48 Credits: © Wizards of the Coast Favria, dwarf assassin If Mordai is the beautiful face of the Ashmadai, Favria represents its uglier reality—as the whip-scars across her face attest. Born as a slave to a group of Asmodeus-worshipping duergar, she escaped as a young adult after orchestrating a riot. Despite the abuses she suffered under the duergar, she has retained a vestige of her masters’ tyrannical faith. Some years later, Favria made her way to Neverwinter in search of Gauntlgrym. There she found kindred souls in the form of the Ashmadai. Over time, she intimidated many of the group’s members into lining up behind her. With the city as a supply base, she continues to search for the lost dwarven city, which she intends to find and claim for her infernal master. But she has other responsibilities as well. Hers is the face the Ashmadai shows to Valindra Shadowmantle, whom she believes holds the cult’s coveted sceptre of Asmodeus. Unlike Mordai, Favria knows what their god’s relic can do. And playing the obsequious servant doesn’t ruffle her feathers; she’s had plenty of practice. One day soon, she intends to slit some throats and claim her prize. Mordai’s complete opposite, Favria has no patience for the highbrow dance that nobles and politicians frequently engage in. If she sees a problem, she picks of it. However, she does recognise the general value of Mordai’s approach, and she has no desire to disrupt his efforts, which have gained the Ashmadai many new cultists and a lot more power. So Favria avoids staying in the city for long periods. Instead, she has set up camp in the ruins of Thundertree. From there, she tracks activity in the city and everywhere the Thayans employ the Ashmadai, such as at the Dread Ring. Like their leader, the members of Favria’s sect are brutal and zealous, preferring to solve their problems with blades rather than words. They respect the dwarf for her battle prowess and acknowledge her wits.
49 Branded Zealot Hotheaded Bully. Branded zealots make up the bulk of the initiated Ashmadai. They are unyielding in their drive to serve Asmodeus, drawing power from the souldeep brands that mark their nefarious covenants. A typical branded zealot has little patience and a vicious temper, making the cultist easy to goad into a fight. Hellfire Warlock Sleeper Agent. A hellfire warlock, having proved itself a dedicated and sinister servant, walks its path with Asmodeus’s blessing, gaining the ability to wield some diabolical power. Such a cunning devotee is careful to conceal the brand it bears. It insinuates itself into enemy sanctums, where its eventual betrayal can be both surprising and effective.
50 Fimbrul Devil Hellcold Harbinger. A fimbrul devil spreads winter wherever it goes, sapping life from warm flesh. It hails from Cania or Nessus, the Hells’ eighth and ninth layers. Foes who survive a battle with a fimbrul suffer persistent chills for years. Seared Devil Burn Those Alive. Resembling a horribly burned humanoid, a seared devil crackles as it hurls its charred body at foes. The impact propels a cloud of ash into the air as the fiend’s stink sends bile up enemy throats. Jealousy fuels its actions, and it snarls as it races toward the freshest uncooked bodies.
51 Vizier Devil Political Infiltrators. While Pit Finds often hold the titles of Ambassadors in the Nine Hells, it would be unwise for them to involve their fiendish self in any kind of diplomatic mission on the Prime Material. Unless, of course, a hostile takeover of a mortal government was on the agenda. Instead, devils prefer much subtler ways to corrupt and gain influence over mortals, and thus the Vizier Devils are the ones to serve as ambassadors, advisors or political figures among the unsuspecting humanoids, for Vizier looks exactly like a tiefling, however, its nature and motivations are much viler and more fiendish. They skillfully infiltrate governments and find their way to the sits of power, though they much prefer the role of a grey eminence over that of an overlord, as the latter puts them under too much scrutiny of the public eye. Their specialty is to corrupt rulers and nations by fueling the nationalistic spirit and getting them involved in seemingly noble activities that bear grim fruits. They divide mortals to conquer them. Vizier devil can hurl hellfire that forces the weak-minded creatures to follow the dark whispers of treachery, turning them against their own allies. The devil can share an insightful advice with their allies to aid them in battle. Credits: Wizards of the Coast
52 Ashmadai Garroter Ruthless Killers. These Ashmadai favor garrote wire as their most favorite tool of murder. It allows them to keep their victim close and revel in their frantic struggle for a breath. They are skilled individuals, and like snakes hidden in a high grass, patiently waiting to catch their victims unaware. In case they needed to help their luck in creating perfect circumstances for them to strike, garroters carry a brimstone bomb, which bursts into an obscuring cloud once shattered. Ashmadai thug Opportunist Initiates. It never takes much to become a servant to an ill-idea. Some lose their hope and their will to live in the face of misery and despair, others are unwilling to try and work towards their dreams, and they are always those who were cast out by the society for whatever reason, whether justly or not. Sooner or later, they all often seek an easy solution to their problems, eventually ending up even worse: being blindly entangled with a devils-worshipping cult, where their existence means nothing, their soul is craved after and not even death is the way out.
