Location: Read the Alchemy Primer that is received when hiring your first Alchemist.
Alchemical Research and Experimentation
Every Alchemist must experiment to find his own recipe for making potions. While the base ingredients are the same for everyone, some very minor changes in temperature, order of adding ingredients or even the number of whisks with a utensil are necessary for each individual Alchemist.
Every successful experiment will grant the Alchemist a new insight into the basics of Alchemy as well as his particular recipe for making a potion or transmutation. Putting these insights together with research enables the Alchemist to advance into higher ranks.
The gods of Fearûn are numerous and represent many aspects of daily life in the Realms. A full listing of all the gods that have ever been worshiped in Fearûn is impractical, but those who are commonly (though not always openly) worshiped today include: Amauntor, the Keeper of the Yellow Sun; Asmodeus, Supreme Master of the Nine Hells; Bane, the Black Lord; Chauntea, the Great Mother; Corellon, the First Seldarine; Cyric, Prince of Lies; Ghaunadaur, That Which Lurks; Gruumsh, the One-Eyed God; Kelemvor, Lord of the Dead; Lolth, Queen of the Deamonweb Pits; Moradin, the Soul Forger; Oghama, the Binder of What is Known; Selûne, the Moonmaiden; Shar, Mistress of the Night; Silvanus, the Forest Father; Sune, the Ladyof Love; Tempus, the Foehammer; and Torn, the Loyal Fury.
Kelemvor, Lord of the Dead, oversees everone's passage from life into death and determines what their deeds in life have earned them in the afterlife.
He is firm, but fair, and his followers are counseled to always offer succor to the bereaved left behind.
Unlike many other death gods, Kelemvor espouses a view of death being a natural part of life and he and followers actively oppose those who would corrupt that view, such as necromancers and the undead.
Kelemvor's symbol is a skeletal hand holding a balanced scale.
Forged of Mithral, set with blue gems, and said to kill any pretender who wears it, the Crown of Neverwinter is a potent symbol to the people of the city.
Though it has been roumored for some time that Lord Neverember possesses the Crown, he has never publicly worn it. Those upset with Neverember's rule claim he knows the crown's magic would kill him as a usurper. Others say Neverember is wise not to press his claim to the city until Neverwinter is rebuilt and unified.
Whatever the reason, the Crown is said to be kept in the vaults beneath the Hall of Justice where it is guarded by Neverember's soldiers, and some say, by the city's honored dead.
Beneath the Hall of Justice lies a series of vaults, crypts, and storage chambers where many of Neverwinter's nobles, heroes, and treasure are kept. The Vaults date back hundreds of years, to when the building was the city's main temple to Tyr, the now-dead god of justice.
When Lord Neveremeber decided to make the former temple of Tyr the seat of his rule, he used the vaults as a safe place to store many of the historical treasures uncovered in the city's reconstruction.
The vaults are rumored to be haunted, and popular myth says that the city's honored dead will rise to slay any who disturb their rest.
"The undead attack is a better distraction than the riot we were planning, so we're moving up our operation. Your orders are to get into the vault beneath the Temple while the guards are too busy fighting the undead.
Once you're in, grab the Quartermaster and make him tell you where the Crown of Neverwinter is kept. Then leave the rest to Gothwan and Honor. Remember: We're only after the Crown. Touch nothing else! We can loot the rest once we rule the city, and we can't risk angering the dead."