Fallcrest

Town · Nentir Vale


Fallcrest sits in the middle of the Nentir Vale where the Moonwash Falls splits the town into upper and lower districts, connected by a portage road that has made the town’s merchants and guild leaders quietly powerful for generations. It is not a grand city. It is the kind of place where everyone knows which tavern you drink at and what that says about you.

Lord Warden Faren Markelhay governs from Moonstone Keep with the pragmatic authority of someone who has held a difficult position for a long time. He was among the first in Fallcrest to recognize the Copper Piece Gang as something more than a collection of opportunists, and that early trust ran in both directions.

Role in the Campaign

The party formed here — strangers thrown together at the Blue Moon Alehouse on a night that could have gone much worse. Early sessions were rooted in Fallcrest’s street-level problems: missing children, the Copper Piece Gang youth gang operating in the catacombs beneath the city, kobold raids from the Cloakwood, and the creeping sense that something was wrong with the natural world around the Vale.

The catacombs beneath Fallcrest proved to be more than a burial site — they became the party’s first real dungeon, connecting to kobold tunnels, old tombs, and passages that hinted at a deeper corruption. Even as the campaign expanded outward toward the Scarlet Citadel and eventually to other planes, Fallcrest remained the place the party returned to for information, rest, allies, and the kind of grounding that keeps an adventuring group from losing itself entirely.

By the middle of the campaign, the party had built real relationships in the town — with Markelhay, with the temples, with the people who kept the lights on. Those relationships cost them something when the campaign moved beyond Fallcrest’s reach, and the town’s fate remained a quiet concern long after the party’s problems outgrew its walls.


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