The Merchants Quarter
Not so long ago, the Merchant Square was a cracked scar in the Tower District—its grand guild hall looted, its stalls burned, and its cobbles echoing only with orc war-cries and the distant growl of Mount Hotenow.
These days they call it the Merchants Quarter again. The banners are new, the walls are patched, and the smell of smoke comes from forges instead of ruin. Elira Relicbane mends shattered enchantments in a corner shop that used to be boarded up. Robertra Plateforge and Tharic Ironshaper drive their forges so hard the air itself rings. Marin Gemcutter's baubles glimmer in the same light that once bounced off broken glass and rusted steel.
The old Merchant Guild Hall still looms at the heart of it all—its facade scarred by fire, its stones blackened, but its doors open once more. Trade has returned. So have secrets.
Guild Notices for Visitors
New to the Quarter? The Gatherables Ledger is posted at the western gate—a tidy list of ores, woods, textiles, and substances that our artisans rely on. If you're looking to supply the Quarter or simply want to know where half the apprentices disappear to at dawn, that's the place to start.
If you are hoping to commission gear, armor, charms, or any other manner of handcrafted mayhem, the Professions Hall has each craftsperson’s posted menus. Some are complete, some are still “under review,” and some are delayed due to accidental explosions—but that's the Merchant Quarter for you.

Today in the Merchants Quarter
Relicbane Curiosities: Elira is offering half-price assessments on anything pulled from old Tower District ruins—provided you sign a waiver if it starts whispering.
Plateforge Hammerhall & Ironshaper Forge: Robertra and Tharic have entered a friendly "who can wake more neighbors" contest. The winner gets bragging rights. The loser buys the ale.
Gemcutter's Fortune: Marin swears today's stock is "only slightly cursed". Tymora's symbol has been freshly polished. Customers remain unconvinced and strangely eager.
Timberfell Yards & Skynner's Gatherers: Rowen and Varri's crews are back from Neverwinter Wood with timber and hides. Rumor says something out there has started hunting back.
Flaskwright’s Brews & Marrowdraw’s Marrowworks: Selwyn and Neruun are collaborating on a "purely academic" experiment involving potions and bone charms. Everyone else is standing at a respectful distance.
Threadweaver’s Atelier & Silkreed Warcloths: Seri and Ysella are arguing over which matters more in a fight: the cut of a cloak, or the banner it flies beneath. Tempus has not yet issued a ruling.
Merchant Stores
Merchant Ledger
Contracts may still be stamped in the old guild hall, but the real power of the Quarter lives behind these doors and over these counters.
Relicbane Curiosities
Elira Relicbane — Enchanted Relics & Repairs
Elira Relicbane did not come to Neverwinter seeking a future. She came carrying the ashes of her past. She was once an apprentice archivist in the Vault of the Sages in Silverymoon, tasked with cataloging damaged relics recovered from the Anauroch frontier. When a shard-bound curse tore through her research circle—claiming her mentor and scarring her own soul—Elira abandoned the cloisters and followed every surviving fragment of lore she could trace southward. Those fragments led her to the Tower District of Neverwinter, where the ruins still breathe faint arcane heat from the eruption of Mount Hotenow. Adventurers pried relics from the wreckage; most were harmless. Some whispered. A few screamed. All of them needed someone who understood that a broken enchantment is not merely a flaw but a wound. Relicbane Curiosities opened its doors in a burnt-out stall beneath what used to be the Merchant Guild Hall’s shadow. Its shelves are lined with fractured charms, half-spent runestones, spell-scrolls melted into glass, and artifacts excavated from before the Cataclysm. Elira coaxes the truth from them—patiently, gently, sometimes painfully. She has learned their moods, their memories, their lingering hungers. Locals swear she can tell where a relic was forged just by how it reacts to moonlight. Adventurers say she refuses to destroy cursed objects outright, claiming that every curse is simply a story that has forgotten how to end. A quiet rumor persists among the Quarter’s merchants: Elira is searching for one relic in particular—an artifact that survived the very curse that broke her life. Some believe it is already hidden in her shop, buried beneath lock, ward, and silence. Others whisper she will not stop until every shattered enchantment in Faerûn has been pieced back together, one grief-marked fragment at a time.
