Wrath of the Divine

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any thousand years ago, there was an ancient elven kingdom called Merdelain that had numerous towers that protected it from threats beyond their own plane. Using one of those towers a mage called Thalivar was able to retrieve a powerful artifact he named the Ruinstone that could change reality according to the users will. However before it could be used the kingdoms were attacked, possibly by  an Archfey called Selephra

In a desperate attempt to save itself, Merdelain conducted a ritual that transported the whole kingdom into the Shadowfell. So violent was this that it created a terrible wound upon reality, known here as the Mere Of Dead Men. This wound has slowly grown over millennia.

Only a hundred years ago the god's of Death died. As time is passing death itself destabilizes resulting in souls unable to move on. A cult that worships Talos has been able to take advantage of this and make their leaders immortal, gaining power quickly because of this. Ularan Mortus has gathered shards of divinity and is attempting to put Merdelain to rest, using that energy to reinstate a god of death before it is too late. All three factions, Dead HandCult of Talos and Selephra are present in the mere, fighting to accomplish their aims - or prevent their enemies from accomplish theirs.

Factions of the World:  

Cult of Talos

A cult that worships the god Talos, they have recently been extremely successful spreading across the sword coast like wildfire due to their new leader. Their aims, except just destruction, are unknown.

Fheralai Stormsworn (Leader)
Gadrille The Reef-Reaver
Sovendahl Erkinze 


Dead Hand

An organization headed by Ularan, it seeks to uncover Merdelain, put it to rest and use that energy to restore or create a god(s) of Death. He claims that Jergal, the original god of death, is planning to end all life. 
Ularan Mortus (Leader)
Viantha Crex 


Bramble Queen's Court

A mysterious Archfey that is involved in the whole issue. Apparently behind the destruction of the Enclave Of The Evergreen


Lords' Alliance

An alliance of towns and states that seeks to promote and protect civilization. Unlike the other factions they seem uninterested in the Mere Of Dead Men and simply wish to eliminate the threats the other factions pose to their existence.

Enclave Of The Evergreen

A coalition of four elven kingdoms, they all suddenly were attacked and apparently destroyed. The details of what attacked them are shrouded in mystery but it seems Selephra, The Bramble Queen was involved.
Aeogwathen evacuated it's city and fled to the woods, the survivors now being known as The Guided Path 
Merdelain conducted a grand ritual that transported their whole kingdom into the Shadowfell as a means of saving themselves from certain destruction. Ularan Mortus claims they are in a state between life and death that is abhorrent.
The fate of the other two kingdoms, Nauranor and Geberist is unknown.


The Dead Three

The Dead Three were the most recent God's of Death until they were killed during the "Time of Troubles". Their death scattered shards of their domains across the world, where one was found by PineUlaran Mortus has collected many of them and is trying to use them to create a new God of Death, or even bring the Three back as they were. To do so he requires a great amount of energy which could be given by putting Merdelain to rest, a kingdom caught between life and death. The reason why he is trying to do so is twofold. According to him the longer the domain of Death was empty the more the natural way of things would destabilize, preventing souls from passing on to the afterlife.

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SESSIONS

ROLEPLAY & NOTES

(S26) Two for One


(S25) Litany for a Hero

(QW10) Reluctant Returning
(QW09) My Word Is My Bond
(RP24) Moments Before Disaster
(RP25) Arya discusses agreements with Pine

(S24) A Hateful Smile

(QW08) Cash, Money, Gold

(S23) A field of Wheat

(QW07) Celebrations

(S22) In the Midst of Death

(QW06) Not So Silent Night
(RP23) Questions for Naralis

(S21) A Hairy Glass of Water

(QW05) Fractious Factions Fight

(S20) Trolls Trouble Troup, Troubling

(RP22) The Lizardfolk Seer
(QW04) Rest and Relaxation

(S19) Voice in the Swamp

(RP21) Letter for Idris Doryu

(S18) A Moment of Peace

(QW03) Mystery in company

(S17) Dreadnought Lost

(RP20) Contacting the Three
(RP19) Wrathful Reminder

(S16) Tide of Anger

(RP18) Lightning Spear

(S15) The Price we Pay for Love

(QW02) Wise Words
Ularan's Journal

(S14) See the Truth and Despair

(QW01) Childhood Memories

(S13) No Mercy to Monsters


(S12) A Hydra of Issues

(RP17) Arya talks with Lizardfolk chief

(S11) Trudging through Swamp

Factions of the World

(S10) A Meeting of Souls

(RP16) Boons

A conversation with Ularan

(S09) How Deep Does The Mere Go?

