Sword Coast Adventurer 's Guide

(Jeff_L) #1

way into, among dwarves and between dwarves and
non-dwarves.
To other dwarves, Mierren are translators and local
guides and "the people who know the right people" in
human-dominated cities everywhere along the Sword
Coast and in much of the Heartlands. Most adult Mier-
ren have dealings with a variety of human costers and
merchants, taking care to avoid exclusivity or cultivate
too narrow a range of business partners and contacts,
so they control their own destinies and fortunes. They
abhor the thought of humans having the slightest
chance of dominating them.
The wealth that flows through Mirabar has not only
extended the reach and worldly knowledge of all Mier-
ren, it has enabled the m to indulge all sorts of personal
hobbies, such as art collections (statuettes and paintings
in particular). The private living quarters of most Mier-
ren feature comfortable furniture, painted artwork large
and small, statuary, and hanging chimes- often metal-
lic, but a lways soft and pleasant, never loud or strident.
Gems are plentiful in Mierre n families and are used
as currency and in all manner of personal adornment,
rather than being hidde n away. Semiprecious stones
line many of the streets in Mirabar, and gorgeous inlays
mark important corners and intersections, some so new
that one can still smell the jeweler's dust.
Still, despite the city's overall wealth, there are rich
and (relatively) poor Mirabarrans. Not everyone shares
in the coin the city's sales bring in , and wage work-
ers whose income is determined by a day's labor or a
month's output can't hope to expect that a well-worded
contract by an employer will enrich them in the least.
Wealthy merchants and business owners are careful
not to show their success ostentatiously; their clothing
might be of richer fabrics, but still in the same styles
and colors as the garb of poorer folks. Waiting rooms
and front halls in the fortified homes of the rich are just
as sparsely furnished as those in poorer homes. Keep-
ing up the appearance of relative equality in fortunes
is vital, for if anyone in a position to commit a violent
act- say, a weaponsmith with access to great stores of
swords and axes-knew just how wealthy the wealthiest
Mirabarrans were, there would very likely be bloodshed
before the offended parties were satisfied.


NEVERWINTER


A short while ago, Neverwinter was beset by all manner
of damage, danger, and gloom. Now, the ores that once
menaced the city have moved east to join their breth-
ren in being crushed by the dwarves. The Chasm that
rent the land has been sealed by powe rful magic. The
High Road has been cleared and rebuilt, and trade has
resumed with Waterdeep and realms to the south. What
was the blasted, wounded city of Neverwinter just a
decade ago is now an exciting, humming place, where
folk seem eager to throw off the hardships from which
they have emergeq and create a new, brighter future for
their city.
Nearly half a century ago, Mount Hotenow (the nearby
volcano that perpetually heats the river flowing through
the city) violently erupted, destroying much of Neverwin-
ter, killing thousands, and leaving in its wake a great,


gaping chasm that split the city. Neverwinter was in
ruins, and external influences- from Netheril to Thay
to Lord Dagult Neverember ofWaterdeep to the agents
of the Hells themselves-sought to exert control over
the city. Many folk fought to stem all these dangers, and
eventually, a measure of peace fell over Neverwinter.
Since Dagult Neverember was deposed as the Open
Lord of Waterdeep, he has thrown his full attention
and effort into the rebuilding of the city from which he
claims descent. Whatever people's opinions are of his
claim to Neverwinter's throne, he has proven a capa-
ble, inspiring leader over these last few years, and the
population has embraced him as Lord Protector. He
engineered the sealing of th e Chasm and the restoration
of the High Road, and is seekin g other ways to repair
and improve the city. Even if he can never prove his
descent from Lord Nasher Alagondar, the people of
Neverwinter have accepted his leadership. (My rumored
personal dislike of Lord Neverember has nothing to do
with my assessment of his leadership; I merely find him
an intolerable flirt.)
Neverember's influence radiates outward from the
Protector's Enclave, centered at the Hall of Justice. With
Tyr restored to life and his worship returning to prom-
inence, the Lord Protector has moved into a modest,
private villa. This sacrifice-and the renewal of Tyr's
faith in the previous center of his operations- is only
further proof, to some, that Neverember deserves to rule
Neverwinter. As yet, Castle Never remains a dangerous
ruin, but Neverember has plans to reclaim and rebuild it
as a symbol of the city's rejuvenation.
The faithful of Oghma have arrived in Neverwinter to
restore the House of Knowledge to its former glory, but
beyond that, shrines to all manner of gods have been
cobbled together in every corner of the city.
As the city restores itself, there are likely to be
requests for ennoblement and the privileges that pro-
vides, and certainly, trading interests will emerge. But
Lord Protector Neverember is sure to point out that he
is merely a protector, not a king, and so can't invest or
recognize anyone. Guilds may form, but it is sure to be
years, if not decades, before any prove strong enough to
persevere over their rivals.
Increasingly, calls come from the citizenry for the
enforcers out of Mintarn to be replaced by respectable,
local guards who have a personal interest in the defense
of Neverwinter. This public sentiment has led to some
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