Geografie - Neverwinter

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Tarmalune Trade House

The rebuilt docks have attracted visitors from across
the sea-members of a trade cartel from the city of
Tarmalune in Returned Abeir. They have arrived
in Neverwinter to arrange permanent trade routes
between the two continents, and to outmaneuver
their rivals from the Abeiran city of Lylorn, who have
landed in Luskan with a similar goal.
The Abeirans have set up shop in a large warehouse
complex next to a set of docks that are being
rebuilt. The Tarmalune Trade House is a busy area
where contacts gather, deals are made, and adventurers
find their services in high demand.
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FLOATING ISLANDS

Two other earthmotes hover near the Neverwinter
coastline, flanking the Moonstone. One is the site of
much activity, and the other quite the opposite.

Fisher's Float
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 Never winter happily eat
the fish and crustaceans brought to land each morning
and evening.

Pirates' Skyhold
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 truePirates'
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.
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CASTLE NEVER

An imposing fixture of Never winter's western end,
Castle Never stands as a monument to the city's
former glory. The cataclysm struck it hard, toppling
towers, collapSing walls, and starting fires that
burned throughout the structure. The entire royal
family is thought to have perished, and the remaining
servants sealed the vaults, crypts, and grounds with
the hope that a worthy heir to Neverwinter would
arrive one day to take his or her rightful place on the
throne. On that day, it is said, the magic treasures and
other resources of the castle will serve the new ruler.
In the interim, Castle Never has become a war
zone. Several factions vie for dominance over the
empty castle and its throne. In particular, Valindra
Shadowmantle of Thay seeks to plunder one resource
the castle offers: the corpses of rulers past and the
legendary Neverwinter Nine, bodyguards to the kings
of the city.
To the uninformed eye, Castle Never looks like
a big, hulking ruin. Half its towers fell in the cataclysm,
and the wall on its seaward side crumbled to
rubble. Chunks of stone and fallen statues litter the
windswept courtyard. Inside, the stone corridors
stink of ash and dust, which swirls up around the feet
of intruders. Even in their emptiness, the corridors
never seem vacant. The spirits of the hundreds who
died here linger on.
The castle was built on a strong foundation, however,
and if the structure were purged of monsters,
it could be refurbished. Many of the interior rooms
collapsed, but others stand eerily intact. The least
damaged parts of the castle are also the best fortified:
the firmly locked armory, the great hall, and the Neverneath
dungeon.
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The Driftwood Tavern

An inn and tavern that caters mainly to longtime
locals, the Driftwood Tavern takes pride in having
kept its doors open since before the Spellplague.
When the cataclysm struck, innkeeper Madame
Rosene, a serious woman now in her late fifties,
sheltered refugees within her walls. The Driftwood
offered people a makeshift city hall and gathering
place during the troubled years.
Madame Rosene and her regulars have filled the
inside of the tavern with bric-a-brac, curios, and relics
of Never winter 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 Never winter'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.

Prices for room and board at the tavern are high.
The atmosphere is one of quiet reflection, rather than
boisterous merriment. The Mintarn mercenaries stay
away, preferring to eat and drink at the Moonstone
Mask or some other cheaper place. Visitors to the
city stop at the Driftwood to marvel at the museum
of objects, or to learn about old Neverwinter from
Madame Rosene for the (expensive) price of a drink
and a meal.
Only longtime customers and old friends corne to
the Driftwood regularly. That situation suits
Madame Rosene, because she secretly
leads the Graycloaks faction of the Sons
of Alagondar. Here, in the thickly walled rooms, the
Graycloaks meet to discuss their plans and the dif
ficulties of working with their counterparts in the
Nasher faction
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The Beached Leviathan

