Neverwinter

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Recent History

  This information can be easily gleaned in a little more detail from the Forgotten Realms Wiki and the supplements, but we’ll outline it here in any case. Neverwinter was once a centre of excellence, making magical water clocks, magical lamps and all manner of mechanical devices. This was over a century ago under King Alagondar.   Then disaster struck when the nearby volcano erupted in 1451, creating a huge crevasse across the southeast quarter of the city causing devestation. This stretched down to the Underdark and all manner of dangerous creatures crawled out and attacked the population, causing mass panic and large portion of the population to flee.   It also killed off the ruling family.   In 1467, Lord Neverember decided to take on rulership of the city, and hired 400 Mintarn mercenaries to secure the city and declared himself Lord Protector. He set up in the southwest quarter of the city and built a wall between this quarter and the rift. There then ensued about ten years of chaotic events in and around the city as various factions, some monstrous, vied for control of the city, mostly covertly. This included a small invading force of orcs who eventually withdrew.   Over time the city became more stable and some time in the late 1480s the rift was sealed by powerful magic, at great expense to Lord Neverember. Since that time, such creatures that had previously troubled the city by crawling up from the rift, were no longer a nuisance and it was now deemed safe enough to tear down the wall between the Protector’s Enclave and the quarter where the rift lay. Although this created some relative safety for the city much of the city walls are still in ruins, and as such some monsters and bandits do still trouble the various areas from time to time, keeping the varied militia busy. It is into this situation that your good party walks.  

