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Nentir Vale Dragon Articles

Apr 21st, 2018
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  1. Dragon Magazine Articles that flesh out the Nentir Vale setting of D&D 4e.
  2. #360
  3. * Ecology of the Death Knight: Examines the Death Knight as how it was reinvisioned in 4e as a gishy lich.
  4.  
  5. #361
  6. * A Fractured Family: The history of how elf, eladrin and drow came to be in the World Axis.
  7. * Ecology of the Fire Archon: First detailed examination of the Elemental Archon, comes with 3e Fire Archon stats.
  8.  
  9. #362
  10. * The Eye of Madness: Expanded details on the Feywild Fomorians.
  11.  
  12. #364
  13. * Demonomicon of Iggwilv: Yeenoghu: Details Yeenoghu as he exists within the World Axis cosmology.
  14. * Vor Kragal: Lost City of Bael Turath: Details a particularly infamous ruin of the tiefling empire.
  15. * Playing Warforged: Early draft rules for Warforged, plus lore on how they fit into the Nentir Vale world.
  16. * Ashen Covenant: A Nentir Vale Orcus cult.
  17. * Wolves of Maldeed: Details on a heroic organization within the Nentir Vale, the Gray Wolves of Maldeen, complete with magic items and paragon path.
  18.  
  19. #365
  20. * Ecology of the Dragonborn: Extensive details on the Dragonborn, 4e's iconic new PC race. This particularly covers biological & present-day cultural info not covered in Player's Handbook Races: Dragonborn.
  21. * Codex of Betrayal: Beleth: Part of a series of articles covering unique devils within the World Axis cosmology.
  22.  
  23. #366
  24. * Mithrendain, Citadel of the Feywild: Details on an Eladrin city that shifts between planes.
  25. * Wish Upon A Star: Details on the aberrant stars who can bestow the Star Pact upon a warlock.
  26. * The Bloodghost Syndicate: A bugbear clan turned thieves guild.
  27.  
  28. #367
  29. * Ecology of the Genasi: Expanded lore for the Genasi of the World Axis cosmology.
  30. * Children of Darkness: A player's guide to playing drow, attempting to be setting neutral.
  31. * Playing Gnolls: Fluff about the gnolls of the World Axis and stats for playing one.
  32.  
  33. #368
  34. * Domains of Dread: Sunderheart: A cursed tiefling city pulled into the Shadowfell and damned for eternity.
  35.  
  36. #369
  37. * Playing Minotaurs: Fluff about the gnols of the Nentir Vale world and how to play them.
  38. * Demonomicon of Iggwilv: Baphomet: World Axis lore for Baphomet.
  39. * Io'Vanthor: Lost City of the Dragonborn: Details on a famous Arkhosian ruin.
  40.  
  41. #370
  42. * Her Majesty's Secret Servants: Some sample Tiamat worshippers to throw at your party.
  43. * Riven Justice: An adaptation of the Mercykillers of Planescape to the World Axis cosmology.
  44. * Lords of Chaos: Mual-Tar: Details on Mual-Tar the Thunder Serpent, one of the Primordials ofthe Elemental Chaos.
  45. The Design & Development article in this issue also covers how the World Axis cosmology was formed.
  46.  
  47. #371
  48. * Legacy of Acererak: The influence Acererak and his city of Skullhaven has had on the Nentir Vale world.
  49. * Hestavar, the Bright City: Details on the Astral Dominion shared by Pelor, Ioun and Erathis.
  50. * Playing Dhampyr: Adds dhampyrs, mortals with vampiric ancestry, as a PC race to the World Axis.
  51.  
  52. #372
  53. * Playing Shadar-Kai: Full details, background and mechanics for Shadar-kai, the iconic Shadowfell race.
  54. * Secrets of the City Entombed: Details on the lost capital of a necrocratic empire, with new "necromancy" themed powers.
  55. * Deities & Demigods: Bane: An examination of the World Axis' God of War.
