Shard Ne'Vaal (4e Campaign Setting)

From D&D Wiki

Jump to: navigation, search
D&D logo-test2.png Article Status
This D&Dwiki article is currently under construction by Yanied. This contributor is currently making everything. Please refrain from editing
Rating: Not-Rated / 5
This campaign setting has yet to be rated for comprehensiveness/completion. Please help and rate this here.

What are the rating guidelines in more detail?
Why is Shard Ne'Vaal (4e Campaign Setting) rated how it is?
What is the correct campaign setting formatting?
If you feel this campaign setting does not deserve the current rating, start a discussion and the rating will be discussed

Shard Ne'Vaal[edit]

Shardnevaal logo.png
The Shards of a World

Shard Ne'Vaal is a distant world that was long ravaged by extra-divine calamity, shattering it into multiple floating fragments, or shards. The landmasses are held together by the final resort of a divine barrier, to prevent it from being swallowed by the unknown trio of voids, which keeps the world in its gripping orbit. After the calamity, known as the Void Gorge, much of the world has been reduced to shambles, and only the strongest and craftiest civilizations survive. Tribalism reigns and small kingdoms go to war over scraps to keep their populations meagerly fed. The world as they knew it, known as Paradise Lost, exists only in the memory of those who live on these drifting rocks in the void of space and time.

The gods, once whole, remain but a quarter in population of who they once were. Half perished, swallowed by the event of Gorge, and another quarter fell to the earth like fallen stars with their influence dried up due to death and despair. Those who remain are but vile and vicious beings interested only in their selfish desires, wringing the mortals for whatever faith is left.

It should be noted that Shard Ne'Vaal is not canonically in the same universe as The Forgotten Realms, Greyhawk, Ravenloft, Dragonlance, Eberron, Planescape, or any of the traditional campaign settings. By default it is considered separate from them. But of course this fact is subject to the will of the dungeon master using the setting.

An important thing to note is that time in Shard Ne'Vaal is rather linear, meant to play almost like if one were in a Final Fantasy game. It is meant to augment the feeling of one as a hero. However, this is merely a suggestion. The campaign setting was actually made in mind to explain evil-minded characters who are more interested in selfish desires due to the hopelessness in the state of the world's affairs.

Patch Log
Dated updates to track and log progress so I don't look lazy.
View recent changes for all related setting pages
Common Knowledge for PCs

Players' Handbook

Races
Who survives here and where, as well as how and so forth.
Languages
No matter how broken things are, you still need to communicate to survive.
Classes
How what you do fits into Shard Ne'Vaal's politics and ambience, but not anything special.
Equipment
4E is not lacking in equipment, but here are some local specialties anyway.
Backgrounds
Who are you, where are you from, you stranger?!
Themes
Further flavor yourself with options beyond just a background!
Magic
Explanations about the nature of this coveted power, as well as changes to spells and whatnot.
Psionics
The "other" force and its nature, probably shorter and less lengthy than magic.

Shard Ne'Vaal Crash Course

History
Not that long of a history. It's about how a crippled, terminally-ill phoenix rose out of some manure made of its previous remains, allegorically speaking.
Geography, Climate, and the World
Places to go and see
Bestiary
Monsters, miscellaneous creatures, and everything that probably wants to kill you
Flora
Less impressive than moving beasts, but still very relevant
Politics and Law
How things work in society
Factions
Players of the political field, seen and unseen in Shard Ne'Vaal.
Calendar and Holidays
How time is measured and days are passed. Answer: Bleakly.
Cosmology and the Planes
Unfamiliar names in a new place.
Religion
An entirely new pantheon of gods, most of whom are not nice.
Literature, Legends and Lore
Flavor to help the world feel more alive and less dead than it already is, books and art.

Dungeon Master's Guide

About
A general explanation of Shard Ne'Vaal and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
Items of Legend
The mcguffins everyone wants
Campaign Ideas
Campaign seeds, prompts, pre-written adventures, tables...
Consumables
Stuff like famous food, money, and drink
World Building
Extras in the world. Mostly things like disease, hazards, special things.
Sample Places
Stuff you won't find in geography. You can use your imagination to fill in the blanks with these as guidelines.
NPCS
Active players, standard NPCs as well as important people in Shard Ne'Vaal.
Variant Rules
Adding onto the main stuff...

Back to Main Page4e HomebrewCampaign Settings

Home of user-generated,
homebrew pages!


Advertisements: