Something that can perhaps introduce new players to factions and politics of Netheril.
For the Cause. Lvl 1. One party member only.
Players meet a runner for a terrorist Low Netheril cell and hires them to get supplies from some drop points and come back with them. Success lands some xp and gold, and info on the tensions between High and Low Netheril. Can also be completed by going to a High Netheril agent, who pays the same gold and xp for telling him of the terrorist. And gets a similar detail on the tension between High and Low but with a more HIgh Netheril bias.
Spirit Journey: Barbarians Only. Lvl 1-5. Solo.
Barbarian characters can seek out and speak to a barbarian shaman that will take a spirit journey, teleported to a fugue like realm where they must battle goblins and other spirits before reaching a point of light. If they die, they are brought back from the plane and told they failed. It can be reattempted with DM help. If they reach the point of light they return and are given an option to "Choose" their spirit guide, meaning it goes like the shaman asks what did they see and they get a list of answers of different animals. Depending on the animal they pick they get a totem item amulet, that gives them a benefit. Benefits can range from a spell ability they can activate once per day that acts like a Bull Strength. Cats Grace. Endurance. Eagles Splendor or Owls Wisdom or Foxs cunning. A magical resistence of 12. A buff to saves like Will or Fortitude. Or even a minor damage reduction.
Orcs Strong: Half Orcs only. lvl 1. Introductary.
Half Orcs can meet an old half orc bruiser in the slums or sewers who shows them the setting of the area and special knowledge half orcs should know and what they can expect to be treated like. Which is probably bad. He has him take a few deliveries to some fellow half orcs, each giving him either a small bit of coin or an item like a dagger or some leather armor. Nothing magical, but still useful. After this, the half orc bruiser goes on a bit more on humans and their ugly weakness and evilness and offers the player half orc a gift, a amulet of Grummush. They player can either accept this, naturally the item would only be for evil players and accepting it would incur some evil points or something. Or reject it. If they reject it the half orc bruiser spits at them and tells them they will learn. Or if they accept, they smile and tells them that one day orcs take revenge on humans.