Oresseek Extraction
Durnan Oreseek — Metals Gathering & Smuggling
Durnan Oreseek arrived in Neverwinter long before he admitted he was staying. He claimed he was only passing through, following rumors of salvageable ore scattered through the Tower District ruins. What he did not mention—what he never mentions—is that the shadows reached him first. In the chaotic years after Mount Hotenow’s eruption, scrap metal became a strange kind of gold. Collapsed forges, shattered guard towers, melted caravan wheels—everything had value to someone willing to pry it from the wreckage. Durnan carved out a living there, working the ruins alongside runaways, half-starved laborers, and those who preferred their pasts left unspoken. They followed him not because he was kind, but because he was fair—a rare currency in a rebuilding city. Oresseek Extraction grew from a campfire promise into a legitimate, if faintly suspicious, salvage outfit. Their headquarters squats in a warehouse patched with three different styles of stone. The front room handles contracts and coin. The back room is silent and dim, where a single black candle burns before a small shrine to Mask. Durnan keeps it hidden behind stacked ingots, though the shadows warp unnaturally around it, as if guarding their own altar. His workers talk about him in low tones: how he can sense hidden scrap beneath ash as though the stone whispers to him; how he always knows when patrols are coming long before their lanterns appear; how he once walked alone into a bandit camp and returned carrying every weapon they owned. Neverwinter’s guild officials tolerate Oreseek Extraction because the streets run smoother with Durnan’s people clearing debris. Adventurers tolerate him because he sells unrefined metals cheaply and discreetly. And the shadows? They tolerate nothing—but they linger near him like loyal dogs. Some say Durnan is saving up enough coin to vanish one night without a trace. Others think he is waiting for Mask to name a price he cannot refuse. Whatever the truth, the Tower District holds its breath when he enters—because the man walks like someone who knows where the city's bones are buried.
Gatherwell’s Components
Finn Gatherwell — Arcane Reagents & Foraged Components
Finn Gatherwell has always insisted that destiny brought him to Neverwinter—though most who know him suspect destiny tried very hard to lose him on the way. Born with a flickering spark of foresight, Finn can read omens the way others read tea leaves… if the tea leaves were soaked in chaos and vaguely threatening him. When he arrived in Neverwinter, the city was still swollen with wild magic from the Mount Hotenow eruption and half-reclaimed ruins seethed with spell-twisted growth. The demand for arcane reagents was enormous. The supply, however, was usually trying to bite someone. Finn saw opportunity—possibly in a vision, possibly because he wandered into the wrong alley at the right time. Gatherwell’s Components began as a single rickety stall selling moss that hummed, shells that occasionally wept seawater, and one jar of something with too many teeth. As adventurers spread word, Finn hired crews of foragers: runaways, hedge-witches, ex-scribes, and one remarkably polite bugbear who specializes in uprooting ghost-orchids without screaming. His shop sits on a crooked corner of Arcane Row, identifiable by the constant drifting scent of ozone and four contradictory warning signs. Inside, bundles of reagents dangle from rafters, pulsing with soft light or muttering in forgotten languages. Finn keeps meticulous notes on every item he carries, though half his margins are filled with predictions like “A DRAGON RETURNS TO CLAIM ALL OF THIS SHELF?” or “Do NOT sell this to bards.” Despite his prophetic catastrophes, a strange luck follows him. Storms break just after he returns from a harvest run. Monsters appear exactly when his crews have the right charms. And once, when he foresaw a disastrous explosion, it was the only day the boiler didn’t explode. Those close to Finn believe his visions aren’t wrong—they’re simply early, late, or pointed at the wrong person. The city’s mages whisper that Savras, the All-Seeing One, finds Finn’s efforts charming enough to nudge fate out of sympathy. For now, Finn keeps harvesting, keeps selling, and keeps foreseeing with unwavering enthusiasm. Whenever asked about the future, he smiles brightly and says the same thing: “It’ll all work out wonderfully!” His friends have learned to take cover immediately afterward.
