Not much is known about Fheralai other than she is a Half-Orc. Its reported that she is the leader of the Cult of Talos operating on the sword coast and that their objective under her leadership is the subjugation of the coastal region south of Neverwinter and the disruption of the trade rout along the High Road.
A group that has been operating in the region for some time now, bent on bring destruction and devastation. Talos known as “The Storm Lord” is an elemental god of storms and destruction. His hold over nature, particularly his ability to create destructive storms, forest fires, earthquakes and tornadoes warrants druids and rangers potentially have vast stores of knowledge about him, as his evil actions affect nature first and foremost.
His dogma is self-serving, demanding utter obedience from his priests and instructing them to spread destruction where they might. His followers were known as Talassans.
The church of Talos is small by the standards of a greater deity, and his followers were fanatical in their love of destruction. The clergy has no formal hierarchy; obedience is enforced through might. Priests of Talos are fond of extorting sailors and farmers, threatening that Talos would bring destructive storms upon them if they do not placate the angry god. They were wont to pursue wealth and luxury with many indulging in acts of random or spiteful violence, pillage, and banditry. Talossan clerics are also committed evangelists who seek to gain converts through fear or the enticement of raw power.
A new cult worshiping this god rose in 1591 DR and is now threatening to flood the Sword Coast. Led by Fheralai Stormsworn, they have quickly become a wide ranging threat to the Lords' Alliance.
A somewhat high ranking member of the Cult of Talos, she stands apart from the other cultists as she bears the holy symbols of Loviatar. She led three ships on an attack against The Leilon...Some? when they attempted to free the Dreadnought from the cult's hands.
The Woodland Manse is a manor house built by an unnamed female half-elf wizard in Neverwinter Wood. As of the late 15th century DR, the manor lay in ruins and its real name was unknown.
The leader of the Dead Hand.
The The Leilon...Some? found that he based his operations in the Uthtower in the Mere Of Dead Men. He told the group that he is attempting to create a new Death God in order to stop the degredation and breakdown of the material plane.
Ularan holds 27 shards of God power within himself.
While the group travelled with Naralis Analor to Uthtower,
Naralis told the group that Ularan had been trapped in a mental and
power battle for months now, with a soul that had been found in the
depths of the tower. It had been a stalemate, one which was now threatened
by a rebellion from within the Dead Hand.
Naralis also mentioned that normal healing would likely not work on Ularan as he had discovered new magic over his life and that had altered him. Because of this only non-magical healing to aid his own regenerative abilities, or a strong spell that did the same.
A mysterious organization led by Ularan Mortus. They use undead to do their bidding and seek to create a new god of death after The Dead Three were killed. Not much else is known about them save that they oppose the Cult of Talos with a fanatic hatred.
The Dead Three, also known as the Dark Gods, was a collective of three, death-themed deities: Bane the Lord of Darkness;Bhaal, the Lord of Murder; and Myrkul, the Lord of Bones. Originally, they were powerful mortal adventurers who sought the path to godhood and were known as the Dark Three. They found it in the form of Jergal, who acquiesced to their demands as he was tiring of his life as god of the dead. He gave up his portfolios to the three of them, apotheosizing them in the process. Bane ruled tyranny and strife, Bhaal became the god of murder, and Myrkul was lord of the dead.
They earned the name 'Dead Three' when they all perished during the Time of Troubles in the mid—14th century DR. Bane and Torm killed each other in Tantras; Myrkul was killed by the mortal mage Midnight; and Bhaal was slain by Cyric using the sword Godsbane, an avatar of Mask. It was thought the three had ceased to exist since that time.
A horrifying cloaked figure that serves Ularan Mortus.
Player notes:
It has tentacles and a bad touch. It absently brushed against a cultist on its way past and the cultist outright died. Ouch.
A ruined tower, a remnant of Merdelain of old. It currently serves as the headquarters of the Dead Hand.
Selephra was one of most favored offspring of Oran, Lord of the Green Fey, and an archfey herself. However for an unknown reason she fled the court and is now known as the Bramble Queen, living somewhere in the woods of shadow.