The Beached Leviathan tavern caters to sailors, smugglers,
pirates, slavers, merchants, and others arriving
by sea. Its innkeeper, a sallow former pirate captain
named Harrag, lost a leg in a battle with sahuagin
long ago. The name of the tavern honors his ship,
Leviathan, which ran aground during a storm before
the docks had been rebuilt. The tavern is built in
and around the refurbished wreckage of the ship.
(Patrons also joke that the name refers to Harrag and
his expanding waistline.)
Harrag portrays himself as a scurvy, independent
scoundrel, but in reality, Neverember owns him.
Those who patronize the Beached Leviathan can
expect- or will soon discover-that anything they say
in Harrag's presence will be shared with the Lord
Protector.
The former captain leases one of his chambers on
a semipermanent basis to Len-jes, a scarred watersoul
genasi (Monster Manual 2) who serves as Neverember's
harbormaster. Once a corsair on the Sea of
Fallen Stars, she fled her enemies there and settled
in Waterdeep. Neverember recognized her business
acumen and recruited Len·jes to be his master
of trade in the reborn city. The harbormaster's head
for numbers serves her well in balancing Soman
Galt's tax ledgers. Her less academic duties include
dredging the bay to open more berths for trade ships.
Neverember keeps the pressure on to bring in more
and more trade.
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House of a Thousand Faces

With its broad windows and comfortable couches,
this tavern is a popular gathering place in the
Blacklake District. Amid mannequins dressed in
the threadbare trends of thirty years past, patrons
lounge about the airy interior, drinking, laughing,
and scheming. The cellar-hidden beneath a trapdoor-
hosts the meeting place of the active Harpers
in Neverwinter.
Named for the dozens of mirrors and mannequins
positioned about the common room, the House of
a Thousand Faces once was a fashionable boutique.
The cataclysm crippled the house's business, and the
owner, an elf named Theryis, packed up her remaining
goods and closed her doors. When the city's
population began to recover and increase, she opened
the shop again as a tavern, using the dusty clothes
and mirrors as decoration.
A Harper herself, Theryis allows the organization
to use her secret basement as its command center.
Her half-elf brother Toram took over leadership of the
group after Cymril's passing.
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RIVER DISTRICT

The River District takes its name from the terrain
feature that has saved it from being overrun- namely,
the Neverwinter River, which holds at bay the plaguechanged
forces that emerge from the Chasm to the
south.
The bulk of Never winter's merchant class once
dwelt here, and the architecture shows it. 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, offering cover for skirmishers looking
to ambush unsuspecting visitors. Long flower gardens
run through the center of each street, although over
the years they have gone to weeds or decay.
One might think the Mintarns could have pacified
the River District by now, but safety proves elusive,
mostly due to a band of orcs (Monster Vault) in the
ancient Cloak Tower at the eastern edge of the area.
New Neverwinter's forces occasionally venture into the
district, but generally only as far as the Fallen Tower
tavern. That establishment serves as neutral ground for
negotiations between Lord Neverember and Vansi of
the orcs, to whom the rest of the district belongs.
Beasts from the surrounding wilderness occasionally
stalk the streets here, hunting for food. Even
if the orcs were not present, the other dangerous
creatures would be reason enough for refugees to
avoid this district, regardless of whether their houses
remain standing.

For now, a hastily erected barrier seals most of the
River District from Blacklake. It usually stands unattended,
since the Mintarn guards have better things
to do than patrol the barrier, opting instead to post
signs warning people away. Some people enter the
district despite these warnings. The relative privacy
makes discreet liaisons and daredevil games frequent
occurrences in the River District, and stern parents
have to caution youngbloods with a thirst for adventure
against going in.
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The Fallen Tower

