1 New Neverwinter Jewel of the North
1 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, all other Wizards of the Coast product names, and their respective 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
1 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
1 Welcome to New Neverwinter, chasing after its old title: the jewel of the north. A place who has undergone many hardships and pushbacks is resurfacing in the north as one of the most promising, adventurous places to be. In general, it can start out wherever you choose, as it’s designed to be used in a large spectra of level ranges. The players will find themselves in a city with four vastly different districts, under the management of the Lord Protector Neverember. This is to be a hub for adventure filled with politics, dungeons, interacting with hundreds of citizens and most importantly of all, a gathering place for an endless amount of plot hooks of your own choice. New Neverwinter is a Dungeons & Dragons adventure designed for characters of levels as low as 1 up to as high as 20. The idea for this adventure is to be friendly to Dungeon Masters' own interpretation of the city and what happens there, while also filling it with enough material to run it as close to the book as you want to. It is also easily usable with official DND 5e material that takes place in Faerün at around the same time (around 1490 DR). My personal recommendations would be Sword Coast Adventurer’s Guide, Waterdeep Dragon Heist, Lost mines of Phandelver and The Dragon of Icespire Peak. An overview The idea behind this section is to bring you, the Dungeon Master, an understanding of not only how to run the city but also why it is in its current state. 1. Story Overview New Nevewinter is a city delving adventure for the party to make a big impact on the world they play in, with actions that have the potential to change the direction the city will go in. The plot for this adventure can be summarized as follows: The city of Neverwinter is back on its feet and is sprawling with individuals who come to take part in its potential. Merchants, traders, adventurers and opportunists are swarming in daily. This is meant to be the customizable part of the adventure. Anyone can be there! Lord Protector Neverember is seeking the aid of adventurers for multiple reasons: stabilizing the guard, keeping the increasingly populated city fed, mapping out and clearing the sewers
2 populated by wererats, proving his legitimacy to the throne and keeping the Waterdhavian spies away from his precious city. Neverember’s attempt to create stability in Neverwinter is in danger from multiple directions and from multiple sources. You can join either of them or fight them all. Will you be the Lord Protectors saviour or his demise? 2. A historical overview The city of Neverwinter has a long history of having to endure terrible losses and setbacks. This section of the adventure is supposed to give you, the Dungeon Master, an understanding of what kind of city Neverwinter is and who its residents are. It also gives an understanding of what the residents would talk about and what creatures/groups would be apt to put in it or in its vicinity. 87 DR The city is founded by the sun elf hero Lord Halueth Never. The city was continuously besieged by orcs during several centuries to 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 left under its own protection which it struggled with. 1329 DR The popular adventurer Nasher Alagondar became ruler of the city of Neverwinter. His rule brought prosperity to the city until the year of 1372 DR. In that year, the disease known as the Wailing Death killed most of the city's population. It resisted even magical healing and by the town a cure was found, the casualties were catastrophic. When Lord Nasher died, his son, Bann Alagondar founded the Alagondar royal family that continued to rule Neverwinter. 1385 DR. The Spellplague affects the city, even if the direct effect was in a distant land. Some buildings were affected by the aberrant magic, such as Castle Never gaining a malevolent sentience and the ability to reshape the corridors at will. The Cloaktower was sent to the Far Realm. The docks district became earthmotes, including the land on which the tavern Moonstone Mask was built on. To this day it’s a floating mote of earth, bound by a shaky bridge and chains. Lastly it formed a small plagueland in the Underdark below Neverwinter.
3 1451 DR Mount Hotenow erupts and destroys most of the city. This was caused by an adventuring party who awakened the primordial Maegaera and a great chasm was torn through the southeastern sector due to the ensuing earthquake. This party consisted of five individuals, one of them being Valindra Shadowmantle, who is still active in the city from the shadows of the graveyard. Through the rift springs numerous beasts of different origin, causing the military and people of the city to defend their city daily. This year is also the year that changed the ruler of the city of Neverwinter, as the Lords of Waterdeep decided to put a Waterdeep noble in charge. 1467 DR City is taken over by Dagult Neverember, Lord of Waterdeep. He proclaimed to be a descendant of Neverwinter’s former rulers and thus the rightful “Lord Protector” of the city. He is responsible for the rebuilding of Neverwinter to its former glory and starting the New Neverwinter initiative. 1485 DR 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 cities resumed. Slowly it was restored as a centre of civilization in the North. 1492 DR This is the current year, most of the former catastrophes are a faint memory to most inhabitants but the strength and endurance of the people are burrowed into their backs. Ingenuity, craftsmanship and a strong willpower have crafted the people into a force to be reckoned with. Neverember is putting all he has into making Neverwinter his crowning jewel, since he’s been released of his duties as Lord of Waterdeep. Any of these happenings can be used to introduce characters or groups of your choosing. By doing so you are not only making the campaign your own, but unlike doing so on a whim you will have a lore reason for shaping it the way you do. Perhaps you introduce the actual heir to the throne. Perhaps the chasm’s magic sealing is disrupted by someone who desires to bring out the creatures of its depth. Perhaps Lord Halueth Neverwinter is resurrected as an undead by the necromancers. The choice is up to you!
4 The picture depicts the emblem of Neverwinter. Credits: Wizards of the Coast Life in Neverwinter To broaden the depth of the inhabitants and their lives in Neverwinter I thought I would break them down into categories and give some information about each category. Another reason for me adding this is that it gives the players a solid background upon creating their eventual characters who can originate from Neverwinter. A reason for a noble character to be called into adventure could be based around that the Ashmadai cult are targeting and looking to puppeteer the wealthy people of the city in hopes of gaining more influence. 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 families as they’ve been a great influence in the city before. Alagondar The Alagondars family ruled Neverwinter during a brief mandate. The family was founded by the descendants of Lord Nasher Alagondar after his death, who was considered the first patriarch of the family. According to some conflicting records, Nasher Alagondar, king of Neverwinter in the late years of the 14th century, had a bastard son named Vers Never, who left Neverwinter and settled in Waterdeep, marrying Mirtria Ember and founding the Neverember family. The Alagondar line of kings and queens ruled their city fairly and were 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
5 The symbol for the sons of Alagondar. Credits: Wizards of the Coast An illustration of Dagult Neverember in his younger days. Credits: Wizards of the Coast eruption. It is believed all of them died when Castle Never got hit by the pyroclastic flow, as their spirits haunted the place after their deaths. According to unconfirmed sources, Dagult Neverember was a descendant of Vers Never. Babris The Babris family is mentioned extremely few times in the lore overall. The only family member that has been recorded was Hugo Babris who was the ruler for less than a year during 1451 DR. It is said he was a weak ruler who was manipulated as a puppet during his short rule. Nowhere does it state if he survived the Mount Hotenow eruption. Tschavarz The Tschavarz can trace its roots back to a junior branch of the Alagondar dynasty, giving them one of the strongest claims to Neverwinter’s throne in the city today. Elyne, the young female human in her early twenties, is the last remaining member of the family line and has shown little interest in ruling. Dagult Neverember refers to her as his cousin and has invited her to his court on many occasions. She runs a fencing school out of an old warehouse in the docks, adjacent to a ruined brewery. Her passions lie not in politics, but in the safety of her fellow citizens and in quenching the undead threat. 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 Waterdeep and Lord Protector in Neverwinter. However, in 1489 DR Dagult Neverember’s enemies conspired to have him replaced as Open Lord and exiled from Waterdeep. These days Dagult Neverember focuses solely on Neverwinter and restoring it to its full glory, while harbouring nothing but hatred for the people that exiled him from Waterdeep. For this reason, there is hidden conflict between the two cities which results in a cold war of sorts, with sending spies and covert operatives to sabotage each other. The only other current member of this family is Dagult’s son Renaer. He is quite distant to his father as since he lost his mother, he inherited the entire family’s extensive property holdings. Which he has been taking care of whilst his father spends his time at the palace.
