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Published by aeejason, 2023-01-08 14:54:39

New_Neverwinter

New_Neverwinter

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 Lost mines of Phandelver and The Dragon of
old title: the jewel of the north. A place who has Icespire Peak.
undergone many hardships and pushbacks is
resurfacing in the north as one of the most An overview
promising, adventurous places to be. In general,
it can start out wherever you choose, as it’s The idea behind this section is to bring you, the
designed to be used in a large spectra of level Dungeon Master, an understanding of not only
ranges. The players will find themselves in a city how to run the city but also why it is in its
with four vastly different districts, under the current state.
management of the Lord Protector
Neverember. This is to be a hub for adventure 1. Story Overview
filled with politics, dungeons, interacting with
hundreds of citizens and most importantly of New Nevewinter is a city delving adventure for
all, a gathering place for an endless amount of the party to make a big impact on the world
plot hooks of your own choice. they play in, with actions that have the
potential to change the direction the city will go
New Neverwinter is a Dungeons & Dragons in. The plot for this adventure can be
adventure designed for characters of levels as summarized as follows:
low as 1 up to as high as 20. The idea for this
adventure is to be friendly to Dungeon Masters' The city of Neverwinter is back on its feet and is
own interpretation of the city and what sprawling with individuals who come to take
happens there, while also filling it with enough part in its potential. Merchants, traders,
material to run it as close to the book as you adventurers and opportunists are swarming in
want to. It is also easily usable with official DND daily. This is meant to be the customizable part
5e material that takes place in Faerün at around of the adventure. Anyone can be there!
the same time (around 1490 DR). My personal
recommendations would be Sword Coast Lord Protector Neverember is seeking the aid of
Adventurer’s Guide, Waterdeep Dragon Heist, adventurers for multiple reasons: stabilizing the
guard, keeping the increasingly populated city
fed, mapping out and clearing the sewers

1

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

2

1451 DR cities resumed. Slowly it was restored as a
Mount Hotenow erupts and destroys most of centre of civilization in the North.
the city. This was caused by an adventuring
party who awakened the primordial Maegaera 1492 DR
and a great chasm was torn through the south- This is the current year, most of the former
eastern sector due to the ensuing earthquake. catastrophes are a faint memory to most
This party consisted of five individuals, one of inhabitants but the strength and endurance of
them being Valindra Shadowmantle, who is still the people are burrowed into their backs.
active in the city from the shadows of the Ingenuity, craftsmanship and a strong willpower
graveyard. Through the rift springs numerous have crafted the people into a force to be
beasts of different origin, causing the military reckoned with. Neverember is putting all he has
and people of the city to defend their city daily. into making Neverwinter his crowning jewel,
This year is also the year that changed the ruler since he’s been released of his duties as Lord of
of the city of Neverwinter, as the Lords of Waterdeep.
Waterdeep decided to put a Waterdeep noble
in charge. Any of these happenings can be used to
introduce characters or groups of your
1467 DR choosing. By doing so you are not only making
City is taken over by Dagult Neverember, Lord the campaign your own, but unlike doing so on
of Waterdeep. He proclaimed to be a a whim you will have a lore reason for shaping it
descendant of Neverwinter’s former rulers and the way you do. Perhaps you introduce the
thus the rightful “Lord Protector” of the actual heir to the throne. Perhaps the chasm’s
city. He is responsible for the rebuilding of magic sealing is disrupted by someone who
Neverwinter to its former glory and starting the desires to bring out the creatures of its depth.
New Neverwinter initiative. Perhaps Lord Halueth Neverwinter is
resurrected as an undead by the necromancers.
1485 DR The choice is up to you!
The Chasm was magically sealed; proving
Neverember’s efforts to rebuild the city 3
successful. However, it almost bankrupted the
city. It took almost all they had from the city’s
coffers and trading with Waterdeep and other

The picture depicts the emblem of Neverwinter. 3. Nobility
Credits: Wizards of the Coast
There aren’t many noble families in
Life in Neverwinter Neverwinter which is interesting, but the ones
that are there have all been a core in the ruling
To broaden the depth of the inhabitants and of the city and their rise or demise have
their lives in Neverwinter I thought I would determined who sits on the throne. Currently
break them down into categories and give some most of these noble families are wildly reduced
information about each category. Another in numbers and the only one with large
reason for me adding this is that it gives the influence is the Lord Protector himself. This
players a solid background upon creating their could change if any new evidence came to light
eventual characters who can originate from however, at your own disposal. There is also the
Neverwinter. A reason for a noble character to possibility of using any powerful Waterdhavian
be called into adventure could be based around families as they’ve been a great influence in the
that the Ashmadai cult are targeting and city before.
looking to puppeteer the wealthy people of the
city in hopes of gaining more influence. 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

4

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

days.

Credits: Wizards of the C5oast

4. Merchants it can be used as a plothook for any number of
quests where the heroes must help a person
Merchants and crafters have been and are once who is stuck between a rock and a hard place.
again becoming the core of the city that is Perhaps the NPC is being pressured to join or
destined to be known as the “Jewel of the close their store?
North”. It is the central trading and crafting hub The merchants were primarily located in the
of the north, meaning that the craftsmanship is River District before, but due to the unsafety of
detrimental to not only the city surviving but the district most of the older merchants moved
flourishing. New Neverwinter has a place for their establishments over to the Protector’s
any type of craftsmanship and any person Enclave. Many of the popular ones can be found
willing to make his or her mark on the trade. in or near the Seven Suns Coster Market.
The merchants’ villas along the river are surely
being occupied once again at a rapid pace. Credits: Fantasy Pics Inc
Many of the new merchants are taking the
opportunity of land being up for grabs in the 6
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

5. Guards shadier side of Neverwinter’s Underworld such
as the Dead Rats and the Thay. The other
The guardians of the city of Neverwinter are faction, the Graycloaks, are named after the old
unnaturally spread out from different groups. Neverwintian militia and are diplomats in most
The current overseers of safety are local militia matters. Putting pressure on Lord Neverember
made in each district by the very same people to give the people more political powers, but
who were unhappy with how ruthless the their efforts have been met with small amounts
guards had treated the inhabitants before. The of success as their name is dragged through the
Lord Protector is actively looking for dirt because of the Nashers more violent
experienced adventurers to train these local efforts.
militia and then fade out the old guard. At the
start of Neverembers rule the protectors of the Prior to all these groups an organisation named
city were primarily made up of Mintarn the Graycloaks, named after the grey cloaks,
mercenaries who quenched any possibilities for they wore, protected the city as Neverwinter’s
rebellions or naysaying with force against the only police force during the 14th century DR.
then new regent. There are few of this group They disbanded after the destruction of old
left, as Dagult Neverember wishes to forge Neverwinter but have given inspiration to the
long-lasting ties with the population and forego faction of the sons of Alagondar.
the violent ruling he once used.
DM Notes: Guard diversity
The sons of Alagondar are a group of nationalist As the guards are not one united faction
fighters who slowly have begun enjoying the through all four districts of the town, you can
reign of the Lord Protector. They are slowly sell the diversity within the guards with
integrating with the local militia and have also describing the guards wearing drastically
expressed interest in training them. The sons of different uniforms and clothing. The Mintarn
Alagondar are split up into two main factions: dressed in plated armor, the militia in makeshift
The Nashers are made up of the younger armor with cheaper weapons and so on.
members of the group led by Arlon Bladeshaper
who claims to be a descendant of the 7
Neverwinter Nine. This faction is in moments
seen as extremists and ally themselves to the