53 Credits: SYoshiko Madame Rosene, the voice of craycloaks Madame Rosene and her regulars have filled the inside of the tavern with bric-à-brac, curios, and relics of Neverwinter before its fall. The statue from a favorite fountain stands in a corner. A wineseller’s planter boxes, filled with flowers, brighten the walls. A knob and a knocker from a noble’s estate are attached to the privy door. Ornate doors pulled from the wreckage make fine tables, and unbroken panes of stained glass hang overhead as chandeliers, lit by hundreds of carefully placed candles. Though the decorations have been salvaged from all over the city, the tavern does not feel junky, and no one thinks Madame Rosene is taking advantage of Neverwinter’s fall. Quite the opposite—the Driftwood is considered a monument to old Neverwinter, like a dusty painting of a beautiful girl hanging above the deathbed of an aged noblewoman.
54 Arlon Bladeshaper, The head of nashers The Nasher faction has begun to see Arlon Bladeshaper as its leader. Bladeshaper claims to be the greatgrandson of one of the original Neverwinter Nine, and he has grown increasingly frustrated with the Graycloaks’ lack of progress on diplomatic fronts. At first, Arlon Bladeshaper was leery of embracing this darker facet of what was supposed to be a bloodless movement for freedom, but the victories the Nashers have had since allying with the Dead Rats and Thay have convinced him—for now—that the Nashers see things more clearly than the Graycloaks. Moreover, now that Bladeshaper has led his faction through several bloody victories, he cannot easily back away from the gory precedent. Credits: Bruno Gauthier Leblanc
55 Rsolk Dead Rats are a were-rat led gang renowned for their infamy in Luskan, the City of Vice, as well, as brutality and ruthlessness. Just like their animal counterparts, they are considered vermin feasting on the city’s underbelly. The Neverwinter’s branch had established its warren in the shattered sewers of the city, under the Blacklake District. Gang signs are gouged in the stone walls and serve as navigation aids for their members, and a warning for the reasonable adventurers. Their territory is cluttered with mounds of stolen goods, half-rotted food and trash, crawling with vermin and pest. One-Eyed Tyrant. Rsolk is a mountain of a wererat with his broad-chest and muscular arms, yet he still maintains a degree of nimbleness and quickness characteristic to his skittering kin. It comes as a no surprise then with his physical predisposition he shows strong propensity towards violence and bullying. He refers to himself as a king of Neverwinter's Dead Rat Gang, and he seems to be a brute of a king, indeed. He makes sure that every gang member fall in line and happily takes on one-to-one challenges from those who are discontent with his leadership — after all, no one can match his might. For now, gang seems to be content with his rule, at least if he delivers result and ensures their continual expansion. Backstabbing Allies. Rsolk seized the opportunity that presented itself with the split among Sons of Alagondar ranks. He managed to forge a cooperation with the more violent part of it — Nashers — to ally against Lord Neverember and now works to usurp control of them to establish trade alliance with Thay, although, ultimately, he plans to eliminate them and take over the underbelly of Neverwinter on its own. Emergency Flush. The sewers provide a perfect and undisturbed passage throughout the city and are filled with numerous traps, from portcullises, tripwires, bed spikes and poisoned darts. Rsolk, the king himself, made sure to equip his court with a special kind of failsafe — exploiting captured engineer, he installed a floor trap mechanism that can bring the lake waters rushing in to cleanse the sewers from its filth and his opposition with but a pull of the lever. Credits: Paizo