The broken base of an old wizard's tower has long
been the site of a popular tavern in Neverwinter.
Within the Fallen Tower, phantoms form in the air
each night, seeming solid and real as they replay the
moments of their deaths during the Spellplague by
appearing to fall into and through the cookfire in
the middle of the tavern. Two terrified wizards, their
bodies already ablaze, fall first, followed by another
wizard whose limbs have turned into eels. Finally, a
fourth wizard's body descends as its flesh is stripped
away, leaving the skull's eerie grin as the last image
to fade. Since before the cataclysm, the show has
attracted customers to the Fallen Tower.
When the Many-Arrows orcs discovered this vacant
building, they found stores of wine and were in the
midst of a celebration when the phantoms appeared.
The orcs started to flee, but when it became clear
that the spirits were harmless, the wine lured them
back. Now the Many-Arrows orcs run the tavern as a
place where members of their force and others worthy 0
enough to join them can share a few drinks.
The Lord Protector and the leader of the ManyArrows
orcs have declared the Fallen Tower neutral
ground, and the orcs do not bother anyone who
comes to the tavern to do business.
Vagdru One-Ear acts as bartender and purveyor,
proViding whatever drinks the orcs can find and
passing out raw meat of dubious origin for the patrons
to roast at the central fire (or to eat uncooked if they
want). No bouncers are needed, because anyone who
breaks the truce of the tavern faces the blades of
every patron present.
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Cloak Tower

An expeditionary force of orcs from the Many-Arrows
tribe has come to Neverwinter and makes its base in
the structure known as the Cloak Tower. The orcs
have defied all attempts to rein them in or push them
out, and Lord Neverember is biding his time until he
figures out how to get rid of them. For the moment,
the orcs have helped to control the monster population
in the northern half of the city. They tend to slay
anyone who interferes with their business, including
plaguechanged spawn that come up through the
sewers on the north side of the river. Little does the
Lord Protector know that the Abolethic Sovereignty
has also taken notice of the orcs.
Their commander is Vansi, a warrior known for
her reaving flail and fearsome war cry. Ferocious
even for an orc, Vansi claims the streets of the River
District as her tribe's rightful dominion, governed
from the mysterious Cloak Tower.
The tower takes its name from a guild of mages
called the Many-Starred Cloaks who lived and gathered
there. They were well known in the city for their
arcane skill and for the whimsical, colorful cloaks
they wore. During the Spellplague, the tower and
its occupants vanished. The tower reappeared half a
year later on a different patch of ground in the city.
As a tavern tale has it, when thieves first broke into
the tower several months after it first reappeared,
they found empty halls and no mages (or bodies).
Only the gUild members' many-starred cloaks
remained, hanging from pegs on the walls. Then
disaster struck the thieves: The lone survivor of the
group told of a horrific attack from cloaks that suddenly
came to life and enveloped the other bandits.
Whether the tale or any part ofit is true, the citizens
of Never winter shunned the tower for decades
thereafter-no one wanted to risk entering it.
District residents expected that the orcs, too,
would run afoul of the tower's wards when they tried
to occupy the place, but the creatures were able to
move in safely. They have established themselves
quite nicely in the most protected
holdfast in the district.
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The Shard of Night

A bleak tower of black stone hovers above a cluster of
ruined apartments in the River District, seemingly
sheared off at its base when it was torn from whatever
location it once occupied. The tower has been here
since the Spellplague, but no one who investigated
the structure in the early years after its appearance
ever returned, so people decided to leave it alone.
The Shard of Night rises high into the sky over
Neverwinter, but it casts no shadow during the day.
Any creature that passes under the tower in daylight
sees its own shadow disappear, as if the tower were
absorbing the darkness. During the night, the tower
casts a shadow by the light of the moon that looms
over much of the area around the place. Nearby
residents believe that the Shard of Night is haunted,
since no one or thing is ever seen to come or go, yet
sounds sometimes echo down from the opening in
its base.
Unknown to the populace, the spire was originally
part of a faraway temple called Moonshadow Hall, a
place sacred to Selfine, goddess of the moon and foe
of shadow. Nearly a century ago, during an assault
on the temple, the Netherese tore one of the temple's
towers away with their dark magic and banished it
to the Shadowfell. After the battle ended, the Neth·
erese found that they could control where and how
the tower manifested in the mortal realms. During
the Spellplague-with that upheaval to mask their
efforts-they sent the tower to Neverwinter, where
they intended to leave it until needed.
The Shard of Night bears enchantments that
absorb shadow, using that power to fuel a teleportation
circle inside the tower that the Netherese use to
travel to and from the site ofXinlenal.
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