Who Keeps Order

As in most locations of the North, the military and police are one and the same. As mentioned above, Lord Neverember’s Mintarn mercenaries now mingle freely with a citizen’s militia. With open revolt against Neverember’s rule now muted, the various parties of Neverwinter have more or less banded together to protect the city. Although there is very little information about law and order in the city, we can probably intuit that it corresponds to most other cities around, such as Waterdeep down the coast with a mixture of imprisonment, floggings and fines with hangings for troublesome crimes, probably including smuggling knowing Lord Neverember. This will likely be coloured by a few more influences though. Firstly, the mercenaries who keep order are described as “ruthless” once or twice, so they will likely imprison suspects first, and ask questions later. They’re also likely inclined to crack skulls whenever they feel someone is flouting the law. Secondly, the main religion of the city is Tyr, God of Justice with the Hall of Justice in the Protector’s Enclave being the main temple, and also Lord Neverember’s “base of operations”. Neverember will likely want to be seen to be just to align himself with the religious public body and from his record so far he seems to have succeeded in this. Thirdly, Neverember is a businessman at heart, so the outcomes of his judicial body will be primed to please his Lordship’s business interests. Taxes are collected at a “steep rate” mainly in the port and in the Enclave market. Those evading these taxes are likely to face stiff penalties, at the very least heavy fines and possibly floggings. Interestingly, since Lord Neverember was unceremoniously kicked out of Waterdeep as the Open Lord amidst a scandal of missing funds, he now has a distinct aversion for others in authority. To this end there are no GUILDS and no nobles. Lord Neverember has restricted guild establishment, likely so that they would be on his terms, and nobles face a very stiff tax in the city. The Lord Protector is ably protecting his investment and monopoly. The Districts There are four districts to the city, each conveniently encompassing a quarter of the compass, eg. The Protector’s Enclave in the southwest, Bluelake District in the northwest, etc. Each district has its own city gate and the curtain wall is mostly intact, with the exception of the Rift District in the southeast quarter of the city. The River Raurin runs east to west through the city, dividing it into two halves, north and south. The only bridges are in the western end of the city, with three old bridges Let’s take a brief tour through each district to see what the party might expect to find there. Protector’s Enclave Neverwinter’s seat of government, the Hall of Justice, Temple of Tyr, can be found here and correspondingly this is the most strongly patrolled area. It is also home to the Enclave market and it is a safe bet that the wealthier abodes can also be found here. The buildings are in generally good condition, and much trade flows through these streets. The only other major temple, the House of Knowledge, a temple of Oghma, stands in this district in the River Raurin, and is only recently restored. It is also home to the Tarmalune Trade House and south end harbour where trade flows from the Sword Sea. Tethered to the south end harbour is an earthmote flying island with a famous inn atop it, the Moonstone Mask. A terrifying bridge walk connects the two. In addition there are two more earthmotes around the harbour: Fisher’s Float and Pirate’s Skyhold. Fisher’s Float in the south harbour is home to a village of fishermen and which floats low enough to have jetties which can be accessed by ropes and ladders. The boats are moored to the jetties by long ropes. Pirate’s Skyhold floats at a much hgher altitude above the north harbour and is home to Company Yargo, a Halruaan mercenary company who took over the island in the 1480s after the dragon there was killed. It is rumoured that there is an arrangement between Neverember and the halfling family of Company Yargo, to prevent them from harrassing shipping bound to or from Neverwinter. It would certainly be in keeping with Neverember’s goals for him to have dealings with a mercenary company such as this. Bluelake District The northwest quarter of the city was formerly known as the Blacklake, but has been renamed Bluelake in recent years. When Mount Hotenow erupted, a huge fire swept through this area causing devastation and levelling the population. It also left the lake “more like a midden pit of sludge than a lake.” However, many locals have made efforts to dredge the volcanic ash from it and today it is all but restored. Along with the many businesses and households of Bluelake, the area also holds a large number of noble manors which, although damaged by fire, are perfectly salvageable and as the city regenerates have been claimed by ambitious land developers, especially around the Bluelake and along the river. Many of the manors are somewhat defensible, providing a measure of safety to those taking the empty properties for themselves. Although there are still a number of empty properties available for new claimants, the choicest estates have already been taken. The district is now fairly safe but a heavy military presence