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New Neverwinter

Jewel of the North

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The art in this document is brought to you by various artists of whom I had no cooperation with
personally, but they have been credited after each picture with a link to their work and/or profile. If you
are interested in their other works simply click the link and hopefully that should take you to the right
place.

This creation named New Neverwinter is a mix between the Wizard of the Coast’s creation as well as
plenty of homebrew made by me, Philip Johansson. I have tried to incorporate all the information that
Wizards have produced about the city and I have then filled the gaps where needed. For transparency I
have put this symbol “*” next to titles to show that it has made by me. If you wish to remove my work
and simply play with what Wizards have made for the city, then simply look for the titles with the
symbol next to them and skip them. Otherwise, I truly do hope you enjoy my interpretation of this city
and all that it has to offer.

I started on this project due to being a Dungeon Master for a group currently playing through a
combination of the Lost Mines of Phandelver module as well as the Dragon of Icespire Peak module. I
noticed a distinct lack of information regarding the enormous city that is close to where these modules
take place. I hope that my work can help some of you other Dungeon Masters to fill your world, whether
it is a production of your own work or if you are following Wizards modules.

I would like to thank every one of the creators of the art and information I have used in this document
as well as you, the reader, for taking your time to read through my work.

Made by Philip Johansson.

Template Created by William Tian

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under
the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK

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Introduction 1
Overviews 1
Story 1-2
History 2-3
Life in Neverwinter 4
Nobles 4-5
Merchants 6
Guards 7
The city 8
Politics and leadership 8-9
Happenings and activities 9-11
The districts 11
Protector’s Enclave 11-23
River District 24-28
Blacklake District 29-37
Beggar’s Nest 37-44

App. A: Monsters 45-70


App. B: Magic Items 71-72

Sources 73

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Welcome to New Neverwinter, chasing after its Lost mines of Phandelver and The Dragon of
old title: the jewel of the north. A place who has Icespire Peak.
undergone many hardships and pushbacks is
An overview
resurfacing in the north as one of the most
promising, adventurous places to be. In general, The idea behind this section is to bring you, the
it can start out wherever you choose, as it’s Dungeon Master, an understanding of not only
designed to be used in a large spectra of level how to run the city but also why it is in its
ranges. The players will find themselves in a city current state.
with four vastly different districts, under the
1. Story Overview
management of the Lord Protector
Neverember. This is to be a hub for adventure New Nevewinter is a city delving adventure for

filled with politics, dungeons, interacting with the party to make a big impact on the world

hundreds of citizens and most importantly of they play in, with actions that have the

all, a gathering place for an endless amount of potential to change the direction the city will go

plot hooks of your own choice. in. The plot for this adventure can be
summarized as follows:

New Neverwinter is a Dungeons & Dragons


The city of Neverwinter is back on its feet and is
adventure designed for characters of levels as
sprawling with individuals who come to take
low as 1 up to as high as 20. The idea for this
part in its potential. Merchants, traders,
adventure is to be friendly to Dungeon Masters'
adventurers and opportunists are swarming in
own interpretation of the city and what
daily. This is meant to be the customizable part
happens there, while also filling it with enough
of the adventure. Anyone can be there!
material to run it as close to the book as you
want to. It is also easily usable with official DND
Lord Protector Neverember is seeking the aid of
5e material that takes place in Faerün at around
adventurers for multiple reasons: stabilizing the
the same time (around 1490 DR). My personal
guard, keeping the increasingly populated city
recommendations would be Sword Coast
fed, mapping out and clearing the sewers
Adventurer’s Guide, Waterdeep Dragon Heist,

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populated by wererats, proving his legitimacy to left under its own protection which it struggled
the throne and keeping the Waterdhavian spies with.
away from his precious city.
1329 DR
Neverember’s attempt to create stability in The popular adventurer Nasher Alagondar
Neverwinter is in danger from multiple became ruler of the city of Neverwinter. His rule
directions and from multiple sources. You can brought prosperity to the city until the year of
join either of them or fight them all. Will you be 1372 DR. In that year, the disease known as the
the Lord Protectors saviour or his demise? Wailing Death killed most of the city's
population. It resisted even magical healing and
by the town a cure was found, the casualties
2. A historical overview
were catastrophic. When Lord Nasher died, his
son, Bann Alagondar founded the Alagondar
The city of Neverwinter has a long history of royal family that continued to rule Neverwinter.
having to endure terrible losses and setbacks. 1385 DR. The Spellplague affects the city, even
This section of the adventure is supposed to if the direct effect was in a distant land. Some
give you, the Dungeon Master, an buildings were affected by the aberrant magic,
understanding of what kind of city Neverwinter such as Castle Never gaining a malevolent
is and who its residents are. It also gives an sentience and the ability to reshape the
understanding of what the residents would talk corridors at will. The Cloaktower was sent to
about and what creatures/groups would be apt the Far Realm. The docks district became
to put in it or in its vicinity. earthmotes, including the land on which the
tavern Moonstone Mask was built on. To this
87 DR day it’s a floating mote of earth, bound by a
The city is founded by the sun elf hero Lord
shaky bridge and chains. Lastly it formed a small
Halueth Never. The city was continuously
plagueland in the Underdark below
besieged by orcs during several centuries to
Neverwinter.
come. It managed to defend itself with the help
of the gold dragon Palarandusk, who was forced
to flee after adventurers attacked its house in
Neverwinter at 940 DR. After that the city was

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1451 DR cities resumed. Slowly it was restored as a
Mount Hotenow erupts and destroys most of centre of civilization in the North.
the city. This was caused by an adventuring
party who awakened the primordial Maegaera 1492 DR
and a great chasm was torn through the south- This is the current year, most of the former
eastern sector due to the ensuing earthquake. catastrophes are a faint memory to most
This party consisted of five individuals, one of inhabitants but the strength and endurance of
them being Valindra Shadowmantle, who is still the people are burrowed into their backs.
active in the city from the shadows of the Ingenuity, craftsmanship and a strong willpower
graveyard. Through the rift springs numerous have crafted the people into a force to be
beasts of different origin, causing the military reckoned with. Neverember is putting all he has
and people of the city to defend their city daily. into making Neverwinter his crowning jewel,
This year is also the year that changed the ruler since he’s been released of his duties as Lord of
of the city of Neverwinter, as the Lords of Waterdeep.
Waterdeep decided to put a Waterdeep noble
in charge. Any of these happenings can be used to
introduce characters or groups of your
1467 DR choosing. By doing so you are not only making
City is taken over by Dagult Neverember, Lord the campaign your own, but unlike doing so on
of Waterdeep. He proclaimed to be a a whim you will have a lore reason for shaping it
descendant of Neverwinter’s former rulers and the way you do. Perhaps you introduce the
thus the rightful “Lord Protector” of the actual heir to the throne. Perhaps the chasm’s
city. He is responsible for the rebuilding of magic sealing is disrupted by someone who
Neverwinter to its former glory and starting the desires to bring out the creatures of its depth.
New Neverwinter initiative. Perhaps Lord Halueth Neverwinter is
resurrected as an undead by the necromancers.
1485 DR The choice is up to you!
The Chasm was magically sealed; proving
Neverember’s efforts to rebuild the city
successful. However, it almost bankrupted the
city. It took almost all they had from the city’s
coffers and trading with Waterdeep and other

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3. Nobility
There aren’t many noble families in
Neverwinter which is interesting, but the ones
that are there have all been a core in the ruling
of the city and their rise or demise have
determined who sits on the throne. Currently
most of these noble families are wildly reduced
in numbers and the only one with large
influence is the Lord Protector himself. This
could change if any new evidence came to light
however, at your own disposal. There is also the
possibility of using any powerful Waterdhavian
The picture depicts the emblem of Neverwinter.
families as they’ve been a great influence in the
Credits: Wizards of the Coast
city before.

Life in Neverwinter Alagondar


The Alagondars family ruled Neverwinter during
To broaden the depth of the inhabitants and
a brief mandate. The family was founded by the
their lives in Neverwinter I thought I would
descendants of Lord Nasher Alagondar after his
break them down into categories and give some
death, who was considered the first patriarch of
information about each category. Another
the family. According to some conflicting
reason for me adding this is that it gives the
records, Nasher Alagondar, king of Neverwinter
players a solid background upon creating their
in the late years of the 14th century, had a
eventual characters who can originate from
bastard son named Vers Never, who left
Neverwinter. A reason for a noble character to
Neverwinter and settled in Waterdeep,
be called into adventure could be based around
marrying Mirtria Ember and founding the
that the Ashmadai cult are targeting and
Neverember family. The Alagondar line of kings
looking to puppeteer the wealthy people of the
and queens ruled their city fairly and were
city in hopes of gaining more influence.
loved by their subjects, until the Lords of
Waterdeep put Hugo Babris in charge of the city
at around 1451 DR. The family of Alagondar
disappeared after the Mount Hotenow

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eruption. It is believed all of them died when runs a fencing school out of an old warehouse
Castle Never got hit by the pyroclastic flow, as in the docks, adjacent to a ruined brewery. Her
their spirits haunted the place after their passions lie not in politics, but in the safety of
deaths. According to unconfirmed sources, her fellow citizens and in quenching the undead
Dagult Neverember was a descendant of Vers threat.
Never.
Neverember
The Neverembers were originally a noble family
that lived in both Neverwinter and Waterdeep.
This family rose to prominence when Dagult
Neverember became both the Open Lord of
The symbol for the sons of Alagondar. Waterdeep and Lord Protector in
Credits: Wizards of the Coast
Neverwinter. However, in 1489 DR Dagult
Babris
Neverember’s enemies conspired to have him
The Babris family is mentioned extremely few
replaced as Open Lord and exiled from
times in the lore overall. The only family
Waterdeep. These days Dagult Neverember
member that has been recorded was Hugo
focuses solely on Neverwinter and restoring it
Babris who was the ruler for less than a year
to its full glory, while harbouring nothing but
during 1451 DR. It is said he was a weak ruler
hatred for the people that exiled him from
who was manipulated as a puppet during his
Waterdeep. For this reason, there is hidden
short rule. Nowhere does it state if he survived
conflict between the two cities which results in
the Mount Hotenow eruption.
a cold war of sorts, with sending spies and
covert operatives to sabotage each other.
Tschavarz
The only other current member of this family is
The Tschavarz can trace its roots back to a
junior branch of the Alagondar dynasty, giving Dagult’s son Renaer. He is quite distant to his

them one of the strongest claims to father as since he lost his mother, he inherited

Neverwinter’s throne in the city today. Elyne, the entire family’s extensive property holdings.

the young female human in her early twenties, Which he has been taking care of whilst his

is the last remaining member of the family line father spends his time at the palace.

and has shown little interest in ruling. Dagult


Neverember refers to her as his cousin and has An illustration of Dagult
Neverember in his younger
invited her to his court on many occasions. She
days.

Credits: Wizards of the Coast


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4. Merchants it can be used as a plothook for any number of
quests where the heroes must help a person
Merchants and crafters have been and are once
who is stuck between a rock and a hard place.
again becoming the core of the city that is
Perhaps the NPC is being pressured to join or
destined to be known as the “Jewel of the
close their store?
North”. It is the central trading and crafting hub
of the north, meaning that the craftsmanship is
The merchants were primarily located in the
detrimental to not only the city surviving but
River District before, but due to the unsafety of
flourishing. New Neverwinter has a place for
the district most of the older merchants moved
any type of craftsmanship and any person
their establishments over to the Protector’s
willing to make his or her mark on the trade.
Enclave. Many of the popular ones can be found
The merchants’ villas along the river are surely
in or near the Seven Suns Coster Market.
being occupied once again at a rapid pace.
Many of the new merchants are taking the
opportunity of land being up for grabs in the
Beggars’ Nest district for free in hopes of being
able to stay in the city for the foreseeable
future.

Crafters and salesmen of every kind are settling


down in New Neverwinter. This is a perfect
opportunity to bring in some other cultures of
Faerün to the city to make it the diverse city it is
supposed to be. A food stand from Zakhara, a
tavern with music from Cormyr, a stylist from
Calimport, a gunsmith from Waterdeep or
perhaps a clothier from Calimshan.

Much like the nobility in the city, the Ashmadai


cult are seeking to influence the wealthy Credits: Fantasy Pics Inc

merchants of the city. This can be used as either


the reason for a person to start adventuring or

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5. Guards shadier side of Neverwinter’s Underworld such
as the Dead Rats and the Thay. The other
faction, the Graycloaks, are named after the old
The guardians of the city of Neverwinter are
Neverwintian militia and are diplomats in most
unnaturally spread out from different groups.
matters. Putting pressure on Lord Neverember
The current overseers of safety are local militia
to give the people more political powers, but
made in each district by the very same people
their efforts have been met with small amounts
who were unhappy with how ruthless the
of success as their name is dragged through the
guards had treated the inhabitants before. The
dirt because of the Nashers more violent
Lord Protector is actively looking for
efforts.
experienced adventurers to train these local
militia and then fade out the old guard. At the
Prior to all these groups an organisation named
start of Neverembers rule the protectors of the
the Graycloaks, named after the grey cloaks,
city were primarily made up of Mintarn
they wore, protected the city as Neverwinter’s
mercenaries who quenched any possibilities for
only police force during the 14th century DR.
rebellions or naysaying with force against the
They disbanded after the destruction of old
then new regent. There are few of this group
Neverwinter but have given inspiration to the
left, as Dagult Neverember wishes to forge
faction of the sons of Alagondar.
long-lasting ties with the population and forego
the violent ruling he once used.

DM Notes: Guard diversity


The sons of Alagondar are a group of nationalist
As the guards are not one united faction
fighters who slowly have begun enjoying the
through all four districts of the town, you can
reign of the Lord Protector. They are slowly
sell the diversity within the guards with
integrating with the local militia and have also
describing the guards wearing drastically
expressed interest in training them. The sons of
different uniforms and clothing. The Mintarn
Alagondar are split up into two main factions:
dressed in plated armor, the militia in makeshift
The Nashers are made up of the younger
armor with cheaper weapons and so on.
members of the group led by Arlon Bladeshaper
who claims to be a descendant of the
Neverwinter Nine. This faction is in moments
seen as extremists and ally themselves to the

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The city 6. Politics and leadership

This section is meant to describe all the needed


information about each district, its factions and In the past 30 years Dagult Neverember has
inhabitants. invested heavily into the rebuilding of
Neverwinter through a movement named the
New Neverwinter Initiative. This all occurred
following the death of the previous ruler Lord
Nasher Alagondar, leading to several
cataclysmic calamities for the city. Laying in
ruins, Neverember bought in help from several
sources, paying for almost the entire venture
personally. Eventually the city began to be
restored to its previous state, at which point
Neverember claimed himself Lord Protector, a
As per maps found in the Swords Coast role created by himself. This created a few
Adventure guide (pg. 52) or online, the city is political issues, with some factions disputing
roughly divided into four main districts or zones. this position, claiming the possibilities of
These zones essentially run-in contrast to each tyranny and oppression. It has been rumoured
other as their inhabitants and features differ to that Neverember has been paying off or killing
a substantial degree. legitimate heirs to the throne of Neverwinter,
although rumours of this are scarce and
unfounded. Neverember hasn’t helped the
rumours however, as he has imparted heavy
taxes on the nobility and imparted strict laws
governing the formation and running of Guilds.
Neverwinter acts as part of the Lords Alliance,
with Neverember taking a proactive role in
delegating regional tasks to appropriate
contractors.

