Neverwinter

Alvast excuses, gezien de grote hoeveelheid info, is het nu even een rommelige datadump:

Neverwinter is een grote en belangrijke stad in The Sword Coast waar ons avontuur begint. Op deze kaart worden wat belangrijke locaties vermeld die ik hieronder in losse threads heb uitgewerkt. Voor diepgaandere informatie over de plekken omdat je er bijvoorbeeld vaak komt, laat me het weten. Ik heb ziek veel info beschikbaar.

  1. 01: Castle Neverwinter Castle Never, towering over the western end of the city, is impossible to miss. The castle sits on the rocky cliffs and outcroppings on the north side of the estuary where the Neverwinter River and the Sea of Swords meet. The castle has a circular rock around its main structure from which three bridges radiate out over the Neverwinter River: the Sleeping Dragon Bridge, the Winged Wyvern Bridge, and the Dolphin Bridge. The castle straddles the boundaries between the Protectors Enclave, the Neverwinter Docks, and the Bluelake districts. Throughout history, Castle Never has been claimed as a part of many city districts, but it might be best to consider the Castle as its own district. The three bridges around the castle serve as an essential part of city infrastructure, providing a way of traversing the Neverwinter River and getting between the Protectors Enclave and Bluelake districts. The castle’s interior and exterior structure are both currently in disrepair, making the structure too dangerous for any inhabitation. The city’s current de facto leader, Lord Dagult Neverember, is making inroads into restoring Castle Never. Castle Never: Rise and Fall A visitor to Neverwinter may note that its architecture differs a bit from that of other parts of the city. That is because Castle Never is actually over a millennium old, having been commissioned by the sun elf, Lord Halueth Never, who famously conquered the city of Illusk (of whose ruins modern-day Luskan now sits atop). Much of Castle Never was presumably built between -10 DR (Lord Never’s conquest of Illusk) and 87 DR (the time Neverwinter was officially founded as a city). Throughout Neverwinter’s many attacks and disasters, Castle Never has stood tall as an imposing symbol of the city’s resolve as well as a monument to the city’s former glories. That isn’t to say, however, that the Castle has been left unscathed. ,(bewerkt)
  2. [10:50]02: The Hall of Justice The Hall of Justice stands as the primary temple to Tyr, the god of law and justice, in the city of Neverwinter. The Hall’s grand stone walls, towering stone pillars, and high domed roof make it an impressive and intimidating structure. Its interior is also large enough to house large races such as giants and dragons. Serving as much more than a mere temple to a deity, the Hall of Justice functioned as the city’s court for low justice (i.e., excluding crimes where the accused were of noble birth, lacking citizenship, or charged with murder). It also served as a drilling and training ground in disciplined weaponry for those devout followers who served to defend the temple and that for which it stood. The Hall’s functions largely ceased with Tyr’s death in the late 1300s DR. Even after Tyr’s death, residents of Neverwinter refused to repurpose the temple to worship other deities. When Lord Neverember arrived in the city, he installed a temporary priesthood of Torm at the location, reasoning there were similarities in religious tenets. He also used the temple as a base for his operations in the city as well as a personal residence. Both actions were met with disapproval by the city’s residents. With Tyr’s recent resurrection, the temple has now been rededicated to Tyr, and Lord Neverember now uses a private villa as his personal residence. The Hall’s restoration was highly regarded by the citizens of Neverwinter and did much to improve Lord Neverember’s esteem with locals. With the Hall of Justice returning to its former glory, it once again serves as the central focal point, in both physical location and spirit, of the Protector’s Enclave. ,(bewerkt)