is necessary to keep it so and the heavy¬handed Mintarns are ever present. The north end docks also technically fall within the Bluelake District including the Pirate’s Skyhold earthmote which floats above, however these are often referred to as separate to the Bluelake District. Castle Never sits along the northern bank of the Raurin and might reasonably be said to reside within the Bluelake District. This once splendid fortress is now a ruin, since the eruption of Mount Hotenow, and those venturing into its sub levels have brought rumours of dangerous monsters beneath, including a beholder. Of course, many simply don’t come back. Lord Neverember has stated that he wishes to reclaim this castle as a symbol of the city’s rejuvenation, however, it appears that this is currently beyond the abilities of most. Also lairing in this part of the city, down in the sewars near the Bluelake is a wererat gang called the Dead Rats. A gang of thieves they still make mischief for the city despite the militia’s sincere attempts to drive them out. Tower District This area was previously known as the River District and before the eruption it was a reknowned area of wealthy merchants. “The houses were sturdily built, and although they are not ostentatious, most are large enough to have held a family of six or eight plus servants. Guardhouses and security walls abound .„”  Like much of the city it became a lawless jungle after the chasm opened, and for the most part it was dominated by orcs from the Many Arrows tribe who decided to stay, using the Cloak Tower as a base. The Cloak Tower used to be the base of an order of wizards known as the Many-Starred Cloaks who helped protect the city. But when the spellplague hit, they all vanished. It lay abandoned until the orcs claimed it. In recent years, however, the city’s militia has reclaimed this part of the city, and after a skirmish with the orcs, the tower was reclaimed. Many of the orcs have scattered into abandoned buildings and the sewars. (The) Fallen Towers another landmark, the base of an old wizard’s tower which has long been a tavern which hosts a nightly display of phantoms. The orcs took over this building too, but because they have made peace they have been allowed to stay and so it remains orc run. Hanging over the half abandoned district is the city’s fourth and final earthmote, the Shard of Night, a “bleak tower of black stone”. Everyone who has ever investigated it have disappeared forever, so most folk leave it well alone. As further warning, “it casts no shadow during the day.” Chasm District Still the most dangerous part of the city, but gradually it is being repopulated. A number of households, shops and businesses have set up here, constructing their own buildings wherever they see fit. Without any city planning, and with few neighbours to complain, folk here can build whatever they like and there is no shortage of building material from the wrecked and abandoned buildings. Contributing to its lawlessness, the curtain wall in this district is still broken in places, allowing monsters to enter from the wilderness and those involved in skullduggery to enter the city without encountering the militia at a city gate.   Locations Enclave Locations 1. Neverdeath Main Graveyard An assortment of plots strongly featuring symbols of Tyr, the larger graves and sarcophagi often feature a sculpture of the balanced scales on a warhammer. An occasional blank scroll of Oghma is also to be found. 2. Neverdeath Pauper’s Section A sad collection of worn wooden crosses, largely untended and uncared for. 3. House of Knowledge Temple of Oghma, one of only two temples in Neverwinter, and this more modest in size and only recently restored after destruction. As much a library as temple, it has nevertheless become a centre of worship once more. 4. Dolphin Bridge Restored with carved stone Dolphins at either end of the bridge and other marine animals. 5. Winged Wyvern Bridge A large carved stone wyvern with spread wings looks over the river. 6. Sleeping Dragon Bridge 7. Militia Guardhouse A large barracks and drill ground which holds lodgings and armoury for a hundred men. It also has a smithy on the square where weapons and armour are forged and repaired. 8. Enclave Market A large bustling market spilling over into neighbouring streets. Everything can be found and haggled for here, provided it is respectable. Prices can be sometimes higher than the norm, due to the sturdy taxes imposed. 9. Hall of Justice Both an imposing temple of Tyr, with the balanced scales featuring strongly in the stonework, and also the city hall, where all the bureaucracy of the city government is based. All powerful clerical magic comes from this location only and although often even a raise dead can be bought, due to the restrictive availability of the magic, only those who are heavily vetted are allowed succor by the priests of Tyr. 10. Moonstone Forge A large smithy with a number of forges where weapons and tools are principally are made. 11. Moonstone Mask ladders. The boats are moored to the jetties by long ropes. 13. Tarmalune Trade House Home to traders from Tarmalune, the principal port of all the Windrise Ports in Laerakond. The canny merchants that operate from here also have an auction post nearby in the Enclave, and have become a powerful trading body within Neverwinter akin to a merchant’s guild. Neverember watches their rise in power with keen and wary interest. 