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Published by Emeric Caramanna, 2020-05-05 20:35:21

volos guide to waterdeep

kupdf.net_forgotten-realms-volo39s-guide-to-waterdeep

50

Sea Ward

ea Ward is the Swords. Be sure to see the Lion
wealthiest ward of Gate, the impressive carved
the city. This district entrance to the Field of Triumph,
lies north of Jul- facing Gulzindar Street.

thoon Street and Also in this ward are the towers
west of Shield Street, with a small and works of many powerful

eastern arm extending to the High wizards. Folk of importance who
Road along Vondil Street. Lashed want to build opulent homes
by sea storms, it is almost deserted come here. Those with less snob-
bery and more lust or need for
in winter, but in warmer months everyday power can be found in
is home to most of Waterdeep’s Castle Ward. Those with less
noble families, who play here with
as much gusto as they do on their money or less need to impress can
own estates. be found in North Ward.

The major avenue of this ward Truth to tell, except for the
is the Street of the Singing Dol- fading smell of the sea and lack of
temples as one goes east, the visitor
phin. The ward is notable not
only for the many-spired and can see little difference between
grand homes of the nobles,1 but North Ward and Sea Ward. None-
for containing the majority of theless, the visitor should remem-
the city’s temples, which soar ber that the most pushy of
every bit as grand and haughty Waterdeeps wealthier merchants
as the nobles’ homes. Other
notable landmarks include the crowd into the best addresses they
Field of Triumph (a vast open can find in this ward. Some
Waterdhavians devote their entire
stadium), the lush Heroes’ Gar- lives to attaining a Sea Ward
dens (Waterdeep’s only public
parkland outside the City of the address. Though citizens may joke
about this social climbing, the
Dead), and West Gate, which leads visitor would do well to avoid
onto the beaches where folk of talking on such sensitive things.
strong hearts and tough skins
brave the chilly waters whenever Watch patrols are very fre-
winter ice sculptures don’t block quent. However, they are always
access to the waves of the Sea of
polite and generally lightly
armed? Street violence, theft, and

¹One correction for the maps in both FR1 Waterdeep and the North and the City System boxed set:
the Tesper noble family is shown as owning two villas, #87 and #89. The more southerly villa, #87, is
actually the seat of the Eagleshield noble family, who, Elminster says, appreciate our help in restoring
their rightful recognition. Its floor plan, still mistakenly attributed to the wrong family, appears on Map
4 of the City System boxed set.

51

vandalism of any sort is not and other steeds being flown
tolerated in this ward. Unless well- overhead, the proud architecture
dressed or a known Waterdhavian all around, and the wasteful
noble, and drunk, those who display of wealth everywhere.
engage in such things are quickly
handled by the city watch. The walk is apt to be thirsty
There are very few taverns in
Landmarks this ward. Inns stand thin on the
ground here, too—and there are
Many visitors to the city if they
can find good weather and time no guildhalls at all.
enough, go for a stroll in Sea In evening, the setting sun
Ward just to gawk at the griffons
blazes on many gilded domes
and spires here. More ornamen-
tal things such as minarets, bell

² City watch patrols are detailed on page 17 of Waterdeep and the North. In this ward, four-sword
patrols pass a given point about every 10 minutes and look in to a tavern or inn dining room every 30

minutes.
As detailed on pages 16-17 and 23 of the City System set booklet, six-man detachments of the city

guard also patrol the ward. Typical patrol details are as given therein, on page 23. Reinforcements will
be a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings, and

a polearm. Guard patrols pass a given street location about every 30 minutes, but appear 1d4 minutes
after a city watch patrol blows a warning horn in this ward.

52

arches, and statuary crowd this and with the up-and-coming
ward than other areas of the city. temple to Gond, the House of
Inspired Hands.
As in North Ward, most nobles’
The faith of Selune has always
homes are behind walls, but most
of the walled temple complexes been important in the port city
of Waterdeep, and the House of
welcome visitors—even those of the Moon can be found off
other faiths, so long as they offer
no blasphemy and make offerings Diamond Street in Sea Ward. The
to the gods. The largest temple is city’s wealth is demonstrated by
the House of Heroes, dedicated to its support for a walled and
Tempus. It stands just north of the forested shrine to Silvanus and
two mighty temples that could
Field of Triumph stadium, and is not flourish in smaller centers:
rivaled in size by the Tower of the House of Wonder, dedicated
Luck, the temple of Tymora. In to Midnight (formerly to Mystra),
and the Temple of Beauty given
Waterdeep, these two vie with the to the worship of Sune.3
Spires of the Morning—the temple
to Lathander located in Castle Walled but less welcoming are
Ward just south of the stadium—

3Locations and clergy of these temples are found on page 29 of Waterdeep and the North.