When Selephra was exiled from the Fey Courts she fled to the Howling Forest. It is rumored that she has created a court with her in charge of it, a mockery of the true Fey Courts. What she does in that vast dark forest, no one knows but her. She is served by the Chosen Daughters.
The Feywild is a parallel plane to the Material Plane. Unlike the Material Plane, the Feywild is fueled by wild, magical energy drawn from the emotions of its inhabitants. Because of its connection to the Material Plane, the Feywild has similar topography and geography to the mortal world, though exact locations are constantly shifting and are therefore impossible to plot. Although the general geography of the Feywild and the Material Plane is similar, the Feywild has a much more primal landscape.
Nature rules in the lands of fey. Where you would find sprawling cities in the Material Plane, you might discover only hunting outposts or desolate ruins in the Plane of Faeries. Similarly, locations with patches of wilderness in the mortal realm could be vast, impassable forests in the Feywild. This raw, primal magic makes the Feywild an extremely dangerous place, even for those who call it home. Adventurers, or those unlucky enough to unwittingly stumble into this land from the Material Plane, must ensure they are not lulled into a sense of complacency by the Feywild’s beauty. The sporadic, magical nature of this land can kill mortals as quickly as any of its dangerous inhabitants.
One of the Chosen Daughters serving Selephra, the time she's spent as a captive in the Dreadnought's hold have changed her into a horrifying meld of fey and the sea.
Also known as "The Blazing Sun" in the common tongue, Merdelain was one of four kingdoms that made up the Enclave Of The Evergreen. It was a truly marvelous cosmopolitan city of great culture that attracted the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond.
Sadly, it vanished leaving only a few ruins in the Mere Of Dead Men behind. It is said that the treacherous fey Selephra had something to do with it's fall.
Also known as "The Ravens of Shadow" in the common tongue, Nauranor was one of four kingdoms that made up the Enclave Of The Evergreen. Little is known about it save that it wasto the west and that it fell entirely.
Also known as "The Arrows that Pierce" in the common tongue, Geberist was one of four kingdoms that made up the Enclave Of The Evergreen. Little is known about it save that it was far too the north and that it fell entirely.
Also known as "The Guided Path" in the common tongue, Aeogwathen was one of four kingdoms that made up the Enclave Of The Evergreen. Out of all of the kingdoms it alone evacuated it's cities before disaster struck. The empire still fell but it's people survived, most notably as The Guided Path, an organization that provides guides and pathfinders in return for the sanctity of their forest.
Long long ago, what is now known as the Sword Coast was dominated by four ancient elven kingdoms. It was a time of progress and beauty, the magical accomplishments of it’s mages reaching ever greater heights. However it seemed to also be a dangerous time, with many foes threatening these kingdoms. Thus the four came together and formed the Enclave, a union that was supposed to place defending their lands and realm as it's top priority.
The Evergreen Conclave was called Calenarnad in the ancient elven tongue and was composed from members of all four kingdoms:
- The Blazing Sun - Merdelain
- The Guided Path - Aeogwathren
- The Ravens of Shadow - Nauranor
- The Arrows that Pierce'– Geberist
Notable sites that have been confirmed as ruins from one of the above have been: Icespire Hold, Planar Beacon, Idol Islands.
Here lie the children of The Enclave of the Evergreen,
defending the world from threats, even in death.
Weep for their sacrifice, rejoice for their deeds.
- Plaque found in the tombs of Icespire Hold
The Idol Islands are small islands on the mudflats just off the town of Leilon. They contain strange ruins on them.
A Champion of the Kingdom of Merdelain, he was apparently behind the attack at the Planar Beacon which resulted in Thalivar's death.
It seems that the knight persisted beyond death, his soul a restless ruin haunting the Mere Of Dead Men until Ularan Mortus bound it in the Dreadnought, a ship made of bone and iron that could destroy anything the Cult of Talos threw against it.Dagult Neverember is the wealthy Lord Protector of Neverwinter and was formerly the Open Lord of Waterdeep. He is a high ranking member of the Lords' Alliance. He has shown that he is aware of both the Cult of Talos and the Dead Hand and has granted the Protectorate of Leilon to The Leilon...Some? as a way of keeping the above in check.