6 Credits: Fantasy Pics Inc 4. Merchants Merchants and crafters have been and are once again becoming the core of the city that is destined to be known as the “Jewel of the North”. It is the central trading and crafting hub of the north, meaning that the craftsmanship is detrimental to not only the city surviving but flourishing. New Neverwinter has a place for any type of craftsmanship and any person willing to make his or her mark on the trade. The merchants’ villas along the river are surely 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 merchants of the city. This can be used as either the reason for a person to start adventuring or it can be used as a plothook for any number of quests where the heroes must help a person who is stuck between a rock and a hard place. Perhaps the NPC is being pressured to join or close their store? The merchants were primarily located in the River District before, but due to the unsafety of the district most of the older merchants moved their establishments over to the Protector’s Enclave. Many of the popular ones can be found in or near the Seven Suns Coster Market.
7 5. Guards The guardians of the city of Neverwinter are unnaturally spread out from different groups. The current overseers of safety are local militia made in each district by the very same people who were unhappy with how ruthless the guards had treated the inhabitants before. The Lord Protector is actively looking for experienced adventurers to train these local militia and then fade out the old guard. At the start of Neverembers rule the protectors of the city were primarily made up of Mintarn mercenaries who quenched any possibilities for rebellions or naysaying with force against the then new regent. There are few of this group left, as Dagult Neverember wishes to forge long-lasting ties with the population and forego the violent ruling he once used. The sons of Alagondar are a group of nationalist fighters who slowly have begun enjoying the reign of the Lord Protector. They are slowly integrating with the local militia and have also expressed interest in training them. The sons of Alagondar are split up into two main factions: The Nashers are made up of the younger 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 shadier side of Neverwinter’s Underworld such as the Dead Rats and the Thay. The other faction, the Graycloaks, are named after the old Neverwintian militia and are diplomats in most matters. Putting pressure on Lord Neverember to give the people more political powers, but their efforts have been met with small amounts of success as their name is dragged through the dirt because of the Nashers more violent efforts. Prior to all these groups an organisation named the Graycloaks, named after the grey cloaks, they wore, protected the city as Neverwinter’s only police force during the 14th century DR. They disbanded after the destruction of old Neverwinter but have given inspiration to the faction of the sons of Alagondar. DM Notes: Guard diversity As the guards are not one united faction through all four districts of the town, you can sell the diversity within the guards with describing the guards wearing drastically different uniforms and clothing. The Mintarn dressed in plated armor, the militia in makeshift armor with cheaper weapons and so on.
8 The city This section is meant to describe all the needed information about each district, its factions and inhabitants. As per maps found in the Swords Coast Adventure guide (pg. 52) or online, the city is roughly divided into four main districts or zones. These zones essentially run-in contrast to each other as their inhabitants and features differ to a substantial degree. 6. Politics and leadership In the past 30 years Dagult Neverember has 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 role created by himself. This created a few political issues, with some factions disputing this position, claiming the possibilities of tyranny and oppression. It has been rumoured that Neverember has been paying off or killing 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.
9 The Lord Protector doesn’t stoop to politics as he thinks it would be foolish to portray himself as the city’s magistrate. He has delegated this role to the dwarf called Soman Galt, the appointed Mayor of Neverwinter. Galt was usually described as a cold and distant person. Usually lost in thought and mumbling to himself but able to show an astonishing concentration capacity when he had to focus on something. What is less known about him is that he is a puppet of the Abolethic Sovereignty. His role in their operation is to inform his masters of any event of importance and to influence the government of Neverwinter in ways that would be beneficial to the aboleths. Through the Lord Protectors leadership, currently Neverwinter has been rebuilding ties and connections with trading partners from around the area such as the dwarves, gnomes and various human settlements. Although the trade is essential for the rebuilding and stability of the city, the goal is to return it to the artisan hub which it was originally famous for. The drive for skilled artisans, scholars and magical practitioners to take up residence in the city has been great, drawing attention from professionals in surrounding regions. 7. Happenings and activities As Neverwinter has steadily recovered from the cataclysmic tear which ran throughout the south eastern city districts, many factions and individuals have flocked to the city to try to establish a foothold in one of the most promising regions in the known world. With surrounding lands rich in natural resources, the ideas of trading, crafting, protecting, thieving, exploiting, praising and praying, have people travelling from all over for a piece of the action. Now with the giant chasm sealed and vacant land up for grabs, many merchants & individuals are marking plots of land to call their own. Work can be gained here as a labourer or skilled craftsman. The inns are already overflowing and with new visitors arriving daily a food shortage is beginning to develop. Rangers and farmers vie to supply food stock for decent coin, as brewers and abbeys rush to supplying their own wines, ales and meads. Bards have arrived to sing cheer for the taverns at night, turning decent trade feeding from the excitement and vigour of the opportunistic folk hoping to create 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
10 pickpockets, sell swords and guardsmen of many varieties have come along to protect rich merchants or to sell their services to protect lots and claims. All this in turn means that the docks are becoming active and popular once again. Neverember’s rule was made sure with aggressive guards in the Mintarn Mercenaries. This has been the case for many years but the public calls for a more lawful way of doing things and are looking to create a more respectable, local guard organisation. Since this has yet to happen however, the districts and neighbourhoods are currently organizing their own makeshift militias. The Lord Protector does not wish for conflict with the militia and his soldiers of Mintarn and is looking for capable adventurers to train the militia so he can slowly wither out the Mintarn soldiers. The Sons of Alagondar have begun to volunteer as replacements for the Mintarn mercenaries currently patrolling the streets. If Neverember can get them in line with his goals it will be a way for him to draw the nobles to his side and invest in the city. Perhaps for Nobles homes so they stay, and the city prospers. As the Chasm is closed, much land in the Beggar's Nest is now up for grabs. It is possible for adventurers to seize this opportunity before all the spots are taken. Some buildings are yet to be taken, but there are also empty plots that they can set up in. The merchants' villas along the river are also being claimed and restored by people who have heard of what Neverwinter is starting to become once again. New stores and workshops open by the tenday, and workers without training offer their services to gain any type of employment and experience. The Ashmadai have been targeting these newcomers and pressuring them to side with them. The Lord Protector wants to map out the sewers to drag out the last few rebels and wererats. This is a perfect gate-way quest to introduce the party to the Lord Protector as well as the Blue Lake District. If that is not something that the party shows interest in then the city needs a steady supply of food, as its population is steadily growing in number without a chance to recuperate. This can be done by protecting the current providers as well as trying to make new connections outside the city. Crown of Neverwinter - stories say it shields the wearer from the extremes of heat and cold and marks the person the true heir of Neverwinter. A false heir is allegedly burned by frost and fire. With the rumours of its existence coming back