56 Credits:© Wizards of the Coast Lord Dagult Neverember I am more than pleased to offer my services and gold to rebuilding this fine center of culture and trade. Through our combined efforts, Neverwinter will be reborn as a bastion of good in the Sword Coast North! — Dagult Neverember With a deep-set dark eyes, pumpkin-brown hair and broad shoulders, Neverember is a handsome and presentable man, often referred to as 'lion of a man', for his appearance and bearing. Lord Protector of Neverwinter, is sometimes referred to as a Dagger and The Pretender, the latter especially favored by his enemies. Imposed Protector. Dagult Neverember, the Open Lord of Waterdeep, has declared himself a distant relation of the old rulers of Neverwinter, and thus claims to be the rightful heir to their holdings. He has installed himself as Never winter's Lord Protector until the city is rebuilt and order is fully restored—at which point some people expect that he will name himself a king. For the Sake of People and Popularity. Neverember focuses on maintaining a peaceful peacekeeping force. His previous aggressive mercenaries are not his way of ruling anymore. He is focusing on rebuilding the city, maintaining order and trade, and putting silver—if not gold—into residents’ hands. Charming Personality. The Open Lord of Waterdeep is a commanding noble. Big, boisterous, and affable, Neverember treats each new acquaintance as a friend. Beneath his congenial display, his quick mind is sizing up everyone in attendance, tallying potential gains or threats each could offer him. Despite feigning disinterest in scandals and hints of corruption, he mentally files away each rumour. He genuinely respects strong, intelligent male acquaintances and flirts outrageously with beautiful female guests. A shrewd negotiator, Neverember prefers plain dealing; he is well known as an economic puppet master, facilitating trade deals that shock even those involved.
57 General Sabine Wade So, you started this tavern brawl in defense of the honor of a lady. Do you know what this so-called lady does for a living? Anyway, Lord Neverember forbids rowdiness in the city — and the man you laid out is one of my soldiers. So, the way I see it, you owe me, hero. We can use someone like you on the Wall. — General Sabine, welcoming her newest recruit. Sabine is quite a character: some consider her attractive, others respect her for martial prowess, and there are those who found out the hard way to never cross her again. She has dark red hair, fair skin and a dagger tattooed on her arm — whatever was the reason behind getting that one, she keeps it private, however, one can easily find out that her tongue is just as sharp. Mercenary Leader. The general is an adept strategist, a spearmaster and an expert in mounted combat. She is a commander of the caliber matched by the scope of her demanding position: she is the leader of the Mintarn mercenaries hired by Neverember to provide protection for the city. Strict and Effective. Now that the Mercenaries are slowly transitioning to let a fresh formed peacekeeping force become the new guards, Sabine looks forward to settling down. She has had an iron grip on her mercenaries and has this to the new recruits as well, to protect. She does not tolerate rowdiness in the Protector's Enclave and firmly acts against rebels who infringe city stability. She is frequent at local inns, taverns and tap houses, but not only because she enjoys a good drink; she stages a damsel in distress act to con outlaws into a fight she will gladly take. Credits: Johannes Palmblad
58 Soman Galt, Mayor of Neverwinter Once a great explorer, Soman Galt has atrophied into a weaselly politician who projects a cold, disconnected presence. The dwarf stares absently, his eyes seeming to watch something no one else can see, and he often mumbles to himself. He is capable of rigid focus, however, when the situation warrants it, and he takes his work seriously. Seduced Astray. Rohini, the Prophet of Helm’s Hold, used her brilliant mind and cunning conversational style to seduce the dwarf. Fascinated, Galt pressed for more knowledge of her greater mysteries, and in return an aboleth corrupted his mind. The mayor’s range of governmental responsibilities allows the Sovereignty to guide social policy, to know what parts of the Wall will be best guarded at any time, and to keep watch over the general goings-on in Neverwinter. Having such a well-placed asset gives the aboleths a considerable advantage over Neverwinter and will be invaluable when they decide to move against the topside vermin. Powerless Puppet. Galt operates under multiple posthypnotic suggestions designed to serve the aboleths’ interests, and he pays covert visits to Rohini for additional conditioning. As such, his mind has been ravaged repeatedly, which has revealed new facets of his eccentric behavior and has reduced him to a pallid, sunkeneyed figure. Guardian Aboleth. When Galt is in peril, his abolethic controllers take over. His limbs flail about, and his body appears to contort and shake in an uncontrollable fit. Galt is unaware of his abolethic taint and would be horrified—and possibly unhinged—if he found out