The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements. They proactively eliminate such threats by any means, fighting with pride for the glory and security of their people, and for the lords who rule over them. However, Alliance operatives are often glory hounds, looking to gain a leg up on their counterparts from other Alliance cities.
Forged together by mutual aims, this group is a honorary member of the ">Lords' Alliance] put in charge of the administration of the new settlement Leilon. It's members have their own reasons and motivations but they all share a common goal. FTo find out what is going in the Mere Of Dead Men.
Rhogar is a priest of Lathander, the Morninglord but seems to have had a storied life, perhaps full of danger if his scarred demeanor and easy of wearing armor is anything to go by. He and his church were given the rights to build the first temple in Leilon. The church of Lathander paid handsomely for the honor, and Rhogar and his staff assist in making sure that the workers get fed and cared for outside of their normal duties.
Also known as the City of Skilled Hands or the Jewel of the North, Neverwinter is thriving metropolis sitting on the northwestern Sword Coast of Faerûn. The city was greatly damaged in 1451 DR, when Mount Hotenow, a nearby volcano, erupted, devastating Neverwinter and killing many thousands, including the Alagondar royal family. After the destruction, the few survivors and refugees from nearby lands settled in the ruins.
A few years later, Lord Dagult Neverember, claiming himself to be a descendant of Neverwinter's former rulers and thus the rightful 'Lord Protector' of Neverwinter, invested a great deal of his own personal fortune to rebuild the city infrastructure, buy the interest of merchants, and even ensuring Neverwintan refugees had enough food and gold in hand. By the late years of the 1480s, Neverember's efforts to rebuild the city proved successful, and Neverwinter had slowly being restored as a center of civilization in the Sword Coast North.
Neverwinter is a friendly city of craftsmen, who trade extensively via the great merchants of Waterdeep; their water-clocks and multi-hued lamps can be found throughout the Realms. Neverwinter gained its name from the skill of its gardeners, who contrived to keep flowers blooming throughout the months of snow -- a practice they continue with pride. ”
— Elminster Aumar
Neverwinter is usually described as being "laid out roughly in the shape of an eye," with the Neverwinter River marking a long axis roughly east and west of its waters. One end of the city is the harbor, and the other end is the Upland Rise, and beyond that the Neverwinter Wood. Four gates are located in its walls, two in the northwestern and the northeastern corners, and two in the southwestern and southeastern corners.
Among its most prominent vistas are its three spectacular, intricately carved bridges: the Dolphin, the Winged Wyvern and the Sleeping Dragon, considered the city's emblems by its inhabitants. Under these, the waters of the Neverwinter River cascades over small, gentle waterfalls as they course into the city's bustling harbor. Its lamps of multi-colored glass, its precision water clocks and exquisite jewelry, and its magnificent gardens (the phrase "The City of Skilled Hands" refers to Neverwinter's accomplished gardeners) ensures the warm winters are colourful and the summers are rich with fresh fruit.
The city is full of beautiful and ingeniously designed buildings, many of which are famous in their own right, such as the House of Knowledge, Neverwinter's tall and many-windowed temple of Oghma; the Hall of Justice, the temple of Tyr and the public office for the rulers of the city; and Castle Never, the castle of the ruler of Neverwinter. In addition, the reputations of such unique taverns as the Moonstone Mask, the Shining Serpent Inn, and the Fallen Tower reach far beyond the city's walls and further add to the city's distinction.
Defenses
As of 1479 DR, the army of the city, known as the Neverwinter Guard,was composed mostly by the Mintarn mercenaries hired by Lord Neverember, and a few independent militia forces assembled by the citizens also helped to protect the city in times of need. Lord Neverember also hired adventuring bands to deal with threats to the city that the Mintarn mercenaries could not handle.
With the city rebuilding in the late years of the 1480s DR, many of the Sons of Alagondar volunteered themselves to serve in the Neverwinter Guard, making Lord Neverember to depend less on the services of the mercenaries. Lord Neverember still hired adventurers and mercenaries to help to protect Neverwinter and train the local troops rather than to accept the help of the armies of the Masked Lords of Waterdeep, who he felt had betrayed him.