The city 6. Politics and leadership

This section is meant to describe all the needed In the past 30 years Dagult Neverember has
information about each district, its factions and invested heavily into the rebuilding of
inhabitants. Neverwinter through a movement named the
New Neverwinter Initiative. This all occurred
As per maps found in the Swords Coast following the death of the previous ruler Lord
Adventure guide (pg. 52) or online, the city is Nasher Alagondar, leading to several
roughly divided into four main districts or zones. cataclysmic calamities for the city. Laying in
These zones essentially run-in contrast to each ruins, Neverember bought in help from several
other as their inhabitants and features differ to sources, paying for almost the entire venture
a substantial degree. 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.

8

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

9

pickpockets, sell swords and guardsmen of all the spots are taken. Some buildings are yet
many varieties have come along to protect rich to be taken, but there are also empty plots that
merchants or to sell their services to protect they can set up in. The merchants' villas along
lots and claims. All this in turn means that the the river are also being claimed and restored by
docks are becoming active and popular once people who have heard of what Neverwinter is
again. starting to become once again. New stores and
workshops open by the tenday, and workers
Neverember’s rule was made sure with without training offer their services to gain any
aggressive guards in the Mintarn Mercenaries. type of employment and experience. The
This has been the case for many years but the Ashmadai have been targeting these
public calls for a more lawful way of doing newcomers and pressuring them to side with
things and are looking to create a more them.
respectable, local guard organisation. Since this
has yet to happen however, the districts and The Lord Protector wants to map out the
neighbourhoods are currently organizing their sewers to drag out the last few rebels and
own makeshift militias. The Lord Protector does wererats. This is a perfect gate-way quest to
not wish for conflict with the militia and his introduce the party to the Lord Protector as
soldiers of Mintarn and is looking for capable well as the Blue Lake District. If that is not
adventurers to train the militia so he can slowly something that the party shows interest in then
wither out the Mintarn soldiers. the city needs a steady supply of food, as its
population is steadily growing in number
The Sons of Alagondar have begun to volunteer without a chance to recuperate. This can be
as replacements for the Mintarn mercenaries done by protecting the current providers as well
currently patrolling the streets. If Neverember as trying to make new connections outside the
can get them in line with his goals it will be a city.
way for him to draw the nobles to his side and
invest in the city. Perhaps for Nobles homes so Crown of Neverwinter - stories say it shields the
they stay, and the city prospers. wearer from the extremes of heat and cold and
marks the person the true heir of Neverwinter.
As the Chasm is closed, much land in the A false heir is allegedly burned by frost and fire.
Beggar's Nest is now up for grabs. It is possible With the rumours of its existence coming back
for adventurers to seize this opportunity before
10

up to circulation, it is an important plot piece to 8. Protector’s Enclave
make sure the favour comes to one choice of
the players’ choice. Protector's Enclave was highly taxed police
state of Lord Neverember. Beyond Protector's
Tip: If you are looking for a random events table Enclave, it was common for monsters to roam in
for enemies, I would recommend you look at the city of Neverwinter. Unlike most of the city,
the district you are in and look at it’s figures of this specific part of the city has not needed
power. Use the NPCs mentioned in Appendix B much rebuilding. Lord Neverember as a Lord
depending on the level your party is at. Protector rules this city from a modest villa. This
area lies in the west-most part of the city. Thus,
If you are looking for events to happen in the it was protected from the Volcanic eruption
city, it would be sensible to use any type of which largely affected the eastern part of the
shop discounts day, an interesting city causing the chasm to appear.
guest/company arriving in the docks, a festival
for Neverember or a culture-based parade The region consists of many nobles who did not
based on what culture is dominant in your leave the Neverwinter city even during
version of New Neverwinter. Cataclysm. Whatever opposition still exists to
Lord Neverember is usually behind closed doors,
Depicting the crown of Neverwinter as he has gone from an iron-fist, highly tax
Credits: Wizards of the Coast taking leader to someone who is usually spoken
of well. He has managed to stabilize a city that
The districts was on the verge of ruin. Years back people
would call him by a nickname in poor taste,
This section will delve into the districts and their namely Lord Pretender - which was openly
points of interests. I have tried to make each punished by force by the General Sabine's
location detailed whilst still up for Mintarn Mercenaries. Now the general public is
interpretation, with suggestions for on Neverember’s side which makes for a more
characteristics and descriptions. 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

11

region. Their base of operations is a secret Driftwood Tavern
meeting place somewhere in Driftwood Tavern. As soon as the characters happen upon this
This region is under strict control of General building, read:
Sabine who commands the Mintarn
Mercenaries. Administrative duties are handled Infront of you stands the Driftwood Tavern, a
by the dwarf mayor, Soman Galt. The Lion sign three-story building decorated with curious
of Neverember is a recurring theme in the and relics of Neverwinter before its first fall.
Enclave. However, his coat of arms from Upon entering it you notice old statues
Waterdeep (a scepter made of water where the decorating its corners, ornate doors pulled
top is an ember of flame) is never displayed in from the wreckage that could also be used as
this region in order to win the trust of citizens of fine tables.
Neverwinter. Because of the trade from
Waterdeep, the market of the Protector's This buildings old interior is a common
Enclave is one of the best. discussion topic of the patrons that this is a
This district hosts most of the sites that drag proper and good way to honour the past of the
both the citizens and the tourists attractions. City of Skilled Hands.
Examples of them would be hosts the House of
Knowledge, the Hall of Justice and links to the Its services: drinks, meals and rooms are quite
North of the city via the three famous bridges, expensive as it caters to the richer clientele.
the Sleeping Dragon, Winged Wyvern and Ordering something usually comes with a lesson
Dolphin Bridges. Mainly a segment of economic from Madame Rosene, the owner, about the
and governmental importance, this area is past of Neverwinter.
heavily policed and houses almost all
Neverwinter’s vast array of shops and The owner, Madame Rosene, is a female human
marketplaces. The famous Moonstone Mask in her mid 70s who is also the leader of the
tavern, accessed via teleporter, is also a popular conservative faction of the Sons of Alagondar,
tourist destination for this area. This zone also the Greycloaks. Has long white hair that goes
features a bank, auction house and guild down to her chest, wears a golden necklace
registry. shaped like a vase with green jewels on it.
Wears finer dresses with a sash by the hips
Protector’s Enclave from the Neverwinter game. where she puts the money into a pouch. She is
Credits: Wizards of the Coast
12

