Let's Read Neverwinter: Scion of Shadow
I’ve mentioned the Netherese several times already, and now it’s time to view the theme most directly connected to them.
Okay, so we know that there was this ancient human empire named Netheril, that it was ruled by archmages, and that it really liked building flying islands. We also know that it fell overnight due to Shenanigans that caused its signature magic to stop working and caused all of those islands to fall from the sky. And we’ve also seen (spoilers!) that one of these islands fell on the Neverwinter Wood. This island is named Xinlenal and it happens to be the first one ever built.
Now, I think that either in the 4e FR book or somewhere near the end of third edition, you had this metaplot event where the survivors of ancient Netheril started coming back. Turns out another one of their island cities survived the fall by crossing over into the Shadowfell, much like the eladrin did with the Feywild. They spent all this time there, and were mutated by the plane’s energies. Now they’re returning to the world bent on ruling it again, and are engaged in sinister conspiracies the world over. These people consider themselves heirs to Netheril and call themselves Shadovar. They’re fascists.
And sure enough, there are Shadovar in the Neverwinter Wood, trying to repair Xinlenal.
If you’re a PC with this theme, you used to be one of them. Your early education contained a lot of fascist drivel about how the Netherese were superior to all other peoples of the world, and how they were going to reclaim their rightful place at the top of the societal food chain once they returned. You were assigned a post in the first scouting expeditions into the world, and fell in love with all the warmth and sunlight you saw there. You also interacted with plenty of supposedly “inferior” people that quickly dispelled the bullshit put into your head by the Shadovar leadership.
You volunteered for a post at the location farthest from the center of Shadovar power - Neverwinter. You managed to vanish shortly after arriving here, and now live in the city, keeping your past a secret. But lately you’ve been seeing signs and hearing rumors that tell you the Shadovar presence here is increasing. The only thing that would get them this riled up is a repairable flying city. If there really is one here (spoiler: there is) and they manage to make it fly, then this could become a new major center for the Shadovar, and you’d never escape them again. You need to stop them, if only to ensure you can live a peaceful life here.
There are no class restrictions for this theme, but Scions of Shadow can only be one of human, shadar-kai, or shade. Those last two represent whose bloodlines were affected by the Shadowfell, or who were mutated directly. I think Shadar-kai get a full playable treatment in the Gloomwrougth supplement, and Shades appear in Heroes of Shadow. Even if you’re human, you’re still edgier than usual.
The associated background skills are Arcana, Bluff, and Stealth.
Features
The features here are all about your heritage brings you closer to the shadows, even though you have chosen the light.
At level 1 you gain Eyes of Night. This daily power gives you Blindsight 10 for a turn when used.
At level 5, your healing surge value increases by 4 wherever you’re in dim light or darkness.
At level 10, you gain a +2 power bonus to Bluff and Stealth checks.
Utility Powers
More shadow magic!
Flitting Shadow is a level 2 encounter power that can be used when you reappear at the end of a teleport. The power makes you assume a shadow form for a turn. This gives you Insubstantial, Phasing and Vulnerable 5 Radiant, and lets you make checks to hide when you have partial cover or concealment from any source, including from standing behind your allies. Shadar-kai get a teleport encounter power, and classes like warlocks and swordmages can often teleport as well. If you can’t teleport easily, this is worthless to you.
Binding Shade is a level 6 encounter power that can be used after you hit with an attack. After the attack is fully resolved, you gain partial concealment and combat advantage against its target until the end of your next turn.
Dancing Shadows is a level 10 daily power that lets you teleport 6 squares when used. Until the end of the encounter, you can teleport 3 squares at will with a move action. In all cases, you must appear in a square of dim light or darkness. This also makes that level 2 power look a lot more attractive.
Impression
Very edgy. The Level 5 feature and Level 10 power are awesome in a party that doesn’t need bright light to operate.
The Shadovar/Netherese are a little less horrible than the Red Wizards, but only
a little. I wonder if you can capture their restored flying island and use it to
fight the finished Thayan fortress in a giant robot magical structure battle.