  3. [10:52]03: House of knowledge The House of Knowledge is both a library and the primary temple to Oghma in the city of Neverwinter. Architecturally, it is regarded as one of the most impressive and beautiful structures in the city – featuring abundant windows and an impressive arched roof. Its vast libraries contain many centuries worth of precious records and materials, including modern government documentation as the city lacks a formal seat of government at present. Like so much of Neverwinter, the House of Knowledge suffered near total destruction with the eruption of Mount Hotenow in 1451 DR. A dedicated young Loremaster, Atlavast, saved much of the library’s precious contents by sealing away the temple’s inner sanctum and trapping himself inside. Alone and in solitude, Atlavast managed to survive the cataclysm and save multitudes of rare tomes, documents, and artifacts. However, he soon grew reclusive and a little mad from the isolation. He spent his time repeatedly cataloging and reorganizing the library. He grew extremely protective of the content. During this time, the outer sections of the House of Knowledge were taken over by various squatters, including the devil-worshipping Ashmadai cultists. Since the chasm’s sealing, the faithful of Oghma have returned to the temple and work to restore it as a center of knowledge and learning. The stern Grand Scribe Spivey Liethennson now oversees the House’s reconstruction with an iron fist and short temper. The House of Knowledge’s exterior has already been largely restored, though much restoration work remains underway on the interior. Still, the house has once again become a functional location for those seeking local lore and records. ,(bewerkt)
  4. [10:53]04: The Moonstone Mask One of the most enchanting features of the city of Neverwinter is its three large floating earthmotes. The Spellplague of 1385 DR caused chunks of Neverwinter (as well as other areas all over Toril) to rise up and begin floating away. Industrious residents of Neverwinter were able to tether a few of these earthmotes with ropes and prevent them from ultimately flying off into the Sword Coast. The Moonstone Mask is a large inn that sits on a floating earthmote connected to the docks of the Protector’s Enclave section of Neverwinter. It is regarded by many as Neverwinter’s finest, most luxurious inn. The locale is named for the half-masks worn by all of its staff, which are lined with glowing moonstones. One might assume the Moonstone Mask’s impeccable accommodations and unparalleled views are what entices its patrons, but it is actually the Mask’s staff that are the inn’s primary draw. The serving staff are all trained to be expertly- skilled companions as well as friendly and loyal confidants. The staff can be expected to offer erudite conversation and skill in a variety of games. It is this companionship that has made the Moonstone Mask a destination for the people of high rank and wealth for over a century. ,(bewerkt)
  5.  Aaron25-06-2024 10:5505: Fisher’s Float Fisher’s Float is an earthmote just southwest of Neverwinter that a hearty guild of fishermen has made their home and business headquarters. The homes and warehouses visible on the earthmote are austere by all accounts. The small, wooden shanties certainly imply that the fishers and sailors that call the Float their home are not living indulgent lifestyles. While these fishermen peacefully supply a massive portion of Neverwinter’s seafood, they also manage to keep largely to themselves. As a result, there exist plenty of rumors about the goings-on of Fisher’s Float. One particularly prevalent rumor is that the residents of Fisher’s Float are in some form of allegiance with evil sea gods and/or sea monsters. ,
  6. [10:55]06: Pirates Skyhold Northwest of Neverwinter, just off the Sword Coast, is another floating earthmote referred to as “Pirates’ Skyhold”. Soon after the Spellplague, some pirates in the area noted the earthmote could serve as a defensible base in the coasts they roamed. One band of pirates, in possession of a skyship, claimed the earthmote as their own and built up modest wooden fortifications on the earthmote. A mysterious tragedy befell the skyhold that left most, if not all, of its pirate residents dead or missing. Their skyship remains docked on the earthmote as an eerie reminder of its abandonment. No one knows precisely what happened on the skyhold, but scores of rumors about the location circulate in Neverwinter. Some claim a dragon took the skyhold, others claim it is being inhabited by Netherese, while still others claim it is haunted by all manner of ghosts. It is also rumored that a hoard of treasure still exists on the earthmote. The pirates were reported to store their booty in the skyhold, and given their sudden demise, it is thought the treasure must surely still be on the earthmote somewhere. Getting to the skyhold, however, is no easy feat. Some form of aerial or magical transportation will need to be procured to access the area. ,(bewerkt)
