Tag: city

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  • City Law

    Waterdeep’s laws are necessarily extensive, covering a wide range of possible crimes and situations, as tends to be the case in a place where so many have lived and traded for so long. Different aspects of the law are overseen by different houses of the …

  • Waterdeep

    Waterdeep is a vibrant, diverse metropolis. Predominantly human (80%, a slim majority of which are the local fair-skinned Tethyrian race), but with a smattering of dwarves, halfings, and even a small community of elves, it's unquestionably a cosmopolitan …

  • City Council

    *The Council of Lords* (or Open Lords) is made up of the representatives of Waterdeep's [[Noble Houses]], who determine the criminal and civil [[City Law |law]] of the city, as well as the privileges and responsibilities of the noble class. *The …

  • News and Gossip

    Late Summer in Waterdeep means that the population is at its peak as the merchants prepare their most heavily laden caravans, before the winter snows make the roads much more treacherous. The city prepares for the High Harvest Faire, a great festival, …

  • Blackstaff Tower

    Named for a mighty archmage who was long a lord of the city, and now the residence of the magical order founded by his pupils, Blackstaff Tower has held great influence over the city, particularly in magical affairs, for centuries. Many suspect that the …

  • Employment

    There a number of jobs that adventurers can take to supplement their spoils and contract payments. Unless otherwise noted, these jobs are available through the [[Adventurers' Guild]], with pay accrued per day of work, and so guild members do not need to …

  • City Watch

    The Watch keeps order within the city walls. Watch constables are lightly armed with cudgels and shortswords, wearing ring mail with green and black tabbards. Patrols and posts dot the city, generally 5 members strong (more in rougher neighborhoods). …

  • City Guard

    The Guard is the city's army. Guardsmen are well armed, depending on unit type, and generally wear chain mail with gold-trimmed black tabbards. They see to the gates and patrols the roads and surrounding countryside. (Yet another distinct organization, …

  • Merchants and Services

    h4. [[Basic Supplies]] * [[Essimuth's Equipment]], caravan and explorer outfitter ([[South Ward]], off the High Road South) * The [[Yawning Portal]] sells basic adventuring gear. ([[Castle Ward]], [[Rainrun Street]])
    h4. [[Weapons]] & [[ …

  • Rainrun Street

    At the southern end of the [[Castle Ward]], in the shadow of Castle Waterdeep itself, Rainrun Street is tucked away from the main thoroughfares, but well-known to locals and travelers alike as the home of the famous [[Yawning Portal]] -- and several inns, …

  • High Road Central

    The High Road connects the north and south city gates, and touches nearly every ward. The central stretch, where the [[Castle Ward]] and [[Trades Ward]] meet, is prime real estate for shops, trod as it is by merchants, dignitaries, nobles, and visitors …

  • Halls of Hilmer

    ([[Merchants and Services|Merchant]]: [[Armor]]) Hilmer and his many sons and apprentices maintain a warehouse in [[Castle Ward]], north of the [[Market]] along the Street of Bells, stocked with nearly-assembled suits of most common kinds of armor, …

  • Riautar's Weaponry

    Deals mostly in used weaponry, specializing in fine bows and fletching, but recently expanding to include firearms. They're known for their wide array of custom and exotic arrows and bolts, and for the fine bows that they make to order. They're equipped …

  • Arcanists' Guild

    Like most any trade that produces salable goods and services, magic has a governing guild in Waterdeep. As a general body of magical learning becomes available to the increasingly-educated middle classes, the emergence of professional wizards came to …

  • Adventurers' Guild

    The Mercenaries' Registry and Adventurers' Guild offers a means for sellswords and adventurers-for-hire to find those in search of their particular talents. The guild offers no assurances beyond matching suitably-skilled adventurers to contracts, and …

  • Sea Ward

    Easily the richest of the wards, Sea Ward occupies the northwest corner of the city. Its broad, well-maintained cobblestone streets are lined with villas of the wealthier and more established noble families, and the more lavish of the city's temples and …

  • North Ward

    The northeastern corner of the city is upper-middle class residential, dotted with expensive homes, new-money villas, and a few guildhouses and merchant offices along the major streets, but little to draw traffic away from the High Road North, the major …

  • Castle Ward

    The largest and most diverse of the city's wards, Castle Ward sits in the shadow of Mount Waterdeep, and Castle Waterdeep at its foot. Stretching from the rich and orderly streets of [[Sea Ward]] to the dingy, sprawling alleys and waterfronts of [[Dock …

  • Trades Ward

    Tucked in the center of the city, abutted against [[Castle Ward]] along the [[High Road Central]], Trades Ward is a bustling commercial district along the main roads, fading to quieter guildhalls, merchant offices, and row houses in the back streets.

  • Dock Ward

    Sprawling along the southern waterfront, the sheltered Deepwater Bay, Dock Ward is the oldest area of the city, though the many wooden warehouses and shanties that line its streets tend to have shorter lives and higher turnover than in other wards. The …

  • South Ward

    The smallest of the city wards, tucked away in the southeastern corner of the city, is South Ward -- a collection of mostly lower-middle class businesses and residences. The passage of the High Road South through the ward to the South Gate ensures that …

  • Yawning Portal

    The most famous inn in the city, arguably in all Faerun, the Yawning Portal is located on [[Rainrun Street]] in the [[Castle Ward]], in the shadow of Castle Waterdeep, and a stone's throw from [[Dock Ward]] to the south. Its primary claim to fame is the …

  • Saern’s Fine Swords

    ([[Merchants and Services|Merchant]]: [[Weapons]]) Housed in a renovated watch tower along the southern stretch of the [[High Road Central]], constructed long before the city had attained its present size, Saern's Fine Swords specializes in, …

  • Thunderhame

    ([[Merchants and Services|Merchant]]: [[Weapons]]) Thrane Thunderhame, master dwarven gunsmith, crafts custom firearms of unparalleled quality and ingenuity. His creations are well beyond even the finest-quality musket or blunderbuss, mostly breech- …

  • Brian the Swordmaster

    Famous throughout the west for the quality of his blades, Brian runs an extensive smithy and armory in [[South Ward]]. His title Swordmaster is an honor of his personal skill in blade-crafting; the smithy produces metal melee weapons and armor of all …

  • Inn of the Dripping Dagger

    A well-known landmark of the [[High Road Central]] in the [[Trades Ward]], the Inn of the Dripping Dagger is a three story building, with a stone ground floor taproom, two wooden floors of rented rooms, and carved stone griffins perched atop the flat roof …

  • Riven Shield Shop

    ([[Merchants and Services|Merchant]]: [[Weapons]]; [[Armor]]; [[Specialized Gear|Combat Accessories]]) This legendary shop, prominent along the [[High Road Central]] on the [[Trades Ward]] side, deals mostly in used and refurbished weapons and armor, …

  • Thayan Enclave

    The infamous Red Wizards of Thay maintain an embassy and enclave in [[Castle Ward]]; within its walls they have limited sovereignty, and sell a wide assortment of minor magical and alchemical items. A handful of Thayan enchanters live within the enclave, …

  • Mother Maia's Remedies

    Mother Maia is a healer, herbalist, and crazy cat lady of [[Rainrun Street]], who provides mundane, esoteric, and magical healing at apparently arbitrary prices – she charges what the customer can afford, guessing with eerie accuracy after she’s looked …