11 Depicting the crown of Neverwinter Credits: Wizards of the Coast up to circulation, it is an important plot piece to make sure the favour comes to one choice of the players’ choice. Tip: If you are looking for a random events table for enemies, I would recommend you look at the district you are in and look at it’s figures of power. Use the NPCs mentioned in Appendix B depending on the level your party is at. If you are looking for events to happen in the city, it would be sensible to use any type of shop discounts day, an interesting guest/company arriving in the docks, a festival for Neverember or a culture-based parade based on what culture is dominant in your version of New Neverwinter. The districts This section will delve into the districts and their points of interests. I have tried to make each location detailed whilst still up for interpretation, with suggestions for characteristics and descriptions. 8. Protector’s Enclave Protector's Enclave was highly taxed police state of Lord Neverember. Beyond Protector's Enclave, it was common for monsters to roam in the city of Neverwinter. Unlike most of the city, this specific part of the city has not needed much rebuilding. Lord Neverember as a Lord Protector rules this city from a modest villa. This area lies in the west-most part of the city. Thus, it was protected from the Volcanic eruption which largely affected the eastern part of the city causing the chasm to appear. The region consists of many nobles who did not leave the Neverwinter city even during 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, namely Lord Pretender - which was openly punished by force by the General Sabine's Mintarn Mercenaries. Now the general public is on Neverember’s side which makes for a more enjoyable walk amongst the streets of the Protector’s Enclave. One of the factions, the 'soft' faction of Sons of Alagondar - the Greycloaks, works subtly in this
12 Protector’s Enclave from the Neverwinter game. Credits: Wizards of the Coast region. Their base of operations is a secret meeting place somewhere in Driftwood Tavern. This region is under strict control of General Sabine who commands the Mintarn Mercenaries. Administrative duties are handled by the dwarf mayor, Soman Galt. The Lion sign of Neverember is a recurring theme in the Enclave. However, his coat of arms from Waterdeep (a scepter made of water where the top is an ember of flame) is never displayed in this region in order to win the trust of citizens of Neverwinter. Because of the trade from Waterdeep, the market of the Protector's Enclave is one of the best. This district hosts most of the sites that drag both the citizens and the tourists attractions. Examples of them would be hosts the House of Knowledge, the Hall of Justice and links to the North of the city via the three famous bridges, the Sleeping Dragon, Winged Wyvern and Dolphin Bridges. Mainly a segment of economic and governmental importance, this area is heavily policed and houses almost all Neverwinter’s vast array of shops and marketplaces. The famous Moonstone Mask tavern, accessed via teleporter, is also a popular tourist destination for this area. This zone also features a bank, auction house and guild registry. Driftwood Tavern As soon as the characters happen upon this building, read: Infront of you stands the Driftwood Tavern, a three-story building decorated with curious and relics of Neverwinter before its first fall. Upon entering it you notice old statues decorating its corners, ornate doors pulled from the wreckage that could also be used as fine tables. This buildings old interior is a common discussion topic of the patrons that this is a proper and good way to honour the past of the City of Skilled Hands. Its services: drinks, meals and rooms are quite expensive as it caters to the richer clientele. Ordering something usually comes with a lesson from Madame Rosene, the owner, about the past of Neverwinter. The owner, Madame Rosene, is a female human in her mid 70s who is also the leader of the conservative faction of the Sons of Alagondar, the Greycloaks. Has long white hair that goes 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
13 kinder to the older folk, for they might have been there to see Neverwinter in its old glory. This is also a hidden base of operations for the Greycloaks, where they have meetings. Most of the clientele tends to talk about the past of the city, as it is seen as something filled with honor in this establishment. Tip for things your players can overhear: Patrons to taverns tend to have a common topic of discussion, the origin of the city's name. This discussion tends to have three different theories: Theories The city’s founder, Lord Never, defended against an attack of orcs. The name, Never’s Winter, changed over the years to simply become Neverwinter. The prestigious gardeners can keep the city’s gardens in full bloom, even when a heavy winter hit. The Neverwinter River is heated by fire elementals underneath Mount Hotenow. This produces a warmer climate around the city and its surrounding geographical features. The river and Neverwinter Harbor do not freeze over even in Winter. Grand Emporium Upon entering the building, read the following: Grand Emporium is a modest one-floor building made from bricks and wood. The insides front is decorated with a large orange carpet up to a wooden counter in the middle of the room. Behind the counter are numerous cages of varying sizes. This store sells pets, both normal and magical. Some of the larger ones, as well as some magical ones are kept in the back. Any interested clients can follow the owner to the back. The Grand Emporium is run by a redskinned female tiefling in her early 30s, named Brimine. She is a kind-hearted soul, especially to animals and exotic races. She talks to animals with a baby voice. The animals sold here are put into three categories: The first category are the animals kept in the front. 1) The normal pets sold in the front. These are the stereotypical pets: dogs, cats, owls, snakes, reptiles. 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
14 Credits: Wizards of the Coast out there that can make this very descriptive and amusing to the players! If the characters ask Brimine about the magic pets, she will take out her favorite and say the following: A small fire elemental vanished from the plane of fire shaped like a black cat, leaving black ashen tracks everywhere it goes. It can be commanded to summon its tiny fire powers to explode, damaging everything around it, but like most cats, is temperamental and difficult to control or command. She ends her presentation with looking at it and saying with a baby voice: But you’re just the cutest, aren’t you? If the characters ask her about its origins, if they 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 for its kin, but rumor has it that the volcano is under a fire giants dominion. Asking other people, they will learn with incraments that this fire giant is known as Gommoth, who leads a sect-like group of fire-worshipping creatures and he has proclaimed himself as the king of Hotenow (linked in monster appendix). Order of the gauntlet An unassuming building within the Protector's Enclave, hosts a faction outpost for the Order of the Gauntlet. A prime place to gather intelligence or help on several matters, the faction also offers a few jobs and quests for well-intentioned adventuring parties. DM Notes: The quests If neither of your plothooks, be them subtle or extremely obvious, do not bite then this is an excellent quest hub for the characters to get to learn the city and its surroundings. I will write up a few quest examples under here, for different levels and situations, to give an overview of how the organization works and what they would require the characters help with. The order of the gauntlet is primarily made up of paladins and clerics of gods and deities that believe in order through faith and punishing the evil. The popular ones are Tyr, Helm, Torm and Hoar. When individuals or creatures break the laws, agreements or codes of conduct the Order is quick to act, waiting for no one to give 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
15 Depicts the symbol of the Order. Credits: Wizards of the coast. high. To many of the members, the comrades around them are a second family whom they share a bond with like siblings would. Quest example (1): Agriculture The farms and windmills outside the city walls are under constant risk of poaching and violence and since we do not have the manpower to hold order inside the walls yet, it is difficult justify sending anyone outside the walls. Will you help us adventurer? – Baern “Reckoning” Broodfist, the dwarven marksman devoted to Helm. The quest requires the group to stand guard by the windmills and wheatfields outside the city for 4 days, they will receive lodging by the local farmers who welcome their protection with open arms. At any of the nights the farms are attacked by local bandits. The reward is 50g. Quest example (2): Masonry We have had sightings of undead managing to slither their way through the wall of Neverdeath. This must be the work of those necromancers, perverting our dead and forcing us to fight them. We need an escort with our masons, so they can repair whatever crack there 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 some support beams. The attackers can be a mix of skeletons, perhaps they are led by a Thay necromancer, depending on the party’s level. The reward is 100g. Quest example (3): Elimination Champion! You have proven yourself capable to us and this city numerous times and we are forever thankful for it. However, as you well know, the threats occur again and again. We have gained valuable intelligence that one of the Thay higher members, known as Jawbone, has recently shown herself outside the walls. Last spotted near the most eastern part of the Protector’s Enclave. Will you join us and deal an everlasting blow to the forces of evil? - Baern “Reckoning” Broodfist, the dwarven marksman devoted to Helm. This, unlike the other two examples, would be a quest where the adventurers would need to prove themselves to gain the Orders trust. You join a bulk of Order forces and fight against a Thay lieutenant. If Jawbone is confronted, she will summon undead forces to aid her. The reward for the quest would be 300g and whatever the lieutenant has on her, including her weapon.