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The Lord Protector doesn’t stoop to politics as 7. Happenings and activities
he thinks it would be foolish to portray himself
as the city’s magistrate. He has delegated this
As Neverwinter has steadily recovered from the
role to the dwarf called Soman Galt, the
cataclysmic tear which ran throughout the
appointed Mayor of Neverwinter. Galt was
south eastern city districts, many factions and
usually described as a cold and distant person.
individuals have flocked to the city to try to
Usually lost in thought and mumbling to himself
establish a foothold in one of the most
but able to show an astonishing concentration
promising regions in the known world. With
capacity when he had to focus on something.
surrounding lands rich in natural resources, the
What is less known about him is that he is a
ideas of trading, crafting, protecting, thieving,
puppet of the Abolethic Sovereignty. His role in
exploiting, praising and praying, have people
their operation is to inform his masters of any
travelling from all over for a piece of the action.
event of importance and to influence the
Now with the giant chasm sealed and vacant
government of Neverwinter in ways that would
land up for grabs, many merchants &
be beneficial to the aboleths.
individuals are marking plots of land to call their
own.
Through the Lord Protectors leadership,
currently Neverwinter has been rebuilding ties
Work can be gained here as a labourer or skilled
and connections with trading partners from
craftsman. The inns are already overflowing and
around the area such as the dwarves, gnomes
with new visitors arriving daily a food shortage
and various human settlements. Although the
is beginning to develop. Rangers and farmers
trade is essential for the rebuilding and stability
vie to supply food stock for decent coin, as
of the city, the goal is to return it to the artisan
brewers and abbeys rush to supplying their own
hub which it was originally famous for. The
wines, ales and meads. Bards have arrived to
drive for skilled artisans, scholars and magical
sing cheer for the taverns at night, turning
practitioners to take up residence in the city has
decent trade feeding from the excitement and
been great, drawing attention from
vigour of the opportunistic folk hoping to create
professionals in surrounding regions.
a fortune. Rogues and pickpockets have
followed the masses to capitalise on the
business and the lack of suitable law
enforcement. Following the rogues and

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pickpockets, sell swords and guardsmen of all the spots are taken. Some buildings are yet
many varieties have come along to protect rich to be taken, but there are also empty plots that
merchants or to sell their services to protect they can set up in. The merchants' villas along
lots and claims. All this in turn means that the the river are also being claimed and restored by
docks are becoming active and popular once people who have heard of what Neverwinter is
again. starting to become once again. New stores and
workshops open by the tenday, and workers
without training offer their services to gain any
Neverember’s rule was made sure with
type of employment and experience. The
aggressive guards in the Mintarn Mercenaries.
This has been the case for many years but the Ashmadai have been targeting these
newcomers and pressuring them to side with
public calls for a more lawful way of doing
them.
things and are looking to create a more
respectable, local guard organisation. Since this
has yet to happen however, the districts and The Lord Protector wants to map out the
neighbourhoods are currently organizing their sewers to drag out the last few rebels and
own makeshift militias. The Lord Protector does wererats. This is a perfect gate-way quest to
not wish for conflict with the militia and his introduce the party to the Lord Protector as
soldiers of Mintarn and is looking for capable well as the Blue Lake District. If that is not
adventurers to train the militia so he can slowly something that the party shows interest in then
wither out the Mintarn soldiers. the city needs a steady supply of food, as its
population is steadily growing in number
The Sons of Alagondar have begun to volunteer without a chance to recuperate. This can be
as replacements for the Mintarn mercenaries done by protecting the current providers as well
currently patrolling the streets. If Neverember as trying to make new connections outside the
can get them in line with his goals it will be a city.
way for him to draw the nobles to his side and
invest in the city. Perhaps for Nobles homes so Crown of Neverwinter - stories say it shields the
they stay, and the city prospers. wearer from the extremes of heat and cold and

As the Chasm is closed, much land in the marks the person the true heir of Neverwinter.

Beggar's Nest is now up for grabs. It is possible A false heir is allegedly burned by frost and fire.

for adventurers to seize this opportunity before With the rumours of its existence coming back

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up to circulation, it is an important plot piece to 8. Protector’s Enclave
make sure the favour comes to one choice of
the players’ choice.
Protector's Enclave was highly taxed police
state of Lord Neverember. Beyond Protector's
Tip: If you are looking for a random events table
Enclave, it was common for monsters to roam in
for enemies, I would recommend you look at
the city of Neverwinter. Unlike most of the city,
the district you are in and look at it’s figures of
this specific part of the city has not needed
power. Use the NPCs mentioned in Appendix B
much rebuilding. Lord Neverember as a Lord
depending on the level your party is at.
Protector rules this city from a modest villa. This
area lies in the west-most part of the city. Thus,
If you are looking for events to happen in the
it was protected from the Volcanic eruption
city, it would be sensible to use any type of
which largely affected the eastern part of the
shop discounts day, an interesting
city causing the chasm to appear.
guest/company arriving in the docks, a festival
for Neverember or a culture-based parade The region consists of many nobles who did not

based on what culture is dominant in your leave the Neverwinter city even during

version of New Neverwinter. Cataclysm. Whatever opposition still exists to


Lord Neverember is usually behind closed doors,
as he has gone from an iron-fist, highly tax
taking leader to someone who is usually spoken
of well. He has managed to stabilize a city that
was on the verge of ruin. Years back people
would call him by a nickname in poor taste,
Depicting the crown of Neverwinter
namely Lord Pretender - which was openly
Credits: Wizards of the Coast
punished by force by the General Sabine's
Mintarn Mercenaries. Now the general public is
The districts
on Neverember’s side which makes for a more
This section will delve into the districts and their enjoyable walk amongst the streets of the
points of interests. I have tried to make each Protector’s Enclave.
location detailed whilst still up for
One of the factions, the 'soft' faction of Sons of
interpretation, with suggestions for
Alagondar - the Greycloaks, works subtly in this
characteristics and descriptions.

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region. Their base of operations is a secret Driftwood Tavern
meeting place somewhere in Driftwood Tavern. As soon as the characters happen upon this
building, read:
This region is under strict control of General
Sabine who commands the Mintarn
Mercenaries. Administrative duties are handled Infront of you stands the Driftwood Tavern, a

by the dwarf mayor, Soman Galt. The Lion sign three-story building decorated with curious

of Neverember is a recurring theme in the and relics of Neverwinter before its first fall.

Enclave. However, his coat of arms from Upon entering it you notice old statues

Waterdeep (a scepter made of water where the decorating its corners, ornate doors pulled

top is an ember of flame) is never displayed in from the wreckage that could also be used as

this region in order to win the trust of citizens of fine tables.

Neverwinter. Because of the trade from


Waterdeep, the market of the Protector's
Enclave is one of the best. This buildings old interior is a common
This district hosts most of the sites that drag discussion topic of the patrons that this is a
both the citizens and the tourists attractions. proper and good way to honour the past of the
Examples of them would be hosts the House of City of Skilled Hands.
Knowledge, the Hall of Justice and links to the
North of the city via the three famous bridges, Its services: drinks, meals and rooms are quite
the Sleeping Dragon, Winged Wyvern and expensive as it caters to the richer clientele.
Dolphin Bridges. Mainly a segment of economic Ordering something usually comes with a lesson
and governmental importance, this area is from Madame Rosene, the owner, about the
heavily policed and houses almost all past of Neverwinter.
Neverwinter’s vast array of shops and
marketplaces. The famous Moonstone Mask The owner, Madame Rosene, is a female human
tavern, accessed via teleporter, is also a popular in her mid 70s who is also the leader of the
tourist destination for this area. This zone also conservative faction of the Sons of Alagondar,
features a bank, auction house and guild the Greycloaks. Has long white hair that goes
registry. down to her chest, wears a golden necklace
shaped like a vase with green jewels on it.
Wears finer dresses with a sash by the hips
where she puts the money into a pouch. She is

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Protector’s Enclave from the Neverwinter game.

Credits: Wizards of the Coast


kinder to the older folk, for they might have Grand Emporium
been there to see Neverwinter in its old glory. Upon entering the building, read the following:

This is also a hidden base of operations for the Grand Emporium is a modest one-floor
Greycloaks, where they have meetings. building made from bricks and wood. The

insides front is decorated with a large orange


Most of the clientele tends to talk about the carpet up to a wooden counter in the middle
past of the city, as it is seen as something filled of the room. Behind the counter are numerous
with honor in this establishment. Tip for things cages of varying sizes.
your players can overhear:
Patrons to taverns tend to have a common
topic of discussion, the origin of the city's name.
This store sells pets, both normal and magical.
This discussion tends to have three different
Some of the larger ones, as well as some
theories:
magical ones are kept in the back. Any
interested clients can follow the owner to the
Theories
back. The Grand Emporium is run by a red-
The city’s founder, Lord Never, defended
skinned female tiefling in her early 30s, named
against an attack of orcs. The name, Never’s

Winter, changed over the years to simply


Brimine. She is a kind-hearted soul, especially to

become Neverwinter.
animals and exotic races. She talks to animals

The prestigious gardeners can keep the city’s with a baby voice.

gardens in full bloom, even when a heavy

winter hit. The animals sold here are put into three

The Neverwinter River is heated by fire categories: The first category are the animals

elementals underneath Mount Hotenow. This kept in the front.

produces a warmer climate around the city 1) The normal pets sold in the front. These are

and its surrounding geographical features. the stereotypical pets: dogs, cats, owls, snakes,

The river and Neverwinter Harbor do not reptiles.

freeze over even in Winter. The other two categories are kept in the back.
2) Rare and sometimes large pets: Ox, wolves,
falcons, cockatrices and more.
3) Magical pets such as a baby gryphon or a
displacer beast. There are plenty of generators

13
out there that can make this very descriptive Order of the gauntlet
and amusing to the players! If the characters An unassuming building within the Protector's

ask Brimine about the magic pets, she will take Enclave, hosts a faction outpost for the Order of

out her favorite and say the following: the Gauntlet. A prime place to gather
intelligence or help on several matters, the
faction also offers a few jobs and quests for
A small fire elemental vanished from the plane of
fire shaped like a black cat, leaving black ashen
well-intentioned adventuring parties.

tracks everywhere it goes. It can be commanded to


summon its tiny fire powers to explode, damaging DM Notes: The quests

everything around it, but like most cats, is If neither of your plothooks, be them subtle or

temperamental and difficult to control or extremely obvious, do not bite then this is an
command. She ends her presentation with looking excellent quest hub for the characters to get to
at it and saying with a baby voice: But you’re just learn the city and its surroundings. I will write up
the cutest, aren’t you? a few quest examples under here, for different

levels and situations, to give an overview of how

the organization works and what they would


If the characters ask her about its origins, if they require the characters help with.
pass a persuasion DC of 10, she will tell them
that she found it during an expedition near
Mount Hotenow. She would go back in search
The order of the gauntlet is primarily made up
for its kin, but rumor has it that the volcano is
of paladins and clerics of gods and deities that
under a fire giants dominion. Asking other
believe in order through faith and punishing the
people, they will learn with incraments that this
evil. The popular ones are Tyr, Helm, Torm and
fire giant is known as Gommoth, who leads a
Hoar. When individuals or creatures break the
sect-like group of fire-worshipping creatures
laws, agreements or codes of conduct the Order
and he has proclaimed himself as the king of
is quick to act, waiting for no one to give
Hotenow (linked in monster appendix).
permission. Their overall goal is to smite evil,
enforce justice and enact retribution.

Even though they might at first seem like a


violent bunch, the Order of the Gauntlet values
both friendship and camaraderie extremely

Credits: Wizards of the Coast


14
high. To many of the members, the comrades some support beams. The attackers can be a
around them are a second family whom they mix of skeletons, perhaps they are led by a Thay
share a bond with like siblings would. necromancer, depending on the party’s level.
The reward is 100g.
Quest example (1): Agriculture Quest example (3): Elimination
The farms and windmills outside the city walls Champion! You have proven yourself capable to
are under constant risk of poaching and violence us and this city numerous times and we are
and since we do not have the manpower to hold forever thankful for it. However, as you well
order inside the walls yet, it is difficult justify know, the threats occur again and again. We
sending anyone outside the walls. Will you help have gained valuable intelligence that one of
us adventurer? – Baern “Reckoning” Broodfist, the Thay higher members, known as Jawbone,
the dwarven marksman devoted to Helm. has recently shown herself outside the walls.
The quest requires the group to stand guard by Last spotted near the most eastern part of the
the windmills and wheatfields outside the city Protector’s Enclave. Will you join us and deal an
for 4 days, they will receive lodging by the local everlasting blow to the forces of evil? - Baern
farmers who welcome their protection with “Reckoning” Broodfist, the dwarven marksman
open arms. At any of the nights the farms are devoted to Helm.
attacked by local bandits. The reward is 50g. This, unlike the other two examples, would be a
quest where the adventurers would need to
Quest example (2): Masonry prove themselves to gain the Orders trust. You
We have had sightings of undead managing to join a bulk of Order forces and fight against a
slither their way through the wall of Thay lieutenant. If Jawbone is confronted, she
Neverdeath. This must be the work of those will summon undead forces to aid her. The
necromancers, perverting our dead and forcing reward for the quest would be 300g and
us to fight them. We need an escort with our whatever the lieutenant has on her, including
masons, so they can repair whatever crack there her weapon.
is in the wall while you hold off the undead. Will
you assist us? – Yevelda, the half orc paladin of
Tyr.
The quest is an escort mission, the group needs
to hold back the undead for a few hours while
the masons rebuild the structure and puts up

Depicts the symbol of the Order.


Credits: Wizards of the coast.
15
Hall of Justice
DM Notes: Rumors
Located on a cliff overlooking the Sea of Swords
If the characters question people about the
on the north bank of the Neverwinter River
vaults, most citizens will tell them that the vaults
near its mouth. It is built from stone, iron and
are rumoured to be haunted and popular myth
wood and is beautiful to look upon. It is built in
says that the city’s honoured dead will rise to
enormous proportions, to the point where
slay any who disturb their rest.
giants and dragons would have enough space
for rest. Mildly decorated with several rooms
for daily routines and worship.