Hidebinder’s Craft
Haalen Hidebinder — Leatherworker
Haalen Hidebinder arrived in Neverwinter with nothing but a pack full of half-finished leatherwork, a flirtatious grin, and at least three different people insisting he owed them money, favors, or children. No two of them told the same story, which Haalen considers proof of his wide social reach. Born somewhere between the High Forest and 'none of your business,' Haalen spent most of his youth wandering through druid circles, ranger camps, and the occasional very enthusiastic festival. He learned the art of leathercraft by trading stories, kisses, and the occasional honest labor to those willing to teach him. The result is a technique unlike anything taught in formal guilds—flexible as living bark, strong as boiled plate, and infused with the faint scent of wild grass after rain. After the Mount Hotenow eruption and the chaos that followed, Haalen drifted toward Neverwinter, drawn by rumors of resurgent trade and an alarming number of single adventurers passing through the city gates. He set down roots—metaphorically—by converting a half-collapsed tannery in Tanner’s Lane into Hidebinder’s Craft. The building still groans during windstorms, though Haalen insists it’s just 'the shop stretching properly.' Inside, the workshop is lined with hides sourced from mundane beasts and stranger creatures: shadow-stalkers, ember wolves, driftwood serpents, and one extremely offended owlbear that Haalen maintains attacked him first. Every suit of armor he crafts bears a signature pattern—curving lines reminiscent of old druidic glyphs—that subtly shifts its flexibility with the wearer’s movements. Haalen keeps a wall of thank-you notes from former patrons, ranging from heartfelt gratitude to poetic compliments to poorly spelled invitations that suggest more than professional appreciation. When asked about his reputation, he shrugs and says, 'I get around. It’s good for business. And cardio.' Despite the flirtatious exterior, Haalen guards his deeper past as carefully as he works his hides. Some say he left a druid circle under awkward circumstances. Others whisper he’s on the run from a very determined elven noble. Whatever the truth, Neverwinter has embraced him as one of its own—a craftsman whose work is as dependable as his smile is dangerous. Whether outfitting adventurers for glory or patching gear battered in the Tower District, Haalen charges fairly, works quickly, and offers flirtation entirely free of cost. The extra fee only applies if you want him to stop.
Stonescour Holdings
Kaelor Stonescour — Stone & Masonry Supply
Kaelor Stonescour is a Sun Elf whose life has been one long experiment in humility—an uncomfortable condition for anyone of his lineage. Born among the gleaming towers of Evereska, he grew up surrounded by pristine marble, impeccable architecture, and elders who insisted that stone should be shaped, not touched. Kaelor, however, preferred touching it. Preferably while smashing it apart. His fascination with raw earth and quarried stone earned him more lectures than praise. Elven stonemasonry, after all, is an art of delicacy, symmetry, and centuries-long patience. Kaelor preferred the dwarven style—hammer, sweat, stubbornness, and enough noise to wake the Ancestral Fathers. His instructors called him 'unrefined.' He took it as a compliment. After the chaos of the Mount Hotenow eruption, Kaelor traveled north to Neverwinter, determined to prove himself in a city rebuilding from ash. He joined dwarven salvage teams in the ruined Tower District, learning the rhythms of stone fractured by heat and magic. The dwarves found his enthusiasm exhausting, his optimism suspicious, and his lack of beard deeply unsettling—but they could not deny his work ethic. When he lifted a collapsed lintel beam by himself to free a trapped worker, he earned his first grudging nod of approval. Kaelor claims he treasures that nod more than half the medals Evereska awarded him. Stonescour Holdings began as a single rented storeroom and grew into a bustling stoneworks specializing in reclaimed masonry—blocks carved from collapsed walls, rubble transmuted back into clean slabs, and rare volcanic glass polished into obsidian tiles. Kaelor installed shrines to Moradin along the workshop walls, not from faith but respect. The dwarves know he does not kneel there, but they also know he keeps the altars dust-free and the offerings honest. The workshop is loud, hot, and perpetually coated in rock dust. Dwarven masons bellow advice at him; Kaelor bellows back like he's been doing it his whole life. He still works with elegance, but it is the elegance of controlled power, not delicate elven artistry. His hands, once soft from Evereskan comforts, are now calloused and scarred—and he wears those marks proudly. Customers trust Stonescour Holdings for three reasons: the materials are strong, the work is fast, and Kaelor refuses to embellish a lie even when it's profitable. He tells clients exactly how long a wall will last, what faults lie hidden in a foundation, and whether a stone has been touched by lingering magic. His honesty frustrates corrupt guildmasters and delights adventurers who want their fortifications to stay standing. Privately, Kaelor hopes to craft something that will outlast him—a bridge, a hall, perhaps even a restored wing of the scarred Merchant Guild Hall. Not for glory, but because he wants to reshape the world with his own hands rather than the expectations he was born into. The dwarves still don’t call him 'brother,' not yet. But they do call him 'Stonescour,' and in dwarven company, a good name earned through sweat is worth more than any elven title.