14. The Dolphin Inn A popular inn with clean beds, which catches a lot of the south harbour travellers. There can often be trouble with boisterous sailors looking for fun, such that the innkeeper, Caroitin, always has a couple of bruisers on hand to keep things in order. Bluelake Locations 15. Pirate’s Skyhold To repeat that mentioned earlier, Pirate’s Skyhold floats at a high altitude above the north harbour and is home to Company Yargo, a Halruaan mercenary company who took over the island in the 1480s after the dragon there was killed. 16. Castle Never   This lavish inn is on an earthmote, floating 100 ft above the southern docks. It is “bound in place by thick chains strung to heavy anchors. A bridge that runs between the earthmote and the docks allows visitors to enter and exit the Moonstone.” 12. Fisher’s Float Fisher’s Float in the south harbour is home to a village of fishermen and which floats low enough to have jetties which can be accessed by ropes and Before the cataclysm shook the city, this was the Alagondar family’s seat of power. Now it is mostly ruined but a notable portion remains standing. Various monsters might erupt from the tunnels beneath it, but by and large it is safe at griund level, Delving under the castle however, would most certainly be an adventure in itself. See the NCS for more details.  17. The Bluelake Since the restoration of the lake, and its renaming from Blacklake, it has become more popular and some of the previous manors around the shore have been claimed by those hopeful of a rejuvenation of the city to ensure they have a property windfall. However, they are likely to have a long and dangerous wait, as a number of break-ins have occurred in the vicinity, several of which ended in mortalities. The Dead Rats wererats gang have their base in the sewars next to Bluelake. 18. Storvender Manor The Storvendors were shunned before the cataclysm, and the manor has stood empty ever since the great fire. It is the notorious abandoned haunted house that everyone stays away from. Some say they were vampires, others that a portal to the Abyss lies in the manor. No-one has the nerve to find out. 19. Pelevangarosunio’s Books A wizard has moved in here and set up shop with books bought and salvaged from the surrounding area. But unknown to anyone, Pelevangarosunio is not an old grey wizard, but actually a green hag in illusory disguise. If those who dealt with the wizard knew this they likely wouldn’t accept the devious bargains that (s)he often peddles. 20. The White Sails A tavern ran by a retired Mintarn mercenary. Although rather disparaging of the city and laying it on thick that the city owes Mintarn for its current safety, he nevertheless runs an excellent bar with a number of ales from up and down the Sword Coast and regular slow stews sourced from local ingredients. area. The soldiers here have done a good job of keeping order, however they have become more like an organised crime gang than a militia. There is even rumoured to be a torture chamber in the basement. Many of the locals fear the building and make Helm’s sign to ward off evil as they pass. 22. The Nine An inn ran by those loyal to The Sons of Alagondar who continue to keep an eye on the Mintarn mercenaries. Named after the Neverwinter Nine buried beneath Castle Never, the inn is drafty and uncared for, but cheap. 23. The Driftwood Tavern Fully outlined in NCS, p,154, it is a covert stronghold of The Sons of Alagondar and is filled with unusual bric-a-brac. It is ran by a slightly tipsy old gnome sea dog, called Galigru after Madame Rosene passed a few years back. 24. The Beached Leviathan This tavern is still ran by Harrag (NCS, p,154) a former pirate, although he’s quite infirm these days and it’s largely run by Len-Jes a scarred water genasi who is also Neverember’s harbourmaster. She controls the shipping in the harbour and serves as a counterpoint to the Tarmalune Trade House, keeping them in check. 25. House of a Thousand Faces (NCS, p,156) Popular tavern. “Named for the dozens of mirrors and mannequins positioned about the common room, the House of a Thousand Faces once was a fashionable boutique...” Ran by an elf called Theryis, who is also a Harper, and the place still has a meeting place for Harpers hidden in the cellar. 26. Neverember Manor One of the grandest manors in the neighbourhood, now claimed by Lord Neverember as his personal home, it has enjoyed much renovation over the last few years and numerous mercenaries stand guard. For years Neverember held court at the Hall of Justice, but has now moved out to his own manor, where he keeps court in private and allows the machinery of the city government to run things for him, now that he is confident that the city is moving towards stability. Few are foolish enough to test his security. Tower District Locations 27. Shard of Night (NCS, p,158) “A bleak tower of black stone hovers above a cluster of ruined apartments in the [Tower] District, seemingly sheared off at its base when it was torn from whatever location it once occupied.” It is notorious for casting no shadow during daytime, and those who walk under it lose their shadow until they have left its vicinity. Those brave enough to explore it have never returned, which is few as it hovers over 100 ft high. The truth? The tower used to be part of a Temple of Selune, but was torn off by the Netherese during a battle, sent to the Shadowfell, and then manifested in the material. Apparently it is simply “parked” in Neverwinter, but probably forgotten. A teleportation circle inside travels to Xinlenal, the first Netherese earthmote. It’s unclear if Xinlenal still exists or where it may actually be, but it’s more than likely that all the the Netherese flying cities have long crashed to earth. 