  7. [10:57]07: Beached Leviathan The Leviathan was an infamous pirate vessel that prowled up and down the Sword Coast, striking terror into those that crossed its path. The Leviathan’s captain, Harrag, was a fearsome foe to any that met him at sea, and no sailors felt their treasure safe while Harrag was out hunting on the Sea of Swords. Sometime after the eruption of Mount Hotenow, the Leviathan ran aground in northern Neverwinter and punctured its hull. Rather than abandon his ship, Harrag stayed with it as the city’s docks were rebuilt around the ship (part of the general reconstruction efforts of the time). Harrag oversaw the ship’s conversion from a wreck into a thriving inn and tavern. ,
  8. [10:57]08: Driftwood Tavern Almost more of a museum than a tavern, the upscale and expensive Driftwood Tavern sits in the northern docks area of Neverwinter. The tavern is one of Neverwinter’s older drinking locales — having been in operation since before the Spellplague of 1385 DR. After the cataclysm of 1451 DR, the tavern was used to shelter refugees and served as a makeshift city hall while the city regained some semblance of normalcy. The establishment is chock-full of bric-a-brac. Rather than viewing the establishment as cluttered or disorganized, however, many view it as a beautiful tribute to “Old Neverwinter” and a vital part of preserving the city’s history. Indeed, many travelers visit the tavern and pay its high prices for drinks and/or lodging simply to enjoy the relics collected at the establishment. ,(bewerkt)
  9. [10:57]09: Tarmalume Trade House A trade cartel from the city of Tarmalune has procured a large warehouse complex on the southern docks of Neverwinter. Outside of the docks, a large swath of stalls and booths have been set up with goods for sale. The Tarmalune merchants are trying desperately to establish a solid trade presence in the area, largely to counter their rival traders from the city of Lylorn that have recently established a trade route in nearby Luskan. ,(bewerkt)
  10. [10:58]10: Shard of the Moon The Shard of the Moon, formerly called “The Shard of Night”, is a floating tower in the Tower District of Neverwinter. The tower has had a storied journey through both the Material Plane and Plane of Shadow. The tower began its existence as Moonshadow Hall, over a thousand miles away from Neverwinter, in the city of Yhaunn. In the late 14th century DR, the Shadovar (dwellers of Shadowfell and one of the few remaining factions of Netherese) assaulted the temple and magically tore away one of its towers and sent it to Shadowfell. The Shadovar learned they were able to manifest the tower at arbitrary locations in the mortal realms, and thus placed it strategically floating over Neverwinter during the Spellplague. The Netherese could use a portal in the tower to transport between Xinlenal and Neverwinter. The tower was darkened black and cast no shadow in the day. This was actually because the temple was magically manipulated to absorb shadow. This shadow, in turn, powered the tower’s teleportation devices. The ominous, forboding tower looming overhead was largely avoided by all in Neverwinter as any who ventured inside would never return. ,(bewerkt)
  11. [10:58]11: Cloak Tower The Cloak Tower is a wizard tower that served as a meeting place and citadel to the Many-Starred Cloak order of wizards. The tower suffered a prolonged occupation by orcs, but has recently returned to the custody of the Order of the Many-Starred Cloaks. ,(bewerkt)
  12. [10:58]12: Fallen Tower The Fallen Tower is a tavern constructed in the ruins of a wizard’s tower. The tavern features a rather unique and macabre nightly spectacle that has kept it a popular drinking location for well over a century. Decades before the Spellplague, the tower was owned by a powerful wizard named Llomnauvel “Firehands” Oloadhin. The Arcane Brotherhood coveted Oloadhin’s accumulation of magical items. One night, the Brotherhood violently attacked the tower in an attempt to steal the magical goods and capture Oloadhin. A spectacular magical battle raged throughout the tower. Oloadhin had anticipated the attack and rigged his tower with all manner of magical traps, including maniacal spells that turned the trespassers into lowly sea creatures. However, Oloadhin’s traps were ultimately unable to stop the raid. Rather than let the Arcane Brotherhood take his tower and the contents within, the unhinged Oloadhin triggered a final massive spell that destroyed the tower. As the tower fell in a magical blaze, everyone inside perished (including Oloadhin himself). ,(bewerkt)
  13. [10:58]13: Neverwinter River The central river flowing trough Neverwinter. ,(bewerkt)
