A TBRPG by Dovydas the Nerevarine (aka Dov; Dovydas; the co-author of ****man the Barbarian; “that @#!*% ”; et caetera, et caetera.), Jolek the Dovahkiin (aka Raz; Razgriz; Jolek; the Dovahkiin; the Dragonborn) and The Shadowed (Mangai; Blitz; Der Blitz; The Neverwinter Husaria Field Commander)
Neverwinter is in chaos.
Well, it‘s not as much chaos as people running around, screaming, panicking. Lord Nasher Alagondar’s dead, sound the horns that represent complete and utter chaos--- you do have those, don’t you? Good. Do so, quickly. And then sound the horns that represent complete and utter catastrophe. Bann Alagondar’s succeeded to the throne. All hail Lord Bann… or try to, anyway. He doesn’t seem to plan to be too good a lord, I presume. Has no reason to be. But now, I know this, now is a time of turmoil, and of possibility. Welcome back to Neverwinter, my friends. I hope you make good use of your stay.
Thing is, there’s not really much a plot, just a very basic setting. The Spellplague, a MASSIVE MYSTICAL EPIDEMIC OF MAGNANIMOUS PROPORTIONS is over; Nasher Alagondar, Lord of Neverwinter, is dead. Bann Alagondar, his son, has succeeded him as Lord of Neverwinter. There’s a bit of chaos ‘round, a lot of political turmoil, and the new lord’s trying to retain his seat; the typical inheriting a throne deal. Luskan and the other Sword Coast cities are threatening Neverwinter, and hard times lie ahead. Besides that… we’ll just make this up as we go along because we’re cool like that.
The Sword Coast
The Sword Coast stretches along the Sea of Swords from Waterdeep south to the river Chionthar at Baldur’s Gate in the south. The Sword Coast gets its name from the white cliffs that rise up sharply for hundreds of miles of the coastline, from Baldur's Gate to the south and up to the River Dessarin in the north.
Neverwinter, once a grand sprawling metropolis on the Sword Coast, has fallen on hard times recently. The great catastrophe known as the Spellplague has resulted in the death of Lord Nasher Alagondar, and the succession of his son Bann, who does not appear to be quite as great a ruler as his father was. Nevetheless, Neverwinter remains a great attraction for visitors and locals alike, and retains its power and might in the Sword Coast. Neverwinter is divided into the Docks, Merchant and Blacklake Districts, and various smaller slums and suburbs surrounding them.
The city is so named because, even though the town is situated in the cold north of Faerûn, the river, River Neverwinter, that flows through it is heated by fire elementals living under the nearby Mount Hotenow in the Neverwinter Wood. The heat given off from the river creates a permanent warm climate in the immediate area, without the elementals the river, and subsequently the city's water supply, would freeze over.
Situated on the bank of the River Never, the Docks District is home to, among a few other things, the worst thugs this side of Evermeet. Criminal gangs have been put a serious halt to, alongside corruption, during the war with the King of Shadows, but recently, with the death of Lord Nasher, they have made a remarkably quick return. Naturally, the Docks District is a harbor. In the Docks District, ships from all over the Sword Coast, and even from Icewind Dale far to the north arrive... and depart, of course. The District also boasts many taverns, a sprawling marketplace, a guard barracks and an inn – the Sunken Flagon – famous for being run by the uncle and cousin of no less than the Shard-Bearer, who led the campaign against the King of Shadows.
The biggest, middle-class district of Neverwinter, the Merchant District is the number one stop for all your trading, drinking and... other needs. It boasts a temple to the god Tyr, the most popular god in Neverwinter, and the central City Guard office.
Blacklake District is the very heart of Neverwinter; here stands Castle Never, seat of the Lords of Neverwinter, and the Neverwinter Academy, the local academy for sorcerers and wizards and all the rest, who were blessed with the talent of magic. An amphiteatre and numerous noble manors can be found as well, situated around the central Lake Black. Most of the inhabitants are nobility and the rich.