  56. * Masters of the Planes: Technically crunch-focused, but these planar-focused Epic Destinies give some clues as to the nature of the cosmology.
  57.  
  58. #373
  59. * Codex of Betrayal: The Butcher of Nessus: Part of a series of articles covering unique devils within the World Axis cosmology. This is followed by a bestiary article covering some of Alloces' horrible creations.
  60.  
  61. #374
  62. * The White Lotus Academy: Details on a famous wizard's school.
  63. * Ecology of the Deva: A detailed examination of the new race of fallen angels, 4e's replacement for the Aasimar.
  64. * Court of Stars: Prince of Frost: Part of an article series examining the Archfey of the Feywild. This one covers the Prince of Frost, leader of the Winter Fey, and includes a unique paragon path for Fey Pact Warlocks.
  65.  
  66. #375
  67. * Keepers of the Celestian Order: Details of an organiation dedicated to battling the entities of the Far Realm.
  68. * Domains of Dread: Graefmotte: A cursed realm in the Shadowfell born when a lord of Nerath chose to murder his son rather than risk his life against the gnoll hordes that destroyed the empire.
  69.  
  70. #376
  71. * Demonomicon of Iggwilv: Turaglas: Details the hungering Demon Prince known as the Ebon Maw.
  72. * Ecology of the Rust Monster: Details on how the classic metal-eating bugs fit into the World Axis.
  73. * Playing Revenants: Details on these Crow-inspired vengeful undead.
  74.  
  75. #377
  76. * Tu'Narath, City of Death: The full scoop on the Githyanki capital city within the Astral Sea.
  77. * Disciples of Vengeance: Details a growing organization of peacekeepers and judicators.
  78.  
  79. #378
  80. * Domains of Dread: Monadhan: A cursed Shadowfell realm that houses some of the most infamous traitors in the World Axis.
  81. * Deities & Demigods: Bahamut: Examines the World Axis' God of Justice, Bahamut.
  82. * Playing Githzerai: Details the Githzerai race, its culture, and how it fits into the World Axis.
  83.  
  84. #380
  85. * Abyssal Genasi: Details on the demon-touched branch of the Genasi family tree.
  86. * Channel Divinity: The Raven Queen's Champions: Mostly crunch-focused, but does provide some interesting looks at why people worship the Raven Queen, and how.
  87. * Playing Vistani: Adapting Ravenloft's infamously racist gypsies to a less offensive, player-friendly format for the World Axis.
  88.  
  89. #381
  90. * Performing the Pact: Ideas for creating unique Warlock Patrons, including one sample Patron for each pact.
  91. * Winning Races: Halflings: Crunch-focused, halfling-unique powers and magical gear.
  92. * Winning Races: Tieflings: Again, crunch-focused, with new feats for tieflings, including the Blood-Crowned Courtier variant race.
  93. * Guilds & Groups: The Honest Few: Details on the thieves guild of Fallcrest.
  94.  
  95. #382
  96. Heavily built around fluff-touched crunchy articles, but...
  97. * Winning Races: Elves: Rules on the culture & PC traits of Dusk Elves, a disgraced branch of the elven family tree that tried to avoid getting involved in the civil war.
  98.  
  99. #383
  100. Again, crunch-focused, but some interesting fluff, such as playing an Evoker Wizard, or a Warden of the Breach, dedicated to containing rifts to the Elemental Chaos.
  101. * Bloodlines of Bael Turath: Details on the Broken Mirrors, a variant race of tiefling who can curse foes with terrible bad luck.
  102. * Winning Races: Dwarves: Details on the Forgeborn, those cursed dwarf clans who were almost rescued too late and who are touched by elemental power.
  103.  
  104. #384
  105. * Winning Races: Eladrin: Details on the Winterkin Eladrin, an icy subrace of the Eladrin.
  106.  
  107. #385
  108. * Power of Dragons: Dragon-themed paragon paths for dragonborn.
  109. * The Minotaurs of Mistwatch: Details on a peaceful community of non-evil minotaurs.