Gemcutter’s Fortune
Marin Gemcutter — Jeweler & Enchanted Baubles
Marin Gemcutter did not choose Neverwinter so much as Neverwinter chose him, the way a gambling table chooses its most promising victim. He arrived with a cracked backpack, a box of mismatched gemstones, and Tymora’s laughing favor ringing in his ears. The first time he stepped into the dilapidated jeweler’s stall that would become his shop, every lantern in the place flickered in welcome. Marin swears that was just a draft. The neighbors insist it wasn’t. Gemcutter’s Fortune sits on a narrow lane of the Central Market, wedged between a spice vendor who is definitely smuggling something and a tailor who absolutely knows too much. The stall’s warped countertop and wind-stained awning have survived fires, riots, and at least one ogre tantrum. When Marin arrived, the place was half-collapsed and wholly abandoned. By the next morning, the windows were cleaned, the hinges repaired, and two glowing runes of unknown origin had appeared on the doorway. Marin has told three different stories about how that happened, and none of them match. Inside, trays of enchanted baubles shimmer with soft light—rings that warm to the touch when danger nears, pendants that chime politely when they detect lies, and earrings that allegedly help with flirting but have a tragic habit of choosing the wrong target. Marin doesn’t craft most of them; he finds them, trades for them, rescues them, or wins them from adventurers who misjudge his talent at cards. Customers claim the jewels in his cases sing ever so faintly, like distant voices carried through crystal. Marin insists they only hum. Tymora worshippers point out that both singing and humming are omens of good luck—though whether that luck favors the buyer or the seller is anyone’s guess. Marin himself is a curious mixture of brilliance and absentminded disaster. He can identify a gem’s origin by the way it refracts moonlight, yet routinely forgets where he put his lunch. He once spent an entire week convinced a pulsating sapphire was predicting future events, only to discover it was reacting to his heartbeat. Adventurers adore him because he never overcharges. Thieves avoid him because none of his cases ever seem to be in the same place twice. And the city’s more superstitious merchants swear that, on rare nights, Gemcutter’s Fortune glows softly from within—as though Tymora herself is checking on her favorite troublemaker. Whether Marin will ever admit it or not, the shop is alive in its own peculiar way. It warms at his presence, whispers to him when a deal is about to turn sour, and rattles its charms indignantly when he contemplates leaving the city. For better or worse, Neverwinter is his home now. And as long as fortune smiles, the jewels will keep humming and Marin will keep pretending they don't sing.
Marrowdraw’s Marrowworks
Neruun Marrowdraw — Bonecraft & Oddities
Neruun Marrowdraw came to Neverwinter with a backpack full of tibias, a cheerful smile, and a professional curiosity that made most guards reconsider their life choices. Where others saw a city struggling to rebuild in the wake of Mount Hotenow’s wrath, Neruun saw an abundance of fascinating osteological specimens. He still insists that the Tower District's ruins were 'politely waiting' for him. Little is known of his early years, though his accent suggests training somewhere between Thay's academies and Rashemen’s spirit lodges—an alarming combination to anyone familiar with Faerûnian bone traditions. Neruun neither confirms nor denies these rumors. He simply says he has studied under 'several very patient teachers, some of whom were alive at the time.' Marrowdraw’s Marrowworks occupies a narrow, bright storefront tucked into the Backstreets behind Arcane Row. The windows display delicate bone charms that spin on invisible drafts, bone flutes carved from griffon ulna, and a set of rattling dice made from a manticore's tail spikes. Everything is meticulously cleaned, polished, and engraved with protective sigils—Neruun insists on safety, even if his definition of safety differs from everyone else’s. The workshop itself is equal parts laboratory, museum, and cautionary tale. Shelves hold skulls from mundane beasts to magical oddities, each labeled with impeccable handwriting and an unsettlingly enthusiastic description. A chalkboard lists ongoing projects such as 'Animate? (No—Temporarily?)' and 'Determine if owlbear femurs vibrate when exposed to moonlight.' Neruun’s craft focuses on the stories lingering in bone. A cracked rib tells him where someone fought their last battle. A chipped horn murmurs of territorial struggles. A shattered jaw recounts the desperate bite of a creature defending its brood. He claims each piece remembers what it once was—and he listens, gently coaxing those memories into charms, tools, and protective talismans. Despite the macabre atmosphere, Neruun’s demeanor is relentlessly kind. He checks on his neighbors, pays his taxes early, and provides bone warding tokens to children during festival nights. His shop is one of the safest places in the Quarter, mostly because no thief wants to be the person who steals from the happy bone collector. Some customers swear his creations hold more than memories—glimmers of the spirits that once inhabited them. Neruun always waves this off with a laugh and says, 'Only mildly cursed! Very polite curses, truly! They hardly ever bite.' Even so, certain adventurers visit him late at night seeking answers about remains they’ve found in the ruins—answers they don’t trust the priests or mages to give. Neruun listens, traces the fractures with careful hands, and sometimes grows very quiet. When he speaks, his insights cut with uncanny precision. Whatever his past or peculiar talents, Marrowdraw’s Marrowworks has become an indispensable part of the Merchants Quarter: a place where the dead whisper, the living learn, and the proprietor smiles warmly while carving beauty from bone.