Port Llast (formerly Grath's Hold) stands on the High Road some thirty-five miles north of Neverwinter. It is a small town of about seven hundred folk mainly known for its skilled stonecutters and excellent harbor – a small bay sheltered by a high, rocky spit, with a fine beach and inlet. The port is overlooked by cliffs on which boulder-hurling siege engines have been placed. Port Llast is ruled by a First Captain, and is closely allied to Neverwinter (largely for protection from Luskan, who desires a more southerly harbor for its warships).
The harbor is home to a twelve-boat fishing fleet, but two of the ships are in very poor repair. The inland of Port Llast's prime mercantile enterprises are quarries on the coastal headlands just south of the village. Other than harborage or stonecutting, there is little else to recommend it to the traveler today, for it is a tense, suspicious place, always expecting treachery or attack from Luskan. The city is is ruled by First Captain Haeromos Dothwintyl, a retired stonemason.
Mere of Dead Men
The Mere of Dead Men (or Merdelain, meaning "Slow Marching Court" in Elvish) is a salt swamp roughly 100 miles long by 30 miles wide, located south of Neverwinter along the Sword Coast.
- It was created in 615 DR after the armies of Phalorm had been overrun by an orc horde. The few who had rallied made their stand at a tower belonging to Iniarv, former mage royal of Uthtower who had, unknown to all, turned to lichdom. The orcs enraged the mighty mage, who threw spell after devastating spell at the horde, but such was the size of it, their numbers eventually outlasted Iniarv's magics and invaded the tower. Iniarv escaped to Uthtower where king Uth VII pleaded with him to remember his vows and destroy the orcs. Iniarv agreed but did so in a way appropriate to a mighty undead mage. He raised the level of the ocean and flooded the entire region, drowning not only orcs but also the humans and other species that lived there. When the waters receded all that was left was a saltwater swamp. The surviving orcs retreated to the Sword Mountains where their descendants would eventually found Uruth Ukrypt while the last survivors of Uthtower fled from the area.
The swamp grew larger and Iniarv released the creatures created by his magical experiments into the swamp. Attempts to resettle the drier high ground repeatedly met with failure due to the pervasive waters and in 631 DR the dragon Ebondeath laid claim to the area. Thus the Mere saw little in the way of humanoids for around three centuries. The Ebondeath Sect of the Cult of the Dragon gathered around him after their leader died but collapsed around 300 years later in 1358 DR when Myrkul was destroyed.
When Myrkul's avatar was destroyed over the Sea of Swords at that time, fragments of bone dust were, perhaps by chance, perhaps by design, carried north and entered the waters of the Mere. This dust animated some of the drowned corpses of the orcs and people of Uthtower into a variety of lesser undead creatures. They have displaced many of the living residents of the swamp, though they lack any kind of direction, having no greater undead or necromancer to lead them. Several towns exist in and around the Mere, despite its frightening past.
Leilon is a small mining town that serves as a convenient resting place for weary travelers on the High Road between Neverwinter and Waterdeep. The Leilon military, known as the Lances of Leilon is composed of as many as 200 warriors. In times of need, citizens are incorporated into the militia.
West Harbor is a small village near the south of the Mere of Dead Men along the Sword Coast. Due to its swampy terrain and annual harvest festival where the inhabitants compete against each other to win prizes in tests of skill, the villagers of West Harbor (referred to as "Harbormen") are renowned in the lands surrounding them for their natural toughness. This puts them in high demand for positions as guards and military service.
The swamp also makes West Harbor's farmland incredibly fertile and more than enough crops are grown to sustain the village.
Unfortunately, West Harbor has been destroyed twice, both times in recent memory. Once, when the King of Shadows first attacked Neverwinter and again several decades later when it was revisited by Ammon Jerro. Recently, it has been rebuilt once again.