Previously the seat of government in the city of The ironclad defense *


A building who’s sole use is the recruitment of
Neverwinter. Lord Protector Neverember took
new peacekeepers. This job was formerly run by
residency at this building before during the
the Mintarn Mercenaries who were hated by
construction of “New Neverwinter”. Once
the public for being excessively violent to
Neverwinter had settled after the chasm and its
anyone who expressed their dislike to the Lord
various problems was gone, Neverember gave it
Protector. They faded in popularity and
back to the followers of Tyr which was one of
therefore in numbers. As a result, the four
the reasons why Neverember was more liked
districts have created their own militias to
and seen as a worthy leader.
wander the streets to keep themselves safe.
Now the Lord Protector wishes to make peace
Used as a place for legal proceedings and high
for all and has instructed the Mintarn
crimes, the hall is frequented by several
Mercenaries to leave their posts. He is
devotees of Tyr and Torm.
therefore in need of experienced adventurers
to educate and guide the newforming city
Hall of Justice Vaults can be found beneath Hall
watch composed of mostly inexperienced but
of Justice. There is a series of vaults, crypts and
faithful people of the public.
storage chambers where many of Neverwinter’s
nobles, heroes and treasures are kept. It dates
This building is a plain stone house with
back hundreds of years.
numerous employees of the mayor who gives
fills out forms for people who wish to be part of

16
the cities defense as well as instructors to teach
DM Notes: Cultural immersion
the new recruits.
A tip to make the bank feel alive is having

multiple customers standing in line who are


trading in different currencies for the common
silver and gold coins. I would recommend using

this googling “Currencies of the Forgotten

Realms” and using a large variation of them in


both the bank and in the shops. Neverwinter is
Credits: Wizards of the Coast
supposed to be the central trading hub of the

north after all.


Manycoins bank
A modest stone building where the entrance is
formed as a large arc. It is protected by four
guards, two on the outside and two in the Moonstone Mask
vaults on the inside. The two on the inside are The Moonstone Mask is a five-storey building.
sleepyheads who tend to sleep on the job, as The first floor is a dining room, lit by a huge
they are usually not overseen. Manycoins Bank hearth and by lanterns hanging from the sides
offers storage for anyone who is willing to pay of the grand staircase. The next three floors are
for their services. Opening a bank vault is 5 gold soundproof rentable rooms. The fifth floor is a
per month and will accommodate its size festhall. The roof has a platform for winged
depending on what the people want to store in steeds and flying ships.
there. There is a cellar under where there are
more storage places. A legendary tavern which floats on an island of
land high in the sky above Neverwinter itself.
The bank is currently staffed by two female This establishment apparently floated away
humans named Kala Holt and Amber Lill for during the spell plague and can now only be
regular bank services. They are both accessed via flight or a teleportation circle
professional, tight-lipped and lawful. Amber found below in the city. This Tavern is reputable
tends to snack on almond nuts which drives for its discretion and rare wares. It is run by a
Kala crazy. half-elf named Liset Cheldar who runs the
Moonstone Mask with a wink and a smile (she

17
loves flirting, some say that’s how she owns the sees that the customers are there, unless it is to
joint even though her claim to it was unclear). impress a person of high stature who he
believes rivals his own skill in magical
The staff is composed only by females wearing capabilities.
glowing, moonstone-trimmed masks and sheer
black gowns. They never revealed their true Seven suns coster market
identities. They also wear magical amulets that The Seven Suns Coster Market is essentially the

protects them against mind-reading and mind- cornerstone of tourist attractions for the

controlling magic and lets them send mental everyday traveller and even the more rare,

messages among the wearers of other amulets. experienced adventurer. A stone floor on a

The chefs, however, are all male. large open hall decorated with beautiful silk
hanging by the open roof from wall to wall. The

Sage’s Shop walls, fine yellow clay, are decorated by expert


This humble building used to be a library with craftsmanship of every kind, paintings,
rows of shelves handled by the former shop weapons, armours, and whatever you want to
owner, Bradda the Sage, but has a new owner use as centrepieces to draw in the players’
who has remodelled the purpose of the interest. This is a fantastic place to use as a hub
establishment. The books on the shelves are for many of the artisans and merchants to not
still there, but at the back of the room is a only show their work but also to study the
counter where the new owner Poltar Sagcrath opposition and learn from each other.
stands. He is a male Dragonborn, red dragon
scales for skin and wears a long grey robe with
DM Notes: rotation
silver details. Tends to shrug and scoff at others
The inhabitants, as well as visiting artisans, can
work and is very confident in his own. He can
apply for a spot in the market by seeking an
enchant items and is a leading figure for doing
audience with the mayor Soman Galt in his office
gemstone tattoos.
near the Hall of Justice. This also means the
wares and merchants you can find there are
He has all his valuable materials and equipment
rotating. If they are not in the market, then they
locked into a magically sealed coffer which
are most likely in their shops or have travelled
contains a bag of holding under the floor behind
home to wherever they came from.
the counter, which he accesses by removing
one of the planks. He never picks it up when he

18
This market functions as an auction house at
night, when the general population is home, As soon as you enter the stables you notice a hint

and the serious bidders are there for the single of soothing incense covering the whole area. It is

purpose of buying unique items of high value. an aroma that reminds you of summer flowers and
fresh salt water. You assume that this is a soothing
This auction is driven by an older human male
factor for the animals.
referred to only as “Al-Sahmi”, a tanned and
well-groomed man. He is a no-nonsense
individual and demands respect, order and 5gp per night and they are treated with the best

silence during the auction. Anyone who disturbs food, drink and care there is. Whoever enters

his ideal environment will be escorted away by the stables area instantly notices a hint of

the guards. subtle yet soothing incense covering the area.

Wylie´s Wondrous Bazaar


A store outside the Seven Suns Coster Market
that deals with scrolls and rarities of all types,
run by Wylandar “Wylie” Ilmarin. While Ilmarin
is the proprietor of the Bazaar her clerk Rhix, a
kobold, handles the packaging of items and
receiving the money. Ilmarin does not accept
Seven Suns Coster Market in the Neverwinter game.
Credits: Wizards of the Coast. any trades, she is only interested in coins and
gems, primarily diamonds. She will give a

Shaundakul Stables discount if the player offers diamonds as part of

Highly reputable establishment where they the bargain.

offer guaranteed protection for mounts. It is


run by a female human named Menhet and her House of Knowledge

mother Maat. It is mostly used by nobles and A temple devoted to the god of knowledge,

adventurers as the services and qualities are Oghma, this building can be found at the end of

high-end but far from cheap. When they enter the Dolphin Bridge. Visitors to this temple are

read the following: often gifted with various gifts of knowledge


provided by the clerics operating the temple.

19
It’s been rebuilt since the Spellplague, but the remained in summer, it was believed that the
inner sanctum is kept under lock and key. dead would not turn into undead. This place has
Mysterious and somewhat forgotten knowledge been used for necromancy before however,
lies in there, along with it’s guardian Atlavast numerous times. This has created a general fear
who has not seen the light of day for years. He’s of the undead and people now get cremated
been continuously cataloguing and fixing the instead. The Lord Protector has sealed the gates
order of the inner parts of the library, as it was to the graveyards, and it is considered the
shaken into chaos previously. The rest of the largest problem yet to be dealt with. As the
temple is open for the public and the city is adventuring party has proved themselves with
sprawling with shrines for other deities. other tasks, exploring and cleansing it is an
excellent task for a high-level mission.
The House of Knowledge will gladly receive any
donations for rare literature but depending on It’s filled with mausoleums and statues, often
what it is can also spend a large amount of overgrown with withered grasses. Anyone who
money to add it to their collection. Adding to it trespasses gets attacked by the undead
is not unheard of – but it is a special occasion (commanded by the Thayan sorceress Valindra
that is celebrated by the priests and the reward Shadowmantle). She uses the graveyard to
is usually that you receive a piece of knowledge bolster her forces. There are multiple
that you are after. This can be through a direct underground areas that are entered via the
boon from Oghma herself – or given limited mausoleums and crypts.
entry to the inner sanctum if the person is after
learning about a specific topic that is kept in
DM Notes: Customization
there.
Feel free to be creative and build it up to be as
large or as small as you need it to be, the
Neverdeath
underground area of the graveyards. These can
A cemetery consisting of two wide, roughly
function as multiple dungeon-delving
square areas of the city, and surrounded by a
experiences, or it can function as a potential
wall of stone and wood, Neverdeath was the
target for graverobbing for family heirlooms.
burial grounds of Neverwinter. This was once a
Personally I think it depends on how central the
respectful area that has been left in the
necromancing Thays are to your campaign.
shadows. It was named from a common
blessing given over the dead. If the city

20
Day and night has begun to prove himself worthy, the Sons
The main activities in this district are during the have begun to integrate themselves into the
day – the main night activity in Protector’s martial operations of the city. Taking up guard
Enclave would be the auctions that take place in posts, city watch and regional patrols this group
the Seven Suns Coster Market. The rest of the is now entrenched in the defense and
district is heavily patrolled during nighttime to prosperity of the city. Whether this integration
prohobit theft from the various establishments. will be used to disrupt the current stability
within the city is yet to be seen. Some guess
This districts’ factions that the Sons of Alagondar have infiltrated the
The faction you will notice the most in organizations to gain know-how of city
Protector’s Enclave is by far the militia and operations, picking weak points at which to
guards of Neverwinter, including the strike at. Alagondar was a royal family that
Greycloaks. They roam the streets and protect ruled Neverwinter after Nashers death, until the
the buildings of the district. Ruining.

The second largest influencencing faction in this Thayans


district are the Thay, that reside primarily in the Necromantic Casters – led locally by Valindra
two graveyards. It is rare for them to move Shadowmantle (wizard lich and upper member
outside of this district but if there’s something of the group) Thay’s interests and influence are
in it for them they will. Otherwise their more widespread than given credit for.
presence will be noted mostly if the characters Stumbling across this faction will require
approach the graveyard and go in there. specific cunning and infiltration to survive their
watchful eye. The Thay are interested in a relic
Let’s take a look at the factions and who they hidden deep in the Neverwinter Woods called
are. the Dread Ring. This ring along with others is
used to channel ancient and primordial magic
Sons of alagondar to be used in a ritual to turn their leader into a
Nationalist Fighters – Originally opposed to Lord god.
Protector Neverember and this vision for
Neverwinter, this group was initially established Valindra has recently sought to restore the ring
as a rebel group, designed to agitate the for her master, but with ultimate motivations
hierarchy for self-governance. As Neverember for herself. In turning over stones to gather

21
more information on the Thay, it has been
rumoured that the Thay are responsible for the
cataclysmic tear in Neverwinter as their ritual to
promote their leader to godhood, tearing
asunder the landscape. This information could
be very handy in convincing the upper
commanders of Neverwinter to move against
the Thay.
An illustration depicting a Dread Ring.
Credits: Keith Foyston
Valindra also has plans of her own succession.
She has discovered the source of power for the
Meta perspective
Dread Ring is an ancient black dragon who lays
This is the trade district of the city and
dead under the ruined Dread Ring. Valindra
should be viewed as such. The master
plans to reanimate the dragon to her bidding,
creating a new dragon flight and forging her artisans, crafters and merchants tend to

own path to power and destruction. The operate here. The people who shop will
Thayans are responsible for animating dozens vary from the more common crowd who’s
of bodies from Neverwinter and having them saved up a sum of money throughout the
march into the forest and work on the Dread years with a specific goal in mindto the rich
Ring. Along with this army of undead, Valindra nobles who are looking for the latest find
has secured a group of dragon cultists
for their evergrowing collections, whatever
unknowingly aiding her goal of reanimating the
it may be.
dragon. Valindra has essentially blackmailed the
While the trading hub is a big part of the
cult into helping due to taking a dragon ring
from their leader, a grave embarrassment for district, Protector’s Enclave is also the

the dragon cult. The cult works inconspicuously classic good versus evil stereotype. The
to stall and prolong the Thayans advancement living against the undead, life meets death.
in the hope to regain the ring and destroy It is more nuanced than that at depth, with
Valindra.
political escapades and the slowly growing
feeling of unjustice from the other districts
towards it. Mount Hotenows eruption and

22
the spellplague. In general, it hit the other Random happenings in this district
districts much more than the Enclave. What d100 Outcome
01-10 Gossip is spreading!
you put more pressure on should be based Someone has left an
incredibly exotic
on the crowd you are forming it for, your
mount at the stables. It
players interests and comfort. On the next must be a very
experienced
page there is a table for random actions adventurer or beast
that might take place during this district. I tamer.
11-22 A group of undead are
will make one for every district. terrorizing the streets,
there must be an
opening in the
Neverdeath wall
somewhere. It must be
clogged up or they will
keep coming out.
23-45 The rumors are that
there will be an
extremely expensive
An illustration of how a festival in the item at the auction
diverse city of Neverwinter could look like. tonight.
45-70 There is a 25% sale in
Credits: Sandara
one of the stores
today.
71-85 A festival is getting set
up throughout the
district in honor of the
Lord Protector or one
of the noble families.
86-100 The mayor is pleading
for adventurers to
gather at his manor.
There is a problem
outside Neverwinter
that is causing
transports to not
arrive. Someone needs
to investigate it.

23
9. River’s district Ancient magical infused structures such as the
Shard of Night, The Fallen Tower and the Cloak
Tower currently dominate the area imposing an
The River District is the northeast district of
air of mystery and danger. Not many honest
Neverwinter and was named after the
people operate within this area.
Neverwinter River. The houses built in this
district were described as sturdy, and although
The Board laid bare
they were not ostentatious compared with A small restaurant. It offers a selection of fresh
those in the Blacklake District, most were large fishes and meat cooked in a variety of sauces,
enough to have held a family of six or eight plus as well as fried vegetables and potatoes. It
servants. The River District also had many offers no alcohol and caters to a calm dining
towers of different forms and styles, earning its experience. The prices for such dishes were
moniker of the "Tower District". surprisingly low – people are unsure of how.
There are rumors that they are magically
Before the destruction of the city in 1451 DR, producing the ingredients, some say they are
the River District was inhabited by the bulk of smuggled in. There is no apparent owner, the
the merchant class of Neverwinter, alongside a personnel are an older female Tortle chef called
few nobles and wizards. Lim and a Warforged waiter referred to as
After the eruption of Mount Hotenow, the River Bellows.
District was inhabited mostly by the poor and by
xenophobic people. A group of orcs from Many- The Cloak tower
Arrows seized a big portion of this district, A tower occupied by wizards under the
making it almost impossible for Dagult leadership of “Many-Starred Cloak” that
Neverember's forces to reclaim the River District assisted the Lord Nasher during his reign. They
while the orcs lived there. They were forced out disappeared during the Spellplague and only
approximately 2 years ago. their cloaks remained. Rumors say that the
cloaks are alive. Some who are familiar with the
Previously the hub of magic users in the city, the arts of arcane speculate that the wizard’s souls
area was deserted and then overrun by orcs. might have been imbued into their cloaks
Currently this area is essentially seen as cursed somehow. There is a general interest to delve
or haunted to most of the residents. Most don’t deeper into this theory but with it’s dangers it
stray outside in this district after the sun has set. has not been done so far.