about it. , others respect her for martial prowess, and there are those who found out the hard way to never cross her again. She has dark red hair, fair skin and a dagger tattooed on her arm — whatever was the reason behind getting that one, she keeps it private, however, one can easily find out that her tongue is just as sharp. Mercenary Leader. The general is an adept strategist, a spearmaster and an expert in mounted combat. She is a commander of the caliber matched by the scope of her demanding position: she is the leader of the Mintarn mercenaries hired by Neverember to provide protection for the city. Strict and Effective. Now that the Mercenaries are slowly transitioning to let a fresh formed peacekeeping force become the new guards, Sabine looks forward to settling down. She has had an iron grip on her mercenaries and has this to the new recruits as well, to protect. She does not tolerate rowdiness in the Protector's Enclave and firmly acts against rebels who infringe city stability. She is frequent at local inns, taverns and tap houses, but not only because she enjoys a good drink; she stages a damsel in distress act to con outlaws into a fight she will gladly take. Credits: © Wizards of the Coast
59 Mintarn Mercenaries Famed All Over the Realms. Mintarn, a medium sized island in the Sea of Swords, is a well-known neutral ground for mediations. It has become a popular haven for criminals, outcasts, and is famous for export of professional mercenaries. Their skills are second to none, and they are the most efficient while fighting in teams, operating almost as if they were of one body and mind. Mintarn veterans often specialize in one type of weapon becoming extremely adept in their use. Credits: Jason Credits: Windmaker
60 The Wall-hardened Neverwintian Guardians No matter the age, sex, and martial prowess, countless Neverans came together to protect their home. Their reasons may be countless: fighting for better future, good of community, vengeance, or safety of little siblings and elders they must leave each day at home — the safety of their beloved is in their hands. Protect Your Home. When the cataclysm hit Neverwinter, countless lives were claimed, but the real horror was still to come for those who were fortunate enough to survive. A gigantic chasm has opened, tearing apart the south-east part of the city and the new wave of nightmares flooded the city, as twisted monsters of unimaginable appearances crawled out of the abyss itself. Neverwintans gathered mounting defenses against the aberrations and created blockades where the fights were most frequent. Some of the present citizens-guardians grew up defending the Wall and it became almost a sacred duty for them. Even though Mintarn forces mostly took over guarding the Wall and consist of three quarters of the current forces, Neverwintians remain to carry on their vigilant watch. They were hardened by countless sleepless nights and fierce fights against waves of monsters. Even though their goal is common, atmosphere among Neverwintans and Mintarns is tense and takes form of cold exchanges, glares, competing for the monster kills, shouting matches or even brutal brawls, although inciters of those seem to mysteriously disappear the moment things get serious. Credits: Dongho Khang
61 Credits: Han AhReum Loremaster Atlavast A prematurely aged, disheveled and neglected man, wearing a repurposed potato bag like a robe, with numerous makeshift patches, tied with an old belt around the waist and with a torn rag around the shoulders imitating cape, Atlavast could be easily mistaken for a crazy old beggar. Knowledgeable yet Disturbed. After the eruption of Mount Hotenow and subsequent cataclysm, loremasters of Oghma feared the worst and decided to dedicate one among themselves to looking after the great repository of maps, book and poems. And so, sealed within the sanctum of the Temple of Knowledge in Neverwinter in his early twenties, Atlavast has spent almost three decades in the empty halls underground, away from the outside world, attentively tending to studying and cataloging tomes, which stand in countless rows of ceiling-high bookcases. Quite quickly he lost the sense of passing time and grew increasingly eccentric and doubtful in his own faculties, frequently relying on auguries to decade on daily activities, what and how much to eat from the food reserves, or how to best reorganise the tomes. Also, he developed tendency of speaking to himself in an erratic matter, raising and lowering his voice without a reason.
