Originally, I purchased the 4thEdition campaign books after hearing complaints of how many sacred cows got slaughtered and changed up the setting. I figured it was an ample time to try to hop in, since everyone at this point has to essentially "re-learn" the Realms. But even then, I found it a bit overwhelming. It still felt a bit much,like so many things were going on in the world and it was hard to settle down on where I wanted to take my players or what kind of campaigns we wanted.
Last week, a copy of the Neverwinter Campaign Setting came in for me. This has been an interesting time for me, since I've been returning from not only a summer-long gaming hiatus, but also a quite lengthy hiatus from 4thEdition. My time back behind the DM screen has been experiencing the D&D Essentials line for the first time, as well as running my first season of the weekly Encounters program, which just happens to take place in Neverwinter. Coming into this already having a taste of the setting and political backdrop of the campaign from the Wednesday night games, I was eager to crack open the book and see not only what it could provide to my gaming table – but how it stands for someone with little investment or interest in the Forgotten Realms setting.
Book Overview
The book is the standard 4thEdition hardcover, full color style as the original core books,weighing in at 223 pages. The book is broken up into four chapters:
- Introduction/Jewel of the North: Standard opening, history lesson and overview of running a Neverwinter campaign.
- Character Options: A chapter detailing new themes, new cleric domains, and a new wizard subclass called The Bladesinger.
- Factions and Foes: A bevy of rivaling political and religious factions, as well as some new opponents to throw at your players.
- Gazetteer: A run down of the many locations in and surrounding Neverwinter, and ideas on how to use them for adventures for your campaign.
The introduction kicks off by describing the hallmarks of running a Neverwinter campaign. This section was a great opener and really eased me into the book, especially as it's made clear that while the Forgotten Realms books are handy, they're far from necessary. It also sets the tone really well in explaining that this is intended as a low-level campaign (Heroic Tier), where everything is obtainable by the player characters. Every opponent is beatable, every plot is thwart-able, the players do have influence over the developments of what happens next.
The Jewel of the North chapter then proceeds to introduce the reader to a quick lesson of the North and the surrounding areas, followed by a brief re-cap of historical events. I loved this because it gave me all the information I need for the region, all the lore I'd need to build my game in Neverwinter, but didn't drown me in the epic details Forgotten Realms is known for. It ends with the "Running a Neverwinter Campaign" section which provides some handy guidelines and considerations on how to use the book for your game. It mentions here that the book is focused on ideas, not information, and that they provide plenty of details while also leaving flex room for the DM to get creative. It's even implied the Neverwinter campaign could stand on its own, and doesn't even have to be attached to the Realms. Okay, I may be sold already on concept alone here.
Character Options:
The second chapter kicks off by providing about a dozen or so Themes that can be used in a Neverwinter game. Let me just say I loved the character themes from Dark Sun, and seeing these presented made me happy. I felt there weren't enough of these in print (outside of D&D Insider) and the ones presented here are pretty awesome.These themes tie in really well to the lore of the setting, such as the Nobleman and the Harper Agent, that can be used for an incredible amount of story leads. Many of them, such as the Uthgardt Barbarian and the Pack Outcast, could easily be re-skinned for any fantasy setting.
The next section offers variant races of Dwarfs, Eladrin, and Elves. Each section provides an overview of the race's origin in the world, and with each sub-race you get the standard assortment of optional abilities as well as a racial Background associated with the sub-race.Nothing really stands out for me here to be honest, but it's a welcome addition to the game and I see no faults with them.
The next section is one of my favorites in the whole book: new Warpriest domains. While I've(finally) come to enjoy D&D Essentials, my one nit-pick was I felt the initial offering of Warpriest domains was pretty weak.Neverwinter offers new domains based on the gods Corellon, Oghma, Selune and Torm. It's also noted that non-domain using Clerics can choose these powers at listed levels...so for the Non-Essentials D&D player, this isn't wasted content. Also, a list of the other Gods in the Realms pantheon are included with their related Domains.
Finally, we're met with The Bladesinger. The class is treated as an Essentials-style subclass of Wizards, and its primary role is an Arcane Controller. My 2 cents,after seeing the class played in my Encounters group, is that they hit the nail on the head with this class. While I enjoyed the Swordmage presented in the original 4E FR Player Guide, I felt the Bladesinger accomplished the "Wizard with a Sword" feel and successfully accomplished its intended class role. The class uses a one-handed weapon the character is proficient with as an Implement,in place of a wand, to execute their spells. What I enjoyed the most about this class is their particular flavor of magic: For example,some of their at-wills are triggered upon successful hits with thesword. They still have wizard cantrips, magic missile, and as they level up they learn daily spells from the Mage's encounter powers.Their own encounter powers are definitely some fun controller powers,and having seen the class in action I can attest it is very much an"arcane swashbuckler" who is focused more on disarming or disabling a foe, while still keeping to the wizard's roots. Unlikethe Sword Mage, whom to me was just a badass magical super hero powerhouse.