24
The characters should see this tower as soon as The fallen tower
they enter the River’s district, this is a This tavern was once the site of a local wizard’s

description that follows that happening: tower. Around 170 years ago the Arcane
Brotherhood stormed the tower causing a fight
and subsequent explosion shattering the tower.
You noticed this building from afar, but now that
you have entered the River’s District you can get a
The inn has been constructed from the

closer look at it. A large stone tower with remnants of the tower and hosts a reputation
enormous roots that climb up on the sides of it. for the various illusionary mages being hurled
Near the middle of the building, parts of the tower from the sky. A grim reminder of the events of
have separated from the building itself and are the pass. Run by the orc Vagdru One-Ear and is
floating next to it. Some of them pillars, some known as a neutral zone for all forces. Anyone
statues, multiple stones are almost static in the air,
who breaks the peace there is beaten senseless
hovering.
by the bouncers as well as most of the patrons,
as it is seen as breaking a vital tradition.

It was briefly occupied by Many-Arrows orcs but Docks


was purged out of Neverwinter 2 years ago with The Docks District of Neverwinter comprised
the help of former groups of adventurers. One the western quadrant of the city, between the
would assume that there might be some former Protector's Enclave and the Blacklake District
traps laid by the orcs, but most definitely and was named for being the location of the
arcane wards and puzzles left by the wizards. commercial docks of the city. This was one of
the seedier parts of the city, the centre of the
smuggling trade as well as more respectable
DM Notes: puzzles or fights?
commerce. Much of Neverwinter's original
This is an excellent area to implement different
wealth and influence was thanks to its position
equipment depending on your party
as one of the few ports on the Sword Coast
composition and what they have taken an
North.
interest to. Staves, wands, scrolls and more are
good if you have casters in your group –
During the Spellplague of 1385 DR, the Docks
otherwise this is a perfect opportunity to add
District was hard hit by the wild magic. Chunks
some rare books and scripture that can be
of land broke away and rose into the sky,
added to the Temple of Knowledge.
forming earthmotes. The surviving residents of

25
the district quickly adapted to their new
DM Notes: The Docks
situation, connecting the low-floating motes to
New ships come and go on a daily basis and is a
the shore with ropes, chains and bridges.
fantastic way to go to introduce new NPCs and plots
to keep the city fresh. I recommend using this as an
The eruption of Mount Hotenow in 1451 DR, opportunity to introduce cultures, races, food and
however, proved to be disastrous for the Docks. items that the players haven’t seen before. I will
It destroyed the foundations of these bridges attempt to encourage my players to look around in

and the changed currents swamped whole the docks once in a while, perhaps there are ships

areas of the port with tidal waves, leaving the carrying interesting cargo or from an exotic place.

docks a rotting ghost town. Only a few fishers


and the occasional pirate ship made port during The port crevice *
the next years. A tavern under the management of a social and
uppity male gnome in his younger years. When
When Dagult Neverember began to rebuild asked what his name is, he just giggles. It is a
Nevewinter years later, he made rebuilding the popular tavern to visit for passing sailors which
Docks District a top priority. He hired engineers means that it is a prime area to listen in to
and loggers and ordered them to shop any rumors and tall tales of the high sea.
usable tree in the Upland Rise to be used to Underwater dungeons, krakens and unexplored
rebuild the docks. By 1479 DR, most of the treasure – everything a land dweller can dream
Docks District was fully rebuilt and operational, of.
once again the heart of commerce of the Jewel
of the North. If the characters stay at this tavern for more
than one night, they start noticing that one of
the patrons sit at the exact same spot every
night. That patron is a raggedy looking orc who
keeps to himself. Unbeknownst to anyone, this
is the last Many-Arrow Orc in Neverwinter. He is
there on a scouting mission in hopes of finding
an opening for his clan to invade Neverwinter
once more.
The Neverwinter Docks illustration from the campaign of
Lost Mine of Phandelver.
Credits: Wizards of the Coast.

26
Day and night Many-arrows orcs
The River’s District, unlike the others, is Once a dominant force to be reckoned with
affected less by the day and night cycle just like who invaded Neverwinter by the order of King
you would except. The main activity is the Obould XVII, now reduced to a single scout
harbor which operates at all times – just like the remaining in the shadows. They mainly had
ships that dock and sail at any and all hours of power in the River district but now hold out in a
the day. While traveling through the district, be tavern by the docks called The Port Crevice
it morning or midnight, one would find people
walking about at all times. Meta perspective
Unlike the former district, this one has not lived
a life of luxury for a long time. Just recently
DM Notes: Nighttime
released of the grip by the orc invasion along
If there are any players that are interested in
with the Spellplague that hit it hard about 100
nighttime activites but don’t have a specific goal, it
would not be a bad idea to hint that people are
years ago.

moving to and from the direction of the docks. There


will be plenty of honest work – as well as shady The has created an overall sense of unrest in
figures out in this district which should fit all the general population of the district, but it
characters’ interests. comes with a duality. The constant activities at
the docks, the earthmotes that are flying above

This districts’ factions it, the magical and mysterious towers create

The faction you will notice the most in unrest while also attracting people to visit and

Protector’s Enclave is by far the militia and be in awe. This creates a distinct tell for two

guards of Neverwinter. They patrol the area and different types of people who can be spotted

focus on the docks, making sure that no one there. The ones struck in awe, filled with

that brings ill-will to the city docks at the excitement and joyed to be there tend to be

harbor. Other than that it’s mostly smaller short-time visitors. The contrast to this are the

groups of adventurers and mercenaries that families and people who have lived there for a

have been hired by the various ships for longer time, who knows the struggles they have

protection. been through.

This has created a persona for the citizens who


are required, out of necessity for income, to be

27
kind to visitors while deep down they tend to Random happenings in this district
hold a grudge and a withheld anger at the d100 Outcome
01-10 A man claims to have
people who marvel at something that has
entered the Cloak
caused their families pain. This can be Tower and says that
there is treasure laying
roleplayed as open yet grumpy citizens.
about, if only someone
could help him get past
the traps.
11-22 An illusory image at the
Fallen Tower changed
last time and showed
something new, people
gossip that it is
something yet to come.
One of the factions
intend to break the
truce and strike when
people are relaxed.
23-45 A new trade ship at the
A screenshot of the Moonstone Mask and a flying docks needs help with
earthmote in the Neverwinter game. transporting extremely
Credits: Wizards of the Coast. fragile wares.
45-55 A fisherwoman by the
docks claims that she
saw a giant sea
creature only a few
miles out. Apparently,
its luminescent
properties lit up the
base of the ocean and
there was an
underwater temple.
55-75 A large ship is heading
out the next day, it is a
transport ship to a
distant land. They will
bring passengers for a
small fee.
76-85 The mysterious orc in
the Port Crevice has
smuggled with him a
large group of orcs and
have taken over the
Port Crevice.
86-100 A strange ship is
blocking the way into
and out of the docks.

28
doing this with great stealth, as they have been
hunted before. When there is a risk of being
10. Blacklake district
exposed, they back off and run back in the
sewers.
On the other side of the three magnificent
bridges lies the north western area of the In general visitors who know better tend to stay
Bluelake District. Home to Castle Never and a away from this district, as it’s mainly a living
literal blue lake, this section of the city features area for shady characters apart from the
most of the traditional noble estates. This area cheerful, local Alchemist.
has been politically unstable in the past and
many of the inhabitants may be seen to still Alchemist’s lab
harbour a resentment for the Lord Protector Alchemist's Lab is a point of interest located
Neverember. This area has been rumoured to between The Tatters & Lakeside area in
have had a serious wererat problem in the past, Blacklake District. This is run by female human
sightings recently however, have been met with called Hazel, whose main profession is being an
some scepticism. Notable points of interest in alchemist. When they meet her read this out
this section include the Alchemist's Lab, the loud:
Blue Lake as well as various blue blood estates.

Before you stand a short female human with


Once an area populated primarily by Nasher
amber eyes, light brown curly hair that goes
rebels who were fighting against the Lord
down to her shoulders with a big smile. She
Protectors, it is now shared by both the Nashers
has what seems to be welding goggles on her
and the Ashmadai. These two factions
forehead and some soot on her cheeks and
sometimes clash, mostly in the shadows but
neck. She greets you with a hearty, energetic
occasionally in the open. The Ashmadai’s leader
“Hello, hi!” and stretches out her hand.
Mordai Vell resides within the Vellgard Manor.
The Ashmadai are sending in agents to the
rebels as well as the guards forces. Hazel the Alchemist has been restlessly working
to remove the waste from the lake. This was

If that weren’t enough, the wererats roaming in previously caused by the ash and debris from

the sewers sometimes emerge during the dark the eruption of Mount Hotenow combined with

to steal and cause havoc. They are however filth and rubbish from vagrants. These vagrants

29
temporarily lived in nearby ruined houses
before Neverember started restoring the city.

Hazel has been studying the sludge in the lake.


Although her findings were inconclusive, she
suspected that the sludge had somehow
become composed of something else beyond
what she had expected. It had strange, almost
magical properties, although where such
properties could have come from is a mystery.
An illustration depicting wererat-filled sewers.
She has, with great effort, removed all the Credits: Marco Gonzáles

sludge at the top of the lake. Revealing again


the clear and beautiful blue water. At the Nasher warehouse

bottom of the lake, however, still lies a thick This building is the main headquarters for

layer of mysterious sludge. Nashers in Blacklake District. It is guarded by


rebels outside the building who are trying to
keep a low profile to trick anyone who tries to
The sewers
snoop.
Hiding in the unmapped sewer system around
the Blue Lake is an increasingly large gang of
Upon entering the building, it is made to seem
wererats following their one-eyed leader, Rsalk.
like a normal stone and wood warehouse with
They are interrupting the flow of wares being
barrels and crate stacked upon each other. At
transported at night, sneaking up from the
day it is mostly empty of people, but at night
gutter to ambush whoever walks by. It is said
there are numerous rebels who are active in it.
that they store all these stolen merchandise in a
Looking around in it, with an investigation DC
vault of their own making somewhere in the
15 you find a hidden hatch that leads to a
sewers. If left unattended, it will turn away
tunnel. This tunnel will lead to The Flickering
people from populating in the Blacklake district.
Ember.

30
The tatters During his upstart as a merchant he was
A living quarters for what seems to be ordinary seduced and in turn robbed by a young drow
people. Under the surface it is controlled by the sorcerer name Valanthe. She disappeared
Nasher rebels however and going there usually shortly after with his possessions, but his anger
ends with you being jumped by a thug out in has only grown over the years. If given the
the open. Locals stay clear of this area. This is opportunity to strike a drow, sorcerer or worst
their main living quarters. of all, a combination of the both, he will have
troubles holding himself back as his hatred has
When a character enters this area, read this out not be sated. If the characters of your players
loud to them: happen to be drow or half-drow then he will
send people after them. If neither of them are

You get an uneasy feeling when entering this drow and happen to learn this fact about him,

area. In general, it does not seem to be much he will pay them for any information about the

activity here, but looking around you can see whereabouts of possible targets.

people look at you through their windows.

When you look back, their gaze disappears, The Flickering Ember has a passageway under

and the windows are empty. You can feel your that leads to the Nasher Warehouse. A DC 15

every action be thoroughly inspected from Investigation check reveals it.

afar. Based on the few rumors you have heard


since you got here, you are unsure of how safe Vellgard Manor
it would be to stay here. The manor was flanked by metal gates and an
inner wall that could stop a small army. The
manor in itself is a large 3 story stone building
with a large garden. Mordai Vell inherited the
The flickering Ember *
manor after the eruption of Mount Hotenow, in
A shop who sells general goods. This shop is in
1451 DR, when all his human relatives died in
charge by an older human man called Horst.
the cataclysm. He then repurposed the manor
The goods are a front for weapon-laundry in
to use it as the headquarters of his Ashmadai
connections with the Nashers. Horsts own
cell.
secret agenda is being an influencer to the
militant group enough to gain information
about Drow and sorcerers, to track them down
and punish them.

31
The beached leviathan Castle never
This infamous tavern is a 3-tiered building Castle Never was the stronghold and home of
which overlooks the seas to the west. Often the rulers of Neverwinter before the
frequented by criminals, smugglers, slavers, destruction of the city in 1451 DR. The Castle
sailors and merchants, this tavern is a prime was heavily damaged by the eruption of Mount
place for exciting rumors or gossip. As well as a Hotenow.
prime place to be mugged, killed or simply
beaten, should you stick out among the typical The interior of Castle Never was, as of 1479 DR,
folk. It was built in and around the refurbished a battle zone, as various factions vied for its
wreckage of the pirate ship Leviathan. control. The most important factions were that
of the beholder Talgath, and Valindra
It is run by a staff who are well built, very vocal Shadowmantle and her Thayan forces.
and do not mind a bit of violence. Recently the Lord Protector Dagult Neverember
had announced plans to recover and restore
Castle Never, in hopes of bringing prosperity to
Neverwinter. If the party were to succeed this
and report the findings to Dagult Neverember,
they would be handsomely rewarded. Clearing
it will be impossible by stealth and will require
great strength. Dagult is worried that the
necromancer is trying to resurrect Lord Halueth
Never and use him to their advantage.

However, the dangers of the Castle (infested by


monsters even before the cataclysm) stopped

Credits: Forgotten wiki.


any faction from getting control of the place.
The castle was also a common destination for
adventuring bands that wanted to try their luck
braving the dangers of Castle Never in search of
glory and treasure. In it there are two
noteworthy areas:

32
Neverneath
DM Notes: Castle Never
Also known as the “Endless Maze”, Neverneath
While it is possible that the characters would know
was the magically protected catacombs of
of Castle Never by looking around, the Vault and
Castle Never, built to maintain the structural
Neverneath are two locations the characters would
only know about through rumours. This is something integrity of the castle and to protect the buried

that you can set up during a late night at a tavern or corpse of Lord Halueth Never. After the
something other adventurers would talk about Spellplague of 1385 DR, however, the wild
amongst themselves. magic altered the magic ward, giving it a

They are both mysterious and not general malevolent sentience and the ability to reshape
knowledge at all. The content will require a higher the corridors of Neverneath at will. The ward
leveled party. bided its time before trapping anyone who
dared enter in a corridor inside an infinite
magical loop full of deadly traps and animated
statues that attacked anything that moved.