62 Valindra Shadowmantle, The hand of Tsazz Tam Valindra Shadowmantle, once a moon elf born in the High Forest, now a powerful lich, is one of the most dangerous individuals who skillfully weave complicated tapestries of plots and intrigues with a thread of means that justify the ends. She never had much respect for the community valued and shared among the People, and she would put an individual, namely, herself, above it, instead. Self-centered and focused on events solely related to her interests, she acts only if it furthers her own agenda. Subtle and Deadly. Valindra began her training in arcane arts in the place of her birth, yet slow progress frustrated her, so she left for Mirabar, where she manipulated an old wizard to take her as an apprentice. She murdered him a year later and took his spellbook and magical items. To say she was simply ambitious, would be an oversimplification, after all, not many years later she held the title of Overwizard and Master of the North Tower of Arcane Brotherhood. Filled with the sentiment of possessing superior intellect, she is easily blinded by hyubris, falling to a trap set by her own arrogance: she underestimates her opponents, often assuming her machinations are beyond their comprehension, and she considers them dead long before she could even carry such sentiment to fruition. Still, she prefers to achieve triumph thanks to her mind, not sheer power, and is likely to ‘enjoy’ a conversation, before obliterating the more challenging rivals, resistant to her sophistic and manipulation, with magic. Dark Fealty. Since transition into a lich, Valindra became ironwilled, her ambition has grown, and her methods turned more ruthless. She had become an ally to Szass Tam from her own free will, although she has her own agenda, perhaps she even hopes to overthrow Szass Tam, the lich ruling over Thay, one day. And one should fear, indeed, what will transpire, when an unstoppable force collides with an immovable obstacle. For now, however, she serves, seeks power and binds her time. Self-assured Immortality. Convinced that her phylactery is extremely well hidden and secure, she doesn’t falter in the face of demise in battle, and thus she may act recklessly, bordering on suicidal, presuming nothing is a threat enough, as her physical form will reform within tenday. Valindra’s phylactery is thus an item of great demand among her enemies, and many may wish to find it, from Ashmadai to Netheresee to Cult of the Dragon, to mention but a few. The Rise of the Nine. One of her sanctums are crypts beneath Castle Never enveloped in webs of unnerving shadows and echoing with sombre and poignant sounds of the past. The lich has a great appetite for the animation of the bodies of Neverwinter Nine, great heroes, who would make for a potent force. In the meantime, she has her servants carefully prepare the nine bodies, simultaneously having her minions animate dozen corpses at a time in Neverwinter’s graveyard, sending them through Shadowfell to work at the restoration of the Dread Ring or to join forces battling the Netherese in the Shadowfell and on the Thay’s front. The Flight of Undeath. All of that is barely a groundwork for a more magnificent undertaking: Valindra intends to ‘breathe’ unlife into the bones of a very old black dragon, Lorragauth, turning him into a dracolich. It had been for his remains seeping magic into the land, that the Dread Ring had been constructed where it was, in the first place, as the land was soaked with arcane energy. Valindra’s ambitions extend far beyond this sole act, however, as she intends to have an undead flight that will raise to skies of Faerun one day and destroy all who stand in the path of Thay. The biggest obstacle in her way, is the state of the dragon: her intended ritual cannot be used on remains, so she must either push past the boundaries of magic, alter the procedure, or find power to resurrect the dragon dead for centuries, before she can make it into dracolich. And that is where the Dread Ring or the nearby slumbering primordial, Maegera the Inferno, come in, offering promise of power that could alleviate her magic enough to make her ambitions come true. She has already made one of the most important steps in the process: she acquired ‘help’ of a local Cult of the Dragon, the only ones in the region with a knowledge on how to create dracoliches. She found it easy to coerce those zealots into cooperation by subduing their cell’s leader, Adimond Kroskas, to servitude. The moment she got her hand on his symbol of office, a ring of dragons, he compliantly fell in line. Despite her success in gaining this workforce, the progress on the ritual is frustratingly slow and required ingredients turn out