53

the wizards’ towers that rise in
this ward: the Dragon Tower of
Maaril, about which so many
sinister tales are whispered;
Naingate, abode of the famous
adventuring mage Nain, once of
the Company of Crazed Ventur-
ers; and Tessalar’s Tower.4

There is also a strange sort of
obstacle course, established by a
crazed wizard to test the greedy
the venturesome, and others who
wander into it. Known as the
Blue Alley, this magical death trap
is entered by either one of two
blue-tiled passages that run into a
large, windowless stone building
on the north side of Ivory Street,
just east of its meeting with
Sighing Maidens’ Walk. Vast
treasure is said to wait there for
any who can take it, but from
what I heard, the place is studded
with inescapable traps that claim
almost all who enter, like those
found in the wilder tales of
dungeon exploration. Look down
the alley as I did—but be very
sure of your favor with the gods
before you step farther.

4On the color map, the Dragon Tower is #63,
Naingate is #73,andTessalar’s Tower is #95. Chapter 7 of that work also details the three mages who own
these homes and some of the strange magical features of the Dragon Tower can be found in the Knight
of the Living Dead adventure gamebook.

Maaril has turned to evil, and his tower, sculpted in the shape of a rampant dragon, is a place that
citizens of Waterdeep warn visitors away from. They say its steps lead up to chambers and winding
stairs adorned with many trapped, enchanted creatures set as guardians and in torment. The steps also
lead down to cellars where there are magical pools that speak and whose waters confer magical
powers on those touching them—or dissolve flesh, bone, metal, and all in a moment of smoke!

The wraiths of Maaril’s young female apprentices, their lives drained by his evil magic, wander the
tower, attacking intruders. Everywhere lurks a webwork of Maaril’s waiting, terrible spells. The
unwitting can trigger their own doom with a single wrong step.

Maaril is said to ride dragons, to call them from the dragon’s mouth balcony at the top of the tower—
and to experiment with hatchlings, creating fearsome dragonet monsters.

Elminster confirmed that these things are true, but added dryly that, “It’s just a stage he’s going
through. Know ye: Maaril will either grow up or be destroyed by the things he’s playing with. If ye run
afoul of him, thy best defense is that he’s only about a tenth as powerful or as smart as he thinks he is.”

54

Tespergates occurred four generations ago).

The Waterdhavian noble family When this was revealed, they
of Tesper uses its walled city were ostracized, and the two
villa5 to host parties—parties even sisters were soon slain by assas-
common folk and outlanders are sins sent by a younger brother,
welcome to attend. The Tespers
have an almost insatiable hunger who feared they might use their
for live music and the willing Art to rule the family.
company of strangers who enjoy
wrestling and other body contact Their ghosts still haunt the
sports. They host one all-night
gathering every tenday. Rousing house, drifting about its cham-
ball games and impromptu bers and passages as silent but
wrestling tournaments abound, seemingly intelligent phantoms.
with not a few bumps and
bruises to the participants. To If angered, they cast spells that
make sure that no one goes away
in bad spirits, a 5 gp purse is create spectacular images and
presented to the best player. sounds, but do nothing more
than attract attention. They are
The food tends to be simple—
roast fowl, usually—but the ale now considered to be both
and zzar flow freely. The only amusing party entertainment
reason the common folk don’t and a sort of household warning
crowd into the villa until a guest system, alerting the family to
couldn’t breathe, let alone take a thieves, vandals, and crimes done
step in any direction, is that in their halls.6
Tespergates is—haunted.

This keeps most Waterdhavi-
ans away. Everyone in the city has
heard the tragic tale of the
Tesper sisters, Silpara and Yul-
hymbra, who grew up playing
with elven friends and proved to
have a mastery of magic. Unfor-
tunately their family hated and
feared magic at the time (this

5The villa is #89 on the color map and the City System map. Map location #87, mistakenly labeled as
a Tesper villa, is actually that of the Eagleshield noble family.

6Elminster reveals that a Harper mage, Nleera Tarannath, has been impersonating one of the ghosts
for a year or so. This gives her a chance to pass on messages to Harpers at the parties—messages

adventurers might well overhear and get drawn into an adventure. The ghosts seem to tolerate and
even aid Nleera in her imposture.

