With the release of the Player's Guide 2, we have the missing options to cover the popular player options introduced in D&D 4E's default setting, Nerrath. We have drow, dragonborn, and elemental scions. We have the Vanguard class. We have all the major options to cover this setting now in the core rules.
Why Nerrath?
I have memories of this place, back when D&D 4E was new and interesting, and the game played more like a battle chess version of D&D, and we were heavy into miniatures and tabletop play. It has almost been 20 years since D&D 4E's release, and that is a bit of a sobering thought.
We had fun here.
This helped us get through a tough time in our lives and revitalized our love of fantasy gaming. While I loved Pathfinder 1e as D&D 4E faded, my brother still held onto D&D and had hopes for 5E. Sadly, 5E never lived up to the hype for us, since the classes he played in the 2014 version were terribly designed (ranger, rogue). A few weak classes killed the first few years of 5E, and we never came back.
Tales of the Valiant does a better job with both classes and brings the fun back to the game with them. I wish he could have played there with these rules. With the Player's Guide 2, we have the rest of the missing pieces of the puzzle. The torch of Nerrath has been passed to ToV.
Thematically, D&D 4E was best at launch, but when Wizards shifted level 10 and higher play to the planes, the game started to fall apart. We loved the challenging world from level 1 to 30, where it felt epic and cool. Orcs starting at level 6 made them the first "tough monsters" that you feared showing up, and you felt a natural progression of the creatures as you leveled.
We also loved the build-your-own monsters in D&D 4E, something D&D 2024 got rid of. Thankfully, ToV's monster creation tools are much better than both games.
Nerrath was a perfect DIY setting once you got beyond the edges of the map. We had some wild areas, arguably more DCC-like gonzo fantasy-inspired amazing fantasy landscapes, such as entire seas falling off a waterfall, amazing abandoned ancient torus gates as large as a mountain, and all sorts of wild landscapes and epic-fantasy tropes. The world was as epic and cool as the characters, with an extreme mid-2010s vibe throughout.
People forget.
Nostalgia blinds you.
That Eberron vibe of an extreme fantasy world was cool. Dungeon Crawl Classics owns gonzo, speculative, extreme fantasy these days, as Wizards gave it all up to chase "the feels." We gave it all up for nostalgia, and the company ended up tarnishing the memory with identity marketing and a flood of low-quality releases at the end of D&D 2014.
The Forgotten Realms was a boring, old, stuffy setting compared to our Nerrath. This was before the world figured out D&D 4E was an embarrassment, mainly due to a lack of proper testing, and that lack of testing continued into D&D 5E. They rolled it all back and pretended they were an old-school game, and then the identity marketing team took over when Tasha's came out, and the wool was pulled over our eyes, and the game was not "a return to old school values."
Part of me wants to run this campaign as a solo experience, and another part of me feels it should be left to memories. Whatever I choose to do, ToV gives me the tools to do it, and the game feels like home.











