Since that day of cataclysm, a decade ago, when the volcano roared forth and painted a line of devastation from the mountain all the way to the sea, burying Neverwinter in its devastating run, the tone of the region has changed. It is almost as if that one event had sent forth a call for conflict, a clarion call for sinister beings. In a sense, it did just that. The loss of Neverwinter in essence severed the North from the more civilized regions alone the Sword Coast, where Waterdeep has now become the vanguard against the wilderness. Traders no longer travel through the region, except by sea, and the lure of Neverwinter’s former treasures has pulled adventurers often unsavory, often unprincipled- in great numbers to the devastated city. Some are trying to rebuild, desperate to restore the busy port and the order it once imposed upon these inhospitable lands. But they battle as much as they build. They carry a carpenter’s hammer in one hand, a warhammer in the other. Enemies abound: Shadovar, those strange cultists sworn to a devil-god, opportunistic highwaymen, goblinkin, giants, and monsters alive and undead. And other things, darker things from deeper holes. In the years since the cataclysm, the northern Sword Coast has grown darker by far.

And it pleases me.
-Drizzt Do’Urden

Drizzt

Neverwinter is a D&D 4e campaign set in the Neverwinter Campaign Setting (itself part of the Forgotten Realms Campaign Setting). It follows a group of mercenaries working for the current Lord Protector of New Neverwinter, Dagult Neverember.

Check the wiki to get an overview of character creation rules, background, and more information as the game progresses.

Neverwinter

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