55

The Fiery Flagon The awesome skeleton of an
eye of the deep hung overhead.
Tavern Lamps set in its eye sockets cast
an eerie, flickering glow over all.

This odd, cramped place7 stands The Prospect
on the west side of Seawatch
Street, across the street from the The interior of the Flagon is not
House of Inspired Hands. A relic at all the slick, expensive water-
of the time when sailors lived on ing hole one expects in Sea
the mud flats north of Mount Ward—for that, go to Gounar’s or
Waterdeep and the rich had yet the Ship’s Wheel. Yet unlike the
to migrate north from Castle rough bars of Dock Ward, the
Waterdeep, it is famous among place felt safe, like a refuge from
sailors up and down the Sword the storms of the sea. It even
Coast, who throng to visit it creaks and groans just like a ship
when they make land at the city. when winds blow high. It was
full of sailors eager to spin yarns
The Place of the sea’s mysteries over plenti-
ful drink and the freshest fish to
I found the wide, iron-barred be had in the city.
door of this dark, ramshackle
place late at night. I thought it The Provender
was just on the edge of the ward,
not in its depths, but I walked Food in the Flagon means cheese,
past tall house after tall house. grapes, bread, and lots and lots of
seafood—seafood hauled live and
When I came at last to the dripping from tanks all around
Flagon, I couldn’t believe how the place, and cooked, swiftly and
small it was. Inside, it descended expertly, in front of your eyes.
in a series of steps, opening into a Sailors can bring their own catch
cellar level larger than is above- to be cooked, too, but the wise
ground. Yet there is scarce room guests leave their palates in the
for all the fish, flotsam, and ships’ care of the four cooks, grizzled
gear that crowds the place. old seamen who know just what
will make a particular fish or
As I went in, water shone back deep-sea creature taste the best.
at me from tanks of sullen, Try the fried sea snake!
gliding blackjaws, moon-faced
clearfins, and the dangerous The People
kgrench. All around were nets,
blown-glass floats, anchors, and The proprietor is a fat, weathered
wave-worn figureheads.

7 On the color map, this place is #61.

56

old man named Ulscaleer Anber-
syr. A retired sea captain, he
seems to know everyone and is

said to have fabulously rich
pirate treasures hidden away
somewhere in the city. Some told

me he quietly supplies pirates
with food and gear as well as
fencing goods for them.8

The Prices

The ruffians and lowlives are tunnel. All openings are per-
kept out by the prices. The formed by a half-dozen armed
splendid but simple meals are 7 men. Ulscaleer keeps some sort
sp/plate, and drink goes by the
tankard: 3 coppers for rough ale, of magical wand at the ready
5 coppers for good ale, 1 sp for during such openings. Much
zzar, and then steeply upwards illicit trade passes this way, with
for wine and spirits, up to 14 gp the Lords of Waterdeep being
for the best firebelly whiskey. none the wiser.

Ulscaleer is proud of the fact I also heard something about a
that you can’t drink even the Sea Ghost—a dripping wraith of a
finest wine out of anything but a drowned pirate, festooned with
tankard in his place. He has little seaweed, that pursues those who
use for dandified nobles and meddle in the affairs of pirates.
snobs of any sort.
Regular patrons told me, how-
Travelers' Lore ever, such talk was just nonsense
put about to scare off the overly
The Flagons damp cellars are inquisitive.11
said to have a hidden tunnel, that
winds down a long away by stair
and ladder shaft to caverns near
to a strange, lawless place in the
depths called Skullport.9 Ulsca-
leer, I was told, charges 5 gp to
open the stoutly barred, magi-
cally protected10 door that seals
the cellar off from the top of the

8Elminster says these tales are true.
9 And so, he affirms, is this tale.
10 It turns spells as a ring of spell turning, sounding an alarm gong whenever this defense is activated.
11 Elminster’s not so sure this is only empty words!

57

Other Places of ly and easily in Sea Ward. We’ve
all seen overpriced goods, so I’ve
Interest in tried to pick out some outstand-
Sea Ward ing or useful establishments.