Society
As of 1370 DR, Neverwinter was a cosmopolitan and cultured city, and even merchants from Amn and Calimshan, who had a poor opinion about the cities of the North, considered Neverwinter to be a civilized place. The Neverwintans avoided conflict and controversy, and were considered to be a quiet, mannered, literate, efficient, and hard-working folk, who had great respect for deadlines, as well as for the property and happiness of others. Amid all the weird-following tolerance and variety in the city, there was a great respect for peacefulness, law, and order.
After the foundation of the Alagondar royal family in the late years of the 14th century DR, the Neverwintans became a very patriotic people, proud of their leaders and their city.
After the destruction of the city in 1451 DR, the Neverwintans showed a new facet: stubbornness and determination. Many survivors remained in the city, and ever since have demonstrated the resolution to rebuild Neverwinter to its former glory and to defend her from many dangers, both mortal and extraplanar alike
Religion
The main faiths in Neverwinter in the 14th century were those of Helm, Oghma and Tyr. The temples of the Hall of Justice and House of Knowledge served to cater the faithful of Tyr and Oghma, while the faithful of Helm congregated in nearby Helm's Hold.
With the deaths of Helm and Tyr in the years before the Spellplague, their faiths were replaced by those of Torm and his subordinate deity Bahamut, as well as the faith of Selûne, as her followers wanted to bring hope to the peoples of Neverwinter. By 1479 DR, the faith of Asmodeus had become popular as well, and the ashmadai had great influence in the city's politics. Kelemvor's faithful had also a strong presence in the city since before 1479 DR, and members of this faith were focused on cleansing Neverdeath of undead and other evil forces.
The Neverwintans never stopped to revere Tyr even after his death, and when the god returned to life after the Second Sundering, his faith was quickly accepted again in Neverwinter, and became as popular as it was before.
In the late years of the 15th century, as Neverwinter slowly restore itself into a cosmopolitan city, temples of many faiths began to become pretty common in all districts of the city.
Trade and Business
Neverwinter's true assets are its importance as a center of craftwork, learning, and magical innovation.Merchants and crafters usually practice their works in buildings dedicated for such tasks. Street vendors are rarely seen in Neverwinter.
Neverwinter is a city full of opportunities.
As word spread that Neverwinter was being restored, merchants from both the North and the southern lands became interested in trading with the city once again. Likewise, Lord Neverember began to work to forge a trading alliance with the restored Gauntlgrym, in the hopes of increasing the prosperity of both cities, while ensuring his advantage over the nobles and merchants from Waterdeep and Baldur's Gate.
Without guilds to restrict trade or construction, those who want to start a business in Neverwinter can simply do so, and those traders who deal with basic products, such as foodstuff, can become wealthy just by selling their goods in the city. Likewise, there is demand for many jobs, and those who want to offer their services either as workers or as apprentices have plenty of options despite the high competition.
The enigmatic leader of the Chimera Crew she rose to become one of the most feared bandit leaders who plagued the land routes of the Sword Coast due to her tame Chimera called Ashbreath.
The Chimera Crew is a group of bandits founded by Rega Swarn and her lieutenants Aleneve and Niri. A huge part of their extreme effectiveness is that they seem to have a tame Chimera. Unusually they seem to be composed of only female members. They are known to leave only burning wreckage behind them and can be identified by the soot marks across their armour.
They have been hired bythe Dead Hand to watch over the undead in Iniarv's Tower ruins.
Iniarv's Tower was once a square keep that sat upon an escarpment overlooking the High Road. As the Mere Of Dead Men expanded however it has half sunk into the swamp, it's once solid foundations starting to rot away. Currently the base of the Chimera Crew who are overlooking undead, part of something the Dead Hand is scheming.
One of the lieutenants of the Chimera Crew, Aleneve is by far the most affable of that groups leadership. Her skill with the heavy mace she wields as well as the ease she moves in her black plate armour betrays that she is a powerful warrior.
One of the lieutenants of the Chimera Crew, Niri is a woman of few words. It is said that she never exits her plat armour as no one has caught a glimpse of her outside of it.