28. (The) Fallen TowerNCS, p,157) Well over a hundred years old, this is just the base of the ancient tower, now a tavern, which nightly replays the deaths of the wizards who died here as a phantom spectacular, which attracts patrons regularly. Oddly, the tower is now ran by a small group of orcs who made peace with the city. But the resulting tavern is as crude as an orkish camp site, where only the bravest go to drink. 29. Cloak Tower (NCS, p,157) A tower once occupied by an order of wizards, but mysteriously abandoned during the spellplague, then believed to be haunted. However, the orcs moved in and fortified, but were then attacked and slaughtered by the militia who now use it as a base. The base has a much more even spread of locals and Mintarns, and has become a place where the two groups grudgingly work together. Walls and floors have been restored, and the place now makes for a passable keep. 30. Dorn House The abode of Kharaghius Dorn, the merchant lord of the Tarmalune Trade House. He surprised everyone one day by laying claim to a grand old merchant house in the area and investing a sizable sum into the property to make it into a lavish townhouse. Now those around have also been snapped up as this is now considered to be an upper class street. Several shops and businesses have sprung up nearby to take advantage of the new money in the area. 31. Shrine of Helm A large townhouse has been converted into a small temple, with little ostentation. A large gauntlet hangs over the entrance with a stylised blue eye on the back watching over all. 32. The Moot A broad square, where caravans gather for the journey north to Luskan and Mirabar. Although the port would seem a logical place to travel north from, the level of piracy makes it often more risky than land travel. The Moot is both the name of the square and an inn on the square, where travellers often stop. Men at arms often stay here and are hired for the journey. There are sometimes caravans of floating stones here from Mirabar, which have made the land journey down the Blackford Road and High Road, rather than entrust their goods to the port of Luskan. The inn is a dusty or muddy affair, depending on the season, and more like a barn with floors for sleeping than an actual inn. But it is much better than sleeping in the street. 33. The Crag An old abandoned building held by a few orcs who use this and the sewars to keep away from the militia. They are the holdovers from Cloak Tower, and nurse a grudge towards the militia who took their tower. 34. Straegal’s Straegal is a shrewd and mean old man who serves as both pawnbroker and fence for the area. He is also known to lend money and uses orcs from the Crag as muscle to protect his investments. 35. Vergadain Brewery The only brewery in the city, and there are few nearby. It is ran by two dwarven brothers, Norghiss and Perengrakh, the latter being a druid. They are known for forging all their own Equipment and supply ale to the taverns of the city. Chasm District Locations 36. Shrine of Ilmater A reclaimed old building, which once served as a town hall or similar. It is now a soup kitchen, a home for the homeless and shrine to Ilmater. They survive on donations and the priests here are regarded as sacred to the area. Many would have doubtless died if not for their generosity. 37. The Circus Because buildings take time, knowledge and tools, a large number of immigrants have set up tents here, and banded together for safety. This village of tents has earned the nickname of the Circus. They are not so popular with the immediate neighbours of the Chasm District as they are not shy of hammering iron pitons into the roads breaking up what little surfacing there is. A large market resides at the centre of the Circus from which anything can be bought, including poisons, stolen goods and thieves’ tools. Anything goes in the Circus. 38. The Kraken A ramshackle inn, cobbled together from pieces of other buildings. It has neverthless stood here for several years and earned its notorious reputation. The name originates from an urban legend that insists that a kraken actually lives under Neverwinter in the sewars. Don’t get the locals started! 39. Order of Mercury A large house which has been transformed into a magical academy, led by the transmuter (Volo's Guide to Monsters, p.218) Hermalix. The academy even has some parts floating above it, including two towers which seem to slowly orbit above the top layer. As well as taking on a handful of apprentices, Hermalix also offers more mundane services such as scribing, and buying and selling potions. His moods can change so much that rumour has it there is more than one mind or spirit inside Hermalix which vie for control. Others say that there is more than one Hermalix...  