Plateforge Hammerhall
Robertra Plateforge — Armorsmith & Experimental Forge
Robertra Plateforge left her home village the way she does everything: loudly, unexpectedly, and followed by a small explosion no one ever proved was her fault. She arrived in Neverwinter with a wagon full of half-finished inventions, an anvil she swore had opinions, and a plan that could generously be described as 'fluid.' Nobody knows how she acquired her forge’s launch-powered bellows, and she offers three different explanations depending on who’s asking and how flammable they look. Plateforge Hammerhall stands on Forge Street like a challenge to the concept of quiet. The building vibrates at odd hours, its windows flashing with bursts of blue-white fire that ripple across the walls like lightning trapped indoors. Locals claim the shop makes more noise than the entire Tower District reconstruction effort did. Robertra considers that a compliment and aims to beat her own record weekly. Inside, organized chaos reigns. Racks of half-tempered blades shimmer with residual enchantment. Armor plates float lazily in midair as if waiting for instructions. A mechanical hammer of her own design slams down in rhythmic intervals, pausing only when Robertra shouts at it for 'getting the attitude wrong.' Most visitors don’t realize the hammer pauses because it genuinely listens. Robertra’s craft blurs the line between traditional smithing and experimental arcana. She forges metal that hums when danger approaches, gauntlets that spark with suppressed elemental energy, and shields reinforced with volcanic glass from Mount Hotenow’s aftermath. Every piece of gear she makes carries her unmistakable signature: raw strength tempered with audacity. Her favorite projects, however, are the ones she absolutely should not be doing. These include: a set of armor designed to walk on its own ('for long campaigns!'), a sword that argues with its wielder about tactics, and a furnace powered by what she calls 'very responsible unstable energies.' City inspectors stop by regularly. Robertra keeps a stack of pre-filled waiver forms by the door. Despite the explosive reputation, Robertra is fiercely loyal to the Merchants Quarter. She repairs damaged gear for guards at half price, for adventurers at fair price, and for children with broken toys entirely for free—though she sometimes upgrades the toys without warning. The neighborhood has accepted the occasional accidental fireball as part of the ambiance. A friendly rivalry thrives between Robertra and Tharic Ironshaper down the street. Their forges compete in volume, efficiency, and which one causes fewer emergency evacuations. The scoreboard currently favors Tharic in safety but Robertra in creativity by a landslide. Plateforge Hammerhall is unmistakably hers: loud, brilliant, unpredictable, and always on the verge of something magnificent—or combustible. Anyone who enters knows exactly what they’re risking. Anyone who returns knows exactly why it’s worth it.
Timberfell Yards
Rowen Timberfell — Lumberyard & Wood Supply
Rowen Timberfell came to Neverwinter with an old scar down his spine, a vow stitched into his bones, and eyes that never quite stopped scanning the tree line. He rarely speaks of the night that changed him—only that something ancient in the Neverwinter Wood spared his life, marked his path, and whispered a warning he has never forgotten: 'Take only what the forest offers. Give back what you break.' Most see only the tiefling with steady hands and a practical mind, running a tidy lumberyard on the edge of the Merchants Quarter. They do not see the pact he carries like a second heartbeat, or the way the wind shifts whenever he steps beneath a canopy of leaves. Timberfell Yards looks like any honest woodcutter’s operation at first glance—stacks of milled planks, bundles of raw timber, cutting benches arranged with mathematical precision. But the forest’s touch lingers everywhere: saplings planted in perfect rings, tools that never rust, and a faint scent of fern and smoke drifting through the yard even when no fires burn. Rowen’s crews operate with a discipline bordering on ritual. They harvest only fallen trunks or branches culled for the health of the grove. Each outing ends with a moment of silence, a gesture of respect, and the planting of new growth. Other lumberyards scoff at such superstitions. Rowen simply smiles and continues outliving them. Whispers circulate among rangers and druids that the forest itself recognizes him. Animals move quietly around him. Twisted roots uncurl when he approaches. Once, a group of adventurers swore they saw a massive treant watching over the yard at dusk, its eyes glowing faintly before it turned and vanished into the mist. Timberfell Yards refuses contracts from those who treat nature as a resource to be stripped bare. Rowen has turned down nobles, guildmasters, and even the occasional Harper. He accepts only clients who respect the balance, and he charges fairly—though he has been known to double prices for those who lie about their intentions. To the residents of the Merchants Quarter, he is a quiet, dependable craftsman with a knack for selecting the perfect grain. To the forest, he is something else entirely: a keeper of promises. An intermediary. A tiefling who walked into the wild one night bearing fear and desperation, and walked out marked not by damnation, but by duty. Rowen rarely speaks of the power that saved him, but when storms roll down from the Spine of the World and trees bend in the wind like they are bowing, he pauses at the edge of his yard, closes his eyes, and listens—as though the forest is calling his name again.