to be rare and even scarce. Other than that, she makes sure to keep her enemies with their hands full. For once, Thay provides support to Sons of Alagondar and pushes them towards darker solution, providing them with weapons, magic and tactical support, making sure that Lord Neverember doesn’t learn about her people's excursions to the graveyard. She also sent underling to investigate the Abolethic Sovereignty presence in her area, as their significant power and obscured motivations bother her. Lastly, she manipulates Ashmadai to run errands for her, and keeps them in the dark about her true intentions, those unrelated to Thay, not worrying about their loyalty too much — after all they assume, she still hold onto their relict, Scepter of Asmodeus, and they would do everything to make sure no crack appears on its ruby and most hopes to get it back for fulfilled servitude. Credits: © Wizards of the Coast
63
64 Credits: Jab Jira Jawbone Jawbone is one of Valindra’s many lieutenants, however, she has been entrusted quite an important role in ensuring constant flow of animated corpses bolstering Thayan forces. The animation process isn't limited to one place only, but most of those rituals are carried on a great scale at the Flesh Factory hidden away within Dread Ring's ruins. Jawbone is a skilled necromancer herself, although she prefers when her subordinates title her 'the death mage', and she mercilessly watches over work of dozens of minions, scrutinizing their work and punishing for shortcomings and mistakes. She occasionally hides her misshapen jaw under an illusion, but it does little good as it doesn't help with her slurring speech. Most of her teeth on the right side of her jaw have rotted away except for her magnificently tall husk, and those on the left are rough and jagged, and most likely doomed to the same fate.
65 Credits: Pixieunion/Daemonstar Praddak Praddak is an imposing wight, who has been raised in a powerful ritual by Valindra herself. She didn't do it out of sentiment, instead, she chose him for the immense martial prowess he was infamous of, and his commanding presence — features she seeked for in her lieutenant. Valindra entrusted him with overseeing the great excavation of Lorragauth's bones in the Dread Ring. Reaper in Life and Death. The life of the creature Praddak was before his animation, driven by dark desire to sever the thread of life of his victims and grow in his own infamy, had been snuffed by his slayer, a wayward paladin who was hunting him for his crimes. His spirit's vengeful screams reached Valindra before Orcus himself could lay hands on that magnificently corrupted being. Once returned in unlife, his very need to reap spirits of the living coalesced into a gloom aura, which seeps into any weapon he uses to carry out execution of his everconsuming desire.
66 Lorragauth, the chained wyrm Centuries ago, a very old black dragon had made its lair in the North of the Sword Coast, deep within the dense and ominous Neverwinter Wood, claiming the Lord Tharnor's Manor as his own. His name was Lorragauth, also known as 'The Chained Wyrm'. During his lengthy lifespan, he had managed to amass a great hoard, as his desire for treasures was insatiable. So when the time had come that Lorragauth began to feel the inevitability of death closing on him, he had attempted to destroy all the lands in his domain. If he was to die, his kingdom was to share the same fate along him. While carrying out the grim sentence he proclaimed over his domain, the Chained Wyrm had spotted an amethyst dragon, Eldenser, trespassing. Lorragauth had lashed out against older dragon, and soon after had paid the price, as his enemy was well prepared for the assault and nearly managed to sever one of Lorragauth wings before the Chain Wyrm had crashed into a mountainside, dying abruptly. For many years that came after those events, his corpse tainted the earth around the place of his death with such a potent magic, that Red Wizards of Thay raised a Dread Ring atop his remains. Credits: Fred Hooper
