Here begins Chapter 4, the Gazeteer. This takes up the remaining half of the book and focuses on describing interesting places in the region and their associated plot hooks. It also talks about interesting NPCs that might get involved with the group. These locations and people aren’t fully mapped or statted out, but are intended to serve as starting points for individual GMs to customize. As promised in the book’s preface, a lot of plot hooks here are optional and/or multiple-choice, and GMs are free to change anything in here however they want.

The chapter covers several major areas, and we might need more than one post for each of them:

  • Ruined Neverwinter is the city proper, struggling to rebuild and deal with political intrigue, dangerous ruins, and plaguechanged monsters.

  • Helm’s Hold is a stout-hearted village with a monastic community that hides a terrible threat to the region.

  • Neverwinter Wood: You wouldn’t believe how many dangerous places and threatening factions can fit into this one forest!

  • Gauntlgrym: the hidden dwarven city no longer has any dwarves in it, but it has pretty much everything else including that slumbering primordial.

  • Evernight is Neverwinter’s reflection on the Shadowfell and the main battleground in the war between Thayans and Netherese.

  • Thay Through the Veil: PCs who follow the plot threads from Evernight all the way to their end might find themselves needing to make some visits to Nazi Necromancer Central.