) then add it here as a permanent record. All of this information is from either the Players Handbook, Dungeon Masters Guide, Monster Manual or the D&D 4e Preview Books.

Available Player Character Races
Available Player Character Classes

Artifacts
Deities
Locations
Organisations
Magical Items

Deities. The PHB (pg.20) lists the commonly worshipped gods.
Languages. The PHB (pg.25) lists the commonly spoken languages.

Timeline (quite vague, but useful for the kind of history that pretty much everyone knows.

General Campaign Information that doesn’t fit anywhere else, and tends to be a bit vague.

The information includes some things only known to characters with particular skills (I may ask for a skill check to have this knowledge in game). I trust all of you to play this out in character.

Eladrin come from the Feywild, and their settlements can be found both here and there.
Halflings favor river travel.
Humans were created by an unknown god & are the most common race. Humans were the dominant force in the Nerath Empire. Nerath has since shattered into dozens of smaller territories and humans are no longer unified.
Tieflings descended from human nobles who had made deals with devils. Their empire (Bael Turath) subjugated half the world. War with the Dragonborn empire of Arkhosia destroyed both empires.
Wayside shrines built on trade rodes are dedicated to the worship of Avandra, Melora and Sehanine
A temple doesn’t hold scheduled worship services. Rather, the temple is always open and constantly busy. Priests perform the daily rites the gods require, each at a separate altar. Worshipers bring children, ailing family members, and livestock in for the priests blessings, and they bring their own prayers and sacrifices to ask the gods favor. Worshipers and petitioners stand or kneel in large open spaces. On holy days, crowds press in to fill every available space, sometimes for the entire length of the day. These are as much social events as religious ones, and the words of the rites can be drowned out in the hubbub of conversation.
Other organizations have a religious foundation, too. Knightly orders dedicated to Bahamut or Bane, colleges devoted to Ioun, civic organizations that honor Erathis, travelers aid societies dedicated to Avandra, and craft guilds that invoke Moradins name all wield influence in the cities and larger towns of the world.
Many large cities have some sort of Mages Guild.
Knightly orders are formed with noble patronage and are often charged to travel the land.
The world is sometimes called The First Work.
Asmodeus killed another god.
Corellon blinded one of Gruumshs eyes.
The Nentir Vale is a northern region. It exists on the remains of the empire of Nerath. Fallcrest, Linden Field, Thunderspire Mountain and Winterhaven all reside within the Vale.
Ruled by Asmodeus, devils come from the Nine Hells and work to collect souls. They often serve evil gods.
Dwarves are native to fortress cities in the mountains.
Eladrin are sometimes reffered to as High elves, sun elves, moon elves or star elves.
Gnomes live in homes burrowed beneath the roots of trees.
Goblins, especially hobgoblins, worship Bane.

If you are trained in particular skills, or a member of a particular race, you have access to further knowledge:
Trained in Religion
Trained in History
Trained in Arcana
Trained in Nature
Eladrin Knowledge
Halfling Knowledge
Dragonborn Knowledge
Dwarven Knowledge

Back to Main Page

World Information

4th Ed D&D In London Tallarn