40. Eirgos the Chandler

  A rather smelly candlemaker’s workshop. Eirgos, a female gnome also sells lanterns and oil and trades such items in bulk with merchants passing through.  

41. Walled Garden

Several monks who moved into the area have taken over a large area of the devestated district and made it into a smallholding surrounded by a dry stone wall built from rubble. Mainly growing vegetables they also have a few goats. In addition to growing to feed themselves they also give some to the priests of Ilmater and sell at the Circus market as well.  

42. The Raven

  A well-built tavern ran by a Shadar-kai called Thallgakoth. There is a secret door in the basement which leads down into the tunnels below now the chasm is closed, but this is not general knowledge. He charges for access. The tavern is another location like the Circus market where questionable goods and services can be procured.  

43. Gizagen’s Tannery

  Another fetid but essential service, creating leather goods of all kinds, including everything from saddles to water bottles to leather armour. Baronda, a tall slim woman with half her face burned from when the orcs attacked. Half-orcs need not consider themselves customers.

44. Farpot’s Soap Factory

A small family of Halflings, the Farpots, have a thriving cottage business making lye soap. They sell throughout the city and also sell in bulk to merchants passing through.  

The Factions

There are a number of factions within the city each working towards their own goals. For a DM keen to explore these factions in more detail, the NCS (Neverwinter Campaign Setting), chapter 3, despite it being anywhere up to 20 game years old. To reflect this, the factions have been changed subtley in the outlines below New Neverwinter   This faction is comprised of Dagult Neverember and his supporters which, in the years since the NCS have grown, and his detractors have largely thrown in their lot with him.   Now that Lord Neverember has managed to consolidate the city’s economic power base, his most immediate goal now is likely to be taking over the ruined castle as a symbol of his right to rule.   The dwarven mayor Soman Galt is the most important representative of the faction  

Abolethic Sovereignty

Aboleths congregate in secret deep beneath the city. Where once the chasm allowed their minions free access to the city, they now move more covertly. They seek to manipulate those in power and have enslaved mayor Galt to their will. Since their access is now more limited, their influence too has waned somewhat.   Ashmadai A cult of devil worshippers who hold Asmodeus in the highest regard. Despite the distinct lack of nobles in the city, the Ashmadai, still lead by the swarthy tiefling Mordai Vell, find a place amongst some of the more monied of the city especially since Vell and Neverwinter are on such friendly terms. This cult seems to be on the rise now, its influence felt across the city, warlocks and devils are hidden in abandoned ruins and aristocratic town houses.   Thay Valindra Shadowmantle was the main Thayan representative in Neverwinter, a lich in the service of Szass Tam. Her goals foiled, she has long since moved on to other stretches of Faerun.  

Netherese

Since the ruin of the Netherese flying fortresses, this faction has fragmented and all but fallen. Xinlenal was a grounded flying enclave outside of Neverwinter which the Netherese were trying to resurrect. However, now with their faction in disarray across Faerun, it is now little more than a distant memory. resulting in the loss of shipping in the Sea of Swords of late.   It is likely that the other members of the family are not fully aware of her skullduggery which could land them in very hot water with Neverember. The party is sent to investigate the piracy incidents which leads them to the skyhold. While visiting the skyhold, Salminka arranges for an assassin or dangerous creature to remove the party discretely before they can discover the truth. Remember, it’s a long way down. Negotiation and subterfuge rule the day.   Plot Hooks If the party are doing more than simply passing through Neverwinter, the DM may wish to extend the adventures available in the city. Listed below are a number of possible scenarios which can be fleshed out.  

Tunnels Below

Storvender Manor in the Bluelake District is currently being renovated, sponsored by new money in Neverwinter. However, upon exploring the basement they have discovered tunnels leading off from it to elsewhere in the city. The party have been asked to discreetly investigate these tunnels to see where they lead and how they were created.  

Reclaim the Castle

This is a quest for a higher level party, since it is rumoured that a beholder is laired beneath the partly ruined old castle. But Neverember is determined to see the castle reclaimed and will offer a substantial reward to those successful, and likely make them nobles within the city. To do this dungeon justice, the DM should certainly obtain a copy of the NCS and study it, creating his own maps and encounters.  

Betrayal in the Skyhold

The Pirate’s Skyhold is home to Company Yargo and it appears that one of their member, Salminka, has been working closely with the pirates of Luskan

 
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