Flaskwright’s Brews & Curios
Selwyn Flaskwright — Potions & Experimental Elixirs
Selwyn Flaskwright grew up believing that knowledge was a living thing—beautiful, temperamental, and occasionally inclined to detonate. As a young apprentice in Candlekeep, she was the type of scribe who annotated her own annotations and accidentally created a footnote that tried to escape. When her experiments began producing more smoke than scholarship, her mentors suggested, very gently, that field study might suit her better. She took the advice enthusiastically. Possibly too enthusiastically. Selwyn wandered Faerûn collecting recipes, reagents, myths, and questionable ingredients from traveling merchants and irritated druids. At some point she attracted the attention of Oghma, the Binder of What Is Known. Whether she is blessed, guided, or merely supervised by the god of knowledge remains uncertain—but her journals occasionally write in themselves when she sleeps, and her ink bottles never seem to run dry. When she reached Neverwinter, the city was still shaking off the ash of Mount Hotenow. Opportunity simmered in every alleyway. Selwyn purchased a small storefront between Arcane Row and the Backstreets—a place once used for storing preserves and now used for creating things far less edible. Flaskwright’s Brews & Curios opened with a soft boom that cracked three windows and earned immediate customer interest. Inside, shelves are lined with bottles in every color imaginable, some warm to the touch, others softly whispering. Her potions range from extraordinarily practical to aggressively academic: elixirs that calm nightmares, tonics that sharpen thought to a painful degree, inks that record spoken lies, and a bubbling concoction labeled 'Do Not Drink (Probably).' Selwyn insists every mixture is a new chapter in Oghma’s endless book. She is merely the scribe; the reactions do most of the writing. Her workspace is meticulously chaotic. Cauldrons bubble in synchronized patterns. Chalk sigils circle the floor in a way that suggests both protection and apology. A corkboard lists ongoing projects including 'Stable Levitation Formula,' 'Portable Courage in Bottle Form,' and 'Investigate Why the Green Batch is Still Laughing.' No one has dared ask about the last one. Selwyn is endlessly friendly, unfailingly curious, and wholly unaware of the mild fear she inspires. Customers trust her… cautiously. Adventurers return to her because her potions work more often than they fail, and even the failures tend to produce fascinating stories. She maintains that no one has exploded in years, though the city records dispute this by a margin of one and a half incidents. Those who know her well understand that Flaskwright’s Brews & Curios is more than a shop. It is a sanctuary for questions, a laboratory of living manuscripts, and a place where the boundary between discovery and disaster is just thin enough to be thrilling. Selwyn wouldn’t have it any other way.