  110. * Winning Races: Deva: Two new Deva epic destinies.
  111. * Winning Races: Half-Elves: Expands upon just why half-elves are the "diplomatic race" in the Nentir Vale.
  112. * Channel Divinity: Moradin: Details on three sects of Moradin worshippers.
  113. * Channel Divinity: Ioun: Details on the Preservers, a band of Iounites who seek to collect and guard all knowledge.
  114.  
  115. #386
  116. This entire issue is dedicated to "player's articles", which are mostly crunch but do provide titbits of lore.
  117. * On Civilizations Fringes: Humans of the Wild: Example human societies from different parts of the Nerath continent; the swamp-dwellers of Bogtangle, the floating oceanic city of Foamgather, the deserts of Sunspray, and the frosty, giant-beseiged lands of Wolfstone.
  118. * Clas Acts: Druid - Stepchildren of the Hinterlands: Druids dedicated to guarding the regions where planes overlap, including the Primal Spirits Bitter Eidolon and Steadfast Henge.
  119. * Class Acts: Clerics of Prophecy: Playing oracular clerics, and details on the Haruspex Assembly, a loose network of intra-faith agents who search the worlds for divine omens.
  120. * Class Acts: Warden - The Coterie of the All-Spirit: Details on a unique warden order who believe in the existence of a singular spirit that embodies all life.
  121. * Class Acts: Barbarian - Secrets of the True Born: Brief article on a barbarian tribe descended from the survivors of Nerath and who invoke the spirits of the fallen legionaries instead of the traditional totem spirits.
  122. * Winning Races: Changelings: An adaptation of the Becomer philosophy to the changelings of the Nentir Vale.
  123. * Winning Races: Goliath - Giants of War: Material for playing a goliath who was reared in captivity as a slave warrior.
  124. * Winning Races: Half-Orc: An examination of how and why half-orcs are drawn to the paths of the Avenger, Cleric, Paladin and Swordmage.
  125. * Channel Divinity: Corellon: The House of Flowers: Details on a secret society of Corellon worshippers specialized in battling the Drow.
  126. * Channel Divinity: Sehanine: Expanded details on worshipping Sehanine.
  127. * Power Play: The Covenant Agent: Details on playing a holy assassin, either as an avenger or an actual assassin.
  128.  
  129. #387
  130. * Playing Shardminds: Expanded details on Shardminds.
  131. * Class Acts: Avenger: The Unbroken Circle: Details on a secret society of Avengers who preserve the memories of Nerath.
  132. * Winning Races: Shifter: Details on shifter clans who have adapted to favoring urban environments.
  133. * Bloodlines of Bael Turath: Details on the Blightseers, a tiefling subrace gifted with a gaze that brings death and decay to whomever it falls upon.'
  134. * Channel Divinity: Pelor: The Students of Aurtus: Details on a particular sect of Pelorites dedicated to worshipping Pelor as God of Time and seeking to learn from history's mistakes.
  135. * Channel Divinity: Erathis: Details on why adventurers might worship the Goddess of Civilization and Cities.
  136. * Guilds & Groups: Shades of Darkness: Details on a group dedicated to protecting the Shadowfell from exploitation by others.
  137.  
  138. #388
  139. * Psionic Racial Traditions: Part 1 of an examination of how different races in the World Axis view psionics.
  140. * Bloodlines of Arkhosia: Details on Dragonborn who possess the ability to inflict dragonfear instead of wield a dragon's breath.
  141. * Winning Races: Wilden: Expanded details on Wilden.
  142.  
  143. #389
  144. * Psionic Racial Traditions: Part 2 of an examination of how different races in the World Axis view psionics.
  145. * Winning Races: Minotaurs: An examination of how to design minotaur clans, including some sample clans.
  146. * Class Acts: Druid: Examination of a druidic circle called the Coven of the Garden.
