The land shudders under the weight of invisible titans, wrestling for control. Yet their battleground is as thin as parchment. Mightier powers slumber beneath, and when they wake, the land shall be made anew, and its people shall quake with fear no more.
—From an augury by Rohini the Prophet
People think of the North as a cold and savage place filled with untold danger. They say the folk who live there must be crazed, on the run from the law, or unwanted by the rest of the world—not to mention hardened to the rigors and terrors of the wild and unknowable North.
This chapter describes numerous locations to use in a Neverwinter campaign, including intriguing sites, interesting personalities, handy ways to bring player characters into an adventure, and other details. The locations are not fully mapped or described from end to end; instead, they serve as foundations to which you can add your own ideas and creativity. Following are the major areas covered in the chapter.
Ruined Neverwinter: Devastated by both the Spellplague and a cataclysm, Neverwinter struggles to rebuild while grappling with dangerous ruins, political intrigues, and plaguechanged horrors.
Helm’s Hold: This monastic community with a village of stout-hearted people hides terrible and terrifying threats to the region.
Neverwinter Wood: A wide array of strange locales connected to the factions in the region lies within these woods.
Gauntlgrym: The legendary dwarven city lies hidden and filled with mysterious dangers.
Evernight: A Shadowfell reflection of Neverwinter, ruled by undead and is a battleground for a cloak-and-dagger war between Netheril and Thay.
Thay Through the Veil: Distant Thay can be part of the campaign if the characters follow the threads of the war in Evernight.
Two other earthmotes hover near the Neverwinter coastline, flanking the Moonstone. One is the site of much activity, and the other quite the opposite.
This island hovers over the Sea of Swords beyond the southern end of the bay. Dotted with a smattering of shacks, it is the home and workplace of fishers who have lived on this earthmote since the Spellplague. Skilled at their trade and fearless of the weather and the turbulent sea, they provide a great deal of food for the city.
For many years, rumors have spread that the fishers have thrived because of their worship of dark gods or unnatural alliances with creatures that live beneath the waves. Regardless of the veracity of these barstool stories, the people of Neverwinter happily eat the fish and crustaceans brought to land each morning and evening.
Neverwinter legends say that this high-floating earthmote served as an unassailable harbor for sky pirates in the years following the Spellplague. Because the mote floats a hundred feet up and could not be accessed by a direct path from the land, the pirates supposedly stored all manner of treasure there, as safe storage for wealthy or well-connected residents of the city.
Then, the story takes a dark turn. All the pirates died in one night of blood and betrayal, leaving the treasure and their skyship on the mote—along with whatever slew them. Some people believe that a dragon has claimed the pirates’ loot as its hoard, taking the earthmote as its lair because the city below lacks the means to interfere.
Regardless of the story’s truth, one thing is true—Pirates’ Skyhold has long been abandoned. From the right locations in Neverwinter, one can see rotting wooden buildings poking out of the forests of the mote, but whatever still exists up there has seen little intrusion in decades.
The Neverwinter Experience
Once a glittering beacon of civilization, the Jewel of the North now promises death to the timid, glory to the bold, and danger for all. This is Neverwinter: join the adventure, choose your faction, and change the game!
Visit the Explore Neverwinter site!