16 Hall of Justice Located on a cliff overlooking the Sea of Swords on the north bank of the Neverwinter River near its mouth. It is built from stone, iron and wood and is beautiful to look upon. It is built in enormous proportions, to the point where 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 Neverwinter. Lord Protector Neverember took residency at this building before during the construction of “New Neverwinter”. Once Neverwinter had settled after the chasm and its various problems was gone, Neverember gave it back to the followers of Tyr which was one of the reasons why Neverember was more liked and seen as a worthy leader. Used as a place for legal proceedings and high crimes, the hall is frequented by several devotees of Tyr and Torm. Hall of Justice Vaults can be found beneath Hall of Justice. There is a series of vaults, crypts and storage chambers where many of Neverwinter’s nobles, heroes and treasures are kept. It dates back hundreds of years. DM Notes: Rumors If the characters question people about the vaults, most citizens will tell them that the vaults are rumoured to be haunted and popular myth says that the city’s honoured dead will rise to slay any who disturb their rest. The ironclad defense * A building who’s sole use is the recruitment of new peacekeepers. This job was formerly run by the Mintarn Mercenaries who were hated by the public for being excessively violent to anyone who expressed their dislike to the Lord Protector. They faded in popularity and therefore in numbers. As a result, the four districts have created their own militias to wander the streets to keep themselves safe. Now the Lord Protector wishes to make peace for all and has instructed the Mintarn Mercenaries to leave their posts. He is therefore in need of experienced adventurers to educate and guide the newforming city watch composed of mostly inexperienced but faithful people of the public. This building is a plain stone house with numerous employees of the mayor who gives fills out forms for people who wish to be part of
17 the cities defense as well as instructors to teach the new recruits. 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 vaults on the inside. The two on the inside are sleepyheads who tend to sleep on the job, as they are usually not overseen. Manycoins Bank offers storage for anyone who is willing to pay for their services. Opening a bank vault is 5 gold per month and will accommodate its size depending on what the people want to store in there. There is a cellar under where there are more storage places. The bank is currently staffed by two female humans named Kala Holt and Amber Lill for regular bank services. They are both professional, tight-lipped and lawful. Amber tends to snack on almond nuts which drives Kala crazy. DM Notes: Cultural immersion 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 supposed to be the central trading hub of the north after all. Moonstone Mask The Moonstone Mask is a five-storey building. The first floor is a dining room, lit by a huge hearth and by lanterns hanging from the sides of the grand staircase. The next three floors are soundproof rentable rooms. The fifth floor is a festhall. The roof has a platform for winged steeds and flying ships. A legendary tavern which floats on an island of land high in the sky above Neverwinter itself. This establishment apparently floated away during the spell plague and can now only be accessed via flight or a teleportation circle found below in the city. This Tavern is reputable for its discretion and rare wares. It is run by a half-elf named Liset Cheldar who runs the Moonstone Mask with a wink and a smile (she Credits: Wizards of the Coast
18 loves flirting, some say that’s how she owns the joint even though her claim to it was unclear). The staff is composed only by females wearing glowing, moonstone-trimmed masks and sheer black gowns. They never revealed their true identities. They also wear magical amulets that protects them against mind-reading and mindcontrolling magic and lets them send mental messages among the wearers of other amulets. The chefs, however, are all male. Sage’s Shop This humble building used to be a library with rows of shelves handled by the former shop owner, Bradda the Sage, but has a new owner who has remodelled the purpose of the establishment. The books on the shelves are still there, but at the back of the room is a counter where the new owner Poltar Sagcrath stands. He is a male Dragonborn, red dragon scales for skin and wears a long grey robe with silver details. Tends to shrug and scoff at others work and is very confident in his own. He can enchant items and is a leading figure for doing gemstone tattoos. He has all his valuable materials and equipment locked into a magically sealed coffer which contains a bag of holding under the floor behind the counter, which he accesses by removing one of the planks. He never picks it up when he sees that the customers are there, unless it is to impress a person of high stature who he believes rivals his own skill in magical capabilities. Seven suns coster market The Seven Suns Coster Market is essentially the cornerstone of tourist attractions for the everyday traveller and even the more rare, experienced adventurer. A stone floor on a large open hall decorated with beautiful silk hanging by the open roof from wall to wall. The walls, fine yellow clay, are decorated by expert craftsmanship of every kind, paintings, weapons, armours, and whatever you want to use as centrepieces to draw in the players’ interest. This is a fantastic place to use as a hub for many of the artisans and merchants to not only show their work but also to study the opposition and learn from each other. DM Notes: rotation The inhabitants, as well as visiting artisans, can apply for a spot in the market by seeking an audience with the mayor Soman Galt in his office near the Hall of Justice. This also means the wares and merchants you can find there are rotating. If they are not in the market, then they are most likely in their shops or have travelled home to wherever they came from.
19 This market functions as an auction house at night, when the general population is home, and the serious bidders are there for the single purpose of buying unique items of high value. This auction is driven by an older human male referred to only as “Al-Sahmi”, a tanned and well-groomed man. He is a no-nonsense individual and demands respect, order and silence during the auction. Anyone who disturbs his ideal environment will be escorted away by the guards. Seven Suns Coster Market in the Neverwinter game. Credits: Wizards of the Coast. Shaundakul Stables Highly reputable establishment where they offer guaranteed protection for mounts. It is run by a female human named Menhet and her mother Maat. It is mostly used by nobles and adventurers as the services and qualities are high-end but far from cheap. When they enter read the following: As soon as you enter the stables you notice a hint of soothing incense covering the whole area. It is an aroma that reminds you of summer flowers and fresh salt water. You assume that this is a soothing factor for the animals. 5gp per night and they are treated with the best food, drink and care there is. Whoever enters the stables area instantly notices a hint of 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 any trades, she is only interested in coins and gems, primarily diamonds. She will give a discount if the player offers diamonds as part of the bargain. House of Knowledge A temple devoted to the god of knowledge, Oghma, this building can be found at the end of the Dolphin Bridge. Visitors to this temple are often gifted with various gifts of knowledge provided by the clerics operating the temple.
20 It’s been rebuilt since the Spellplague, but the inner sanctum is kept under lock and key. Mysterious and somewhat forgotten knowledge lies in there, along with it’s guardian Atlavast who has not seen the light of day for years. He’s been continuously cataloguing and fixing the order of the inner parts of the library, as it was shaken into chaos previously. The rest of the temple is open for the public and the city is sprawling with shrines for other deities. The House of Knowledge will gladly receive any donations for rare literature but depending on what it is can also spend a large amount of money to add it to their collection. Adding to it is not unheard of – but it is a special occasion that is celebrated by the priests and the reward is usually that you receive a piece of knowledge that you are after. This can be through a direct boon from Oghma herself – or given limited entry to the inner sanctum if the person is after learning about a specific topic that is kept in there. Neverdeath A cemetery consisting of two wide, roughly square areas of the city, and surrounded by a wall of stone and wood, Neverdeath was the burial grounds of Neverwinter. This was once a respectful area that has been left in the shadows. It was named from a common blessing given over the dead. If the city remained in summer, it was believed that the dead would not turn into undead. This place has been used for necromancy before however, numerous times. This has created a general fear of the undead and people now get cremated instead. The Lord Protector has sealed the gates to the graveyards, and it is considered the largest problem yet to be dealt with. As the adventuring party has proved themselves with other tasks, exploring and cleansing it is an excellent task for a high-level mission. It’s filled with mausoleums and statues, often overgrown with withered grasses. Anyone who trespasses gets attacked by the undead (commanded by the Thayan sorceress Valindra Shadowmantle). She uses the graveyard to bolster her forces. There are multiple underground areas that are entered via the mausoleums and crypts. DM Notes: Customization Feel free to be creative and build it up to be as large or as small as you need it to be, the underground area of the graveyards. These can function as multiple dungeon-delving experiences, or it can function as a potential target for graverobbing for family heirlooms. Personally I think it depends on how central the necromancing Thays are to your campaign.
21 Day and night The main activities in this district are during the day – the main night activity in Protector’s Enclave would be the auctions that take place in the Seven Suns Coster Market. The rest of the district is heavily patrolled during nighttime to prohobit theft from the various establishments. This districts’ factions The faction you will notice the most in Protector’s Enclave is by far the militia and guards of Neverwinter, including the Greycloaks. They roam the streets and protect the buildings of the district. The second largest influencencing faction in this district are the Thay, that reside primarily in the two graveyards. It is rare for them to move outside of this district but if there’s something in it for them they will. Otherwise their presence will be noted mostly if the characters approach the graveyard and go in there. Let’s take a look at the factions and who they are. Sons of alagondar Nationalist Fighters – Originally opposed to Lord Protector Neverember and this vision for Neverwinter, this group was initially established as a rebel group, designed to agitate the hierarchy for self-governance. As Neverember has begun to prove himself worthy, the Sons have begun to integrate themselves into the martial operations of the city. Taking up guard posts, city watch and regional patrols this group is now entrenched in the defense and prosperity of the city. Whether this integration will be used to disrupt the current stability within the city is yet to be seen. Some guess that the Sons of Alagondar have infiltrated the organizations to gain know-how of city operations, picking weak points at which to strike at. Alagondar was a royal family that ruled Neverwinter after Nashers death, until the Ruining. Thayans Necromantic Casters – led locally by Valindra Shadowmantle (wizard lich and upper member of the group) Thay’s interests and influence are more widespread than given credit for. Stumbling across this faction will require specific cunning and infiltration to survive their watchful eye. The Thay are interested in a relic hidden deep in the Neverwinter Woods called the Dread Ring. This ring along with others is used to channel ancient and primordial magic to be used in a ritual to turn their leader into a god. Valindra has recently sought to restore the ring for her master, but with ultimate motivations for herself. In turning over stones to gather
22 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. Valindra also has plans of her own succession. She has discovered the source of power for the Dread Ring is an ancient black dragon who lays dead under the ruined Dread Ring. Valindra plans to reanimate the dragon to her bidding, creating a new dragon flight and forging her own path to power and destruction. The Thayans are responsible for animating dozens of bodies from Neverwinter and having them march into the forest and work on the Dread Ring. Along with this army of undead, Valindra has secured a group of dragon cultists unknowingly aiding her goal of reanimating the dragon. Valindra has essentially blackmailed the cult into helping due to taking a dragon ring from their leader, a grave embarrassment for the dragon cult. The cult works inconspicuously to stall and prolong the Thayans advancement in the hope to regain the ring and destroy Valindra. An illustration depicting a Dread Ring. Credits: Keith Foyston Meta perspective This is the trade district of the city and should be viewed as such. The master artisans, crafters and merchants tend to operate here. The people who shop will vary from the more common crowd who’s saved up a sum of money throughout the years with a specific goal in mindto the rich nobles who are looking for the latest find for their evergrowing collections, whatever it may be. While the trading hub is a big part of the district, Protector’s Enclave is also the classic good versus evil stereotype. The living against the undead, life meets death. It is more nuanced than that at depth, with political escapades and the slowly growing feeling of unjustice from the other districts towards it. Mount Hotenows eruption and
23 An illustration of how a festival in the diverse city of Neverwinter could look like. Credits: Sandara the spellplague. In general, it hit the other districts much more than the Enclave. What you put more pressure on should be based on the crowd you are forming it for, your players interests and comfort. On the next page there is a table for random actions that might take place during this district. I will make one for every district. Random happenings in this district d100 Outcome 01-10 Gossip is spreading! Someone has left an incredibly exotic mount at the stables. It must be a very experienced adventurer or beast tamer. 11-22 A group of undead are 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 item at the auction tonight. 45-70 There is a 25% sale in 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.