  147. * Class Acts: Rogues: Examination of a thieves guild of rogues, the Fraternal Order of the Inner Vault, who are not thieves, but honest locksmiths, trapmakers and dungeon guides.
  148.  
  149. #390
  150. * Power Play: Divine - Dead Gods: An examination of the deceased gods of the Dawn War pantheon.
  151. * Groups & Guilds: The Circle of Smoke and Whispers: A secret society descended from fallen Arkhosia that seeks to battle the influence of devils in the mortal world.
  152.  
  153. #391
  154. * Class Acts: Battlemind: The Ghosts of Nerath: Details on an order of Battleminds who have survived even after the fall of the empire that birthed their traditions.
  155. * Winning Races: The Amethyst Sea: Details on a genasi "underground railroad" that seeks to free genasi slaves from their bondage within the Elemental Chaos.
  156. * Winning Races: Muls: An examination on how muls fit into the Nentir Vale setting.
  157.  
  158. #392
  159. * Homeland: Everwatch: Details on a frontier settlement in the Nentir Vale world.
  160. * Channel Divinity: Champions of Kord: Details on the faithful of Kord, god of storms and strength.
  161. * Class Acts: Fey Wardens: Examination of the Wardens who are tied to the Feywild; mostly crunch, but some fluff too.
  162. * Bazaar of the Bizarre: Illumian Echoes: Details on the lost Illumian race and lingering treasures that can be plucked from their former home, the dead dominion on Shom in the Astral Sea.
  163. * Winning Races: Halflings - Overwhelming Passion: Examination of how to play darker, more vicious halflings.
  164. * Winning Races: Elves - Tanathriel, School of Elven Wizardry: Examination of a famous elven school of arcane magic, including teachers, character backgrounds and magic items.
  165.  
  166. #393
  167. * Murkroot Trade Moot: Details on the most expansive and infamous black market in the Feywild, hidden at the edge of the great Murkendraw Swamp.
  168. * Legacy of Nerath: Assorted backgrounds, boons and feats tied to those who descend from and/or wish to rebuild Nerath.
  169. * Winning Races: Wilden Stormchasers: New subrace for wilden, representing those hailing from areas contaminated by planar seepage from the Elemental Chaos.
  170. * Winning Races: Veilwalker Devas: New Paragon Paths for devas reflecting those descending into - or escaping from - the darkness of a rakshasa life.
  171.  
  172. #394
  173. * The Aberrant Souls: Fluff and crunch for those followers of the primal path who find themselves with an aberration for a totem spirit.
  174. * Channel Divinity: Corellon's Devoted: Expanded details on the church & history of Corellon as a member of the Dawn War Pantheon.
  175. * Bazaar of the Bizarre: Magic of Old: Eladrin magical items from the race's history.
  176. * Class Acts: Runepriest - Lost Runes of Unmaking: Details on the history and mechanics of the ancient Runes of Unmaking, special runes wielded in the Dawn War against the primordials.
  177. * Unearthed Arcana: The Awakened Psion: New abilities and drawbacks for a new style of psion powers.
  178.  
  179. #395
  180. * Channel Divinity: Vecna: Details on Vecna's church within the Dawn War Pantheon, including how to play a non-evil worshipper.
  181. * Class Acts: Knight - Sword Guard of Astrazalian: Fluff and rules for playing an eladrin knight from the worlds-shifting city of Astrazalian.
  182. * Class Acts: Ardent - Empathic Champions: An examination of ardents who focus on their unique empathic abilities.
  183. * Channel Divinity: Windswept Lord: An examination of the uniquely dwarven branch of Kord's worship.
  184.  
  185. #396
  186. * Guilds & Groups: The Last Legion: Details on the last surviving legion of Nerath, now dedicated to rebuilding the fallen empire.
  187. * Class Acts: Bards of Wolfstone: Details on a unique tradition of primal-tapping warrior-bards from the giant-beseiged land of Wolfstone, introduced in Dragon #386.
  188. * Class Acts: Hierophant Druids: A unique cabal of druids who have taken a more scholarly, esoteric approach to their magic.
