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

New_Neverwinter

New_Neverwinter

Favria, dwarf assassin 48

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

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

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

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

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

Credits: © Wizards of the Coast

Branded Zealot Hellfire Warlock

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

49

Fimbrul Devil Seared Devil

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

50

Vizier Devil

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

Credits: Wizards of the Coast

51

Ashmadai Garroter Ashmadai thug

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

52

Madame Rosene,

the voice of craycloaks

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

Credits: SYoshiko

53

Arlon Bladeshaper,
The head of nashers

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

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

Credits: Bruno Gauthier Leblanc

54

Rsolk 55

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

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

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

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

Credits: Paizo

Lord Dagult Neverember Credits:© Wizards of the Coast

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

With a deep-set dark eyes, pumpkin-brown hair and broad
shoulders, Neverember is a handsome and presentable man, often
referred to as 'lion of a man', for his appearance and bearing. Lord
Protector of Neverwinter, is sometimes referred to as a Dagger and
The Pretender, the latter especially favored by his enemies.

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

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

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

A shrewd negotiator, Neverember prefers plain dealing; he is well
known as an economic puppet master, facilitating trade deals that
shock even those involved.

56

General Sabine Wade Credits: Johannes Palmblad

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

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

Mercenary Leader. The general is an adept strategist, a spearmaster and an expert
in mounted combat. She is a commander of the caliber matched by the scope of her
demanding position: she is the leader of the Mintarn mercenaries hired by
Neverember to provide protection for the city.

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

57

Soman Galt, Mayor of Neverwinter Guardian Aboleth. When Galt is in peril, his abolethic
controllers take over. His limbs flail about, and his body
Once a great explorer, Soman Galt has atrophied into a weaselly appears to contort and shake in an uncontrollable fit.
politician who projects a cold, disconnected presence. The dwarf Galt is unaware of his abolethic taint and would be
stares absently, his eyes seeming to watch something no one else horrified—and possibly unhinged—if he found out about
can see, and he often mumbles to himself. He is capable of rigid it.
focus, however, when the situation warrants it, and he takes his
work seriously. , others respect her for martial prowess, and there are
those who found out the hard way to never cross her
Seduced Astray. Rohini, the Prophet of Helm’s Hold, used her again. She has dark red hair, fair skin and a dagger
brilliant mind and cunning conversational style to seduce the tattooed on her arm — whatever was the reason behind
dwarf. Fascinated, Galt pressed for more knowledge of her greater getting that one, she keeps it private, however, one can
mysteries, and in return an aboleth corrupted his mind. The easily find out that her tongue is just as sharp.
mayor’s range of governmental responsibilities allows the
Sovereignty to guide social policy, to know what parts of the Wall Mercenary Leader. The general is an adept strategist, a
will be best guarded at any time, and to keep watch over the spearmaster and an expert in mounted combat. She is a
general goings-on in Neverwinter. Having such a well-placed asset commander of the caliber matched by the scope of her
gives the aboleths a considerable advantage over Neverwinter and demanding position: she is the leader of the Mintarn
will be invaluable when they decide to move against the topside mercenaries hired by Neverember to provide protection
vermin. for the city.

Powerless Puppet. Galt operates under multiple posthypnotic Strict and Effective. Now that the Mercenaries are
suggestions designed to serve the aboleths’ interests, and he pays slowly transitioning to let a fresh formed peacekeeping
covert visits to Rohini for additional conditioning. As such, his force become the new guards, Sabine looks forward to
mind has been ravaged repeatedly, which has revealed new facets settling down. She has had an iron grip on her
of his eccentric behavior and has reduced him to a pallid, sunken- mercenaries and has this to the new recruits as well, to
eyed figure. protect. She doCersednitost: ©tolWerizaatredrsoowf tdhieneCsosasint the
Protector's Enclave and firmly acts against rebels who
infringe city stability. She is frequent at local inns,
taverns and tap houses, but not only because she enjoys
a good drink; she stages a damsel in distress act to con
outlaws into a fight she will gladly take.