24 9. River’s district The River District is the northeast district of Neverwinter and was named after the Neverwinter River. The houses built in this district were described as sturdy, and although they were not ostentatious compared with those in the Blacklake District, most were large enough to have held a family of six or eight plus servants.The River District also had many towers of different forms and styles, earning its moniker of the "Tower District". Before the destruction of the city in 1451 DR, the River District was inhabited by the bulk of the merchant class of Neverwinter, alongside a few nobles and wizards. After the eruption of Mount Hotenow, the River District was inhabited mostly by the poor and by xenophobic people. A group of orcs from ManyArrows seized a big portion of this district, making it almost impossible for Dagult Neverember's forces to reclaim the River District while the orcs lived there. They were forced out approximately 2 years ago. Previously the hub of magic users in the city, the area was deserted and then overrun by orcs. Currently this area is essentially seen as cursed or haunted to most of the residents. Most don’t stray outside in this district after the sun has set. Ancient magical infused structures such as the Shard of Night, The Fallen Tower and the Cloak Tower currently dominate the area imposing an air of mystery and danger. Not many honest people operate within this area. The Board laid bare A small restaurant. It offers a selection of fresh fishes and meat cooked in a variety of sauces, as well as fried vegetables and potatoes. It offers no alcohol and caters to a calm dining experience. The prices for such dishes were surprisingly low – people are unsure of how. There are rumors that they are magically producing the ingredients, some say they are smuggled in. There is no apparent owner, the personnel are an older female Tortle chef called Lim and a Warforged waiter referred to as Bellows. The Cloak tower A tower occupied by wizards under the leadership of “Many-Starred Cloak” that assisted the Lord Nasher during his reign. They disappeared during the Spellplague and only their cloaks remained. Rumors say that the cloaks are alive. Some who are familiar with the arts of arcane speculate that the wizard’s souls might have been imbued into their cloaks somehow. There is a general interest to delve deeper into this theory but with it’s dangers it has not been done so far.
25 The characters should see this tower as soon as they enter the River’s district, this is a description that follows that happening: You noticed this building from afar, but now that you have entered the River’s District you can get a closer look at it. A large stone tower with enormous roots that climb up on the sides of it. Near the middle of the building, parts of the tower have separated from the building itself and are floating next to it. Some of them pillars, some statues, multiple stones are almost static in the air, hovering. It was briefly occupied by Many-Arrows orcs but was purged out of Neverwinter 2 years ago with the help of former groups of adventurers. One would assume that there might be some former traps laid by the orcs, but most definitely arcane wards and puzzles left by the wizards. DM Notes: puzzles or fights? This is an excellent area to implement different equipment depending on your party composition and what they have taken an interest to. Staves, wands, scrolls and more are good if you have casters in your group – otherwise this is a perfect opportunity to add some rare books and scripture that can be added to the Temple of Knowledge. The fallen tower This tavern was once the site of a local wizard’s tower. Around 170 years ago the Arcane Brotherhood stormed the tower causing a fight and subsequent explosion shattering the tower. The inn has been constructed from the remnants of the tower and hosts a reputation for the various illusionary mages being hurled from the sky. A grim reminder of the events of the pass. Run by the orc Vagdru One-Ear and is known as a neutral zone for all forces. Anyone who breaks the peace there is beaten senseless by the bouncers as well as most of the patrons, as it is seen as breaking a vital tradition. Docks The Docks District of Neverwinter comprised the western quadrant of the city, between the Protector's Enclave and the Blacklake District and was named for being the location of the 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 commerce. Much of Neverwinter's original wealth and influence was thanks to its position as one of the few ports on the Sword Coast North. During the Spellplague of 1385 DR, the Docks District was hard hit by the wild magic. Chunks of land broke away and rose into the sky, forming earthmotes. The surviving residents of
26 the district quickly adapted to their new situation, connecting the low-floating motes to the shore with ropes, chains and bridges. The eruption of Mount Hotenow in 1451 DR, however, proved to be disastrous for the Docks. It destroyed the foundations of these bridges and the changed currents swamped whole areas of the port with tidal waves, leaving the docks a rotting ghost town. Only a few fishers and the occasional pirate ship made port during the next years. When Dagult Neverember began to rebuild Nevewinter years later, he made rebuilding the Docks District a top priority. He hired engineers and loggers and ordered them to shop any usable tree in the Upland Rise to be used to rebuild the docks. By 1479 DR, most of the Docks District was fully rebuilt and operational, once again the heart of commerce of the Jewel of the North. The Neverwinter Docks illustration from the campaign of Lost Mine of Phandelver. Credits: Wizards of the Coast. DM Notes: The Docks New ships come and go on a daily basis and is a fantastic way to go to introduce new NPCs and plots to keep the city fresh. I recommend using this as an opportunity to introduce cultures, races, food and items that the players haven’t seen before. I will attempt to encourage my players to look around in the docks once in a while, perhaps there are ships carrying interesting cargo or from an exotic place. The port crevice * A tavern under the management of a social and uppity male gnome in his younger years. When asked what his name is, he just giggles. It is a popular tavern to visit for passing sailors which means that it is a prime area to listen in to rumors and tall tales of the high sea. Underwater dungeons, krakens and unexplored treasure – everything a land dweller can dream of. 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.
27 Day and night The River’s District, unlike the others, is affected less by the day and night cycle just like you would except. The main activity is the harbor which operates at all times – just like the ships that dock and sail at any and all hours of the day. While traveling through the district, be it morning or midnight, one would find people walking about at all times. DM Notes: Nighttime If there are any players that are interested in nighttime activites but don’t have a specific goal, it would not be a bad idea to hint that people are moving to and from the direction of the docks. There will be plenty of honest work – as well as shady figures out in this district which should fit all characters’ interests. This districts’ factions The faction you will notice the most in Protector’s Enclave is by far the militia and guards of Neverwinter. They patrol the area and focus on the docks, making sure that no one that brings ill-will to the city docks at the harbor. Other than that it’s mostly smaller groups of adventurers and mercenaries that have been hired by the various ships for protection. Many-arrows orcs Once a dominant force to be reckoned with who invaded Neverwinter by the order of King Obould XVII, now reduced to a single scout remaining in the shadows. They mainly had power in the River district but now hold out in a tavern by the docks called The Port Crevice Meta perspective Unlike the former district, this one has not lived a life of luxury for a long time. Just recently released of the grip by the orc invasion along with the Spellplague that hit it hard about 100 years ago. The has created an overall sense of unrest in the general population of the district, but it comes with a duality. The constant activities at the docks, the earthmotes that are flying above it, the magical and mysterious towers create unrest while also attracting people to visit and be in awe. This creates a distinct tell for two different types of people who can be spotted there. The ones struck in awe, filled with excitement and joyed to be there tend to be short-time visitors. The contrast to this are the families and people who have lived there for a longer time, who knows the struggles they have been through. This has created a persona for the citizens who are required, out of necessity for income, to be
28 A screenshot of the Moonstone Mask and a flying earthmote in the Neverwinter game. Credits: Wizards of the Coast. kind to visitors while deep down they tend to hold a grudge and a withheld anger at the people who marvel at something that has caused their families pain. This can be roleplayed as open yet grumpy citizens. Random happenings in this district d100 Outcome 01-10 A man claims to have entered the Cloak Tower and says that there is treasure laying 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 docks needs help with transporting extremely 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.