In its time, West Harbor has produced several notable people, including Marshal Cormick of the Neverwinter City Watch and Lorne Starling. Most notable of all however, is the adventurer who eventually defeated the King of Shadows, the Shard-Bearer Thendor Alephar.
Highcliff is the largest settlement in the vicinity of the Mere. Located on the northern edge of the Mere of Dead Men, Highcliff is home to a few hundred people and a sizeable garrison, plus its port is the only way to access Neverwinter from the Mere through the sea.
Thundertree is a small village upriver from Neverwinter. It is a source of wood and Zalantar, an odd tree that is usually found in, what makes it all the more remarkable, Chult or other distant southern areas. Its pure black wood is coveted for building because it is durable but not a hard wood. Zalantars grow oddly in the sense that one plant is composed of several trees that stem from a central root. Their leaves are usually white or another light color. Thundertree is a small village, barely a few dozen inhabitants with a garrison of about twenty guardsmen.
Helm’s Hold is a small town, whose absolute territorial majority consists of a temple to the god Helm, and the housings of his priests, of whom there are about fifty. They are protected by a small armed militia owing fealty to the temple and to Neverwinter, and an easily defensible position atop a steep hill.
In this part of the Sword Coast – that is, the part under the dominion of Neverwinter – the Lords of Neverwinter have built a great many forts to maintain their control over the region, from the Sword Mountains bordering their lands in the south to Neverwinter Wood, and the Crags in the north. These territories also have many ancient ruins and smaller villages and farms, and in the Sword Mountains, a number of, mostly abandoned though, Dwarven strongholds stand. In said mountains, orcs dominate the valleys, and are known to kidnap and torture and ultimately kill any travelers foolish enough to traverse the mountains unprepared.
Player Profile Form
This profile form does not necessarily have to be obeyed to the letter, but it provides an outline for what information I expect from you guys.
Gender: (Male, female, or otherwise)
Race: (You can be any of the following species: Dwarf, Elf, Human, Gnome, Halfling, Half-Elf, Half-Orc, Planetouched)
Subrace: (only applies for Dwarves, Elves, Gnomes, Halflings and Planetouched. Dwarves can be Gold Dwarves, Grey Dwarves and Shield Dwarves. Elves can be Drow, Wood Elves, Sun Elves and Moon Elves. Gnomes can be Deep Gnomes and Rock Gnomes. Halflings can be Lightfoot Halflings and Strongheart Halflings. Planetouched can be Tieflings and Aasimars. Details can be found here: http://nwn2.wikia.com/wiki/Race, but note that not all of the races and subraces there can be played.)
Class: (quite purely for the sake of keeping the DnD feel. Here’s a list of classes: http://nwn2.wikia.com/wiki/Class)
Alignment: (your character’s alignment, eg. Chaotic Neutral, Neutral Evil, Lawful Good)
Patron Deity: (It so happens that in this world, as in many fantasy tabletop roleplay settings, it seems, atheists get punished painfully by the gods. You'd better pick one quick. http://nwn2.wikia.com/wiki/Deities)
Equipment: (your character’s equipment)
Abilities: (various unusual abilities your char may or may not have)
Appearance: (a description and/or picture of your char‘s appearance)
Biography: (your character‘s life description, his personality, everything)
Actually, there isn’t a really clear set of rules. I, Raz, and Mangai enforce the law in this roleplay, and the law is, “Do not do unto others what you do not wish done unto yourself”. That means, you can’t godmode (naturally) or not take this too not seriously – not to say there can’t be comic relief. What I’m saying is, you can’t have a staff that allows you to turn people into sweetrolls or anything equally retarded. You know. Be reasonable, in this case and in every other case in the game. But besides that, the only rule that I can think of, besides the one I mentioned earlier, is, “Have fun and let others have some fun too.”
Last edited by Dovydas the Nerevarine on 17th January 2012, 3:39 pm; edited 1 time in total