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

This is also a hidden base of operations for the Grand Emporium is a modest one-floor
Greycloaks, where they have meetings. building made from bricks and wood. The
insides front is decorated with a large orange
Most of the clientele tends to talk about the carpet up to a wooden counter in the middle
past of the city, as it is seen as something filled of the room. Behind the counter are numerous
with honor in this establishment. Tip for things cages of varying sizes.
your players can overhear:
Patrons to taverns tend to have a common This store sells pets, both normal and magical.
topic of discussion, the origin of the city's name. Some of the larger ones, as well as some
This discussion tends to have three different magical ones are kept in the back. Any
theories: interested clients can follow the owner to the
back. The Grand Emporium is run by a red-
Theories skinned female tiefling in her early 30s, named
The city’s founder, Lord Never, defended Brimine. She is a kind-hearted soul, especially to
against an attack of orcs. The name, Never’s animals and exotic races. She talks to animals
Winter, changed over the years to simply with a baby voice.

become Neverwinter. The animals sold here are put into three
The prestigious gardeners can keep the city’s categories: The first category are the animals
kept in the front.
gardens in full bloom, even when a heavy 1) The normal pets sold in the front. These are
winter hit. the stereotypical pets: dogs, cats, owls, snakes,
reptiles.
The Neverwinter River is heated by fire The other two categories are kept in the back.
elementals underneath Mount Hotenow. This 2) Rare and sometimes large pets: Ox, wolves,
falcons, cockatrices and more.
produces a warmer climate around the city 3) Magical pets such as a baby gryphon or a
and its surrounding geographical features. displacer beast. There are plenty of generators
The river and Neverwinter Harbor do not
13
freeze over even in Winter.

out there that can make this very descriptive Order of the gauntlet
and amusing to the players! If the characters An unassuming building within the Protector's
ask Brimine about the magic pets, she will take Enclave, hosts a faction outpost for the Order of
out her favorite and say the following: the Gauntlet. A prime place to gather
intelligence or help on several matters, the
A small fire elemental vanished from the plane of faction also offers a few jobs and quests for
fire shaped like a black cat, leaving black ashen well-intentioned adventuring parties.
tracks everywhere it goes. It can be commanded to
summon its tiny fire powers to explode, damaging DM Notes: The quests
everything around it, but like most cats, is If neither of your plothooks, be them subtle or
temperamental and difficult to control or extremely obvious, do not bite then this is an
command. She ends her presentation with looking excellent quest hub for the characters to get to
at it and saying with a baby voice: But you’re just learn the city and its surroundings. I will write up
the cutest, aren’t you? a few quest examples under here, for different
levels and situations, to give an overview of how
If the characters ask her about its origins, if they the organization works and what they would
pass a persuasion DC of 10, she will tell them require the characters help with.
that she found it during an expedition near
Mount Hotenow. She would go back in search The order of the gauntlet is primarily made up
for its kin, but rumor has it that the volcano is of paladins and clerics of gods and deities that
under a fire giants dominion. Asking other believe in order through faith and punishing the
people, they will learn with incraments that this evil. The popular ones are Tyr, Helm, Torm and
fire giant is known as Gommoth, who leads a Hoar. When individuals or creatures break the
sect-like group of fire-worshipping creatures laws, agreements or codes of conduct the Order
and he has proclaimed himself as the king of is quick to act, waiting for no one to give
Hotenow (linked in monster appendix). permission. Their overall goal is to smite evil,
enforce justice and enact retribution.
Credits: Wizards of the Coast
Even though they might at first seem like a
violent bunch, the Order of the Gauntlet values
both friendship and camaraderie extremely

14

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

Depicts the symbol of the Order. 15
Credits: Wizards of the coast.

Hall of Justice DM Notes: Rumors
Located on a cliff overlooking the Sea of Swords If the characters question people about the
on the north bank of the Neverwinter River vaults, most citizens will tell them that the vaults
near its mouth. It is built from stone, iron and are rumoured to be haunted and popular myth
wood and is beautiful to look upon. It is built in says that the city’s honoured dead will rise to
enormous proportions, to the point where slay any who disturb their rest.
giants and dragons would have enough space
for rest. Mildly decorated with several rooms The ironclad defense *
for daily routines and worship. A building who’s sole use is the recruitment of
new peacekeepers. This job was formerly run by
Previously the seat of government in the city of the Mintarn Mercenaries who were hated by
Neverwinter. Lord Protector Neverember took the public for being excessively violent to
residency at this building before during the anyone who expressed their dislike to the Lord
construction of “New Neverwinter”. Once Protector. They faded in popularity and
Neverwinter had settled after the chasm and its therefore in numbers. As a result, the four
various problems was gone, Neverember gave it districts have created their own militias to
back to the followers of Tyr which was one of wander the streets to keep themselves safe.
the reasons why Neverember was more liked Now the Lord Protector wishes to make peace
and seen as a worthy leader. for all and has instructed the Mintarn
Mercenaries to leave their posts. He is
Used as a place for legal proceedings and high therefore in need of experienced adventurers
crimes, the hall is frequented by several to educate and guide the newforming city
devotees of Tyr and Torm. watch composed of mostly inexperienced but
faithful people of the public.
Hall of Justice Vaults can be found beneath Hall
of Justice. There is a series of vaults, crypts and This building is a plain stone house with
storage chambers where many of Neverwinter’s numerous employees of the mayor who gives
nobles, heroes and treasures are kept. It dates fills out forms for people who wish to be part of
back hundreds of years.