29 10. Blacklake district On the other side of the three magnificent bridges lies the north western area of the Bluelake District. Home to Castle Never and a literal blue lake, this section of the city features most of the traditional noble estates. This area has been politically unstable in the past and many of the inhabitants may be seen to still harbour a resentment for the Lord Protector Neverember. This area has been rumoured to have had a serious wererat problem in the past, sightings recently however, have been met with some scepticism. Notable points of interest in this section include the Alchemist's Lab, the Blue Lake as well as various blue blood estates. Once an area populated primarily by Nasher rebels who were fighting against the Lord Protectors, it is now shared by both the Nashers and the Ashmadai. These two factions sometimes clash, mostly in the shadows but occasionally in the open. The Ashmadai’s leader Mordai Vell resides within the Vellgard Manor. The Ashmadai are sending in agents to the rebels as well as the guards forces. If that weren’t enough, the wererats roaming in the sewers sometimes emerge during the dark to steal and cause havoc. They are however doing this with great stealth, as they have been hunted before. When there is a risk of being exposed, they back off and run back in the sewers. In general visitors who know better tend to stay away from this district, as it’s mainly a living area for shady characters apart from the cheerful, local Alchemist. Alchemist’s lab Alchemist's Lab is a point of interest located between The Tatters & Lakeside area in Blacklake District. This is run by female human called Hazel, whose main profession is being an alchemist. When they meet her read this out loud: Before you stand a short female human with amber eyes, light brown curly hair that goes down to her shoulders with a big smile. She has what seems to be welding goggles on her forehead and some soot on her cheeks and neck. She greets you with a hearty, energetic “Hello, hi!” and stretches out her hand. Hazel the Alchemist has been restlessly working to remove the waste from the lake. This was previously caused by the ash and debris from the eruption of Mount Hotenow combined with filth and rubbish from vagrants. These vagrants
30 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. She has, with great effort, removed all the sludge at the top of the lake. Revealing again the clear and beautiful blue water. At the bottom of the lake, however, still lies a thick layer of mysterious sludge. The sewers Hiding in the unmapped sewer system around the Blue Lake is an increasingly large gang of wererats following their one-eyed leader, Rsalk. They are interrupting the flow of wares being transported at night, sneaking up from the gutter to ambush whoever walks by. It is said that they store all these stolen merchandise in a vault of their own making somewhere in the sewers. If left unattended, it will turn away people from populating in the Blacklake district. An illustration depicting wererat-filled sewers. Credits: Marco Gonzáles Nasher warehouse This building is the main headquarters for 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 snoop. Upon entering the building, it is made to seem like a normal stone and wood warehouse with barrels and crate stacked upon each other. At day it is mostly empty of people, but at night there are numerous rebels who are active in it. Looking around in it, with an investigation DC 15 you find a hidden hatch that leads to a tunnel. This tunnel will lead to The Flickering Ember.
31 The tatters A living quarters for what seems to be ordinary people. Under the surface it is controlled by the Nasher rebels however and going there usually ends with you being jumped by a thug out in the open. Locals stay clear of this area. This is their main living quarters. When a character enters this area, read this out loud to them: You get an uneasy feeling when entering this area. In general, it does not seem to be much activity here, but looking around you can see people look at you through their windows. When you look back, their gaze disappears, and the windows are empty. You can feel your every action be thoroughly inspected from afar. Based on the few rumors you have heard since you got here, you are unsure of how safe it would be to stay here. The flickering Ember * A shop who sells general goods. This shop is in charge by an older human man called Horst. The goods are a front for weapon-laundry in connections with the Nashers. Horsts own 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. During his upstart as a merchant he was seduced and in turn robbed by a young drow sorcerer name Valanthe. She disappeared shortly after with his possessions, but his anger has only grown over the years. If given the opportunity to strike a drow, sorcerer or worst of all, a combination of the both, he will have troubles holding himself back as his hatred has not be sated. If the characters of your players happen to be drow or half-drow then he will send people after them. If neither of them are drow and happen to learn this fact about him, he will pay them for any information about the whereabouts of possible targets. The Flickering Ember has a passageway under that leads to the Nasher Warehouse. A DC 15 Investigation check reveals it. Vellgard Manor 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 manor after the eruption of Mount Hotenow, in 1451 DR, when all his human relatives died in the cataclysm. He then repurposed the manor to use it as the headquarters of his Ashmadai cell.
32 The beached leviathan This infamous tavern is a 3-tiered building which overlooks the seas to the west. Often frequented by criminals, smugglers, slavers, sailors and merchants, this tavern is a prime place for exciting rumors or gossip. As well as a prime place to be mugged, killed or simply beaten, should you stick out among the typical folk. It was built in and around the refurbished wreckage of the pirate ship Leviathan. It is run by a staff who are well built, very vocal and do not mind a bit of violence. Credits: Forgotten wiki. Castle never Castle Never was the stronghold and home of the rulers of Neverwinter before the destruction of the city in 1451 DR. The Castle was heavily damaged by the eruption of Mount Hotenow. The interior of Castle Never was, as of 1479 DR, a battle zone, as various factions vied for its control. The most important factions were that of the beholder Talgath, and Valindra Shadowmantle and her Thayan forces. 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 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:
33 DM Notes: Castle Never While it is possible that the characters would know of Castle Never by looking around, the Vault and Neverneath are two locations the characters would only know about through rumours. This is something that you can set up during a late night at a tavern or something other adventurers would talk about amongst themselves. They are both mysterious and not general knowledge at all. The content will require a higher leveled party. An illustration depicting Castle Neverwinter’s ruins. Credits: Chris Dien Neverneath Also known as the “Endless Maze”, Neverneath was the magically protected catacombs of Castle Never, built to maintain the structural integrity of the castle and to protect the buried corpse of Lord Halueth Never. After the Spellplague of 1385 DR, however, the wild magic altered the magic ward, giving it a malevolent sentience and the ability to reshape the corridors of Neverneath at will. The ward 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. In this vault there is rumored to be a item of 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
34 frost and fire. With the rumours of its existence coming back up to circulation, it is a deciding factor who will sit on the throne. In summary, Castle Never truly is the centerpiece of the district. A large castle under constant conflict of multiple factions, that lead into a maze that changes and tries to murder its visitors that in the end lead to the vault of the nine. This vault with guardians that never rest. Day and night In general Blacklake District is most active during night. The honest people that live in this district are at work during the day, usually in another district, and shut and lock their doors at night. The darker side of the district are seemingly asleep during the day whilst they are incredibly active during nightfall. Weaponsmuggling, transporting goods and spying on eachother are everynight activities. This districts’ factions The largest faction in the area the Nashers. They are thugs in broad daylight, operating near the docks but also by the living quarters of the district. They tend to cause a ruckus quite often. The second largest faction you will notice the most in Blacklake are the Ashmadai. While they primarily run from the shadows, their grip on the district is noticable even in public. People are always afraid of someone overhearing their public conversations. Another faction that resides in the area are the Wererats down in the sewers. Sometimes they show themselves at night but it’s been a long time since someone saw them with any evidence. There is quite a lot to digest in this district, so let’s take a look at the each of the factions individually. Nashers They take their name from the legendary Lord Nasher Alagondar, who led victoriously the city against the invasion of Luskan. Their symbol, a minotaur head slain by a sword, remembers one of Nasher's battles when he defeated the minotaur alone, killing him by putting his sword into the beast's eye. They are a violent faction of the antiNeverember resistance group known as the Sons of Alagondar. Their leader, Arlon Bladeshapper, took their control after the violent death of the Sons previous leader Cymril, claiming to be a descendant of one of the Neverwinter Nine, Nasher's personal guard, and so the most rightful claimer of the throne. This is the main reason why they are in this district, as they are fighting over power of Castle Never that houses the tomb of the
35 Neverwinter Nine. Proof of his descendency is there and if left up to him, nothing will stop him from entering that tomb. Of the rebel factions, the Nashers are among the most vicious in their methods. They seem more like a gang than a movement, and often clash with other rebel factions over their methods, having no qualms about using rioting, assassination, theft, and sabotage as weapons against Neverember, no matter how many innocent civilians are hurt by their actions. ashmadai Corpses have been found at sporadic moments spread out within the 4 districts in the city of Neverwinter. They all have one thing in common, a marking on their chests. It is rumoured to be the work of a secret society – The Ashmadai. They are well connected, its members are burrowed deeply into every organisation in Neverwinter. They come from all walks of life, poor, wealthy, dwarf, elf, man and woman. They all have 3 main traits, a tendency towards arrogance, the worship or fear of Asmodeus (God of Indulgence, essentially god of all demons and devils) and a curious brand found on their chests. They seek to control Neverwinter either directly or via blackmail and intimidation, yet they currently lack the muscle to directly oppose the current ruler, so they currently operate in the shadows. There are two main sects to the cult, a less fanatical sect led by tiefling Mordai Vell and the more power-hungry sect led by dwarf Favria. Mordai is responsible for the cult becoming a shady manipulative powerhouse. Favria’s followers are essentially thugs and loyal only to their own section of the cult. The cult is hard to infiltrate and eliminate, it works on a tiered system with everyone unaware of other cult members' identities due to masks etc. Mordai has begun to push the guilds agenda further recently by marking buildings and bodies with the symbolism of Asmodeus. This is beginning to create some form of fear and panic in the populace especially around the tower district. The cult is constantly trying to recruit new money into their fold, targeting nobility and merchants especially those with abundant wealth. When together and performing rituals, they have the power to summon Devil’s, imps, burning devils etc. These summoned devils are bound into a human body, usually an unwilling candidate from a poorer area of the land. Mordai is a favourite subject of the Lord Protector Neverember and the two often spend time together. Ultimately the aim is to remove Neverember from Neverwinter and return him to Waterdeep where they can control him to have power over both cities.