(RP15) A journey, A destination
(RP14) Searching for the Hand

(S08) Enter the Mere

(RP13) Not Quick Enough
(RP12) A Spectral Salute

(S07) Beacon's Midnight

(RP11) A Step Away from Community
Aftermath of the Tower

(S06) The Planar Beacon

(RP10) Pine talks to Thalivar
Thalivar's Journal
Enclave Of The Evergreen

(S05) Dead Elves Tell Some Tales

(RP09) All you now know is Pain

(S04) A Town Most Curious

(RP06) Siax's and Falcon's Watch
(RP07) Pine talks to Rhogar
(RP08) Pine contacts the Three

(S03) The Light of Justice

(RP03) Descent of Lumalia
(RP04) Questions of the Dead
(RP05) Suddenly, A Letter

(S02) Occam's Trident

(RP02) Pine, Arya, and Effie

(S01) A Perfectly Normal Day

(RP01) Effie and Idris

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"I wonder what this does...Time to find out."

A fey wandering alone in the material realm isn't something you see every day but here she is nonetheless. Curiosity may have killed the cat but it still hasn't caught up to Arya as she makes her way down north from the fabled city of ">Baldurs Gate] to the place they call the ">Mere Of Dead Men] for reasons only she knows.


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"You are not on your own now. We are here with you. Whatever it is that we face in the days and weeks to come, we handle it together!"

Siax Moonglide, an Elven man, is a fledgling member of the The Guided Path guild, tasked with bringing safety and forging paths in Phandalin. Only when this is done can he be considered a full member. Siax is a master archer, being able to make shots that others would call impossible but when needed he proves skillful with the blade. 

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Grid is a regular human from Baldur's Gate whose family struggled to make money during childhood. When upon chance he found a notebook teaching him the bizarre methods about blacksmithing and the like. He soon developed a passion in Blacksmithing and Tinkering with Items and eventually came to be whats known as Artificer. Through his effort he slowly rose from the bottom of the barrel to the top. He gained new comrades throughout his journey to become a legendary Artisan and write his epic.
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"Bad decisions make good stories!"

A half-elf sent on behalf of Lord Dagult Neverember to assist the in settling in to Leilon and helping them figure out the Cult of Talos's involvement in the Mere Of Dead Men. She carries her trusty lute with her everywhere she goes.

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"Please refrain from troubling me with such trifling matters. Your lack of preparation is not my emergency. ...A new scroll you say? Well, I suppose you had best come in."

Tiaumil is a pale skinned, white haired elf with some pale scarring visible on his skin.  He is well dressed and affluent looking, wearing well-made clothing rather than armour.  Any with even passing knowledge would understand that he wields magic.

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"I have always felt a need to help people, like something inside me pushes to help when I can. It's because of that that I hope my powers could be used to do good. That is my only wish."

A young woman, apparently a Kalashtar and possibly from another plane of existance. She ventured to Phandalin for answers but has found only more questions. Her magic, while wild and unpredictable, is mighty, making her will manifest upon the world and her skill as a healer has proven invaluable. She has joined forces with the other members of visitors and has found in them a group accepting of what she is.

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Lumalia was a servant of Mystra while the Goddess lived. She is now the patron who watches over Idris's family.

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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.

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The Mere of Dead Men is a cold saltwater swamp that occupies a large section of the Sword Coast. It is a desolate place full of monsters and few members of the civilized races. There are tales that the swamp constantly grows over time, swallowing homes and property located close to its boundaries. It was believed that the eastern boundary of the Mere was magically bound to the High Road since attempts to reroute the road were futile and only caused the expansion of the swamp.

The Mere itself is full of trees, vines, quicksand, and hidden islands, and it is generally covered in fog, making visibility very poor. The water is deep enough that it could be navigated on a flat-bottomed boat, but the dark water and hidden obstructions made that choice dangerous.

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Leilon has had a checkered history. A town has existed there for as long as people remember but it has been abandoned many times. The town was abandoned many centuries ago and although there have been several attempts to resettle it none have lasted too long. Perhaps the eerie tower, perhaps the aura of petrification that extends from it, settlers tend to decide to find their luck elsewhere. Most recently there is an attempt to settle it funded by Lord Dagult Neverember to make Leilon into a functional fishing town and a a convenient resting place for weary travelers on the High Road along the Sword Coast between Neverwinter and the City of Waterdeep

Secretly it is intended to also be a thorn in the side of the Cult of Talos and their machinations by serving as the base of the The Leilon...Some?.

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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.

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Headed by Rhogar Merrygold this is a loose organization meant to coordinate the different faiths in Leilon. Currently only the worship of Lathander is present.

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Gundren Rockseeker and Nundro Rockseeker have been working here, in a canyon at the base of the Sword Mountains finding evidence of an ancient dwarven settlement buried by an avalanche.

They’ve spent the past several months clearing the rubble and scouring the ruins for treasure, but have found nothing of value so far. Behind the settlement, carved into the back wall of the canyon, is an old temple of Abbathor, the evil dwarven god of greed. After being delved into and a mysterious gem extracted from within it's halls it collapsed, buried again underneath rock and dirt.

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Falcon's hunting lodge is the only safe retreat for travelers in the southern reaches of Neverwinter Wood. It belonges to Falcon, who was called Falcon the Hunter. He caters to wealthy people from Neverwinter who were looking for a break from city life. Falcon employs the cook Corwin and the stablehand Pell.

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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.

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