16

the cities defense as well as instructors to teach DM Notes: Cultural immersion
the new recruits. A tip to make the bank feel alive is having
multiple customers standing in line who are
Credits: Wizards of the Coast trading in different currencies for the common
silver and gold coins. I would recommend using
Manycoins bank this googling “Currencies of the Forgotten
A modest stone building where the entrance is Realms” and using a large variation of them in
formed as a large arc. It is protected by four both the bank and in the shops. Neverwinter is
guards, two on the outside and two in the supposed to be the central trading hub of the
vaults on the inside. The two on the inside are north after all.
sleepyheads who tend to sleep on the job, as
they are usually not overseen. Manycoins Bank Moonstone Mask
offers storage for anyone who is willing to pay The Moonstone Mask is a five-storey building.
for their services. Opening a bank vault is 5 gold The first floor is a dining room, lit by a huge
per month and will accommodate its size hearth and by lanterns hanging from the sides
depending on what the people want to store in of the grand staircase. The next three floors are
there. There is a cellar under where there are soundproof rentable rooms. The fifth floor is a
more storage places. festhall. The roof has a platform for winged
steeds and flying ships.
The bank is currently staffed by two female
humans named Kala Holt and Amber Lill for A legendary tavern which floats on an island of
regular bank services. They are both land high in the sky above Neverwinter itself.
professional, tight-lipped and lawful. Amber This establishment apparently floated away
tends to snack on almond nuts which drives during the spell plague and can now only be
Kala crazy. 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

17

loves flirting, some say that’s how she owns the sees that the customers are there, unless it is to
joint even though her claim to it was unclear). impress a person of high stature who he
believes rivals his own skill in magical
The staff is composed only by females wearing capabilities.
glowing, moonstone-trimmed masks and sheer
black gowns. They never revealed their true Seven suns coster market
identities. They also wear magical amulets that The Seven Suns Coster Market is essentially the
protects them against mind-reading and mind- cornerstone of tourist attractions for the
controlling magic and lets them send mental everyday traveller and even the more rare,
messages among the wearers of other amulets. experienced adventurer. A stone floor on a
The chefs, however, are all male. large open hall decorated with beautiful silk
hanging by the open roof from wall to wall. The
Sage’s Shop walls, fine yellow clay, are decorated by expert
This humble building used to be a library with craftsmanship of every kind, paintings,
rows of shelves handled by the former shop weapons, armours, and whatever you want to
owner, Bradda the Sage, but has a new owner use as centrepieces to draw in the players’
who has remodelled the purpose of the interest. This is a fantastic place to use as a hub
establishment. The books on the shelves are for many of the artisans and merchants to not
still there, but at the back of the room is a only show their work but also to study the
counter where the new owner Poltar Sagcrath opposition and learn from each other.
stands. He is a male Dragonborn, red dragon
scales for skin and wears a long grey robe with DM Notes: rotation
silver details. Tends to shrug and scoff at others The inhabitants, as well as visiting artisans, can
work and is very confident in his own. He can apply for a spot in the market by seeking an
enchant items and is a leading figure for doing audience with the mayor Soman Galt in his office
gemstone tattoos. near the Hall of Justice. This also means the
wares and merchants you can find there are
He has all his valuable materials and equipment rotating. If they are not in the market, then they
locked into a magically sealed coffer which are most likely in their shops or have travelled
contains a bag of holding under the floor behind home to wherever they came from.
the counter, which he accesses by removing
one of the planks. He never picks it up when he 18

This market functions as an auction house at As soon as you enter the stables you notice a hint
night, when the general population is home, of soothing incense covering the whole area. It is
and the serious bidders are there for the single an aroma that reminds you of summer flowers and
purpose of buying unique items of high value. fresh salt water. You assume that this is a soothing
This auction is driven by an older human male factor for the animals.
referred to only as “Al-Sahmi”, a tanned and
well-groomed man. He is a no-nonsense 5gp per night and they are treated with the best
individual and demands respect, order and food, drink and care there is. Whoever enters
silence during the auction. Anyone who disturbs the stables area instantly notices a hint of
his ideal environment will be escorted away by subtle yet soothing incense covering the area.
the guards.
Wylie´s Wondrous Bazaar
Seven Suns Coster Market in the Neverwinter game. A store outside the Seven Suns Coster Market
Credits: Wizards of the Coast. that deals with scrolls and rarities of all types,
run by Wylandar “Wylie” Ilmarin. While Ilmarin
Shaundakul Stables is the proprietor of the Bazaar her clerk Rhix, a
Highly reputable establishment where they kobold, handles the packaging of items and
offer guaranteed protection for mounts. It is receiving the money. Ilmarin does not accept
run by a female human named Menhet and her any trades, she is only interested in coins and
mother Maat. It is mostly used by nobles and gems, primarily diamonds. She will give a
adventurers as the services and qualities are discount if the player offers diamonds as part of
high-end but far from cheap. When they enter the bargain.
read the following:
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.

19

It’s been rebuilt since the Spellplague, but the remained in summer, it was believed that the
inner sanctum is kept under lock and key. dead would not turn into undead. This place has
Mysterious and somewhat forgotten knowledge been used for necromancy before however,
lies in there, along with it’s guardian Atlavast numerous times. This has created a general fear
who has not seen the light of day for years. He’s of the undead and people now get cremated
been continuously cataloguing and fixing the instead. The Lord Protector has sealed the gates
order of the inner parts of the library, as it was to the graveyards, and it is considered the
shaken into chaos previously. The rest of the largest problem yet to be dealt with. As the
temple is open for the public and the city is adventuring party has proved themselves with
sprawling with shrines for other deities. other tasks, exploring and cleansing it is an
excellent task for a high-level mission.
The House of Knowledge will gladly receive any
donations for rare literature but depending on It’s filled with mausoleums and statues, often
what it is can also spend a large amount of overgrown with withered grasses. Anyone who
money to add it to their collection. Adding to it trespasses gets attacked by the undead
is not unheard of – but it is a special occasion (commanded by the Thayan sorceress Valindra
that is celebrated by the priests and the reward Shadowmantle). She uses the graveyard to
is usually that you receive a piece of knowledge bolster her forces. There are multiple
that you are after. This can be through a direct underground areas that are entered via the
boon from Oghma herself – or given limited mausoleums and crypts.
entry to the inner sanctum if the person is after
learning about a specific topic that is kept in DM Notes: Customization
there. Feel free to be creative and build it up to be as
large or as small as you need it to be, the
Neverdeath underground area of the graveyards. These can
A cemetery consisting of two wide, roughly function as multiple dungeon-delving
square areas of the city, and surrounded by a experiences, or it can function as a potential
wall of stone and wood, Neverdeath was the target for graverobbing for family heirlooms.
burial grounds of Neverwinter. This was once a Personally I think it depends on how central the
respectful area that has been left in the necromancing Thays are to your campaign.
shadows. It was named from a common
blessing given over the dead. If the city 20

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

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

21

more information on the Thay, it has been An illustration depicting a Dread Ring.
rumoured that the Thay are responsible for the Credits: Keith Foyston
cataclysmic tear in Neverwinter as their ritual to
promote their leader to godhood, tearing Meta perspective
asunder the landscape. This information could This is the trade district of the city and
be very handy in convincing the upper should be viewed as such. The master
commanders of Neverwinter to move against artisans, crafters and merchants tend to
the Thay. operate here. The people who shop will
vary from the more common crowd who’s
Valindra also has plans of her own succession. saved up a sum of money throughout the
She has discovered the source of power for the years with a specific goal in mindto the rich
Dread Ring is an ancient black dragon who lays nobles who are looking for the latest find
dead under the ruined Dread Ring. Valindra for their evergrowing collections, whatever
plans to reanimate the dragon to her bidding, it may be.
creating a new dragon flight and forging her While the trading hub is a big part of the
own path to power and destruction. The district, Protector’s Enclave is also the
Thayans are responsible for animating dozens classic good versus evil stereotype. The
of bodies from Neverwinter and having them living against the undead, life meets death.
march into the forest and work on the Dread It is more nuanced than that at depth, with
Ring. Along with this army of undead, Valindra political escapades and the slowly growing
has secured a group of dragon cultists feeling of unjustice from the other districts
unknowingly aiding her goal of reanimating the towards it. Mount Hotenows eruption and
dragon. Valindra has essentially blackmailed the
cult into helping due to taking a dragon ring 22
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.

