Hi there! Relatively new DM question. I'm a big fan of the city of Neverwinter in the Forgotten Realms setting, and would love to set a campaign there despite it's lack of 5e material. I have done my research, thoroughly reading through the 4e Neverwinter setting guide, in addition to reading the Brimstone Angels novels and playing the Neverwinter MMO; all of which only fueling my love for the setting. Problem is though, all enemies and factions in Neverwinter brought up in the past are too high level to really fight (Shadowfell, Fey of Neverwinter Wood, Ashmadai, the Dead Rats guild), or have now been quelled into non-existence (Sons of Alogandar rebellion, Netherese), so I'm not really sure what on Earth (or Faerun rather) I should begin with that actually holds weight.
Any advice? I'd be very pleased to have some suggestions. Thank you very much! :D Warm regards, and Selune watch over you,
As I recall, the Dead Rats are dealt with at a really low level, in conjunction with the Nashers. So, right off, you have two allied groups that fall out with each other.
Nashers Dead Rats
You have Omin Dram in the city so your group can run across his crew in their search for more and more Interns to do their dirty work.
Acquisitions Inc.
You have the active factions of the Realms.
Harpers Lord's Alliance The Emerald Enclave The Zhentarim Order of the Gauntlet
And you can make up your own Thieves' Guilds, mercenary companies, Lords, politicians, factions, dueling clubs, and whatever else you want to fill the city with to make it come alive for your players. You can ease them into things, running across agents or stooges of the bad guys and doing odd jobs for benefactors who end up being connected to a Faction.
Thanks for your awesome reply Black Fox, I appreciate it! According to the Sword Coast Adventurers guide, Sons of Alagondar, including the Nashers, have largely disbanded, forming a militia to replace the Mintarn mercenaries, so not sure whether they would be the ideal foes? Also, with the Dead Rats, it might be difficult, considering how many there are and how powerful the Wererat stats are.
That being said, you present some really awesome points! I think the Harper's would be really awesome patrons or allies, and I've been thinking that adapting the Heroes of Sleeping Dragon bridge as allies or patrons would be pretty awesome too, for instance promoting Celeste to an Archpriestess at the local temple. Not sure what factions, if any Xuna would ally with though. So little is known about her.
You could always have pirates and infiltrators from Luskan, perhaps have the Red Wizards set up a trade enclave. There's always ye olde faithful Zhentarim plots. Since the mintarn mercs were replaced with the sons/nashers, maybe those guys have taken to banditry ala the Blackdagger bandits.
Maybe the cult of Glasya, or perhaps Fierna is starting to pick up steam, or import an assassins guild such as the Fireknives or Nightmasks. Maybe they have arrived in Neverwinter from Waterdeep because Lord Neverember made some enemies before he was essentially run out of town (he was an Open Lord of Waterdeep) and forced to focus on Neverwinter. His enemies in Waterdeep, however have not forgotten or forgiven, nor do they think that mere exile to Neverwinter is enough.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The idea of the Mintarn mercenaries becoming bandits is a great idea. In the lore, Mintarn is basically ruled by a tyrannical red dragon who demands regular tributes of treasure to keep her from slaughtering them. Being no longer hired by Neverember, it makes sense that they would desperately seek gold by other means, and this way they might even get vengeance against Neverwinter for no longer hiring them too.
A glasyan cult is a cool idea too. In the Brimstone Angels series there was infighting between them and the Ashmadai, so there is a fair amount of bad blood between them. I've been thinking that perhaps there could be a cultist turf war of sorts?
Thanks for your awesome reply Crzyhawk! I love how the ideas are flowing in this topic!
Also, anyone know what the South-Eastern district of the city is called? Where the Chasm once was? When I plan, I just nickname it the scar district, as if the ground is a little rocky and jagged where the chasm was sealed. I don't suppose there is an official name? And perhaps where does the militia operate? I know Castle Never is still haunted and uninhabited, and also the Hall of Justice is now in use as a temple again, since the resurrection of Tyr.
Hi there!