Vault of the nine


The Neverwinter Nine, bodyguards of
Neverwinter’s kings and queens before the
destruction of the city were buried in a
magically sealed crypt in the depths of Castle
Never. The general population speculates that
there is great treasure in the vault, and rumors
claim that the Neverwinter Nine are still alive
down there, protecting whatever is down there.

An illustration depicting Castle Neverwinter’s ruins.


In this vault there is rumored to be a item of
Credits: Chris Dien
great value. An old folks tale that has been
resurfacing a bit more again about the Crown of
Neverwinter - stories say it shields the wearer
from the extremes of heat and cold and the
deciding factor if you are heir to the throne of
Neverwinter. A false heir is allegedly burned by

33
frost and fire. With the rumours of its existence are always afraid of someone overhearing their
coming back up to circulation, it is a deciding public conversations.
factor who will sit on the throne.
Another faction that resides in the area are the
In summary, Castle Never truly is the Wererats down in the sewers. Sometimes they
centerpiece of the district. A large castle under show themselves at night but it’s been a long
constant conflict of multiple factions, that lead time since someone saw them with any
into a maze that changes and tries to murder its evidence.
visitors that in the end lead to the vault of the
nine. This vault with guardians that never rest. There is quite a lot to digest in this district, so
let’s take a look at the each of the factions
Day and night individually.
In general Blacklake District is most active
during night. The honest people that live in this Nashers
district are at work during the day, usually in
They take their name from the legendary Lord
another district, and shut and lock their doors
Nasher Alagondar, who led victoriously the city
at night. The darker side of the district are
against the invasion of Luskan. Their symbol, a
seemingly asleep during the day whilst they are
minotaur head slain by a sword, remembers
incredibly active during nightfall.
one of Nasher's battles when he defeated the
Weaponsmuggling, transporting goods and
minotaur alone, killing him by putting his sword
spying on eachother are everynight activities.
into the beast's eye.

They are a violent faction of the anti-


This districts’ factions
Neverember resistance group known as the
The largest faction in the area the Nashers.
Sons of Alagondar. Their leader, Arlon
They are thugs in broad daylight, operating near
Bladeshapper, took their control after the
the docks but also by the living quarters of the
violent death of the Sons previous leader
district. They tend to cause a ruckus quite often.
Cymril, claiming to be a descendant of one of
the Neverwinter Nine, Nasher's personal guard,
The second largest faction you will notice the
and so the most rightful claimer of the throne.
most in Blacklake are the Ashmadai. While they
This is the main reason why they are in this
primarily run from the shadows, their grip on
district, as they are fighting over power of
the district is noticable even in public. People
Castle Never that houses the tomb of the

34
Neverwinter Nine. Proof of his descendency is fanatical sect led by tiefling Mordai Vell and the
there and if left up to him, nothing will stop him more power-hungry sect led by dwarf Favria.
from entering that tomb. Mordai is responsible for the cult becoming a

Of the rebel factions, the Nashers are among shady manipulative powerhouse. Favria’s

the most vicious in their methods. They seem followers are essentially thugs and loyal only to

more like a gang than a movement, and often their own section of the cult.

clash with other rebel factions over their


methods, having no qualms about using rioting, The cult is hard to infiltrate and eliminate, it

assassination, theft, and sabotage as weapons works on a tiered system with everyone

against Neverember, no matter how many unaware of other cult members' identities due

innocent civilians are hurt by their actions. to masks etc. Mordai has begun to push the
guilds agenda further recently by marking
buildings and bodies with the symbolism of
ashmadai
Asmodeus. This is beginning to create some
Corpses have been found at sporadic moments
form of fear and panic in the populace
spread out within the 4 districts in the city of
especially around the tower district.
Neverwinter. They all have one thing in
common, a marking on their chests. It is
The cult is constantly trying to recruit new
rumoured to be the work of a secret society –
money into their fold, targeting nobility and
The Ashmadai. They are well connected, its
merchants especially those with abundant
members are burrowed deeply into every
wealth. When together and performing rituals,
organisation in Neverwinter. They come from
they have the power to summon Devil’s, imps,
all walks of life, poor, wealthy, dwarf, elf, man
burning devils etc. These summoned devils are
and woman. They all have 3 main traits, a
bound into a human body, usually an unwilling
tendency towards arrogance, the worship or
candidate from a poorer area of the land.
fear of Asmodeus (God of Indulgence,
Mordai is a favourite subject of the Lord
essentially god of all demons and devils) and a
Protector Neverember and the two often spend
curious brand found on their chests. They seek
time together. Ultimately the aim is to remove
to control Neverwinter either directly or via
Neverember from Neverwinter and return him
blackmail and intimidation, yet they currently
to Waterdeep where they can control him to
lack the muscle to directly oppose the current
have power over both cities.
ruler, so they currently operate in the shadows.
There are two main sects to the cult, a less

35
Dead rat Thieves’ guild Random happenings in this district
Operating from the sewers around the Blue d100 Outcome
Lake and its surrounds the Dead Rats are 01-15 The Wererats came out
the sewers last night
predominately made up of wererats. Their and kidnapped
leader is a one eyed wererat named Rsolk. someone. A family
member is in distress
Being an offshoot of the thieves’ guild in and begs for help,
Luskan, the leaders of the guild hope to use bring them back.
16-30 Hazel claims that
Neverwinter as a hub for criminal activities all something happened
throughout the Swords Coast. This guild works in the lake the last few
days, something is
in direct opposition to all but defunct Sons of making sounds from
Alagondar, corroding the nationalistic ideals of the bottom of it.
31-45 The Nashers are out on
the group in favor of a lawless chaos more the streets, attempting
to claim it officially, by
suited to a rogue’s opportunistic nature.
force.
46-60 Devilspawns have been
DM Notes: Base of operations seen at night lately, the
Ashmadai seem to
Normally I would recommend the Beggar’s Nest as a
become more active
base of operations as most of the area is up for lately.
grabs, but if your characters are of questionable 61-80 A ragged crew is
currently staying at the
morality, this district would have its values as well. Beached Leviathan and
There are less guards and more manuvering if their has spread a rumor
about something
alignments are towards the lawless and evil side.
exciting.
81-100 Last night a group of
adventurers went into
the Castle Never in
hope for treasure and
never came back.

36
Meta perspective Beggar’s Nest
This district can be summarized as the classic
When Mount Hotenow erupted, the
war between guilds situations. Multiple factions
earthquakes caused a rift in Neverwinter's very
fighting over control that are currently at a
foundation, creating a festering pit where the
stalemate due to their powers and resources
Spellplague began to accumulate. It was not
being at somewhat similar situations. Neither of
long before the Chasm began to vomit out foul
the sides have taken any larger losses in terms
creatures - Plaguechanged beasts and hellish
of power, items or higher seated members of
monstrosities that defy description - and the
their faction.
defenders of Neverwinter had to hastily build
This will be decided and changed by three new fortifications to hold them back. The top of
possible factors. The first one being that one of the Chasm is now filled with water and has
the factions get closer to one of their goals: become a lake, the people unsuspecting of the
wererats increase in numbers to the point potential danger underneath.
where they overrun the sewers and the district.
The bottom of the Chasm is a pitted wasteland
The Nashers receiving an artifact capable of
of twisted and shattered rock. Spellplague
proving their leaders descendancy from the
energy flares from the ground and the walls
Neverwinter Nine. The Ashmadai connecting to
seemingly at random threatening to douse any
Asmodeus to the point where either he is
unlucky enough to be standing nearby. It is
summoned or his top brass.
eerily silent, except for the raspy berating and
The second option being that they, for either the echoing footfalls of the plaguechanged
reason, decide to ally between themselves. creatures. If one also listens closely, however,
Either two of the factions or all three, and something else can also be heard: the entire
instead of fighting over the treasure and spoils, landscape hums with energy, pulsing as though
divide it by themselves and take the fight to it were itself a living, breathing creature.
Neverember instead.
To the south eastern corner of the city,
The third being that your characters, the
previously ripped apart via cataclysmic volcanic
adventurers, affect the balance of power
activity now essentially lays bare. People have
through either aiding or wounding one of the
rushed to the area to stake claims of land and
factions. Overall, this will be decided by lack of
begin to build homes, businesses and futures for
action over time or the characters actions.
themselves. These peoples are focused on their

37
own pursuits and will commonly be looking for was sealed, Neverember ordered the Wall to be
building components or goods to stuff new torn down. Now the materials from this wall are
stores full of. being distributed to the people who claim a plot
of land in the district, to help stabilize the area

Fort precipe as quick as possible. This is free of charge.

Once the fortified manor of Roderick the Wary,


The Phoenix Bridge *
a wizard renowned for his paranoia, Fort
The Phoenix Bridge is a newly built piece above
Precipice stands as a crumbling bulwark
the chasm that is now filled with water. It is
between the unsuspecting people of
made to identical in importance and
Neverwinter and the Plaguechanged horrors of
appearance from the three bridges that in from
the Chasm. Once the center point of the
Protector’s Enclave. The phoenix itself
defenders against the Plaguechanged creatures,
represents rebirth and new potential, the exact
it is now a defensive outpost for the district as
feeling that the Lord Protector wants to send
well as the way down to the abyss of The
out to the district that is forming a new identity.
Chasm. There still resides a few Spellplague
It is made out of stone and by the ends on both
monsters at the bottom if it and if the area is
sides are two medium-sized statues like a
explored it will lead to the Underdark.
phoenix rising up into the sky.

The wall
It is one of the few always guarded places in the
The Wall was built with stone, wood, and other
Beggar’s Nest, which forces the shady figures to
materials taken from the debris of Neverwinter.
take the long way around the water instead.
It stretched from the Neverdeath graveyard to
This makes walking along the waters, at night, a
the House of Knowledge and the Neverwinter
shaky endeavour. It is one of the places where
River. Much of the Wall was made up of former
one can get robbed, or catch someone in the
manors, towers, and even one of the Guard
act of thievery.
Barracks of old. It was big enough to even soar
over the other buildings of the city. The
Neverwinter Academy
outposts across the Wall always had at least ten
The Academy was a premier fighter and mage
guards watching them, and groups of soldiers
college that existed before the events of the
and mercenaries constantly patrolled the Wall
spell plague. The remnants of the building
to one end to the other, day and night. During
remain, perhaps waiting for someone to invest
the decade of the 1480s DR, after the Chasm

38
the time and money to reforming the academy not counting the cellar there are eight rooms.
to its former glory. Sometimes during the night Their purpose will be up to you.

voices and chanting can be heard from the


You cough a bit, as the dust has stuck itself in
ruins. The Lord Protector is aware of this and
your nose and throat, but thereafter take a
intends, in the future, to rebuild it after all the
deep breath. A good feeling swells inside of
other projects are done. If one were to take you as your mind takes you to one single place
lead on this project and rebuild it, you would that you have not thought about in a long
gain great favor with him. time. “Home”.

Seers manor *
One of the few manors from the Arcanist
quarters that was not impacted by the chasm. It
is currently uninhabited, and the Lord Protector DM Notes: Living quarters
has plans to give this residency to as a token of I intend to give this out to my players as a plothook
gratitude to anyone that accomplishes one of to stay in the city once they are there. The reason

his impactful plans for the city. There has been why they will be gifted this house is because the

a few uninvited visitors that made their way dragon that has tormented the nearby region,
Cryovain from the Dragon of Icespire Peak module,
into it at times but have been driven out by
has finally been slain. The dragon has been
guards doing their routine visits. If the
murdering patrols, stealing valueble transported
characters gain access to the building, read this
goods and disrupting trade and life in general.
aloud:

Shining Serpent Inn


Been rebuilt after its former destruction. The
As you open the once locked gates you see
Shining Serpent Inn was and is one of the most
before you a house of potential. The interior,
popular inns in Neverwinter. The inn is the
while dusty and undecorated, can be whatever
largest of Neverwinter, four stories tall, with
you wish for it to be. You walk around the
several flights of wooden stairs running down
house and find that it has three stories, the
the back. Albeit expensive, the inn is held in
lowest one being a large open cellar with one
high regard. The suites are pleasant, but also
window that let us you see through the back.
bare. The inn also provided fluffy robes for
Overall, there is plenty of rooms in the house,
guests to wander about in, embroidered with
the silver serpent logo to discourage theft.

39
Stonehammers * Archaic Links *
Located on the outskirts of the Beggar’s Nest, The archaic links is an area shaped like a
close to the river. A weaponsmith who migrated roofless dome in the middle of the Beggar’s
from Citadel Abdar, in the far north, has set up Nest. This is a religious meeting place for
shop in Beggar’s Nest and has been building up worshippers of all deities. This area has no
a clientele for the last three years. Very efficient walls, but the dome-shaped figure is comprised
in the arts of making and refining weaponry, his out of shrines for numerous different deities. Be
one problem is acquiring the materials he needs they well-known and worshipped like Corellon,
for his signature make. The owner, nicknamed the creator of Elves, or lesser known as Mielikki,
“Truesilver” Stonehammer, is one of the few the goddess of forests, who was sometimes
dwarves to craft weaponry made from mithral prayed to before a trip to the forests like
for all races, not only dwarves. This has made Neverwinter Wood in hopes of not getting lost.
him quite unpopular with other dwarves, which
can sometimes be seen by angered and The shrines are made in various ways; statues,
sometimes violent customers coming out of his carvings, hanging talismans, altars and small
smithy. temples.

“Truesilver” gets consumed by his interest if Run by no one yet handled properly by almost
either of his guests come in donning anything all. This is a place of serenity and reflection,
made of mithral. If the guests are looking for with little noise being made. Causing a scene
work, he will share his story of having to search will surely make you an enemy of the people
for mithral deposits himself, as no dwarf will quickly.
back his endeavors. He will pay handsomely if
the guests retrieve any ore, bars or items made Vista marketplace *
from mithral they would consider getting rid of. Referred to by the locals as just “Vista”, this is a
place of gathering for people who intend to sell
their goods or buy others. It is far away from
being as organized or protected as Seven Suns
Coster Market in Protector’s Enclave, but it has
plenty of charm and variation in the goods that
people display there. Numerous travelling
merchants come by to open shop there over
An illustration of “Truesilver”.
Credits: Unknown artist

40
the day. There can also be some redeemed clothing that most do not consider, which he
artisans and merchants who sell their goods finds outrageous. His specialties include
there as they are waiting for an opening in the shoulder pads, cloaks, feathers for hats, pocket
Seven Suns Coster Market. watch, belt buckles and fashionable gloves. He
tends to sell his wares for a lower price if the
This is an excellent place to sell knickknacks, customer is as excited as he is.
trinkets, materials, random book collections
and whatever else may peak your adventuring Example Merchant (2): Deceit
interest. This would also be the place where the Greetings, traveler! Are you on a journey or
shady merchants will hide in plain sight and search for anything in particular? I will bet you
disappear but a day later after a large sale. I will anything in the world that I have something for
give two examples of merchants I will use in my just you – Tippletoe, the charming female
world: gnome.