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

23

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

24

The characters should see this tower as soon as The fallen tower
they enter the River’s district, this is a This tavern was once the site of a local wizard’s
description that follows that happening: tower. Around 170 years ago the Arcane
Brotherhood stormed the tower causing a fight
You noticed this building from afar, but now that and subsequent explosion shattering the tower.
you have entered the River’s District you can get a The inn has been constructed from the
closer look at it. A large stone tower with remnants of the tower and hosts a reputation
enormous roots that climb up on the sides of it. for the various illusionary mages being hurled
Near the middle of the building, parts of the tower from the sky. A grim reminder of the events of
have separated from the building itself and are the pass. Run by the orc Vagdru One-Ear and is
floating next to it. Some of them pillars, some known as a neutral zone for all forces. Anyone
statues, multiple stones are almost static in the air, who breaks the peace there is beaten senseless
hovering. by the bouncers as well as most of the patrons,
as it is seen as breaking a vital tradition.
It was briefly occupied by Many-Arrows orcs but
was purged out of Neverwinter 2 years ago with Docks
the help of former groups of adventurers. One The Docks District of Neverwinter comprised
would assume that there might be some former the western quadrant of the city, between the
traps laid by the orcs, but most definitely Protector's Enclave and the Blacklake District
arcane wards and puzzles left by the wizards. and was named for being the location of the
commercial docks of the city. This was one of
DM Notes: puzzles or fights? the seedier parts of the city, the centre of the
smuggling trade as well as more respectable
This is an excellent area to implement different commerce. Much of Neverwinter's original
equipment depending on your party wealth and influence was thanks to its position
composition and what they have taken an as one of the few ports on the Sword Coast
interest to. Staves, wands, scrolls and more are North.
good if you have casters in your group –
otherwise this is a perfect opportunity to add During the Spellplague of 1385 DR, the Docks
some rare books and scripture that can be District was hard hit by the wild magic. Chunks
added to the Temple of Knowledge. of land broke away and rose into the sky,
forming earthmotes. The surviving residents of

25

the district quickly adapted to their new DM Notes: The Docks
situation, connecting the low-floating motes to New ships come and go on a daily basis and is a
the shore with ropes, chains and bridges. fantastic way to go to introduce new NPCs and plots
to keep the city fresh. I recommend using this as an
The eruption of Mount Hotenow in 1451 DR, opportunity to introduce cultures, races, food and
however, proved to be disastrous for the Docks. items that the players haven’t seen before. I will
It destroyed the foundations of these bridges attempt to encourage my players to look around in
and the changed currents swamped whole the docks once in a while, perhaps there are ships
areas of the port with tidal waves, leaving the carrying interesting cargo or from an exotic place.
docks a rotting ghost town. Only a few fishers
and the occasional pirate ship made port during The port crevice *
the next years. A tavern under the management of a social and
uppity male gnome in his younger years. When
When Dagult Neverember began to rebuild asked what his name is, he just giggles. It is a
Nevewinter years later, he made rebuilding the popular tavern to visit for passing sailors which
Docks District a top priority. He hired engineers means that it is a prime area to listen in to
and loggers and ordered them to shop any rumors and tall tales of the high sea.
usable tree in the Upland Rise to be used to Underwater dungeons, krakens and unexplored
rebuild the docks. By 1479 DR, most of the treasure – everything a land dweller can dream
Docks District was fully rebuilt and operational, of.
once again the heart of commerce of the Jewel
of the North. If the characters stay at this tavern for more
than one night, they start noticing that one of
The Neverwinter Docks illustration from the campaign of the patrons sit at the exact same spot every
Lost Mine of Phandelver. night. That patron is a raggedy looking orc who
keeps to himself. Unbeknownst to anyone, this
Credits: Wizards of the Coast. 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.

26

Day and night Many-arrows orcs
The River’s District, unlike the others, is Once a dominant force to be reckoned with
affected less by the day and night cycle just like who invaded Neverwinter by the order of King
you would except. The main activity is the Obould XVII, now reduced to a single scout
harbor which operates at all times – just like the remaining in the shadows. They mainly had
ships that dock and sail at any and all hours of power in the River district but now hold out in a
the day. While traveling through the district, be tavern by the docks called The Port Crevice
it morning or midnight, one would find people
walking about at all times. Meta perspective
Unlike the former district, this one has not lived
DM Notes: Nighttime a life of luxury for a long time. Just recently
released of the grip by the orc invasion along
If there are any players that are interested in with the Spellplague that hit it hard about 100
nighttime activites but don’t have a specific goal, it years ago.
would not be a bad idea to hint that people are
moving to and from the direction of the docks. There The has created an overall sense of unrest in
will be plenty of honest work – as well as shady the general population of the district, but it
figures out in this district which should fit all comes with a duality. The constant activities at
characters’ interests. the docks, the earthmotes that are flying above
it, the magical and mysterious towers create
This districts’ factions unrest while also attracting people to visit and
The faction you will notice the most in be in awe. This creates a distinct tell for two
Protector’s Enclave is by far the militia and different types of people who can be spotted
guards of Neverwinter. They patrol the area and there. The ones struck in awe, filled with
focus on the docks, making sure that no one excitement and joyed to be there tend to be
that brings ill-will to the city docks at the short-time visitors. The contrast to this are the
harbor. Other than that it’s mostly smaller families and people who have lived there for a
groups of adventurers and mercenaries that longer time, who knows the struggles they have
have been hired by the various ships for been through.
protection.
This has created a persona for the citizens who
are required, out of necessity for income, to be

27

kind to visitors while deep down they tend to Random happenings in this district
hold a grudge and a withheld anger at the
people who marvel at something that has d100 Outcome
caused their families pain. This can be 01-10 A man claims to have
roleplayed as open yet grumpy citizens. 11-22 entered the Cloak
Tower and says that
A screenshot of the Moonstone Mask and a flying 23-45 there is treasure laying
earthmote in the Neverwinter game. 45-55 about, if only someone
Credits: Wizards of the Coast. could help him get past
55-75 the traps.
76-85 An illusory image at the
86-100 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.
A new trade ship at the
docks needs help with
transporting extremely
fragile wares.
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.
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.
The mysterious orc in
the Port Crevice has
smuggled with him a
large group of orcs and
have taken over the
Port Crevice.
A strange ship is
blocking the way into
and out of the docks.

