Ruins of Adventure
- Races: Any
- Classes: Any
- Ability Requirements: Aim 12, Health 12, Knowledge 12
- Alignments: Lawful
- Starting Cash: 2d6 x10gp
- Bonus Languages: Northern
- Recommended Languages: Bothii, Illuskan, Reghedjic, Thorasta
- Weapon Slots: By class
- Non-weapon Slots: By class
- Available Categories: By class, plus Craft
- Bonus Proficiencies: Artistic Ability, Engineering, Locksmithing, Disarm Traps
- Required Proficiencies: none
- Recommended Proficiencies: none
- Forbidden Proficiencies: none
Overview: A powerful, friendly city allied with Waterdeep, Neverwinter’s people are shining examples of grace and civilization in the harsh, wild lands of the Savage North. The adventurers of Neverwinter embrace the craftsmen of the city as brothers. They see a special form of magic in the skillful execution of a difficult engineering project, the design of an accurate timepiece, or the graceful motions of a well-built machine. It should come as no surprise that Neverwinter’s spellcasters have begun to incorporate elements of technology and craftsmanship into their sorcery.
Description: The garb of Neverwinterites tries to combine function and attractiveness, and usually succeeds. Most adventurers favor metal armor, a tabard bearing the city’s crest, and warm outer gear such as cloaks and hoods. Silks and other comfortable, elegant fabrics are favored, as these indicate the high status and wealth of their owner. Ornate patterns are often embroidered on their garb, sometimes imparting a magical property to the fabric. There is a strong floral theme to personal adornments, especially flowers like roses and lilies. Stylized floral icons are also common as shield and armor emblems.
Role-Playing: Citizens of Neverwinter are a curious lot noted for their love of artistry and craftsmanship. Whatever medium the character pursues, he takes every opportunity to explore its possibilities during an adventure.
Apart from this single avenue of self-expression, Neverwinterites are often perceived as bland and almost mechanical people. They are slow to show emotion and examine every project or proposition with a most dispassionate eye. Only when discussing their particular medium do these characters show any emotion. At such times, however, they tend to be quite frenzied
How people with such a fiercely structured mind are able to produce art work that can be among the most moving on Toril is a mystery. It may be that their focusing of creative and emotional energies into a single artistic medium frees the rational elements of the mind for the study of magic and science.
- Neverwinterites also start out with an extra 30 gp, a small savings from their time as craftsmen.
- A Neverwinterite’s devotion to accuracy and precision makes it difficult for the wielders of wild magic to affect these people. Whenever a character designed with this kit is forced to make a saving throw to escape the effects of a Wild Magic spell, he receives a +4 bonus to the roll.
- This same protection extends to all chaotic spellcasters. Whenever someone of chaotic alignment casts a spell at a Neverwinterite, the character receives a +2 bonus on any saving throws required by the spell.
- This Neverwinterite’s affinity for fine mechanisms spills over into the character’s work with locks and similar devices. Whenever one of these characters makes a Disarm Traps or Locksmithing check, the time required to attempt these tasks is half that normally taken. So a rogue from Neverwinter requires only ½d10 rounds to attempt either of these tasks.
- Most Neverwinter adventurers went through craftsmen apprenticeships when they were adolescents. As a result, they learned useful trades and their combat training was not fully completed. Consequently, all Neverwinter characters begin with half the normal number of weapon proficiencies (round down). When the characters reach second level, they get the remaining weapon proficiency slots that they should have had as new warriors (thus warriors gain 2 slots at 1st level and 2 slots at 2nd level).
- As might be expected, spellcasters from Neverwinter are unable to study or cast any spells from the school of Wild Magic or the Chaos priest sphere, regardless of class, kit, or religion.
- When a spellcaster from Neverwinter attempts to cast his spells at a being of chaotic alignment, that creature’s warped thought patterns provide some measure of protection for it. Any saving throw the creature must make because of the character’s spell receives a +2 bonus.
- Characters from Neverwinter never gain increased damage when attacking from behind (regardless of class). The bonuses to attack rolls for striking from behind remain unchanged.
Return to Homelands.