Example Merchant (1): Decorations What seems like a charming, innocent halfling is
Come, come here hero! That is what you are, an experienced crook who knows just how to
yes? I could see it the second you came into my sell her wares. She managed to get a hold of a
vision. The stoic pose, broad shoulders, the necklace that lets her cast illusion magic on
serious brows upon the chiseled head that lays objects. She uses this as an opportunity to sell
upon your magnificent body. The only thing completely empty books, but she uses illusion
missing is something that makes your clothing, magic that makes the reader conjure up the
nay, image, stand out more. The final touch, so text in their mind based on what they desire.
to say. Please, let me be the lucky person to put This can be picked up on by a detect magic spell
the crowning jewel on to this masterpiece that or simply dispelled. If neither of these are done
is you – Garan Dumont, stylish male human. however, she will sell pricey books where the
content will simply fade away after a few hours.
Garan is a human embodiment of a peacock. He After she sells a book, she always changes
also full heartedly believes anything he says to location. So far, she has only sold her wares in
his customers, which can lead to some smaller towns, now she is trying her luck in a
humorous interactions when he does not large city in hopes of making a large sale to
understand why his customers are laughing at “some schmuck”.
his way of speaking. He sells the pieces of

41
Day and night
DM Notes: Potential
This district has a, in general, relatively normal
Now this is a personal opinion more than anything,
cycle as to what happens during the day and
but the reason why the Beggar’s Nest is my favorite
night. During the day the inhabitants are out
district is the possibility for anything to be there.
and about, browsing at the Vista and also
After the chasm broke the district into the mess it is
traveling to the other districts. Another right now, it is a place full with potential. People
common activity during the day is also from all over the world are swarming to this district
rebuilding, repairing and building on the and populating it quickly. This is an excellent place to
plotlands in the district. This is the district that have multiple cultures worshipping different dieties,

has suffered the most from the different making different food, having different currencies,

disasters and has yet to rebuild to it’s full stories and really mixing it up. This will be your
crowning jewel as a Dungeon Master on New
potential. The nights tends to be quite calm, the
Neverwinter. This is the area that you can fully
majority of the citizens and visitors are indoors
customize according to your party, their interests
and spending time with each other. Inns and
and their individual stories. This is also why most of
taverns tend to be crowded throughout the
the buildings in this district are made by me, as there
entire day. is very little information in general about what
would be here in 1492 DR.
This districts’ factions
The Beggar’s Nest doesn’t have a particular
faction that runs it from the shadows. In general
the guards patrol this area from time to time,
but there aren’t that many powerful figures
that reside in this district in the first place. If
your party decides to settle down here, it is very
likely that you will be the influencal figures of
this district.

An illustration depicting an everyday in the Vista.


Credits: Unknown artist

42
Random happenings in this district equipment as well as
their remains, that
d100 Outcome
need to be peacefully
01-11 There is a disease that
put to rest.
is spreading in
76-80 Mail has appeared on
Beggar’s Nest and due
your residency’s
to the many origins of
doorstep, or inside
its inhabitants, its
your tavern room.
origin is impossible to
There is a numbered
track. The people need
key to a safe in the
an antidote!
Manycoins Bank in
12-23 There is a smaller
Protector’s Enclave.
celebration for a deity
81-91 An individual from a
that causes people to
character’s past will
gather, talk and make
appear in the district at
activities together.
a far-away glance
24-35 A festival is organized
during the day.
by the Lord Protector
92-100 A new settler heard
to welcome all the new
tales of your previous
inhabitants. Food,
deeds and is
contests, activities and
requesting your help is
sales of oddities are
clearing one of the
being prepared.
abandoned houses by
46-57 Someone has taken
the river. Apparently,
over someone else’s
there are dangerous
residence and refuses
creatures in the
to give it back. The
basement or attic.
invader claims that “it
is up for grabs, so
anyone can take it”.
Meddling is needed or
violence will ensue.
58-69 A tribe of goblins have
settled down in a large
house in Beggar’s Nest
and the consensus is
worry, as people have
had poor prior
experience with
goblins.
70-75 Specters have
appeared by the
Neverwinter Academy.
If vanquished, they
disappear and re-
appear the next time. If
talked to, they tell of a
vault under the
academy with

43
Meta perspective swarm towards it and find a district that is
almost unpopulated with tons of unpopulated
Beggar’s Nest is truly the district that has gone building that are simply up for grabs? These are
through it all. The Spellplague and the Chasm the people who have no direct connection to
put the district in terror and drove away most the city itself but their excitement to be there.
of its inhabitants, by fleeing or being devoured They bring their past, their cultures,
by whatever foul creatures the Chasm spat out. experiences and dreams. These will be easily
The creation of the Chasm itself was also a large excitable, will gladly share their hopes and
setback for the district, as it basically removed visions with any other newcomer. Slowly
its other half, the district that was called putting their mark on the district, it is becoming
Arcanist Quarters that is simply a distant trace if an incredible multicultural area.
you visit now. Although these are horrid events,
the people of this district are a dream to be This does carry with it some problems; cultures
next to. will always knock heads so to say. There might
be open disagreements between believers of
So, what remains and who is there? Well, that is opposite deities, between previous supporters
an excellent question and the basis of what we of factions who were against each other. There
will look at here. Much like River District, is also the other perspective, which is my
Beggar’s Nest is split into two groups of favorite, which is the pure potential of people
individuals. There are the families that coming together with such vast differences in
persevered through the hardships, fought their experiences. I believe my favoritism that
against the Spellplague monsters by Fort will show itself in how much homebrew created
Precipe and endured when their homes were for this district.
broken by the Chasm. These will be easily
distinguishable from the rest. Physically tough
with a “fight on”-spirit that never surrender.
The other crowd are the newcomers. Tales of a
city that is rising once again in importance, they

44
Depicting multiple religious symbols.
Credits: Wizards of the Coast.
I would like to start this Appendix by saying that I take absolutely no credit for making the majority of
these monsters or their stats. The redditor, Avalassanor, did a stellar job of converting NPCs and
Monsters from 4e to 5e and thus being able to use Wizard of the Coasts fantastic creatures.

I will be linking few homebrew monsters of my own making or official monsters from the 5e Monster
Manual, if you are interested in the 5e monsters I will advise you to go to the already made published
Wizards of the Coast materials. The purpose of this write-up is after all to refresh Neverwinter to a
proper 5e model, and therefore I will only link the updated 5e creatures. I have tried to include all the
relevant ones, and there are some left out. If you feel that there are any that have missed out, feel free
to visit the original homebrew document where Avalassanor has made a stellar job of writing up all of
the monsters from the 4e Neverwinter campaign into his versions of the5e monsters.

P.S. the only 5e creature I have linked in this guide is for the commoner, as this city is filled to the brim
with fishermen, merchants and peasants and you should use that as the standard template for any type
of commoner for simplicity’s sake.

If I were to make any type of recommendations of what you could use from the monsters from the 5e
monster manual this could need some expansion and variation between the devils that the Ashmadai
summon. It also gives a bigger variation depending on your party’s level. It could be anything from the
common imp for the lower levels, to giant summons like the demon gorilla-esque Barlgura.

Appendix A is not sorted by alphabetical sorting but by their faction allegiance. After the Neverwinter
Nine, the featured creatures are stand alone creatures who are not bound to a larger faction of
Neverwinter.

45
11. The factions of neverwinter
Mordai Vell, Patriarch of Asmodeus
Devil worship? In Neverwinter? Why, my pretty lass, I’m afraid you’ve been
misinformed. The Lord Protector does his job well, and I assure you we’re safe from such
things. Now, why don’t you let me pour you another cup of wine? If you’re frightened,
you can sit closer to me. — Mordai Vell

Tall and dark, Mordai has luminous gold eyes even though most tieflings boast red or
black ones. Charisma practically drips from him, setting all around him off their guard.
His obvious wealth doesn’t hurt, either. As the last heir of a noble family (one whose
holdings remained remarkably intact after the cataclysm), he exerts great influence
over Neverwinter’s economy and politics.

Mordai is arrogance incarnate. He pursues whatever interests him, regardless of how


far he must reach. He trusts in his combination of charm, status, wealth, and service to
Asmodeus to gain him what he wants.

Mordai is a smooth operator—charming, rich, and always keen on how he might ally
with new acquaintances and use them. The devil worshipper is generous, appealing, Credits: © Wizards of the Coast
slick, and flirtatious when it suits his purposes. He rarely reveals his true loyalties—and
only to select initiates and high-ranking cultists.

Mordai leads the Ashmadai sect that is more liberal in its interpretation of Asmodeus’s edicts. Its cultists have
little loyalty to Thay (anyone else). Mordai sees even Asmodeus to an end rather than as his master. The cult
leader lies as easily, and smoothly as other people breathe. Dissembling amuses him, and the crafts intrigues
interwoven with truths so well that even his closest allies cannot tell when he intends treachery.

46
Mordai Vell, Patriarch of Asmodeus
In his immeasurable hubris, Mordai Vell decided to beseech the Dawn Titan, Maegera, to forcefully
combine the raging power of the Nine Hells with the might of the slumbering primordial to create a
weapon he wishes to keep for himself. A scepter made in an imaging of the original one, belonging to
the Raging Devil, Asmodeus, however, containing much greater power that would allow him to
challenge even the Dark Lord himself. If he ever succeeded in his plotting, it would spell dark times for
Neverwinter.

DM Notes: Phases of a fight


This NPC, Mordai Vell, is a two-phase fight. That means that once he’s close to being defeated in his first form, his
true strength shows and this second template becomes his new statistics and abilities. He regains all health and
spell slots.

47
Favria, dwarf assassin
If Mordai is the beautiful face of the Ashmadai, Favria represents
its uglier reality—as the whip-scars across her face attest. Born as
a slave to a group of Asmodeus-worshipping duergar, she escaped
as a young adult after orchestrating a riot. Despite the abuses she
suffered under the duergar, she has retained a vestige of her
masters’ tyrannical faith.

Some years later, Favria made her way to Neverwinter in search of


Gauntlgrym. There she found kindred souls in the form of the
Ashmadai. Over time, she intimidated many of the group’s
members into lining up behind her. With the city as a supply base,
she continues to search for the lost dwarven city, which she
intends to find and claim for her infernal master.

But she has other responsibilities as well. Hers is the face the
Ashmadai shows to Valindra Shadowmantle, whom she believes
holds the cult’s coveted sceptre of Asmodeus. Unlike Mordai,
Favria knows what their god’s relic can do. And playing the
obsequious servant doesn’t ruffle her feathers; she’s had plenty of
practice. One day soon, she intends to slit some throats and claim
her prize.

Mordai’s complete opposite, Favria has no patience for the


highbrow dance that nobles and politicians frequently engage in. If
she sees a problem, she picks of it. However, she does recognise
the general value of Mordai’s approach, and she has no desire to
disrupt his efforts, which have gained the Ashmadai many new
cultists and a lot more power. So Favria avoids staying in the city
for long periods. Instead, she has set up camp in the ruins of
Thundertree. From there, she tracks activity in the city and
everywhere the Thayans employ the Ashmadai, such as at the
Dread Ring.

Like their leader, the members of Favria’s sect are brutal and
zealous, preferring to solve their problems with blades rather than
words. They respect the dwarf for her battle prowess and
acknowledge her wits.

48

Credits: © Wizards of the Coast


Branded Zealot Hellfire Warlock
Hotheaded Bully. Branded zealots make up the bulk of Sleeper Agent. A hellfire warlock, having proved itself a
the initiated Ashmadai. They are unyielding in their dedicated and sinister servant, walks its path with
drive to serve Asmodeus, drawing power from the soul- Asmodeus’s blessing, gaining the ability to wield some
deep brands that mark their nefarious covenants. A diabolical power. Such a cunning devotee is careful to
typical branded zealot has little patience and a vicious conceal the brand it bears. It insinuates itself into
temper, making the cultist easy to goad into a fight. enemy sanctums, where its eventual betrayal can be
both surprising and effective.

49
Fimbrul Devil Seared Devil
Hellcold Harbinger. A fimbrul devil spreads winter Burn Those Alive. Resembling a horribly burned
wherever it goes, sapping life from warm flesh. It hails humanoid, a seared devil crackles as it hurls its charred
from Cania or Nessus, the Hells’ eighth and ninth body at foes. The impact propels a cloud of ash into the
layers. Foes who survive a battle with a fimbrul suffer air as the fiend’s stink sends bile up enemy throats.
persistent chills for years. Jealousy fuels its actions, and it snarls as it races
toward the freshest uncooked bodies.

50
Vizier Devil
Political Infiltrators. While Pit Finds often hold the titles of
Ambassadors in the Nine Hells, it would be unwise for them to
involve their fiendish self in any kind of diplomatic mission on the
Prime Material. Unless, of course, a hostile takeover of a mortal
government was on the agenda. Instead, devils prefer much subtler
ways to corrupt and gain influence over mortals, and thus the Vizier
Devils are the ones to serve as ambassadors, advisors or political
figures among the unsuspecting humanoids, for Vizier looks exactly
like a tiefling, however, its nature and motivations are much viler
and more fiendish. They skillfully infiltrate governments and find
their way to the sits of power, though they much prefer the role of
a grey eminence over that of an overlord, as the latter puts them
under too much scrutiny of the public eye. Their specialty is to
corrupt rulers and nations by fueling the nationalistic spirit and
getting them involved in seemingly noble activities that bear grim
fruits. They divide mortals to conquer them. Vizier devil can hurl
hellfire that forces the weak-minded creatures to follow the dark
whispers of treachery, turning them against their own allies. The
devil can share an insightful advice with their allies to aid them in
battle.