Threadweaver’s Atelier
Seri Threadweaver — Enchanted Clothing & Stealthwear
Seri Threadweaver grew up learning to sew the way some children learn to sharpen knives: patiently, precisely, and with the vague sense that it might save her life someday. The alleys of Westgate taught her to move quietly. The shadows of Neverwinter taught her to move purposefully. Mask, the Lord of Hidden Things, taught her nothing directly—but His presence has a way of lingering around people who refuse to lie to themselves. Threadweaver’s Atelier is tucked along Quiet Lane, a street named more for its vanished inhabitants than for any actual serenity. The shop’s sign is a simple panel of polished obsidian, engraved with a needle and thread so fine they seem to vanish when looked at directly. Customers swear the door does not exist until they mean to find it. Inside, silence settles like velvet. Seri’s garments hang from silver hooks suspended by invisible threadwork. Every robe, cloak, and tailored garment carries intricate stitch patterns that shift subtly when viewed from the corner of the eye. Some redirect sound; others scatter silhouettes; a few have pockets that open into spaces where even light hesitates. Seri calls these ‘practical embellishments.’ Adventurers call them ‘lifesavers.’ Thieves call them ‘tempting.’ Seri learned her craft from scattered mentors—illusionists who wove light into silk, rogues who taught her that clothing can be armor in more ways than one, and a retired Harper agent who showed her the value of truth even when it puts a target on your back. Seri absorbed it all, filtered it, and created something uniquely hers: garments that obey no tradition except precision. She keeps a small shrine to Mask in a locked workroom, though she refuses to consider herself a devotee. Their relationship is more complicated—admiration without obedience, respect without servitude. Mask’s shadows curl around her stitching table on certain nights, not guiding her hands but watching, as if curious what she will create next. Seri’s customers range from mages seeking robes that won’t ignite during spellcasting, to spies needing cloaks that slip past scrying, to nobles who enjoy the thrill of wearing something dangerous. She turns away those who want her craft for cruelty, but welcomes anyone who has a purpose worth clothing. Rumors say the shadows in her shop move with independent will. Others claim that Threadweaver’s Atelier is anchored to the city by threads only she can see, ready to vanish should she ever choose to walk away. Seri never comments on such stories. She simply takes measurements, asks quiet questions, and listens closely to the truth people hide in their posture. In a city rebuilding its identity, Seri offers more than clothing. She offers confidence wrapped in silk, secrets sewn into hems, and a quiet reminder: power does not always come from being seen. Sometimes it comes from knowing precisely when not to be.
Ironshaper Forge
Tharic Ironshaper — Weaponsmith & Armorer
Tharic Ironshaper does not remember the night he was found—only the cold, the rain, and the dwarven shield he clutched with both hands like a lifeline. The guards who discovered him outside Neverwinter’s walls believed he was an orphaned traveler, half-starved and half-frozen. The temple scribes who took him in believed he was something rarer: a life hammered by fate before it ever began. He grew up among the city’s working folk, drifting between forges and barracks, learning discipline from soldiers and patience from smiths. Every master who taught him the hammer’s art swore he had the instincts of a dwarf despite lacking the beard, the build, or the enthusiasm for ale. Whether the shield he arrived with once belonged to a dwarven clan remains a topic he avoids. Some mysteries are anvils—too heavy to lift until you’re ready. When the Tower District cracked under the wrath of Mount Hotenow, Tharic stood among those who stayed behind to reinforce shelters, dig survivors from rubble, and rebuild streets with his own bleeding hands. He forged tools for rescue crews, armor for militia patrols, and blades meant not for glory but for survival. It was during those years of ash and heat that people began calling him Ironshaper, long before he ever accepted the name. Ironshaper Forge opened in the months after the city began reclaiming its strength. The shop is a stark contrast to the chaotic brilliance of Robertra Plateforge down the street: quieter, steadier, built like a fortress of stone and iron. Yet the forge fire inside burns with a focus that feels almost prophetic. Tharic’s work embodies discipline—clean lines, precise weight, enchantments so subtle they strengthen rather than dazzle. He specializes in weapons meant for those who stand against darkness: city guards, adventurers on the Wall, scouts patrolling the Chasm’s edge. His shields are renowned for absorbing impact without transferring force. His blades hold an edge even after cutting through unnatural things that leave ordinary steel pitted and screaming. Despite his stoic exterior, Tharic is not unfriendly. He listens more than he speaks, and the few words he offers are always honest. Patrons say he can sense when someone needs strength in their hands more than steel. Others claim he forges weapons that suit a person’s true self—whether they admit that truth or not. The old dwarven shield that arrived with him hangs above the forge hearth. Some nights it glows faintly, as though remembering battles he has yet to fight. Tharic never explains it. He merely continues shaping metal with a calm intensity, each hammer strike a quiet declaration: destiny is forged, not inherited. Whatever his past may hold, Ironshaper Forge stands as a place of purpose in the Merchants Quarter—a refuge for the weary, an armory for the brave, and a reminder that strength crafted with care can hold back even the darkest tide.