  189. * Bazaar of the Bizarre: The Beast of Talgora: Unique priml magic items crafted from the remains of a horrific primal monstrosity.
  190.  
  191. #397
  192. * Faith & Heresy: An examination of how faith works, and how heresy can exist, in a setting like the Nentir Vale.
  193. * Channel Divinity: Ioun - The Sages of the Swan Tower: Details on a legendary temple-library of Ioun.
  194.  
  195. #398
  196. * Unearthed Arcana: Ignorance is Blessed: How to incorporate more apathetic or selfish gods into your setting, entities in the vein of the Great Old Ones or the Lords of Chaos.
  197. * Nerathi Legends: Sarthel, City of Silver: Details on the mercantile city-state of Sarthel, the largest and most prosperous city remaining in the heartland of Old Nerath.
  198. * Channel Divinity: Avandra - the Ever-Forking Path: An examination of the beliefs of Avandra's faithful.
  199.  
  200. #399
  201. * Nerathi Legends: The Seven Kings of Karkoth: Examination of a region on the continent of Nerath; Karkoth, a dark alliance of seven fractious city-states, a nation of pirates, reavers, raiders and black mages.
  202.  
  203. #400
  204. * Bazarr of the Bizarre: Wroung from Shadows: Magical items based on necromancy and nethermancy.
  205. * Nerathi Legends: The Iron Wolf Barbarians: Details the Iron Wolf tribe of the forests & mountains of Western Selduria, a people who were once allied to Nerath.
  206.  
  207. #401
  208. * Nerathi Legends: Merindaelion, Barony of the Emerald Blade: Details one part of the Nerath continent, fleshing out a unique realm of mixed humans and elves.
  209. * Class Acts: Assasin - Black Flame Zealot - Details the assassin's guild called The Order of the Black Flame, who seek to harness the dark powers of fury and hatred.
  210. * Channel Divinity: Melora: Covers Melora's faith in greater detail.
  211.  
  212. #402
  213. * History Check: Kas & Vecna: Examines the history of the Lich-God and his traitorous vampire minion, tweaked to mesh with the history of the Nentir Vale world.
  214. * Bazaar of the Bizarre: Relics of the Divine: Powerful magical items based on the the divine.
  215. * Nerathi Legends: Adretia, the Citadel of Iron's Grasp: Expands the continent of Nerath by detailing the lands of the Iron Circle, an order of cruel warlords and devil cultists who rule over a sizable empire with an iron fist.
  216.  
  217. #403
  218. * Class Acts: Warlock - Strange Constellations: Adapts Atropous, Father Llymic, Pandorym, Ragnorra and The Worm That Walks from Elder Evils into new star-fiends for Star Warlock Pacts.
  219. * Academies of Magic: Details five different arcane academies a PC could study under; the White Spires of Callanar in the Feywild, the rugged war-mage school of Ironstone Academy, the nethermancy academy known as the Obsidian Tower, the city-spanning illusion- and portal-veiled Hidden Academy of Rumor, and the necromancer's school of Shadowdeep.
  220. * Nerathi Legends: Realm of the Gorgon King: Expands the Nerath continent by detailing the realm of Moghmarrin, giant-ruled realm of monsters and vassals of the Seven Kings of Karkoth.
  221.  
  222. #404
  223. * The Ecology of the Hengeyokai: Whilst predominantly aimed at fitting into Kara-Tur, which this episode focused on, it does mention the backstory for the Nentir Vale hengeyokai race.
  224.  
  225. #405
  226. * Character Themes: Born from the Feywild: Two new themes for characters connected to the Feywild; the Wild Hunt Rider, and the fomorian-corrupted Oracle of the Evil Eye.
  227. * Class Acts: Swordmage - The Winterguard of Cendriane: Details a Feywild-based order of swordmage bounty-hunters and gaolers, and how to play as one.
  228. * History Check: Rary the Traitor: Examines the history of the infamous fall of the Circle of Eight. This is technically an Oerth article, as was the History Check: Vecna & Kas.