Relatively new DM question. I'm a big fan of the city of Neverwinter in the Forgotten Realms setting, and would love to set a campaign there despite it's lack of 5e material. I have done my research, thoroughly reading through the 4e Neverwinter setting guide, in addition to reading the Brimstone Angels novels and playing the Neverwinter MMO; all of which only fueling my love for the setting.
Problem is though, all enemies and factions in Neverwinter brought up in the past are too high level to really fight (Shadowfell, Fey of Neverwinter Wood, Ashmadai, the Dead Rats guild), or have now been quelled into non-existence (Sons of Alogandar rebellion, Netherese), so I'm not really sure what on Earth (or Faerun rather) I should begin with that actually holds weight.
Any advice? I'd be very pleased to have some suggestions.
Thank you very much! :D
Warm regards, and Selune watch over you,
Somerton
I love the MMO.
As I recall, the Dead Rats are dealt with at a really low level, in conjunction with the Nashers. So, right off, you have two allied groups that fall out with each other.
Nashers
Dead Rats
You have Omin Dram in the city so your group can run across his crew in their search for more and more Interns to do their dirty work.
Acquisitions Inc.
You have the active factions of the Realms.
Harpers
Lord's Alliance
The Emerald Enclave
The Zhentarim
Order of the Gauntlet
And you can make up your own Thieves' Guilds, mercenary companies, Lords, politicians, factions, dueling clubs, and whatever else you want to fill the city with to make it come alive for your players. You can ease them into things, running across agents or stooges of the bad guys and doing odd jobs for benefactors who end up being connected to a Faction.
Thanks for your awesome reply Black Fox, I appreciate it! According to the Sword Coast Adventurers guide, Sons of Alagondar, including the Nashers, have largely disbanded, forming a militia to replace the Mintarn mercenaries, so not sure whether they would be the ideal foes? Also, with the Dead Rats, it might be difficult, considering how many there are and how powerful the Wererat stats are.
That being said, you present some really awesome points! I think the Harper's would be really awesome patrons or allies, and I've been thinking that adapting the Heroes of Sleeping Dragon bridge as allies or patrons would be pretty awesome too, for instance promoting Celeste to an Archpriestess at the local temple. Not sure what factions, if any Xuna would ally with though. So little is known about her.
You could always have pirates and infiltrators from Luskan, perhaps have the Red Wizards set up a trade enclave. There's always ye olde faithful Zhentarim plots. Since the mintarn mercs were replaced with the sons/nashers, maybe those guys have taken to banditry ala the Blackdagger bandits.
Maybe the cult of Glasya, or perhaps Fierna is starting to pick up steam, or import an assassins guild such as the Fireknives or Nightmasks. Maybe they have arrived in Neverwinter from Waterdeep because Lord Neverember made some enemies before he was essentially run out of town (he was an Open Lord of Waterdeep) and forced to focus on Neverwinter. His enemies in Waterdeep, however have not forgotten or forgiven, nor do they think that mere exile to Neverwinter is enough.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
The idea of the Mintarn mercenaries becoming bandits is a great idea. In the lore, Mintarn is basically ruled by a tyrannical red dragon who demands regular tributes of treasure to keep her from slaughtering them. Being no longer hired by Neverember, it makes sense that they would desperately seek gold by other means, and this way they might even get vengeance against Neverwinter for no longer hiring them too.
A glasyan cult is a cool idea too. In the Brimstone Angels series there was infighting between them and the Ashmadai, so there is a fair amount of bad blood between them. I've been thinking that perhaps there could be a cultist turf war of sorts?
Thanks for your awesome reply Crzyhawk!
I love how the ideas are flowing in this topic!
Also, anyone know what the South-Eastern district of the city is called? Where the Chasm once was? When I plan, I just nickname it the scar district, as if the ground is a little rocky and jagged where the chasm was sealed. I don't suppose there is an official name? And perhaps where does the militia operate? I know Castle Never is still haunted and uninhabited, and also the Hall of Justice is now in use as a temple again, since the resurrection of Tyr.
If I recall correctly, the Chasm was Apprentice Row or something like that.
The southeast was “The Arcane Quarter”.
Major Puddles is correct. Not sure where Apprentice Row came from.