58

Mintarn Mercenaries

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

Credits: Jason Credits: Windmaker

59

The Wall-hardened Neverwintian
Guardians

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

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

Credits: Dongho Khang 60

Loremaster Atlavast

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

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

61

Credits: Han AhReum

Valindra Shadowmantle, The hand of
Tsazz Tam

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

Subtle and Deadly. Valindra began her training in arcane arts in Credits: © Wizards of the Coast
the place of her birth, yet slow progress frustrated her, so she left
for Mirabar, where she manipulated an old wizard to take her as The Flight of Undeath. All of that is barely a groundwork for a
an apprentice. She murdered him a year later and took his more magnificent undertaking: Valindra intends to ‘breathe’
spellbook and magical items. To say she was simply ambitious, unlife into the bones of a very old black dragon, Lorragauth,
would be an oversimplification, after all, not many years later she turning him into a dracolich. It had been for his remains seeping
held the title of Overwizard and Master of the North Tower of magic into the land, that the Dread Ring had been constructed
Arcane Brotherhood. Filled with the sentiment of possessing where it was, in the first place, as the land was soaked with
superior intellect, she is easily blinded by hyubris, falling to a trap arcane energy. Valindra’s ambitions extend far beyond this sole
set by her own arrogance: she underestimates her opponents, act, however, as she intends to have an undead flight that will
often assuming her machinations are beyond their raise to skies of Faerun one day and destroy all who stand in the
comprehension, and she considers them dead long before she path of Thay. The biggest obstacle in her way, is the state of the
could even carry such sentiment to fruition. Still, she prefers to dragon: her intended ritual cannot be used on remains, so she
achieve triumph thanks to her mind, not sheer power, and is must either push past the boundaries of magic, alter the
likely to ‘enjoy’ a conversation, before obliterating the more procedure, or find power to resurrect the dragon dead for
challenging rivals, resistant to her sophistic and manipulation, centuries, before she can make it into dracolich. And that is
with magic. where the Dread Ring or the nearby slumbering primordial,
Maegera the Inferno, come in, offering promise of power that
Dark Fealty. Since transition into a lich, Valindra became iron- could alleviate her magic enough to make her ambitions come
willed, her ambition has grown, and her methods turned more true. She has already made one of the most important steps in
ruthless. She had become an ally to Szass Tam from her own free the process: she acquired ‘help’ of a local Cult of the Dragon, the
will, although she has her own agenda, perhaps she even hopes only ones in the region with a knowledge on how to create
to overthrow Szass Tam, the lich ruling over Thay, one day. And dracoliches. She found it easy to coerce those zealots into
one should fear, indeed, what will transpire, when an cooperation by subduing their cell’s leader, Adimond Kroskas, to
unstoppable force collides with an immovable obstacle. For now, servitude. The moment she got her hand on his symbol of office,
however, she serves, seeks power and binds her time. a ring of dragons, he compliantly fell in line. Despite her success
in gaining this workforce, the progress on the ritual is
Self-assured Immortality. Convinced that her phylactery is frustratingly slow and required ingredients turn out to be rare
extremely well hidden and secure, she doesn’t falter in the face and even scarce. Other than that, she makes sure to keep her
of demise in battle, and thus she may act recklessly, bordering on enemies with their hands full. For once, Thay provides support to
suicidal, presuming nothing is a threat enough, as her physical Sons of Alagondar and pushes them towards darker solution,
form will reform within tenday. Valindra’s phylactery is thus an providing them with weapons, magic and tactical support, making
item of great demand among her enemies, and many may wish to sure that Lord Neverember doesn’t learn about her people's
find it, from Ashmadai to Netheresee to Cult of the Dragon, to excursions to the graveyard. She also sent underling to
mention but a few. investigate the Abolethic Sovereignty presence in her area, as
their significant power and obscured motivations bother her.
The Rise of the Nine. One of her sanctums are crypts beneath Lastly, she manipulates Ashmadai to run errands for her, and
Castle Never enveloped in webs of unnerving shadows and keeps them in the dark about her true intentions, those unrelated
echoing with sombre and poignant sounds of the past. The lich
has a great appetite for the animation of the bodies of to Thay, not worrying about their loyalty too much —6a2fter all
Neverwinter Nine, great heroes, who would make for a potent
force. In the meantime, she has her servants carefully prepare they assume, she still hold onto their relict, Scepter of Asmodeus,
the nine bodies, simultaneously having her minions animate and they would do everything to make sure no crack appears on
dozen corpses at a time in Neverwinter’s graveyard, sending its ruby and most hopes to get it back for fulfilled servitude.
them through Shadowfell to work at the restoration of the Dread
Ring or to join forces battling the Netherese in the Shadowfell
and on the Thay’s front.

63

Jawbone

Jawbone is one of Valindra’s many lieutenants, however, she has
been entrusted quite an important role in ensuring constant flow
of animated corpses bolstering Thayan forces. The animation
process isn't limited to one place only, but most of those rituals
are carried on a great scale at the Flesh Factory hidden away
within Dread Ring's ruins. Jawbone is a skilled necromancer
herself, although she prefers when her subordinates title her 'the
death mage', and she mercilessly watches over work of dozens of
minions, scrutinizing their work and punishing for shortcomings
and mistakes. She occasionally hides her misshapen jaw under an
illusion, but it does little good as it doesn't help with her slurring
speech. Most of her teeth on the right side of her jaw have rotted
away except for her magnificently tall husk, and those on the left
are rough and jagged, and most likely doomed to the same fate.

Credits: Jab Jira

64

Praddak

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

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

Credits: Pixieunion/Daemonstar

65

Lorragauth, the chained wyrm Credits: Fred Hooper

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

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

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

66

The Neverwinter Nine

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

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

Credits: Stephany Nunneley

67

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

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

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

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Commoner

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

While some are destined for greatness and
adventure, not all can be heroes that are written or
sung about by the bards.

These are the commonfolk of the universe, the
standard fisherman, merchant, servants, pilgrims,
artisans and whatever else fills your city.

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

Credits: Wizards of the coast

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King Gommoth

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

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

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

Credits: Wizards of the Coast 70

Dragonstaff fragment

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

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

Maegera’s gift Credits: Wizards of the Coast

Weapon, greatsword, very rare (requires attunement)

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

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

Pendant of loyalty

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

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

potion of liquid armor *

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

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moves at the surface of the liquid.

Potion of fire breath *

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

potion of sweet water

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

The crown of Neverwinter Credits: Wizards of the Coast

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

Salve of Undead repair

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

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Dungeons & Dragons: Neverwinter Campaign Setting (D&D 4E)
The Adventure book for the 4th edition.
Dungeons & Dragons: Neverwinter Nights: the game
https://neverwinter.gamepedia.com/Neverwinter_Wiki
Dungeons & Dragons: Sword Coast Adventurer’s Guide
The Adventure book for the 5th edition.
Dungeons & Dragons: Wiki
https://forgottenrealms.fandom.com/wiki/Neverwinter

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