67 The Neverwinter Nine Some adventurers and heroes are forever remembered in the annals of history, become a legend, which is passed down through generations, or give the beginning to a movement, organisation or tradition — just like the Neverwinter Nine. According to one of the old tales, before the Neverwinter was founded, Lord Halueth Never gathered a group of his most loyal guards and gave them their name. Among the original Neverwinter Nine were: Talven, Galavren, Floashebel (the only known female of the group), Thracier (the traitor, according to legend), Shoce, Coneth, N'halien, Tamper and Slade. Led by Lord Never, the Nine and the Lord's army prevailed in the war with Illusk, however two among them perished in the war, one died as a traitor for murdering his fellow Nine. After Hauleth's dead, he was buried beneath Castle Never, surrounded by the statues of the original Nine. Another Time, Another Nine. Lord Nasher Alagondar was inspired by the legends, so he decided to form a new Neverwinter Nine when he became ruler of Neverwinter, choosing from among his most selfless and good-willed men and women. After his death, the Nine swore fealty to his descendants, the Alagondars. Some among them were: Nevalle, a handsome man with a chiseled physique; Melia Ceralle; Sir Darmon; Callum, a male dwarf; Khelgar Ironfist, a shield dwarf of the Clan Ironfist; and the mysterious he Kalach-Cha, also titled the Knight-Captain, whose details of great deeds were better preserved than those related to the essence of his very person. Credits: Stephany Nunneley
68 Resting Beneath the Castle. The Nine had become celebrated heroes of Neverwinter after their death, and so their remains were entombed in a crypt below the Castle Never, known as the 'Vault of the Nine', which is protected by powerful wards and the Endless Maze, which leads to it, called the Neverneath. Nonetheless, there are some who wish to claim those valiant spirits to their dark causes. One such recent attempt was undertaken by a dragonborn necromancer, Morlanth. Yet another being who set his eyes upon this powerful prize waiting for the reaping is the infamous lich, Valindra Shadowmantle. The Last Guard of the Nine. Descendants of the Lord Nasher Alagondar knighted a new generation of the Neverwinter Nine, alas, they all perished, dying alongside their masters during the Ruining of 1451 DR and the cataclysm that ensued in the wake of Mount Hotenow eruption. The Inner Vault of the Nine. It is a simple stone chamber sealed tight with sigil of Neverwinter carved in its great stone doors. Inside, nine marble coffins form a ring around a throne positioned in centre, which is emblazoned with a sun, and thus coffins are set to stand in its rays. The throne and coffins glimmer with dim, warm light, thus illuminating the chamber, which walls are carved with idyllic depictions of summer and easiness — in the vault, winter never rains, just as it never did during the time of the nine heroes entombed there. The Nine bear insignias that allow them to pass freely through various magical barriers in the castle. Credits: Mike Lim
69 Commoner Can I assist you in any way, stranger? - Unknown While some are destined for greatness and adventure, not all can be heroes that are written or sung about by the bards. These are the commonfolk of the universe, the standard fisherman, merchant, servants, pilgrims, artisans and whatever else fills your city. These are the backbone of the city and should represant the run of the mill individual. Anyone that stands out in terms of combat experience or arcane knowledge would differentiate from this description.c Credits: Wizards of the coast
70 Credits: Wizards of the Coast King Gommoth Among the numerous caves and tunnels spanning webs across Mount Hotenow viscera, a hunchbacked fire giant called Gommoth leads a sect-like group of fire-worshipping creatures as a selfproclaimed king ever since he got banished by his clan. Remembering the spiritual ecstasy, which overtaken him and his followers at the time of the volcano eruption and made them feel one with fire, now, they put all the efforts into bringing back the sensation and making sure that it will last without an end. All they crave is to lose themselves in that ecstatic euphoria they once tasted and never forgotten. Fiery King. The fire giant is a violent ruler, hoping to squash any resistance with force and brutality. Exiled by his people for his physical imperfection, which was perceived as a weakness, Gommoth makes sure that none of his subjects even let such thought cross their minds. He takes insults with lethal seriousness, allows his anger to motivate his actions and let's his bitterness to guide him while planning cruel punishments to those who ever offended him. Following the Fury. Gommoth, as well as those who follow him: mephits, fire elementals and salamanders, welcomed among their ranks a stray soul filled with hatred, vengeance and raging fury. The newest sect member, or rather fanatic, is a shadar-kai, Shadovar outcast, Qualthus, who had been crossed and betrayed by his allies. All he dreams about now, is to take revenge for his expulsion and burn Xinlenal, which he was helping to excavate, to the ground and bury them all under a thick layer of ash. A skilled mage, he has the trust of his fanatic community and it only boosts his confidence that he can create a proper ritual to stir Hotenow once more.