Factions and Foes
The next chapter covers the many factions vying for control in the rebuilding city of Neverwinter.From Lord Neverember, a Waterdeep Lord who has spent his own money and resources rebuilding the city, to the rebels who oppose him, to the demonic cultists and aberrant horrors....to a warband of orcs, a gang of were-rats, and even more forces at work are described here in this chapter.
I am a SUCKER for Faction play. While granted many of these are obviously sinister and will be opponents to throw at the heroes primarily, it is cool seeing so many options for how to use them in a story and how they relate to each other, giving players an opportunity to pit rivals against each other or possibly make some uneasy alliances. Each faction is presented with plenty of ideas and information – including their goals, theme tie-ins, the interrelationships with other factions, and even a suggested list of possible encounters drawing from the different Monster Manuals and Monster Vaults. There's also new opponents listed, as well as faction-related magical items. Top this all off with various info boxes filled with suggestions on how the DM can tailor these factions and their goals to his or her campaign, and you have a tremendous frame work for adventure designing.
And one thing to remember here...nothing is safe from the players messing with it. You have the stats here for Lord Neverember, the Mayor Soman Galt, the head of the Asmodean cult, the Prince of Shade...and they are all within grasp of the players in the course of the Heroic Tier. Player Characters can choose sides, turn the tides of conflict and, possibly, mess things up in their best interest (or the opposite.) The factional rivalries were designed to be open-ended, and it's very likely you could run several Neverwinter campaigns from start to finish and never have the same results.
Gazetteer
The final chapter finally takes us through all of the locations and places of interest in the ruined,rebuilding city and surrounding areas. What I loved about the presentation here is that every location is presented with more than enough info to work with, but still left without exact details and leaving room for the DM to work up himself. You're not going to get every business or residence fleshed out; but you're going to get plenty regarding the atmosphere and feel, possible encounters,adventure hooks and tie-ins to the character themes.
The city itself, which is under restoration from a massive cataclysm, offers many adventure locations and possibilities for the players. There's plenty of danger between the slums, the ruined buildings yet to be touched, the dark sewers and hidden lairs lurking underneath the streets. There's an entire district walled off that is host to a Chasm where nightmarish"Spell-plagued" monsters emerge and attack. Outside the walls of the city are the wild and treacherous frontiers of the North. Still not satisfied? How about the ruins of an entire Dwarfish kingdom overran with denizens of the Underdark? Not enough? How about there's an entire freaking Shadowfell reflection called the City of Evernight. No kidding.An entire undead city mirroring Neverwinter. What do you mean you can't find something to do here!?!?
Overall Thoughts:
The Neverwinter Campaign Setting is a hit with me because it shakes things up a bit compared to past D&D campaign books. There are no "encounters by the numbers"style delves, there is no massive world changing threat that the players must force themselves on the uphill treadmill to face. Taking a line from the book itself, there are not legions of minions to some epic threat to face, and the iconic heroes of the setting aren't around to lend a hand.
Regardless of how you feel about Forgotten Realms, or the cataclysmic events that have transpired in it as of late, Neverwinter accomplishes being a detailed,self-contained campaign setting that players both new and old can hop into. For me, it presents just enough for me to take interest in this particular region of the setting, but doesn't bombard me with locations and history that I haven't been following for the last couple decades. And dare I say it? This book feels like an awesome attempt at bringing old-school sandbox style game play back to 4thedition.
Even if you don't use it for the setting itself, I think the book is a worthy read just to harvest adventure and location ideas for your D&D game. A lot of the themes (both literal Character Themes, as well as the thematic elements of the factions, locations and plot hooks) could transfer out of Neverwinter and into many other home-brew or published campaigns. For me, the player options alone was worth the price of admission. And for folks who are new to being a DM, this book may very well educate you and open your eyes to new and fun ways to organize and plot out your own campaigns.
The only faults I have with this product purely have nothing to do with the book at all, but my per-designated, possibly irrational hang ups about Forgotten Realms itself. And to be honest, those were put aside pretty much by page six. I am actually looking forward this fall to running Neverwinter outside of the Encounters game and seeing what directions my players take with the story arc.
R.E. Davis, aka The Rev. Lazaro, is an aspiring writer, part time student, and full time drunken dreamer. When he's not chasing muses or passed out on someone's couch, he occupies his sobriety and moments of sanity tinkering with and running tabletop games. You can follow him on Twitter @revlazaro.
Greetings. It appears you have not registered with the keeper of records. 

Poll Widget
vBulletin Message