28

10. Blacklake district doing this with great stealth, as they have been
hunted before. When there is a risk of being
On the other side of the three magnificent exposed, they back off and run back in the
bridges lies the north western area of the sewers.
Bluelake District. Home to Castle Never and a
literal blue lake, this section of the city features In general visitors who know better tend to stay
most of the traditional noble estates. This area away from this district, as it’s mainly a living
has been politically unstable in the past and area for shady characters apart from the
many of the inhabitants may be seen to still cheerful, local Alchemist.
harbour a resentment for the Lord Protector
Neverember. This area has been rumoured to Alchemist’s lab
have had a serious wererat problem in the past, Alchemist's Lab is a point of interest located
sightings recently however, have been met with between The Tatters & Lakeside area in
some scepticism. Notable points of interest in Blacklake District. This is run by female human
this section include the Alchemist's Lab, the called Hazel, whose main profession is being an
Blue Lake as well as various blue blood estates. alchemist. When they meet her read this out
loud:
Once an area populated primarily by Nasher
rebels who were fighting against the Lord Before you stand a short female human with
Protectors, it is now shared by both the Nashers amber eyes, light brown curly hair that goes
and the Ashmadai. These two factions down to her shoulders with a big smile. She
sometimes clash, mostly in the shadows but has what seems to be welding goggles on her
occasionally in the open. The Ashmadai’s leader forehead and some soot on her cheeks and
Mordai Vell resides within the Vellgard Manor. neck. She greets you with a hearty, energetic
The Ashmadai are sending in agents to the “Hello, hi!” and stretches out her hand.
rebels as well as the guards forces.
Hazel the Alchemist has been restlessly working
If that weren’t enough, the wererats roaming in to remove the waste from the lake. This was
the sewers sometimes emerge during the dark previously caused by the ash and debris from
to steal and cause havoc. They are however the eruption of Mount Hotenow combined with
filth and rubbish from vagrants. These vagrants

29

temporarily lived in nearby ruined houses An illustration depicting wererat-filled sewers.
before Neverember started restoring the city. Credits: Marco Gonzáles

Hazel has been studying the sludge in the lake. Nasher warehouse
Although her findings were inconclusive, she This building is the main headquarters for
suspected that the sludge had somehow Nashers in Blacklake District. It is guarded by
become composed of something else beyond rebels outside the building who are trying to
what she had expected. It had strange, almost keep a low profile to trick anyone who tries to
magical properties, although where such snoop.
properties could have come from is a mystery.
She has, with great effort, removed all the Upon entering the building, it is made to seem
sludge at the top of the lake. Revealing again like a normal stone and wood warehouse with
the clear and beautiful blue water. At the barrels and crate stacked upon each other. At
bottom of the lake, however, still lies a thick day it is mostly empty of people, but at night
layer of mysterious sludge. there are numerous rebels who are active in it.
Looking around in it, with an investigation DC
The sewers 15 you find a hidden hatch that leads to a
Hiding in the unmapped sewer system around tunnel. This tunnel will lead to The Flickering
the Blue Lake is an increasingly large gang of Ember.
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.

30

The tatters During his upstart as a merchant he was
A living quarters for what seems to be ordinary seduced and in turn robbed by a young drow
people. Under the surface it is controlled by the sorcerer name Valanthe. She disappeared
Nasher rebels however and going there usually shortly after with his possessions, but his anger
ends with you being jumped by a thug out in has only grown over the years. If given the
the open. Locals stay clear of this area. This is opportunity to strike a drow, sorcerer or worst
their main living quarters. of all, a combination of the both, he will have
troubles holding himself back as his hatred has
When a character enters this area, read this out not be sated. If the characters of your players
loud to them: happen to be drow or half-drow then he will
send people after them. If neither of them are
You get an uneasy feeling when entering this drow and happen to learn this fact about him,
area. In general, it does not seem to be much he will pay them for any information about the
activity here, but looking around you can see whereabouts of possible targets.
people look at you through their windows.
When you look back, their gaze disappears, The Flickering Ember has a passageway under
and the windows are empty. You can feel your that leads to the Nasher Warehouse. A DC 15
every action be thoroughly inspected from Investigation check reveals it.
afar. Based on the few rumors you have heard
since you got here, you are unsure of how safe Vellgard Manor
it would be to stay here. The manor was flanked by metal gates and an
inner wall that could stop a small army. The
The flickering Ember * manor in itself is a large 3 story stone building
A shop who sells general goods. This shop is in with a large garden. Mordai Vell inherited the
charge by an older human man called Horst. manor after the eruption of Mount Hotenow, in
The goods are a front for weapon-laundry in 1451 DR, when all his human relatives died in
connections with the Nashers. Horsts own the cataclysm. He then repurposed the manor
secret agenda is being an influencer to the to use it as the headquarters of his Ashmadai
militant group enough to gain information cell.
about Drow and sorcerers, to track them down
and punish them. 31

The beached leviathan Castle never
This infamous tavern is a 3-tiered building Castle Never was the stronghold and home of
which overlooks the seas to the west. Often the rulers of Neverwinter before the
frequented by criminals, smugglers, slavers, destruction of the city in 1451 DR. The Castle
sailors and merchants, this tavern is a prime was heavily damaged by the eruption of Mount
place for exciting rumors or gossip. As well as a Hotenow.
prime place to be mugged, killed or simply
beaten, should you stick out among the typical The interior of Castle Never was, as of 1479 DR,
folk. It was built in and around the refurbished a battle zone, as various factions vied for its
wreckage of the pirate ship Leviathan. control. The most important factions were that
It is run by a staff who are well built, very vocal of the beholder Talgath, and Valindra
and do not mind a bit of violence. Shadowmantle and her Thayan forces.
Recently the Lord Protector Dagult Neverember
Credits: Forgotten wiki. 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:

32

DM Notes: Castle Never Neverneath
While it is possible that the characters would know
of Castle Never by looking around, the Vault and Also known as the “Endless Maze”, Neverneath
Neverneath are two locations the characters would was the magically protected catacombs of
only know about through rumours. This is something Castle Never, built to maintain the structural
that you can set up during a late night at a tavern or integrity of the castle and to protect the buried
something other adventurers would talk about corpse of Lord Halueth Never. After the
amongst themselves. Spellplague of 1385 DR, however, the wild
They are both mysterious and not general magic altered the magic ward, giving it a
knowledge at all. The content will require a higher malevolent sentience and the ability to reshape
leveled party. the corridors of Neverneath at will. The ward
bided its time before trapping anyone who
An illustration depicting Castle Neverwinter’s ruins. dared enter in a corridor inside an infinite
Credits: Chris Dien 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