71 Credits: Wizards of the Coast Dragonstaff fragment Item, rare A fragment of the Dragonstaff of Aghairon. One out of eleven. Currently in possession of Dagult Neverember who keeps it in a silk inlaid jewelry box in his home’s bedroom. Besides being of great monetary value, holding it also gives you +1 to charisma checks to dragons. This fragment is a part of the top-end of the staff. It’s a golden head of a dragon that is broken by the belly. Anyone aware of Waterdeeps secrets would know of it’s worth and importance. Maegera’s gift Weapon, greatsword, very rare (requires attunement) Holding the handle changes the size of the sword to fit any sized wielder. When fully unsheathed the weapon lights up with fire and creates a 30-feet light around it. When it strikes the enemy, it deals an additional 4d4 fire damage. If there is another enemy within 5 feet, the blow deals 2d4 to them as well. Created by the primordial Maegera that is harnessed to power the forge in Gauntlgrym, this sword was summoned in the hands of one of Maegera’s servants, the fire giant Gommoth. With a surprisingly subtle handle, the golden hilt and crimson red blade stands catches the eye of any observer. This crimson red blade can only be seen when the blade is not fully unsheathed, otherwise the flame covers the blade completely. Pendant of loyalty Necklace, rare (requires attunement) A necklace currently wielded by Madame Rosene. It gives the wielder +1 persuasion and can grant +1 persuasion to up to four individuals who swear allegiance to the current wielder. If an individual swears loyalty to the wielder of the necklace, any attack roll against them is made with a disadvantage. This golden necklace is shaped like a vase, adorned with green jewels on it. Inspecting it gives you a sense of warmth and friendliness towards the wielder. potion of liquid armor * Consumable, rare When drunk it gives the character a temporary increase of 2 AC for an hour. One of the products of Hazels experiments with the magical sludge from the lake yielded positive results. When she mixed it with products it reacted well to it created a luminescent, mercury-esque appearance. There are bubbles that slowly form at the top of the liquid that when they burst, it creates a ripple that
72 Credits: Wizards of the Coast moves at the surface of the liquid. Potion of fire breath * Consumable, rare When the owner puts the liquid in their mouth and then spit it out, the liquid ignites causing breath of fire. The effect is identical to the spell Dragon’s Breath. Another one of Hazels experiments that yielded a more combustive and unstable effect. The contents of the potion is a bright red that constantly springs forth yellow bubbles from the bottom to the top in a combustive fashion. Staring at it for a few seconds, the small bubbles that break cause small flickers of flames on their own. potion of sweet water Consumable, common This is also known as simply sweet water, is a liquid that can purify any liquid into a drinkable state. It neutralizes any poison within a liquid as well. The visual aspect of sweet water is reminiscent of sea water on a sunny day. Crystal blue mixed with dark swirls at the bottom. At the top there are white streaks that reminds you of waves. The crown of Neverwinter Armor, Legendary The crown of Neverwinter has a worth of 25,000 GP and the wearer gains resistance to fire and cold damage. If someone tries to incapacitate the wearer, the effect is nullified and the creature who caused the effect takes damage in return. It also has an action effect where a +5 bonus gets added to the next persuasion check. Lost for since the Ruining of 1451 DR, this has been the object of desire for many. Wielding it is said to be the mark of the true heir of Neverwinter, as apparently a false heir to the throne will catch afire with a burst of icy cold upon placing it on their head. The common theory of its whereabouts seem to be at the secret vault under Neverwinter. Salve of Undead repair Consumable, uncommon A potion used by old necromancers, a salve of undead repair heals damaged undead shells. It also works on living beings, but the horrid smell usually keeps one away from doing that. Salve of undead repair is usually kept in small ceramic jars. The salve itself is a goo of green color.
73 Dungeons & Dragons: Neverwinter Campaign Setting (D&D 4E) The Adventure book for the 4th edition. Dungeons & Dragons: Neverwinter Nights: the game https://neverwinter.gamepedia.com/Neverwinter_Wiki Dungeons & Dragons: Sword Coast Adventurer’s Guide The Adventure book for the 5th edition. Dungeons & Dragons: Wiki https://forgottenrealms.fandom.com/wiki/Neverwinter