Credits: Wizards of the Coast

51
Ashmadai Garroter Ashmadai thug
Ruthless Killers. These Ashmadai favor garrote wire as Opportunist Initiates. It never takes much to become a
their most favorite tool of murder. It allows them to servant to an ill-idea. Some lose their hope and their
keep their victim close and revel in their frantic struggle will to live in the face of misery and despair, others are
for a breath. They are skilled individuals, and like unwilling to try and work towards their dreams, and
snakes hidden in a high grass, patiently waiting to catch they are always those who were cast out by the society
their victims unaware. In case they needed to help for whatever reason, whether justly or not. Sooner or
their luck in creating perfect circumstances for them to later, they all often seek an easy solution to their
strike, garroters carry a brimstone bomb, which bursts problems, eventually ending up even worse: being
into an obscuring cloud once shattered. blindly entangled with a devils-worshipping cult, where
their existence means nothing, their soul is craved after
and not even death is the way out.

52
Madame Rosene,
the voice of craycloaks
Madame Rosene and her regulars have filled the inside
of the tavern with bric-à-brac, curios, and relics of
Neverwinter before its fall. The statue from a favorite
fountain stands in a corner. A wineseller’s planter
boxes, filled with flowers, brighten the walls. A knob
and a knocker from a noble’s estate are attached to the
privy door. Ornate doors pulled from the wreckage
make fine tables, and unbroken panes of stained glass
hang overhead as chandeliers, lit by hundreds of
carefully placed candles. Though the decorations have
been salvaged from all over the city, the tavern does
not feel junky, and no one thinks Madame Rosene is
taking advantage of Neverwinter’s fall. Quite the
opposite—the Driftwood is considered a monument to
old Neverwinter, like a dusty painting of a beautiful girl
hanging above the deathbed of an aged noblewoman.

Credits: SYoshiko

53
Arlon Bladeshaper,
The head of nashers
The Nasher faction has begun to see Arlon Bladeshaper
as its leader. Bladeshaper claims to be the great-
grandson of one of the original Neverwinter Nine, and
he has grown increasingly frustrated with the
Graycloaks’ lack of progress on diplomatic fronts.

At first, Arlon Bladeshaper was leery of embracing this


darker facet of what was supposed to be a bloodless
movement for freedom, but the victories the Nashers
have had since allying with the Dead Rats and Thay
have convinced him—for now—that the Nashers see
things more clearly than the Graycloaks. Moreover,
now that Bladeshaper has led his faction through
several bloody victories, he cannot easily back away
from the gory precedent.

Credits: Bruno Gauthier Leblanc

54
Rsolk
Dead Rats are a were-rat led gang renowned for their infamy
in Luskan, the City of Vice, as well, as brutality and
ruthlessness. Just like their animal counterparts, they are
considered vermin feasting on the city’s underbelly. The
Neverwinter’s branch had established its warren in the
shattered sewers of the city, under the Blacklake District.
Gang signs are gouged in the stone walls and serve as
navigation aids for their members, and a warning for the
reasonable adventurers. Their territory is cluttered with
mounds of stolen goods, half-rotted food and trash, crawling
with vermin and pest.

One-Eyed Tyrant. Rsolk is a mountain of a wererat with his


broad-chest and muscular arms, yet he still maintains a
degree of nimbleness and quickness characteristic to his
skittering kin. It comes as a no surprise then with his physical
predisposition he shows strong propensity towards violence
and bullying. He refers to himself as a king of Neverwinter's
Dead Rat Gang, and he seems to be a brute of a king, indeed.
He makes sure that every gang member fall in line and
happily takes on one-to-one challenges from those who are
discontent with his leadership — after all, no one can match
his might. For now, gang seems to be content with his rule, at
least if he delivers result and ensures their continual
expansion.

Backstabbing Allies. Rsolk seized the opportunity that


presented itself with the split among Sons of Alagondar ranks.
He managed to forge a cooperation with the more violent
part of it — Nashers — to ally against Lord Neverember and
now works to usurp control of them to establish trade
alliance with Thay, although, ultimately, he plans to eliminate
them and take over the underbelly of Neverwinter on its own.

Emergency Flush. The sewers provide a perfect and


undisturbed passage throughout the city and are filled with
numerous traps, from portcullises, tripwires, bed spikes and
poisoned darts. Rsolk, the king himself, made sure to equip
his court with a special kind of failsafe — exploiting captured
engineer, he installed a floor trap mechanism that can bring
the lake waters rushing in to cleanse the sewers from its filth
and his opposition with but a pull of the lever.

55

Credits: Paizo
Lord Dagult Neverember
I am more than pleased to offer my services and gold to rebuilding this fine
center of culture and trade. Through our combined efforts, Neverwinter will
be reborn as a bastion of good in the Sword Coast North! — Dagult
Neverember

With a deep-set dark eyes, pumpkin-brown hair and broad


shoulders, Neverember is a handsome and presentable man, often
referred to as 'lion of a man', for his appearance and bearing. Lord
Protector of Neverwinter, is sometimes referred to as a Dagger and
The Pretender, the latter especially favored by his enemies.

Imposed Protector. Dagult Neverember, the Open Lord of


Waterdeep, has declared himself a distant relation of the old rulers of
Neverwinter, and thus claims to be the rightful heir to their holdings.
He has installed himself as Never winter's Lord Protector until the city
is rebuilt and order is fully restored—at which point some people
expect that he will name himself a king.

For the Sake of People and Popularity. Neverember focuses on


maintaining a peaceful peacekeeping force. His previous aggressive
mercenaries are not his way of ruling anymore. He is focusing on
rebuilding the city, maintaining order and trade, and putting silver—if
not gold—into residents’ hands.

Charming Personality. The Open Lord of Waterdeep is a commanding


noble. Big, boisterous, and affable, Neverember treats each new
acquaintance as a friend. Beneath his congenial display, his quick
mind is sizing up everyone in attendance, tallying potential gains or
Credits:© Wizards of the Coast
threats each could offer him. Despite feigning disinterest in scandals
and hints of corruption, he mentally files away each rumour. He
genuinely respects strong, intelligent male acquaintances and flirts
outrageously with beautiful female guests.

A shrewd negotiator, Neverember prefers plain dealing; he is well


known as an economic puppet master, facilitating trade deals that
shock even those involved.

56
General Sabine Wade
So, you started this tavern brawl in defense of the honor of a lady. Do you know
what this so-called lady does for a living? Anyway, Lord Neverember forbids
rowdiness in the city — and the man you laid out is one of my soldiers. So, the way I
see it, you owe me, hero. We can use someone like you on the Wall. — General
Sabine, welcoming her newest recruit.

Sabine is quite a character: some consider her attractive, others respect her for
martial prowess, and there are those who found out the hard way to never cross
her again. She has dark red hair, fair skin and a dagger tattooed on her arm —
whatever was the reason behind getting that one, she keeps it private, however,
one can easily find out that her tongue is just as sharp.

Mercenary Leader. The general is an adept strategist, a spearmaster and an expert


in mounted combat. She is a commander of the caliber matched by the scope of her
demanding position: she is the leader of the Mintarn mercenaries hired by
Neverember to provide protection for the city.

Strict and Effective. Now that the Mercenaries are slowly transitioning to let a fresh
formed peacekeeping force become the new guards, Sabine looks forward to
settling down. She has had an iron grip on her mercenaries and has this to the new
recruits as well, to protect. She does not tolerate rowdiness in the Protector's
Enclave and firmly acts against rebels who infringe city stability. She is frequent at
local inns, taverns and tap houses, but not only because she enjoys a good drink;
she stages a damsel in distress act to con outlaws into a fight she will gladly take. Credits: Johannes Palmblad

57
Soman Galt, Mayor of Neverwinter Guardian Aboleth. When Galt is in peril, his abolethic
Once a great explorer, Soman Galt has atrophied into a weaselly controllers take over. His limbs flail about, and his body
politician who projects a cold, disconnected presence. The dwarf appears to contort and shake in an uncontrollable fit.
stares absently, his eyes seeming to watch something no one else Galt is unaware of his abolethic taint and would be
can see, and he often mumbles to himself. He is capable of rigid horrified—and possibly unhinged—if he found out about
focus, however, when the situation warrants it, and he takes his it.
work seriously.
, others respect her for martial prowess, and there are
Seduced Astray. Rohini, the Prophet of Helm’s Hold, used her those who found out the hard way to never cross her
brilliant mind and cunning conversational style to seduce the again. She has dark red hair, fair skin and a dagger
dwarf. Fascinated, Galt pressed for more knowledge of her greater tattooed on her arm — whatever was the reason behind
mysteries, and in return an aboleth corrupted his mind. The getting that one, she keeps it private, however, one can
mayor’s range of governmental responsibilities allows the easily find out that her tongue is just as sharp.
Sovereignty to guide social policy, to know what parts of the Wall
will be best guarded at any time, and to keep watch over the Mercenary Leader. The general is an adept strategist, a
general goings-on in Neverwinter. Having such a well-placed asset spearmaster and an expert in mounted combat. She is a
gives the aboleths a considerable advantage over Neverwinter and commander of the caliber matched by the scope of her
will be invaluable when they decide to move against the topside demanding position: she is the leader of the Mintarn
vermin. mercenaries hired by Neverember to provide protection
for the city.
Powerless Puppet. Galt operates under multiple posthypnotic
suggestions designed to serve the aboleths’ interests, and he pays Strict and Effective. Now that the Mercenaries are
covert visits to Rohini for additional conditioning. As such, his slowly transitioning to let a fresh formed peacekeeping
mind has been ravaged repeatedly, which has revealed new facets force become the new guards, Sabine looks forward to
of his eccentric behavior and has reduced him to a pallid, sunken- settling down. She has had an iron grip on her
eyed figure. mercenaries and has this to the new recruits as well, to
Credits:
protect. She does not © Wizardsrowdiness
tolerate of the Coast
in the
Protector's Enclave and firmly acts against rebels who
infringe city stability. She is frequent at local inns,
taverns and tap houses, but not only because she enjoys
a good drink; she stages a damsel in distress act to con
outlaws into a fight she will gladly take.

58
Mintarn Mercenaries
Famed All Over the Realms. Mintarn, a medium sized
island in the Sea of Swords, is a well-known neutral
ground for mediations. It has become a popular haven
for criminals, outcasts, and is famous for export of
professional mercenaries. Their skills are second to
none, and they are the most efficient while fighting in
teams, operating almost as if they were of one body
and mind. Mintarn veterans often specialize in one
type of weapon becoming extremely adept in their use.

Credits: Jason Credits: Windmaker

59
The Wall-hardened Neverwintian
Guardians
No matter the age, sex, and martial prowess, countless
Neverans came together to protect their home. Their reasons may
be countless: fighting for better future, good of community,
vengeance, or safety of little siblings and elders they must leave
each day at home — the safety of their beloved is in their hands.

Protect Your Home. When the cataclysm hit Neverwinter,


countless lives were claimed, but the real horror was still to come
for those who were fortunate enough to survive. A gigantic chasm
has opened, tearing apart the south-east part of the city and the
new wave of nightmares flooded the city, as twisted monsters of
unimaginable appearances crawled out of the abyss itself.
Neverwintans gathered mounting defenses against the
aberrations and created blockades where the fights were most
frequent. Some of the present citizens-guardians grew up
defending the Wall and it became almost a sacred duty for them.
Even though Mintarn forces mostly took over guarding the Wall
and consist of three quarters of the current forces, Neverwintians
remain to carry on their vigilant watch. They were hardened by
countless sleepless nights and fierce fights against waves of
monsters. Even though their goal is common, atmosphere among
Neverwintans and Mintarns is tense and takes form of cold
exchanges, glares, competing for the monster kills, shouting
matches or even brutal brawls, although inciters of those seem to
mysteriously disappear the moment things get serious.

Credits: Dongho Khang


60
Loremaster Atlavast
A prematurely aged, disheveled and neglected man, wearing a
repurposed potato bag like a robe, with numerous makeshift
patches, tied with an old belt around the waist and with a torn rag
around the shoulders imitating cape, Atlavast could be easily
mistaken for a crazy old beggar.

Knowledgeable yet Disturbed. After the eruption of Mount


Hotenow and subsequent cataclysm, loremasters of Oghma feared
the worst and decided to dedicate one among themselves to
looking after the great repository of maps, book and poems. And
so, sealed within the sanctum of the Temple of Knowledge in
Neverwinter in his early twenties, Atlavast has spent almost three
decades in the empty halls underground, away from the outside
world, attentively tending to studying and cataloging tomes, which
stand in countless rows of ceiling-high bookcases. Quite quickly he
lost the sense of passing time and grew increasingly eccentric and
doubtful in his own faculties, frequently relying on auguries to
decade on daily activities, what and how much to eat from the
food reserves, or how to best reorganise the tomes. Also, he
developed tendency of speaking to himself in an erratic matter,
raising and lowering his voice without a reason.

61
Credits: Han AhReum
Valindra Shadowmantle, The hand of
Tsazz Tam
Valindra Shadowmantle, once a moon elf born in the High Forest,
now a powerful lich, is one of the most dangerous individuals who
skillfully weave complicated tapestries of plots and intrigues with
a thread of means that justify the ends. She never had much
respect for the community valued and shared among the People,
and she would put an individual, namely, herself, above it,
instead. Self-centered and focused on events solely related to her
interests, she acts only if it furthers her own agenda.