  229. * Nerathi Legends: The Knights of Rethmil: Expands the continent of Nerath by detailing the kingdom of Rethmil, an ancient and honorable realm defended by elite swordmages mounted on dragonnes.
  230.  
  231. #406
  232. * Nerathi Legends: Rangers of Cernall: Expands the Nerath world by detailing the March of Cernall, a wild, wartorn land guarded by an elite ranger order known as the Brotherhood of the Silver Hart.
  233. * Paragons of Fey Valor: Three new fey-touched paragon paths denoting ways that mortals can earn positions of power and respect amongst the fey; the unicorn-riding White Horn Knight, the shapeshifter-slaying Moon Hunter, and the gravity-defying daredevil Soaring Rake.
  234.  
  235. #407
  236. Nothing. This issue is exclusively Forgotten Realms content, bar an article of both Eye on Dark Sun and Eye on Eberron.
  237.  
  238. #408
  239. * History Check: Corellon and Gruumsh: Details the iconic hateful rivalry between the gods ofthe elves and the orcs, as seen through the Nentir Vale setting's eyes.
  240. * Character Themes: Reborn from Chaos: Three new character themes tied to the Elemental Chaos; the efreet-sworn Brazen Ambassador, the Chaosmade, and that master of the lightning-sailing pirates, the Stormraider.
  241. * Elemental Patrons & Palaces: Sample genie patrons to serve a DM's needs.
  242. * Bazaar of the Bizarre: Treasures of the Elemental Chaos: Magical items derived from the powers of the elements.
  243.  
  244. #409
  245. Aside from "Talking the Talk", an article on creating your own thieves cant, this issue is predominantly Realms-based, apart from the Eyes on Dark Sun and Eberron articles.
  246.  
  247. #410
  248. * Howl at the Moon: Werebeast character themes.
  249. * Bazaar of the Bizarre: Thingamajigs of the Barrier Peaks: Using the classic sci-fantasy module to introduce hyper-science gear to 4e games.
  250.  
  251. #411
  252. * Winning Races: Thri-Kreen: Setting-neutral expose on thri-kreen culture and biology.
  253. * Winning Races: Kenku: Adds the thieving ravenfolk as a PC race to the Nentir Vale.
  254. * Quests for Humanity: Guide to making a human-centric campaign focused on restoring Nerath, complete with the God-Emperor Epic Destiny.
  255.  
  256. #412
  257. Nothing related to the Nentir Vale setting appears in this issue.
  258.  
  259. #413
  260. * Class Acts: Seekers of the Moonrise Vanguard: Details an elite organization of seekers who guard the beseiged eladrin city of Shinaelestra.
  261.  
  262. #414
  263. * History Check: The Iggwilv-Graz'zt Affair: Details the "relationship" between the Witch-Queen and the Demon Prince.
  264. * Bazaar of the Bizarre: From the Attic of Alluvius Ruskin: Assorted planar magical items.
  265. * Character Themes: Sensates, Ciphers and Chaosmen: Adapts three of the Factions from AD&D Planescape to the World Axis cosmology.
  266. * The Ecology of the Modron: Details how modrons fit into the World Axis Cosmology.
  267.  
  268. # 415
  269. * Channel Divinity: Zehir, the Midnight Serpent: Details the malign faith of the God of Serpents and Assassins.
  270.  
  271. #416
  272. Again, nothing particularly connects to the Nentir Vale in this issue.
  273.  
  274. #417
  275. * History Check: The Blood War: Covers the Blood War as it was recreated for the World Axis cosmology.
  276. * History Check: The Shadow That Was: Adapts Tenebrous, Orcus' abandoned wraith-existence, into the history of the World Axis.
  277. * Fallen Angels: Ecology of the Succubus: Details the origins, nature and other aspects of the Succubus of the World Axis.
  278.  