  14. [10:58]14: Sealed Chasm When Mount Hotenow erupted, a giant canyon into a Spellplague-laden section of the Underdark was torn open in the southeastern quarter of Neverwinter. This portion of the city was essentially leveled in the process. From this giant chasm all manner of unnatural beasts emerged. Any that approached the chasm would experience anxiety and other unpleasant mental effects. A wall was erected around the region to contain the horrors that arose from the chasm. With immense effort and expense, Neverember was able to have the chasm sealed shut with powerful magic. The chasm sealed, the district was left as not much more than leveled ruins. The area was made free for the taking. Anyone who wanted to make a settlement in the region was free to claim the land and do so. Bold settlers, particularly those too poor to do so elsewhere, are flocking to the Chasm District to build a new life for themselves. ,(bewerkt)
  15. [10:58]15: Bluelake Bluelake, formerly called “Blacklake”, is a lake that sits in the center of its namesake district. The lake is used for boating activities at times. However, in the summer, the lake’s level decreases dramatically and becomes somewhat more of a swamp. The lake became particularly vile and sludge-filled after the eruption of Mount Hotenow, which filled the lake with ash. Lord Neverember made dredging and restoring the lake one of his priorities. This effort seems to have been successful, and it was renamed “Bluelake”. ,(bewerkt)
  16. [10:58]16: House of a Thousand Faces The House of a Thousand Faces is a comfortable tavern in the Bluelake region of Neverwinter. The building was once a boutique clothing store for the rich nobles of the area and is full of mirrors and mannequins displaying antiquated clothing styles. The mannequins and their reflection are what give the building its name of a “Thousand Faces”. It features lush and comfortable couches where citizens sit and converse happily. ,(bewerkt)
  17. [10:59]17: Neverdeath Graveyard Neverdeath is Neverwinter’s graveyard. It is divided into two major sections. The Pauper’s section, to the southwest, contains rows upon rows of humble graves. Many are unmarked with nameless souls that perished in one of Neverwinter’s numerous tragedies and cataclysms. The other section contains more elaborate mausoleums where nobility and wealthy were laid to rest. Both sections of Neverdeath were strongly affected by the Spellplague. In addition to physically altering the landscape of the graveyard, the corpses now spring back to life and attack visitors. Tall walls protect the horrors of the graveyard from attacking the city, and Neverwinter’s residents know to stay well away from the horrors that await within. The people of Neverwinter now burn their dead.

The history of Neverwinter. In deze thread een samenvattende geschiedenis van de stad

  1. -10 DR. Lord Halueth Never, a sun elf, settles the area in his conquest of Illusk. Construction of Castle Never begins. 87 DR. The settlement of “Eigersstor” is founded around Castle Never. A later translation to Chondathan would name this settlement “Neverwinter”. 457 DR. The School of Wizardry is founded in Neverwinter by the Wizards Aganazzar, Ilyykur, Presper, and Grimwald (collectively known as the covenant). 955 DR. Red Wizards of Thay aid arc hordes in escaping the wizards of Neverwinter starting the “Orcgates Affair” and a centuries-long feud between Thay and Neverwinter. 1081 DR. Red Wizards slay Aganazzar and destroy the School of Wizardry. 1329 DR. Nasher Alagondar becomes king of Neverwinter. 1372 DR. An illness befalls Neverwinter that kills most of its residents within ten days of onset. It becomes known as the “Wailing Death”.
  2. [11:06]1379 DR. The Shadovar attack Moonshadow Hall and send one of its towers to Shadowfell. In a few years it will appear in Neverwinter as the floating Shard of Night. 1385 DR. The Spellplague strikes Toril. This creates the floating earthmotes on which some of Neverwinter’s landmarks reside, sends the Cloak Tower to the Far Realm, causes the rise of undead in the Neverdeath graveyard, allows the Netherese to transport the Shard of Night to Neverwinter, and corrupts the Underdark directly beneath Neverwinter (which gets exposed as the Chasm later). 1451 DR. An adventuring party in Gauntlgrym caused the primordial Maegera to fly into a fit of rage and lay waste to much of the surrounding area. This included causing Mount Hotenow to erupt, opening a massive chasm in the south- eastern quarter of Neverwinter and laying ruin to much of Castle Never (killing most of the castle’s inhabitants as well). This even is often simply referred to as “the cataclysm.” 1467 DR. Still reeling from the destruction of the cataclysm, Dagult Neverember hires Mintarn mercenaries to aid him in bringing order back to Neverwinter. He calls this the “New Neverwinter” movement. 1474 DR. The Sons of Alagondar are formed as a nationalist group opposed to Dagult Neverember’s rule of Neverwinter.