Subtle and Deadly. Valindra began her training in arcane arts in


the place of her birth, yet slow progress frustrated her, so she left
for Mirabar, where she manipulated an old wizard to take her as
an apprentice. She murdered him a year later and took his
spellbook and magical items. To say she was simply ambitious, Credits: © Wizards of the Coast
would be an oversimplification, after all, not many years later she
The Flight of Undeath. All of that is barely a groundwork for a
held the title of Overwizard and Master of the North Tower of
more magnificent undertaking: Valindra intends to ‘breathe’
Arcane Brotherhood. Filled with the sentiment of possessing
unlife into the bones of a very old black dragon, Lorragauth,
superior intellect, she is easily blinded by hyubris, falling to a trap
turning him into a dracolich. It had been for his remains seeping
set by her own arrogance: she underestimates her opponents,
magic into the land, that the Dread Ring had been constructed
often assuming her machinations are beyond their
where it was, in the first place, as the land was soaked with
comprehension, and she considers them dead long before she
arcane energy. Valindra’s ambitions extend far beyond this sole
could even carry such sentiment to fruition. Still, she prefers to
act, however, as she intends to have an undead flight that will
achieve triumph thanks to her mind, not sheer power, and is
raise to skies of Faerun one day and destroy all who stand in the
likely to ‘enjoy’ a conversation, before obliterating the more
path of Thay. The biggest obstacle in her way, is the state of the
challenging rivals, resistant to her sophistic and manipulation,
dragon: her intended ritual cannot be used on remains, so she
with magic.
must either push past the boundaries of magic, alter the
Dark Fealty. Since transition into a lich, Valindra became iron- procedure, or find power to resurrect the dragon dead for
willed, her ambition has grown, and her methods turned more centuries, before she can make it into dracolich. And that is
ruthless. She had become an ally to Szass Tam from her own free where the Dread Ring or the nearby slumbering primordial,
will, although she has her own agenda, perhaps she even hopes Maegera the Inferno, come in, offering promise of power that
to overthrow Szass Tam, the lich ruling over Thay, one day. And could alleviate her magic enough to make her ambitions come
one should fear, indeed, what will transpire, when an true. She has already made one of the most important steps in
unstoppable force collides with an immovable obstacle. For now, the process: she acquired ‘help’ of a local Cult of the Dragon, the
however, she serves, seeks power and binds her time. only ones in the region with a knowledge on how to create
dracoliches. She found it easy to coerce those zealots into
Self-assured Immortality. Convinced that her phylactery is cooperation by subduing their cell’s leader, Adimond Kroskas, to
extremely well hidden and secure, she doesn’t falter in the face servitude. The moment she got her hand on his symbol of office,
of demise in battle, and thus she may act recklessly, bordering on a ring of dragons, he compliantly fell in line. Despite her success
suicidal, presuming nothing is a threat enough, as her physical in gaining this workforce, the progress on the ritual is
form will reform within tenday. Valindra’s phylactery is thus an frustratingly slow and required ingredients turn out to be rare
item of great demand among her enemies, and many may wish to and even scarce. Other than that, she makes sure to keep her
find it, from Ashmadai to Netheresee to Cult of the Dragon, to enemies with their hands full. For once, Thay provides support to
mention but a few. Sons of Alagondar and pushes them towards darker solution,
The Rise of the Nine. One of her sanctums are crypts beneath providing them with weapons, magic and tactical support, making
Castle Never enveloped in webs of unnerving shadows and sure that Lord Neverember doesn’t learn about her people's
echoing with sombre and poignant sounds of the past. The lich excursions to the graveyard. She also sent underling to
has a great appetite for the animation of the bodies of investigate the Abolethic Sovereignty presence in her area, as
Neverwinter Nine, great heroes, who would make for a potent their significant power and obscured motivations bother her.
force. In the meantime, she has her servants carefully prepare Lastly, she manipulates Ashmadai to run errands for her, and
the nine bodies, simultaneously having her minions animate keeps them in the dark about her true intentions, those unrelated
dozen corpses at a time in Neverwinter’s graveyard, sending to Thay, not worrying about their loyalty too much —62 after all
them through Shadowfell to work at the restoration of the Dread they assume, she still hold onto their relict, Scepter of Asmodeus,
Ring or to join forces battling the Netherese in the Shadowfell and they would do everything to make sure no crack appears on
and on the Thay’s front. its ruby and most hopes to get it back for fulfilled servitude.
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Jawbone
Jawbone is one of Valindra’s many lieutenants, however, she has
been entrusted quite an important role in ensuring constant flow
of animated corpses bolstering Thayan forces. The animation
process isn't limited to one place only, but most of those rituals
are carried on a great scale at the Flesh Factory hidden away
within Dread Ring's ruins. Jawbone is a skilled necromancer
herself, although she prefers when her subordinates title her 'the
death mage', and she mercilessly watches over work of dozens of
minions, scrutinizing their work and punishing for shortcomings
and mistakes. She occasionally hides her misshapen jaw under an
illusion, but it does little good as it doesn't help with her slurring
speech. Most of her teeth on the right side of her jaw have rotted
away except for her magnificently tall husk, and those on the left
are rough and jagged, and most likely doomed to the same fate.

Credits: Jab Jira

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Praddak
Praddak is an imposing wight, who has been raised in a
powerful ritual by Valindra herself. She didn't do it out of
sentiment, instead, she chose him for the immense martial
prowess he was infamous of, and his commanding presence —
features she seeked for in her lieutenant. Valindra entrusted
him with overseeing the great excavation of Lorragauth's
bones in the Dread Ring.

Reaper in Life and Death. The life of the creature Praddak was
before his animation, driven by dark desire to sever the thread
of life of his victims and grow in his own infamy, had been
snuffed by his slayer, a wayward paladin who was hunting him
for his crimes. His spirit's vengeful screams reached Valindra
before Orcus himself could lay hands on that magnificently
corrupted being. Once returned in unlife, his very need to reap
spirits of the living coalesced into a gloom aura, which seeps
into any weapon he uses to carry out execution of his ever-
consuming desire.

Credits: Pixieunion/Daemonstar

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Lorragauth, the chained wyrm
Centuries ago, a very old black dragon had made its lair in the
North of the Sword Coast, deep within the dense and ominous
Neverwinter Wood, claiming the Lord Tharnor's Manor as his own.
His name was Lorragauth, also known as 'The Chained Wyrm'.

During his lengthy lifespan, he had managed to amass a great


hoard, as his desire for treasures was insatiable. So when the time
had come that Lorragauth began to feel the inevitability of death
closing on him, he had attempted to destroy all the lands in his
domain. If he was to die, his kingdom was to share the same fate
along him. While carrying out the grim sentence he proclaimed
over his domain, the Chained Wyrm had spotted an amethyst
dragon, Eldenser, trespassing. Lorragauth had lashed out against
older dragon, and soon after had paid the price, as his enemy was
well prepared for the assault and nearly managed to sever one of
Lorragauth wings before the Chain Wyrm had crashed into a
Credits: Fred Hooper
mountainside, dying abruptly.

For many years that came after those events, his corpse tainted
the earth around the place of his death with such a potent magic,
that Red Wizards of Thay raised a Dread Ring atop his remains.

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The Neverwinter Nine
Some adventurers and heroes are forever remembered in the
annals of history, become a legend, which is passed down through
generations, or give the beginning to a movement, organisation or
tradition — just like the Neverwinter Nine. According to one of the
old tales, before the Neverwinter was founded, Lord Halueth
Never gathered a group of his most loyal guards and gave them
their name. Among the original Neverwinter Nine were: Talven,
Galavren, Floashebel (the only known female of the group),
Thracier (the traitor, according to legend), Shoce, Coneth, N'halien,
Tamper and Slade. Led by Lord Never, the Nine and the Lord's
army prevailed in the war with Illusk, however two among them
perished in the war, one died as a traitor for murdering his fellow
Nine. After Hauleth's dead, he was buried beneath Castle Never,
surrounded by the statues of the original Nine.

Another Time, Another Nine. Lord Nasher Alagondar was inspired


by the legends, so he decided to form a new Neverwinter Nine
when he became ruler of Neverwinter, choosing from among his
most selfless and good-willed men and women. After his death,
the Nine swore fealty to his descendants, the Alagondars. Some
among them were: Nevalle, a handsome man with a chiseled
physique; Melia Ceralle; Sir Darmon; Callum, a male dwarf; Khelgar
Ironfist, a shield dwarf of the Clan Ironfist; and the mysterious he
Kalach-Cha, also titled the Knight-Captain, whose details of great
deeds were better preserved than those related to the essence of
his very person.

Credits: Stephany Nunneley


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Resting Beneath the Castle. The Nine had become celebrated heroes of
Neverwinter after their death, and so their remains were entombed in a
crypt below the Castle Never, known as the 'Vault of the Nine', which is
protected by powerful wards and the Endless Maze, which leads to it,
called the Neverneath. Nonetheless, there are some who wish to claim
those valiant spirits to their dark causes. One such recent attempt was
undertaken by a dragonborn necromancer, Morlanth. Yet another being
who set his eyes upon this powerful prize waiting for the reaping is the
infamous lich, Valindra Shadowmantle.

The Last Guard of the Nine. Descendants of the Lord Nasher Alagondar
knighted a new generation of the Neverwinter Nine, alas, they all perished,
dying alongside their masters during the Ruining of 1451 DR and the
cataclysm that ensued in the wake of Mount Hotenow eruption.

The Inner Vault of the Nine. It is a simple stone chamber sealed tight with
sigil of Neverwinter carved in its great stone doors. Inside, nine marble
coffins form a ring around a throne positioned in centre, which is
emblazoned with a sun, and thus coffins are set to stand in its rays. The
throne and coffins glimmer with dim, warm light, thus illuminating the
chamber, which walls are carved with idyllic depictions of summer and
easiness — in the vault, winter never rains, just as it never did during the
time of the nine heroes entombed there. The Nine bear insignias that
allow them to pass freely through various magical barriers in the castle.
Credits: Mike Lim

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Commoner
Can I assist you in any way, stranger? - Unknown

While some are destined for greatness and


adventure, not all can be heroes that are written or
sung about by the bards.

These are the commonfolk of the universe, the


standard fisherman, merchant, servants, pilgrims,
artisans and whatever else fills your city.

These are the backbone of the city and should


represant the run of the mill individual. Anyone that
stands out in terms of combat experience or arcane
knowledge would differentiate from this
description.c

Credits: Wizards of the coast

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King Gommoth
Among the numerous caves and tunnels spanning webs across
Mount Hotenow viscera, a hunchbacked fire giant called Gommoth
leads a sect-like group of fire-worshipping creatures as a self-
proclaimed king ever since he got banished by his clan.
Remembering the spiritual ecstasy, which overtaken him and his
followers at the time of the volcano eruption and made them feel
one with fire, now, they put all the efforts into bringing back the
sensation and making sure that it will last without an end. All they
crave is to lose themselves in that ecstatic euphoria they once
tasted and never forgotten.

Fiery King. The fire giant is a violent ruler, hoping to squash any
resistance with force and brutality. Exiled by his people for his
physical imperfection, which was perceived as a weakness,
Gommoth makes sure that none of his subjects even let such
thought cross their minds. He takes insults with lethal seriousness,
allows his anger to motivate his actions and let's his bitterness to
guide him while planning cruel punishments to those who ever
offended him.

Following the Fury. Gommoth, as well as those who follow him:


mephits, fire elementals and salamanders, welcomed among their
ranks a stray soul filled with hatred, vengeance and raging fury.
The newest sect member, or rather fanatic, is a shadar-kai,
Shadovar outcast, Qualthus, who had been crossed and betrayed
by his allies. All he dreams about now, is to take revenge for his
expulsion and burn Xinlenal, which he was helping to excavate, to
the ground and bury them all under a thick layer of ash. A skilled
mage, he has the trust of his fanatic community and it only boosts
his confidence that he can create a proper ritual to stir Hotenow
once more.

Credits: Wizards of the Coast 70


Dragonstaff fragment
Item, rare
A fragment of the Dragonstaff of Aghairon. One out of eleven. Currently in possession of Dagult
Neverember who keeps it in a silk inlaid jewelry box in his home’s bedroom. Besides being of great
monetary value, holding it also gives you +1 to charisma checks to dragons.

This fragment is a part of the top-end of the staff. It’s a golden head of a dragon that is broken by the
belly. Anyone aware of Waterdeeps secrets would know of it’s worth and importance.

Maegera’s gift
Weapon, greatsword, very rare (requires attunement)

Holding the handle changes the size of the sword to fit any sized wielder.
When fully unsheathed the weapon lights up with fire and creates a 30-feet
light around it. When it strikes the enemy, it deals an additional 4d4 fire
damage. If there is another enemy within 5 feet, the blow deals 2d4 to them
as well.

Created by the primordial Maegera that is harnessed to power the forge in


Gauntlgrym, this sword was summoned in the hands of one of Maegera’s
servants, the fire giant Gommoth. With a surprisingly subtle handle, the
golden hilt and crimson red blade stands catches the eye of any observer. This
crimson red blade can only be seen when the blade is not fully unsheathed,
otherwise the flame covers the blade completely.
Credits: Wizards of the Coast

Pendant of loyalty
Necklace, rare (requires attunement)
A necklace currently wielded by Madame Rosene. It gives the wielder +1 persuasion and can grant +1
persuasion to up to four individuals who swear allegiance to the current wielder. If an individual swears
loyalty to the wielder of the necklace, any attack roll against them is made with a disadvantage.

This golden necklace is shaped like a vase, adorned with green jewels on it. Inspecting it gives you a
sense of warmth and friendliness towards the wielder.

potion of liquid armor *


Consumable, rare
When drunk it gives the character a temporary increase of 2 AC for an hour.
One of the products of Hazels experiments with the magical sludge from the lake yielded positive results.
When she mixed it with products it reacted well to it created a luminescent, mercury-esque appearance.
There are bubbles that slowly form at the top of the liquid that when they burst, it creates a ripple that

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moves at the surface of the liquid.

Potion of fire breath *


Consumable, rare
When the owner puts the liquid in their mouth and then spit it out, the liquid ignites causing breath of
fire. The effect is identical to the spell Dragon’s Breath.
Another one of Hazels experiments that yielded a more combustive and unstable effect. The contents of
the potion is a bright red that constantly springs forth yellow bubbles from the bottom to the top in a
combustive fashion. Staring at it for a few seconds, the small bubbles that break cause small flickers of
flames on their own.

potion of sweet water


Consumable, common
This is also known as simply sweet water, is a liquid that can purify any liquid into a drinkable state. It
neutralizes any poison within a liquid as well.
The visual aspect of sweet water is reminiscent of sea water on a sunny day. Crystal blue mixed with dark
swirls at the bottom. At the top there are white streaks that reminds you of waves.

The crown of Neverwinter


Armor, Legendary
The crown of Neverwinter has a worth of 25,000 GP and the wearer gains resistance
to fire and cold damage. If someone tries to incapacitate the wearer, the effect is
nullified and the creature who caused the effect takes damage in return. It also has
an action effect where a +5 bonus gets added to the next persuasion check.
Lost for since the Ruining of 1451 DR, this has been the object of desire for many.
Wielding it is said to be the mark of the true heir of Neverwinter, as apparently a
false heir to the throne will catch afire with a burst of icy cold upon placing it on
their head. The common theory of its whereabouts seem to be at the secret vault
Credits: Wizards of the Coast
under Neverwinter.

Salve of Undead repair


Consumable, uncommon
A potion used by old necromancers, a salve of undead repair heals damaged undead shells. It also works
on living beings, but the horrid smell usually keeps one away from doing that.
Salve of undead repair is usually kept in small ceramic jars. The salve itself is a goo of green color.

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Dungeons & Dragons: Neverwinter Campaign Setting (D&D 4E)
The Adventure book for the 4th edition.

Dungeons & Dragons: Neverwinter Nights: the game


https://neverwinter.gamepedia.com/Neverwinter_Wiki

Dungeons & Dragons: Sword Coast Adventurer’s Guide


The Adventure book for the 5th edition.

Dungeons & Dragons: Wiki


https://forgottenrealms.fandom.com/wiki/Neverwinter

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