Nothing fancy here. This is a run through the 4th edition modules published by Wizards of the Coast. We'll be starting with the core rules and adding things as published. Including web content is potential, but unlikely on a case by case basis.
The Nentir Valiant is full, with six current members. If openings become available notice will be posted in the advertisement forums.In a past age, many ruled the lands. Great empires, kingdoms, and other such jurisdictions ruled their realms, claiming fealties just or otherwise.
That age ended with the Spellplague.
Nearly a hundred years have past since The Year of Blue Fire. Some lands were wholly consumed by the disease that fed on magick, others were spared. Most were changed somehow. Pockets of active Spellplague yet exist in areas referred to as plaguelands.
Creatures both great and small were affected. All manner of kingdoms fell before the infestation and civilisations, by and large were ultimately destroyed. Great areas of danger developed which now cover the world with a blanket of darkness. It is rumored that even gods and demons in their celestial and infernal planes were changed. None can be sure.
One fact is certain. The world is now a dangerous place. Small communities band together, leagues separating them. Only the brave, or foolhardy, venture to travel between settlements.
One such group exists in the town of Fallcrest, where the river Nentir spills over the edge of a sheer cliff as it flows to the south. Though of disparate backgrounds, these skilled, but inexperienced individuals have become fast fellows under the tutellage of Douven Staul, an aging adventurer.
One evening, while sampling local offerings at the Blue Moon Alehouse, this group decided upon a name for themselves.
Little did they know what adventures would find The Nentir Valiant.