33

frost and fire. With the rumours of its existence are always afraid of someone overhearing their
coming back up to circulation, it is a deciding public conversations.
factor who will sit on the throne.
Another faction that resides in the area are the
In summary, Castle Never truly is the Wererats down in the sewers. Sometimes they
centerpiece of the district. A large castle under show themselves at night but it’s been a long
constant conflict of multiple factions, that lead time since someone saw them with any
into a maze that changes and tries to murder its evidence.
visitors that in the end lead to the vault of the
nine. This vault with guardians that never rest. There is quite a lot to digest in this district, so
let’s take a look at the each of the factions
Day and night individually.
In general Blacklake District is most active
during night. The honest people that live in this Nashers
district are at work during the day, usually in
another district, and shut and lock their doors They take their name from the legendary Lord
at night. The darker side of the district are Nasher Alagondar, who led victoriously the city
seemingly asleep during the day whilst they are against the invasion of Luskan. Their symbol, a
incredibly active during nightfall. minotaur head slain by a sword, remembers
Weaponsmuggling, transporting goods and one of Nasher's battles when he defeated the
spying on eachother are everynight activities. minotaur alone, killing him by putting his sword
into the beast's eye.
This districts’ factions
The largest faction in the area the Nashers. They are a violent faction of the anti-
They are thugs in broad daylight, operating near Neverember resistance group known as the
the docks but also by the living quarters of the Sons of Alagondar. Their leader, Arlon
district. They tend to cause a ruckus quite often. Bladeshapper, took their control after the
violent death of the Sons previous leader
The second largest faction you will notice the Cymril, claiming to be a descendant of one of
most in Blacklake are the Ashmadai. While they the Neverwinter Nine, Nasher's personal guard,
primarily run from the shadows, their grip on and so the most rightful claimer of the throne.
the district is noticable even in public. People 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

34

Neverwinter Nine. Proof of his descendency is fanatical sect led by tiefling Mordai Vell and the
there and if left up to him, nothing will stop him more power-hungry sect led by dwarf Favria.
from entering that tomb. Mordai is responsible for the cult becoming a
shady manipulative powerhouse. Favria’s
Of the rebel factions, the Nashers are among followers are essentially thugs and loyal only to
the most vicious in their methods. They seem their own section of the cult.
more like a gang than a movement, and often
clash with other rebel factions over their The cult is hard to infiltrate and eliminate, it
methods, having no qualms about using rioting, works on a tiered system with everyone
assassination, theft, and sabotage as weapons unaware of other cult members' identities due
against Neverember, no matter how many to masks etc. Mordai has begun to push the
innocent civilians are hurt by their actions. guilds agenda further recently by marking
buildings and bodies with the symbolism of
ashmadai Asmodeus. This is beginning to create some
Corpses have been found at sporadic moments form of fear and panic in the populace
spread out within the 4 districts in the city of especially around the tower district.
Neverwinter. They all have one thing in
common, a marking on their chests. It is The cult is constantly trying to recruit new
rumoured to be the work of a secret society – money into their fold, targeting nobility and
The Ashmadai. They are well connected, its merchants especially those with abundant
members are burrowed deeply into every wealth. When together and performing rituals,
organisation in Neverwinter. They come from they have the power to summon Devil’s, imps,
all walks of life, poor, wealthy, dwarf, elf, man burning devils etc. These summoned devils are
and woman. They all have 3 main traits, a bound into a human body, usually an unwilling
tendency towards arrogance, the worship or candidate from a poorer area of the land.
fear of Asmodeus (God of Indulgence, Mordai is a favourite subject of the Lord
essentially god of all demons and devils) and a Protector Neverember and the two often spend
curious brand found on their chests. They seek time together. Ultimately the aim is to remove
to control Neverwinter either directly or via Neverember from Neverwinter and return him
blackmail and intimidation, yet they currently to Waterdeep where they can control him to
lack the muscle to directly oppose the current have power over both cities.
ruler, so they currently operate in the shadows.
There are two main sects to the cult, a less 35

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

36

Meta perspective Beggar’s Nest

This district can be summarized as the classic When Mount Hotenow erupted, the
war between guilds situations. Multiple factions earthquakes caused a rift in Neverwinter's very
fighting over control that are currently at a foundation, creating a festering pit where the
stalemate due to their powers and resources Spellplague began to accumulate. It was not
being at somewhat similar situations. Neither of long before the Chasm began to vomit out foul
the sides have taken any larger losses in terms creatures - Plaguechanged beasts and hellish
of power, items or higher seated members of monstrosities that defy description - and the
their faction. defenders of Neverwinter had to hastily build
new fortifications to hold them back. The top of
This will be decided and changed by three the Chasm is now filled with water and has
possible factors. The first one being that one of become a lake, the people unsuspecting of the
the factions get closer to one of their goals: potential danger underneath.
wererats increase in numbers to the point
where they overrun the sewers and the district. The bottom of the Chasm is a pitted wasteland
The Nashers receiving an artifact capable of of twisted and shattered rock. Spellplague
proving their leaders descendancy from the energy flares from the ground and the walls
Neverwinter Nine. The Ashmadai connecting to seemingly at random threatening to douse any
Asmodeus to the point where either he is unlucky enough to be standing nearby. It is
summoned or his top brass. eerily silent, except for the raspy berating and
the echoing footfalls of the plaguechanged
The second option being that they, for either creatures. If one also listens closely, however,
reason, decide to ally between themselves. something else can also be heard: the entire
Either two of the factions or all three, and landscape hums with energy, pulsing as though
instead of fighting over the treasure and spoils, it were itself a living, breathing creature.
divide it by themselves and take the fight to
Neverember instead. To the south eastern corner of the city,
previously ripped apart via cataclysmic volcanic
The third being that your characters, the activity now essentially lays bare. People have
adventurers, affect the balance of power rushed to the area to stake claims of land and
through either aiding or wounding one of the begin to build homes, businesses and futures for
factions. Overall, this will be decided by lack of themselves. These peoples are focused on their
action over time or the characters actions.
37

