Dagult Neverember, Open Lord of Waterdeep and Lord Protector of Neverwinter, has come to Neverwinter intent on rebuilding the city. With wealth, trade connections, and a small army of Mintarn mercenaries, he has reclaimed a quarter of the city now called the Protector’s Enclave. His faction, called “New Neverwinter,” represent the closest thing to an established government in the ruined city today.
Sons of Alagondar
In the Blacklake District there is a growing resistance movement to Lord Neverember and his New Neverwinter faction, dedicated to Neverwintan independence. However, the recent death of their leader has led to the rise of two sub-factions among them — one committed to gaining political leverage, and one increasingly convinced that Neverwinter will only win its independence through violent revolution.
Known to some as Faerûn’s clandestine heroes, and to others as naïve meddlers, the Harpers have been influencing political events throughout the Realms according to their own plans for nearly a thousand years. The Harpers were involved in guiding the Sons of Alagondar until recently. Though the Harpers have only a handful of agents in the area, their skill in espionage and secret operations makes that more than enough to exert their influence on the region.
The orcish kingdom of Many Arrows sent an expedition to Neverwinter, which has claimed much of the River District in the eastern part of the city. Though savage and dangerous, the orcs from Many Arrows are not the worst threat that the people of the city face. They, at least, can be bargained with, and even occasionally reasoned with. Nonetheless, they do pose one of the constant dangers that the people of Neverwinter face.
The enmity between Neverwinter and Luskan is long and deep. Luskan agents have never received a warm welcome in the City of Skilled Hands. Nonetheless, a new gang in the city bears the same name of one of Luskan’s most notorious gangs: the Dead Rats. They claim that they are one and the same, that the Dead Rats are expanding their influence south to claim territory in Neverwinter. It sounds menacing, but you must be careful about trusting anyone from Luskan, much less someone who claims to be one of the Dead Rats.
In cities all along the Sword Coast, rumors spread of wealthy nobles involved in secretive, devil-worshipping cults. Such rumors provide excitement for bored aristocrats and an air of fear and intimidation to keep others away. Of course, they also provide the perfect environment for actual worshippers of Asmodeus to infiltrate a city and set in motion their plans to seize control.
For millennia, “Netheril” was a name resigned to Faerûn’s history, until one day nearly a century ago when the City of Shade emerged from the Shadowfell to terrorize the skies above the Realms once more. Before the eruption of Mount Hotenow, many Neverwintans knew that the Princes of Shade ruled their city in all but name. In the generation since, rumors have persisted about Shadovar in the region, but most dismiss these as mere ghost stories.
Even more outlandish than the conspiracy theories about Netheril’s interests in Neverwinter are the stories that many of the undead that plague the land are the work of Thayans. On the other side of Faerûn, Thay stands as one of the most powerful and terrifying forces in the Realms, an entire country of necromancers, slaves, and undead hordes loyal to the lich Szass Tam. Those who fear that Thay could be at work on the Sword Coast, though, would seem to be too much taken by horror stories. If even Neverwinter isn’t safe from the reach of Szass Tam, then where in the Realms would be?
The brutal theocracy of Menzoberranzan creates an endless stream of homeless, helpless refugees. For many years, a mercenary company called Bregan D’aerthe has capitalized on this by recruiting vulnerable, houseless drow into its ranks. The endless violence in Menzoberranzan keeps them gainfully employed, but they do not limit themselves to conflicts in the Underdark alone. Bregan D’aerthe has interests in Luskan, Neverwinter, and anywhere else in the North where profit can be made from violence.
The empire of Illefarn arose in the First Flowering and even survived the Crown Wars. When, after countless millennia, it did fall, a smaller kingdom called Iliyanbruen took hold of Neverwinter Wood. Many of its people slipped into the Feywild, and in time Iliyanbruen disappeared from Faerûn. Then the Spellplague brought Faerûn and the Feywild back into alignment, and many eladrin returned to Neverwinter Wood to find their ancient kingdom not only in ruins but looted and despoiled. Enraged, they have returned to the Wood where they seek the lost treasures of their kingdom and plot revenge against those responsible.
The Spellplague brought a new horror to the Sea of Fallen Stars, a floating black monolith called Xxiphu, the seat of the Abolethic Sovereignty. Rumors abound about the maddening horrors that crawl out of the Chasm in the city’s southeastern quadrant, and some even suggest that it is connected to that distant abomination. There is, of course, no reason to think that this is true. Xxiphu seems to appear wherever it likes, but it rarely makes appearances outside of the Sea of Fallen Stars, which lies far to the east of Neverwinter.
The Uthgardt descend from raiders from Ruathym, Netherese Runlathan refugees, and various others who swore fealty to Uthgar Gardolfsson. After Uthgar’s death in the Year of the Icy Axe (-909 NR, 123 DR), the Uthgardt organized into thirteen tribes, each formed around a different totem, one of the thirteen animals mastered by their divine founder, Uthgar. Though mostly found in areas further north, the Gray Wolf Tribe and the Thunderbeast Tribe often come to visit Neverwinter Wood, particularly Morgur’s Mound, a site sacred to the Thunderbeast Tribe in particular, said to be the grave of Uthgar’s brother, Morgur. The Uthgardt tribes are not monolithic, though. Tribes often work at cross-purposes, and even go to war with each other.