  3. [11:06]They have two factions, The Nashers and The Graycloaks. The Nashers are more violent in their attempt to remove Neverember, whereas the Graycloaks tend to use politics and subterfuge to depose Neverember. 1479 DR. Seldra Tylmarande is given a replica of the Crown of Neverwinter. She uses the fake crown, along with a male disguise, to try to make claim to the throne of Neverwinter and depose Neverember. She is defeated and the plot fails. Neverember also claims he is a legitimate heir to the throne but is unable to find a real crown and prove it. 1479 DR. Selûne intervenes in mortal affairs and sends shards to Toril that allow Lady Jasmine and other selûnite priestesses (with the help of adventurers) to cleanse the Shard of Night into the Shard of the Moon. 1479 DR. Elden Vargas, a powerful War Wizard from Cormyr, sends a good portion of Neverwinter’s populace into madness in a plot to rescue his wife that is being held in Helm’s Hold by Ashmadai cultists attempt to exploit the mage. The conflict results in demons and cultists attacking the Beached Leviathan. 1486 DR. The Chasm is sealed, but at great expense to the city of Neverwinter. 1489 DR. Lord Neverember is ousted as Open Lord of Waterdeep and can focus his attention more-solely on Neverwinter.

Lord Protector Neverember. Hier wat historie over de grote leider van Neverwinter

  1. Dagult Neverember, Lord Protector of Neverwinter, is the de facto leader of Neverwinter. He is a complex character that often straddles the edge between altruistic and self-serving. Almost everyone would describe him as ambitious. Lord Neverember has bold plans and, with an intense pragmatism, tends to see those plans through to completion. He is described as confident and charismatic. Those face-to- face with him often find him easily likeable. Born in 1429 DR, Dagult Neverember grew up in Neverwinter with aspirations of forming a mercantile empire from the city. However, he eventually moved to Waterdeep and married the wealthy Alethea Brandarth. They had one son together, Renaer, but Alethea died when Renaer was still young. Alethea left all her wealth to Renaer rather than Dagult. The move left a rift between father and son. Still, Neverember was ultimately able to obtain the high title of Open Lord of Waterdeep by age 50. In this position, he managed to restore the city to much of its former glory after decades of corruption and neglect.
  2. [11:07]While Neverember was rising to power in Waterdeep, he was also formulating plans for restoring his childhood home of Neverwinter. This would be no easy feat, however, as the city was still in ruins from the eruption of Mount Hotenow. The southeastern quarter of the city had a giant chasm that was spewing out plaguechanged monsters regularly, orcs had invaded the northeastern quarter of the city, and much of the rest of the city was razed. Still, in this destruction, Neverember saw an opportunity. He employed his great wealth and connections to recruit mercenaries to aid him in the task of reclaiming the city. Neverember’s attempts to take control of Neverwinter, however, were met with resistance. Multiple factions, some in the shadows and some public, began to contest Neverember’s leadership. There were fights over claims to the throne (as the entire known royal family died in the cataclysm); Neverember claimed himself an heir of former King Nasher Alagondar’s bastard son. Neverwinter residents began to express feelings of foreign occupation because of the mercenary forces Neverember hired. While Neverember stretched his resources thin trying to help and control Neverwinter, the Masked Lords of Waterdeep ousted him as Open Lord.
  3. [11:07]Neverember resented the decision to remove him as Open Lord of Waterdeep, but he was not one to sulk. Instead, this ultimately allowed him to dedicate all of his focus to advancing Neverwinter. This increased focus on Neverwinter, and his prior accomplishments in the city, are quickly improving his standing with the Neverwinter residents. Many of Neverember’s former adversaries in the city are losing their will to oppose his rule. Neverember will pay to silently “dispose” of any that claim to be an heir of Alagondar. Neverember moves into a modest villa — a show of humility that resonates well with the populace. Neverember has started efforts to restore Castle Never.