36 Dead rat Thieves’ guild Operating from the sewers around the Blue Lake and its surrounds the Dead Rats are predominately made up of wererats. Their leader is a one eyed wererat named Rsolk. Being an offshoot of the thieves’ guild in Luskan, the leaders of the guild hope to use Neverwinter as a hub for criminal activities all throughout the Swords Coast. This guild works in direct opposition to all but defunct Sons of Alagondar, corroding the nationalistic ideals of the group in favor of a lawless chaos more suited to a rogue’s opportunistic nature. DM Notes: Base of operations Normally I would recommend the Beggar’s Nest as a base of operations as most of the area is up for grabs, but if your characters are of questionable morality, this district would have its values as well. There are less guards and more manuvering if their alignments are towards the lawless and evil side. Random happenings in this district d100 Outcome 01-15 The Wererats came out the sewers last night and kidnapped someone. A family member is in distress and begs for help, bring them back. 16-30 Hazel claims that something happened in the lake the last few days, something is making sounds from the bottom of it. 31-45 The Nashers are out on the streets, attempting to claim it officially, by force. 46-60 Devilspawns have been seen at night lately, the Ashmadai seem to become more active lately. 61-80 A ragged crew is currently staying at the Beached Leviathan and has spread a rumor about something exciting. 81-100 Last night a group of adventurers went into the Castle Never in hope for treasure and never came back.
37 Meta perspective This district can be summarized as the classic war between guilds situations. Multiple factions fighting over control that are currently at a stalemate due to their powers and resources being at somewhat similar situations. Neither of the sides have taken any larger losses in terms of power, items or higher seated members of their faction. This will be decided and changed by three possible factors. The first one being that one of the factions get closer to one of their goals: wererats increase in numbers to the point where they overrun the sewers and the district. The Nashers receiving an artifact capable of proving their leaders descendancy from the Neverwinter Nine. The Ashmadai connecting to Asmodeus to the point where either he is summoned or his top brass. The second option being that they, for either reason, decide to ally between themselves. Either two of the factions or all three, and instead of fighting over the treasure and spoils, divide it by themselves and take the fight to Neverember instead. The third being that your characters, the adventurers, affect the balance of power through either aiding or wounding one of the factions. Overall, this will be decided by lack of action over time or the characters actions. Beggar’s Nest When Mount Hotenow erupted, the earthquakes caused a rift in Neverwinter's very foundation, creating a festering pit where the Spellplague began to accumulate. It was not long before the Chasm began to vomit out foul creatures - Plaguechanged beasts and hellish monstrosities that defy description - and the defenders of Neverwinter had to hastily build new fortifications to hold them back. The top of the Chasm is now filled with water and has become a lake, the people unsuspecting of the potential danger underneath. The bottom of the Chasm is a pitted wasteland of twisted and shattered rock. Spellplague energy flares from the ground and the walls seemingly at random threatening to douse any unlucky enough to be standing nearby. It is eerily silent, except for the raspy berating and the echoing footfalls of the plaguechanged creatures. If one also listens closely, however, something else can also be heard: the entire landscape hums with energy, pulsing as though it were itself a living, breathing creature. To the south eastern corner of the city, previously ripped apart via cataclysmic volcanic activity now essentially lays bare. People have rushed to the area to stake claims of land and begin to build homes, businesses and futures for themselves. These peoples are focused on their
38 own pursuits and will commonly be looking for building components or goods to stuff new stores full of. Fort precipe Once the fortified manor of Roderick the Wary, a wizard renowned for his paranoia, Fort Precipice stands as a crumbling bulwark between the unsuspecting people of Neverwinter and the Plaguechanged horrors of the Chasm. Once the center point of the defenders against the Plaguechanged creatures, it is now a defensive outpost for the district as well as the way down to the abyss of The Chasm. There still resides a few Spellplague monsters at the bottom if it and if the area is explored it will lead to the Underdark. The wall The Wall was built with stone, wood, and other materials taken from the debris of Neverwinter. It stretched from the Neverdeath graveyard to the House of Knowledge and the Neverwinter River. Much of the Wall was made up of former manors, towers, and even one of the Guard Barracks of old. It was big enough to even soar over the other buildings of the city. The outposts across the Wall always had at least ten guards watching them, and groups of soldiers and mercenaries constantly patrolled the Wall to one end to the other, day and night. During the decade of the 1480s DR, after the Chasm was sealed, Neverember ordered the Wall to be torn down. Now the materials from this wall are being distributed to the people who claim a plot of land in the district, to help stabilize the area as quick as possible. This is free of charge. The Phoenix Bridge * The Phoenix Bridge is a newly built piece above the chasm that is now filled with water. It is made to identical in importance and appearance from the three bridges that in from Protector’s Enclave. The phoenix itself represents rebirth and new potential, the exact feeling that the Lord Protector wants to send out to the district that is forming a new identity. It is made out of stone and by the ends on both sides are two medium-sized statues like a phoenix rising up into the sky. It is one of the few always guarded places in the Beggar’s Nest, which forces the shady figures to take the long way around the water instead. This makes walking along the waters, at night, a shaky endeavour. It is one of the places where one can get robbed, or catch someone in the act of thievery. Neverwinter Academy The Academy was a premier fighter and mage college that existed before the events of the spell plague. The remnants of the building remain, perhaps waiting for someone to invest
39 the time and money to reforming the academy to its former glory. Sometimes during the night voices and chanting can be heard from the ruins. The Lord Protector is aware of this and intends, in the future, to rebuild it after all the other projects are done. If one were to take lead on this project and rebuild it, you would gain great favor with him. 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 has plans to give this residency to as a token of gratitude to anyone that accomplishes one of his impactful plans for the city. There has been a few uninvited visitors that made their way into it at times but have been driven out by guards doing their routine visits. If the characters gain access to the building, read this aloud: As you open the once locked gates you see before you a house of potential. The interior, while dusty and undecorated, can be whatever you wish for it to be. You walk around the house and find that it has three stories, the lowest one being a large open cellar with one window that let us you see through the back. Overall, there is plenty of rooms in the house, not counting the cellar there are eight rooms. Their purpose will be up to you. You cough a bit, as the dust has stuck itself in your nose and throat, but thereafter take a deep breath. A good feeling swells inside of you as your mind takes you to one single place that you have not thought about in a long time. “Home”. DM Notes: Living quarters I intend to give this out to my players as a plothook to stay in the city once they are there. The reason why they will be gifted this house is because the dragon that has tormented the nearby region, Cryovain from the Dragon of Icespire Peak module, has finally been slain. The dragon has been murdering patrols, stealing valueble transported goods and disrupting trade and life in general. Shining Serpent Inn Been rebuilt after its former destruction. The Shining Serpent Inn was and is one of the most popular inns in Neverwinter. The inn is the largest of Neverwinter, four stories tall, with several flights of wooden stairs running down the back. Albeit expensive, the inn is held in high regard. The suites are pleasant, but also bare. The inn also provided fluffy robes for guests to wander about in, embroidered with the silver serpent logo to discourage theft.