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

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

The wall It is one of the few always guarded places in the
The Wall was built with stone, wood, and other Beggar’s Nest, which forces the shady figures to
materials taken from the debris of Neverwinter. take the long way around the water instead.
It stretched from the Neverdeath graveyard to This makes walking along the waters, at night, a
the House of Knowledge and the Neverwinter shaky endeavour. It is one of the places where
River. Much of the Wall was made up of former one can get robbed, or catch someone in the
manors, towers, and even one of the Guard act of thievery.
Barracks of old. It was big enough to even soar
over the other buildings of the city. The Neverwinter Academy
outposts across the Wall always had at least ten The Academy was a premier fighter and mage
guards watching them, and groups of soldiers college that existed before the events of the
and mercenaries constantly patrolled the Wall spell plague. The remnants of the building
to one end to the other, day and night. During remain, perhaps waiting for someone to invest
the decade of the 1480s DR, after the Chasm
38

the time and money to reforming the academy not counting the cellar there are eight rooms.
to its former glory. Sometimes during the night Their purpose will be up to you.
voices and chanting can be heard from the
ruins. The Lord Protector is aware of this and You cough a bit, as the dust has stuck itself in
intends, in the future, to rebuild it after all the your nose and throat, but thereafter take a
other projects are done. If one were to take deep breath. A good feeling swells inside of
lead on this project and rebuild it, you would you as your mind takes you to one single place
gain great favor with him. that you have not thought about in a long
time. “Home”.
Seers manor *
One of the few manors from the Arcanist DM Notes: Living quarters
quarters that was not impacted by the chasm. It I intend to give this out to my players as a plothook
is currently uninhabited, and the Lord Protector to stay in the city once they are there. The reason
has plans to give this residency to as a token of why they will be gifted this house is because the
gratitude to anyone that accomplishes one of dragon that has tormented the nearby region,
his impactful plans for the city. There has been Cryovain from the Dragon of Icespire Peak module,
a few uninvited visitors that made their way has finally been slain. The dragon has been
into it at times but have been driven out by murdering patrols, stealing valueble transported
guards doing their routine visits. If the goods and disrupting trade and life in general.
characters gain access to the building, read this
aloud: Shining Serpent Inn
Been rebuilt after its former destruction. The
As you open the once locked gates you see Shining Serpent Inn was and is one of the most
before you a house of potential. The interior, popular inns in Neverwinter. The inn is the
while dusty and undecorated, can be whatever largest of Neverwinter, four stories tall, with
you wish for it to be. You walk around the several flights of wooden stairs running down
house and find that it has three stories, the the back. Albeit expensive, the inn is held in
lowest one being a large open cellar with one high regard. The suites are pleasant, but also
window that let us you see through the back. bare. The inn also provided fluffy robes for
Overall, there is plenty of rooms in the house, guests to wander about in, embroidered with
the silver serpent logo to discourage theft.

39

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

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

40

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

Example Merchant (1): Decorations What seems like a charming, innocent halfling is
Come, come here hero! That is what you are, an experienced crook who knows just how to
yes? I could see it the second you came into my sell her wares. She managed to get a hold of a
vision. The stoic pose, broad shoulders, the necklace that lets her cast illusion magic on
serious brows upon the chiseled head that lays objects. She uses this as an opportunity to sell
upon your magnificent body. The only thing completely empty books, but she uses illusion
missing is something that makes your clothing, magic that makes the reader conjure up the
nay, image, stand out more. The final touch, so text in their mind based on what they desire.
to say. Please, let me be the lucky person to put This can be picked up on by a detect magic spell
the crowning jewel on to this masterpiece that or simply dispelled. If neither of these are done
is you – Garan Dumont, stylish male human. however, she will sell pricey books where the
content will simply fade away after a few hours.
Garan is a human embodiment of a peacock. He After she sells a book, she always changes
also full heartedly believes anything he says to location. So far, she has only sold her wares in
his customers, which can lead to some smaller towns, now she is trying her luck in a
humorous interactions when he does not large city in hopes of making a large sale to
understand why his customers are laughing at “some schmuck”.
his way of speaking. He sells the pieces of
41

Day and night DM Notes: Potential
This district has a, in general, relatively normal
cycle as to what happens during the day and Now this is a personal opinion more than anything,
night. During the day the inhabitants are out but the reason why the Beggar’s Nest is my favorite
and about, browsing at the Vista and also district is the possibility for anything to be there.
traveling to the other districts. Another After the chasm broke the district into the mess it is
common activity during the day is also right now, it is a place full with potential. People
rebuilding, repairing and building on the from all over the world are swarming to this district
plotlands in the district. This is the district that and populating it quickly. This is an excellent place to
has suffered the most from the different have multiple cultures worshipping different dieties,
disasters and has yet to rebuild to it’s full making different food, having different currencies,
potential. The nights tends to be quite calm, the stories and really mixing it up. This will be your
majority of the citizens and visitors are indoors crowning jewel as a Dungeon Master on New
and spending time with each other. Inns and Neverwinter. This is the area that you can fully
taverns tend to be crowded throughout the customize according to your party, their interests
entire day. and their individual stories. This is also why most of
the buildings in this district are made by me, as there
This districts’ factions is very little information in general about what
The Beggar’s Nest doesn’t have a particular would be here in 1492 DR.
faction that runs it from the shadows. In general
the guards patrol this area from time to time,
but there aren’t that many powerful figures
that reside in this district in the first place. If
your party decides to settle down here, it is very
likely that you will be the influencal figures of
this district.

An illustration depicting an everyday in the Vista.
Credits: Unknown artist

42

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

43

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

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Depicting multiple religious symbols.
Credits: Wizards of the Coast.

I would like to start this Appendix by saying that I take absolutely no credit for making the majority of
these monsters or their stats. The redditor, Avalassanor, did a stellar job of converting NPCs and
Monsters from 4e to 5e and thus being able to use Wizard of the Coasts fantastic creatures.
I will be linking few homebrew monsters of my own making or official monsters from the 5e Monster
Manual, if you are interested in the 5e monsters I will advise you to go to the already made published
Wizards of the Coast materials. The purpose of this write-up is after all to refresh Neverwinter to a
proper 5e model, and therefore I will only link the updated 5e creatures. I have tried to include all the
relevant ones, and there are some left out. If you feel that there are any that have missed out, feel free
to visit the original homebrew document where Avalassanor has made a stellar job of writing up all of
the monsters from the 4e Neverwinter campaign into his versions of the5e monsters.
P.S. the only 5e creature I have linked in this guide is for the commoner, as this city is filled to the brim
with fishermen, merchants and peasants and you should use that as the standard template for any type
of commoner for simplicity’s sake.
If I were to make any type of recommendations of what you could use from the monsters from the 5e
monster manual this could need some expansion and variation between the devils that the Ashmadai
summon. It also gives a bigger variation depending on your party’s level. It could be anything from the
common imp for the lower levels, to giant summons like the demon gorilla-esque Barlgura.
Appendix A is not sorted by alphabetical sorting but by their faction allegiance. After the Neverwinter
Nine, the featured creatures are stand alone creatures who are not bound to a larger faction of
Neverwinter.

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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 Credits: © Wizards of the Coast
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.

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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.

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