Skynner’s Gatherers
Varri Skynner — Leather-Hunting Crew & Trophies
Varri Skynner learned the language of survival long before she ever learned Common. Raised on the fringes of Neverwinter Wood during the wars that scarred the North, she grew up knowing the weight of steel, the sound of distant screams, and the truth that some beasts wear fur and some walk on two legs. By the time she reached adulthood, she was faster than the wolves that hunted her and angrier than the soldiers who burned her home. War shaped her first. The forest shaped her second. Everything since has simply refined the edges. When the chaos following the eruption of Mount Hotenow left Neverwinter desperate for skilled hunters, Varri returned to the city not as a refugee but as a force of nature. She founded Skynner’s Gatherers—a leather-hunting crew known for their discipline, precision, and unnerving silence when stalking prey. They harvest ethically, kill swiftly, and waste nothing. Every cut is purposeful; every trophy has meaning. Her shop sits on Hunter’s Row, built from timber she felled herself and reinforced with bone plates from creatures most people only hear about in panicked tavern stories. The interior smells of tanned hide, sharpened steel, and the wild wind that follows Varri everywhere she goes. Racks of armor line the walls—sturdy pieces stitched with beast sinew, hardened with alchemical oils, and inscribed with protective runes that glow faintly in moonlight. Varri’s clientele ranges from hardened rangers to wide-eyed adventurers seeking their first real protection. She fits each one personally, measuring not just their size but their stance, their balance, and the particular flavor of fear they carry. Armor forged by Varri does not simply protect the wearer—it teaches them how to survive. The Gatherers who work under her are a mismatched family of outcasts and veterans: former scouts, wounded soldiers, forest nomads, and people few others were willing to trust. Varri gave them purpose; in return, they gave her loyalty that borders on reverence. Together, they roam from the Neverwinter Wood to the foothills of the Crags, tracking beasts twisted by lingering magic and ensuring they never threaten the city’s borders. Rumors cling to Varri like the smell of pine resin. Some say she once slew a corrupted dire bear with her bare hands. Others claim she carries a wound that never fully healed, a reminder of a monstrous thing she refuses to name. A few whisper she has a pact with something ancient in the Wood—a guardian, a spirit, or perhaps her own past wearing a different face. Varri never confirms or denies any of it. She simply sharpens her knives, checks her bowstring, and steps back into the wild. Her armor is prized not only because it is strong, but because it is honest—crafted by someone who has faced the dark and lived. And in a city still rebuilding itself from ruin, that honesty is worth more than gold.
Silkreed Warcloths
Ysella Silkreed — Battle Cloaks, Sails & Standards
Ysella Silkreed arrived in Neverwinter on a storm-wracked morning, carrying a bolt of crimson cloth across her shoulders like a soldier bears a fallen comrade. Some say Tempus Himself sent her a vision of the city—battered, unbowed, its harbor choked with tattered sails and broken banners. Others claim she came simply because the wind blew her there and she trusted it would not lead her astray. Ysella has never clarified the matter; for servants of the Lord of Battles, the line between calling and coincidence is often thin. Silkreed Warcloths stands near the Gatefront, where the wind never stops moving and the smell of salt and steel mingles with the sound of carts and marching boots. Her shop is a riot of color: battle cloaks dyed in storm hues, reinforced tabards stitched with threads that hum faintly, naval sails inscribed with runes to endure both flame and frost. Each piece carries the unmistakable weight of intention—protection not just for body and ship, but for honor. Ysella’s craft is more ritual than trade. She measures captains by the steadiness of their voice, champions by the clarity of their purpose, and adventurers by whether they flinch when she asks whose blood their banner might one day drink. For Ysella, every standard is a vow, and Tempus watches closely over those who dare to fly colors they have not earned. Her techniques are a fusion of battlefield tradition and divine whisper. The reinforced stitching she uses for war-cloaks comes from an old Rashemi pattern meant to deflect sorcery. Her sailcloth blend is rumored to incorporate fibers spun from the webbing of air elementals—a rumor she does not deny. And the way she sets dyes into fabric, deep and permanent as a scar, resembles no known school of craft. When asked where she learned it, Ysella simply replies, 'In places that do not forget their dead.' She keeps a shrine to Tempus at the back of the shop, modest but fiercely maintained. A bronze helm rests upon the altar, dented and blackened, said to have belonged to someone she loved. She never speaks of them. Yet every morning she touches the helm before picking up her needle, as if renewing a promise made long ago. Customers seek her out because her work endures. Her cloaks hold fast in storms that tear lesser garments to ribbons. Her sails give ships an edge against headwinds and hungry tides. And her banners—her banners are whispered to steady the courage of those who march behind them. In a city that has been broken and rebuilt more than once, Ysella’s craft stands as a reminder: survival is not passive. It is declared, loudly and in color, against the chaos that wants to swallow the world. When steel clashes and storms rise, Tempus remembers the banners that stood their ground—and Ysella Silkreed makes sure those banners do not yield.