40 An illustration of “Truesilver”. Credits: Unknown artist Stonehammers * Located on the outskirts of the Beggar’s Nest, close to the river. A weaponsmith who migrated from Citadel Abdar, in the far north, has set up shop in Beggar’s Nest and has been building up a clientele for the last three years. Very efficient in the arts of making and refining weaponry, his one problem is acquiring the materials he needs for his signature make. The owner, nicknamed “Truesilver” Stonehammer, is one of the few dwarves to craft weaponry made from mithral for all races, not only dwarves. This has made him quite unpopular with other dwarves, which can sometimes be seen by angered and sometimes violent customers coming out of his smithy. “Truesilver” gets consumed by his interest if either of his guests come in donning anything made of mithral. If the guests are looking for work, he will share his story of having to search for mithral deposits himself, as no dwarf will back his endeavors. He will pay handsomely if the guests retrieve any ore, bars or items made from mithral they would consider getting rid of. Archaic Links * The archaic links is an area shaped like a roofless dome in the middle of the Beggar’s Nest. This is a religious meeting place for worshippers of all deities. This area has no walls, but the dome-shaped figure is comprised out of shrines for numerous different deities. Be they well-known and worshipped like Corellon, the creator of Elves, or lesser known as Mielikki, the goddess of forests, who was sometimes prayed to before a trip to the forests like Neverwinter Wood in hopes of not getting lost. The shrines are made in various ways; statues, carvings, hanging talismans, altars and small temples. Run by no one yet handled properly by almost all. This is a place of serenity and reflection, with little noise being made. Causing a scene will surely make you an enemy of the people quickly. Vista marketplace * 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
41 the day. There can also be some redeemed artisans and merchants who sell their goods there as they are waiting for an opening in the Seven Suns Coster Market. This is an excellent place to sell knickknacks, trinkets, materials, random book collections and whatever else may peak your adventuring interest. This would also be the place where the shady merchants will hide in plain sight and disappear but a day later after a large sale. I will give two examples of merchants I will use in my world: Example Merchant (1): Decorations Come, come here hero! That is what you are, yes? I could see it the second you came into my vision. The stoic pose, broad shoulders, the serious brows upon the chiseled head that lays upon your magnificent body. The only thing missing is something that makes your clothing, nay, image, stand out more. The final touch, so to say. Please, let me be the lucky person to put the crowning jewel on to this masterpiece that is you – Garan Dumont, stylish male human. Garan is a human embodiment of a peacock. He also full heartedly believes anything he says to his customers, which can lead to some humorous interactions when he does not understand why his customers are laughing at his way of speaking. He sells the pieces of clothing that most do not consider, which he finds outrageous. His specialties include shoulder pads, cloaks, feathers for hats, pocket watch, belt buckles and fashionable gloves. He tends to sell his wares for a lower price if the customer is as excited as he is. Example Merchant (2): Deceit Greetings, traveler! Are you on a journey or search for anything in particular? I will bet you anything in the world that I have something for just you – Tippletoe, the charming female gnome. What seems like a charming, innocent halfling is an experienced crook who knows just how to sell her wares. She managed to get a hold of a necklace that lets her cast illusion magic on objects. She uses this as an opportunity to sell completely empty books, but she uses illusion magic that makes the reader conjure up the text in their mind based on what they desire. This can be picked up on by a detect magic spell or simply dispelled. If neither of these are done however, she will sell pricey books where the content will simply fade away after a few hours. After she sells a book, she always changes location. So far, she has only sold her wares in smaller towns, now she is trying her luck in a large city in hopes of making a large sale to “some schmuck”.
42 Day and night This district has a, in general, relatively normal cycle as to what happens during the day and night. During the day the inhabitants are out and about, browsing at the Vista and also traveling to the other districts. Another common activity during the day is also rebuilding, repairing and building on the plotlands in the district. This is the district that has suffered the most from the different disasters and has yet to rebuild to it’s full potential. The nights tends to be quite calm, the majority of the citizens and visitors are indoors and spending time with each other. Inns and taverns tend to be crowded throughout the entire day. 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. DM Notes: Potential Now this is a personal opinion more than anything, but the reason why the Beggar’s Nest is my favorite district is the possibility for anything to be there. After the chasm broke the district into the mess it is right now, it is a place full with potential. People from all over the world are swarming to this district and populating it quickly. This is an excellent place to have multiple cultures worshipping different dieties, making different food, having different currencies, stories and really mixing it up. This will be your crowning jewel as a Dungeon Master on New Neverwinter. This is the area that you can fully customize according to your party, their interests and their individual stories. This is also why most of the buildings in this district are made by me, as there is very little information in general about what would be here in 1492 DR. An illustration depicting an everyday in the Vista. Credits: Unknown artist
43 Random happenings in this district d100 Outcome 01 -11 There is a disease that is spreading in Beggar’s Nest and due to the many origins of its inhabitants, its origin is impossible to track. The people need an antidote! 12 -23 There is a smaller celebration for a deity that causes people to gather, talk and make activities together. 24 -35 A festival is organized by the Lord Protector to welcome all the new inhabitants. Food, contests, activities and sales of oddities are being prepared. 46 -57 Someone has taken over someone else’s residence and refuses to give it back. The 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 equipment as well as their remains, that need to be peacefully put to rest. 76 -80 Mail has appeared on your residency’s doorstep, or inside your tavern room. There is a numbered key to a safe in the Manycoins Bank in Protector’s Enclave. 81 -91 An individual from a character’s past will appear in the district at a far -away glance during the day. 92 -100 A new settler heard tales of your previous deeds and is requesting your help is clearing one of the abandoned houses by the river. Apparently, there are dangerous creatures in the basement or attic.
44 Depicting multiple religious symbols. Credits: Wizards of the Coast. Meta perspective Beggar’s Nest is truly the district that has gone through it all. The Spellplague and the Chasm put the district in terror and drove away most of its inhabitants, by fleeing or being devoured by whatever foul creatures the Chasm spat out. The creation of the Chasm itself was also a large setback for the district, as it basically removed its other half, the district that was called Arcanist Quarters that is simply a distant trace if you visit now. Although these are horrid events, the people of this district are a dream to be next to. So, what remains and who is there? Well, that is an excellent question and the basis of what we will look at here. Much like River District, Beggar’s Nest is split into two groups of individuals. There are the families that persevered through the hardships, fought against the Spellplague monsters by Fort Precipe and endured when their homes were 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 swarm towards it and find a district that is almost unpopulated with tons of unpopulated building that are simply up for grabs? These are the people who have no direct connection to the city itself but their excitement to be there. They bring their past, their cultures, experiences and dreams. These will be easily excitable, will gladly share their hopes and visions with any other newcomer. Slowly putting their mark on the district, it is becoming an incredible multicultural area. This does carry with it some problems; cultures will always knock heads so to say. There might be open disagreements between believers of opposite deities, between previous supporters of factions who were against each other. There is also the other perspective, which is my favorite, which is the pure potential of people coming together with such vast differences in their experiences. I believe my favoritism that will show itself in how much homebrew created for this district.
45 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.
46 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, 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. Credits: © Wizards of the Coast
47 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.