  279. #418
  280. * History Check: The Tarrasque: Details how that infamous Godzilla-expy came to be in the Nentir Vale world.
  281. * The End is Nigh: Tarrasque cultists detailed.
  282. * Bestiary: Ye Olde Creature Catalogue: Adapts the Decapus, Magen, Rhagodessa and Thoul to monsters that stalk the lands of Nerath.
  283.  
  284. #419
  285. * Winning Races: Hobgoblins: Culture and PC stats for hobgoblins.
  286. * The First Wielders: A group of four sentient weapons of great power and a long history.
  287. * Winning Races: Bladelings: Provides the World Axis history of the bladelings and makes them playable, expanding on their brief entry in the 4e MotP.
  288.  
  289. #420
  290. * Fey of Wood and Wind: Returns the brownie, grig, pixie and sylph to the World Axis.
  291. * Court of Stars: The Carrion King: Details on a mad myconid archfey.
  292. * Court of Stars: Thrumbolg, First Lord of Mag Tureah: Details on the mightiest and most feared of the fomori lords.
  293. * Unearthed Arcana: Unfinished Business: Playing a Ghost PC.
  294.  
  295. #421
  296. * Creature Incarnations: Mephits: Returns Mephits to the World Axis cosmology.
  297. * Lords of Chaos: Cryonax: Details on the World Axis' version of one of the original Princes of Elemental Evil.
  298.  
  299. #422
  300. * Court of Stars: Hyrsam, Prince of Satyrs: Details on a particularly dangerous archfey; the elder satyr who wishes to bring civilization crumbling down.
  301.  
  302. #423
  303. * Assassin Poisons of the Underdark: Recipes, origins and applications for various poisons made from denizens of the Underdark.
  304. * Ecology of the Gargoyle: Explains the origins and nature of gargoyles in the World Axis.
  305.  
  306. #424
  307. * Bestiary: Catastrophic Dragons Part 1: Ecology of catastrophic dragons and details on two particular breeds; avalanche and typhoon dragons.
  308. * History Check: Martek and the Desert of Desolation: Adapts the setting of Modules I3-I5 to a region on the Nerath world.
  309.  
  310. #425
  311. * History Check: The Temple of Elemental Evil: In-universe history for the legendary Temple of Elemental Evil.
  312. * The Anatomy of Elemental Evil: An in-depth look at the cult that used the aforementioned Temple.
  313. * Bestiary: Catastrophic Dragons Part 2: Concludes the ecology of catastrophic dragons with the tornado and wildfire breeds.
  314.  
  315. #426
  316. Yet another issue with no Nentir Vale content.
  317.  
  318. #427
  319. * Bestiary: The Lost World: Primeval monsters for the Nentir Vale in the form of Urdrakes (mammal-like reptiles), Sea Scorpions (eurypterids) and Urbeasts (prehistoric mammals).
  320. * Channel Divinity: Nerull: History of Nerull as a god in the Dawn War and details on his lingering faith.
  321. * Codex of Betrayal: Levistus: Details on the frozen Archdevil of Stygia in the World Axis version of Baator.
  322. * Ecology of the Neogi: Adapts the Neogi for the Nentir Vale setting.
  323.  
  324. #428
  325. * Court of Stars: The wild Hunt: History of Cerunnos, the Horned Lord, an outcast archfey.
  326. * Codex of Betrayal: Amon the Wolf: An exiled archdevil who feels genuine loyalty to Geryon and now seeks to avenge him.
  327. * Bazaar of the Bizarre: Treasures from the Far Realm: Magical items born of people or places swallowed by the Far Realm.
  328.  
  329. #429
  330. * Unearthed Arcana: Snips of Scales and Dragon Tails: The various magical uses of body parts taken from the dragons of the World Axis.
  331. * Bazaar of the Bizarre: Dine on the Wild Side: Strange and magical consumables from across the World Axis.
  332.  
  333. #430
  334. * Ecology of the Kruthik: Details on the vicious reptile-bug monsters bred as living weapons by Bael Turath.
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