If one tires of opulence and isn’t Shops
hungry to brave the dangers of
the sinister Dragon Tower of the Aurora’s Realms Shop
wizard Maaril or the fool-swal- “Singing Dolphin”
lowing Blue Alley, what else is Catalogue Counter
there to do in Sea Ward? Perhaps, This is the Sea Ward outlet of the
gossip? Yes, the Street of Whis- famous Faerun-wide all goods
pers didn’t get that name for retail chain. It occupies the third
nothing. But gossip’s a game shopfront north from the corner
visitors play to learn what to see of the Street of the Singing
and where to go. One has to be a Dolphin and Grimwald’s Way, on
resident to really enjoy gossip. the west side of the Dolphin.

You can also shop. You can It has six guards who work in
spend a lot of money very quick- shifts of three and three, and
who wear sparkling weapons

58

and finery; a handsome male its center gleams a single spar-
counter clerk of impeccable taste kling gem the size of a man’s
and great tact, Orloth Theldarin; head (an illusion). Those touching
and a service mage of many the gem feel a wrenching shock
rings, airs, and grand entrances, as the magic temporarily drains
Saerghon “the Magnificent” Alir. them of a small amount of
Saerghon thinks himself the energy to sustain itself.12
greatest mage in Waterdeep, but
hasn’t even opened all the tomes Inside are truly the finest gems
and scrolls he’s acquired down one can find for sale, exquisitely
through the years. cut and mounted, displayed in
glass cases with severe simplicity
Halazar’s Pine Gems and sold for precisely four times
what they’d fetch anywhere else.
This shop has a glistening black
front kept shiny with magic. In Waterdeep being what it is, the
gems do sell, as folk proudly boast

of how much they paid. The
security13 arrangements are
confidential, but powerful.

12Halazar’s is location #50 on the color map. The illusion magic drains 1 hp, which can be recovered
in any normal manner, to power itself.

13Rumors of gargoyles, Elminster hints, are not unfounded.

59

Proprietor: Stromquil Halazar, thongs, and kindling and flint,
Guildmaster of the Jewellers’ and clay pipes, and carrysacks,
Guild is the proprietor. He is a tall,
aristocratic, sneering man of soft and—you catch my thrust? Very
words and watchful eyes. useful to the visitor.

Selchoun's Sundries Shop Proprietor: Osbrin Selchoun, a
fat, very short man with a rolling
gait and a cheerful, huffing
nature, is the proprietor.14

This shop has those tourist Gounar'sTavern
knickknacks that travelers
swiftly grow to hate (such as toy This is one of the most brightly
wooden shields emblazoned with lit taverns you’ll ever see. It
the words: “I Saw Waterdeep— gleams and sparkles with mir-
and Survived!”) but it is also the rored glass and cut glass faux
only place in the entire ward
where you can buy string, and

14 Location #85 on the color map.

60

gems everywhere to catch and Proprietor: Olhin Shalut is old,
throw back the many glowing affable, and full of himself, but
globes that hang in the air. It’s wealthy. He is always armed with
bright because citizens go here to a lot of magic items.16
be seen and to survey each other
as much as to relax over a drink. Inns

The words slick and on dis- Dacer’s Inn
play come to mind. On the other
hand, if you want to be noticed in Located south of the temple of
Waterdhavian high society, this is Gond on Seawatch Street, this
the place. Expect to pay 6 gp/glass fine old inn caters to rich sailors
for drinks and double that for who want to stagger to bed from
quality wines. If bought by the the Fiery Flagon as late as pos-
bottle, drinks are 25 gp and up. sible and to the constant trade of
pilgrims and others visiting the
Proprietor: Doblin Gounar is temple. As a result, it is a very
the proprietor. Doblin is a coldly prosperous place that is well-
egotistical hard nose—the sort built and incorporates all the
you hate on sight.15 innovations and improvements
that Gondfolk suggest, such as
The Ship’s Wheel dumbwaiter shafts that bring hot
food to each room, sliding bolts
Located on a corner just inside recessed into every room door,
West Gate, this place is a little less alarm gongs on each floor,
high-nosed and a lot less clean pumped water on tap in each
and bright than Gounar’s. It’s also room, and suchlike, and avoids a
probably the safest tavern you’ll lot of the more ostentatious frills
ever see. Old men come here to that some places north of Mount
watch each other’s hair fall out Waterdeep indulge in.
over drinks that cost 4 gp/glass
or 10 gp/bottle, with double those Dacer’s is a quiet, luxurious
prices for fine wines. place to stay and is almost worth
the 8 gp/night per head it costs to
Adorned in the front lobby stay there (stabling and simple
with a gleaming ship’s wheel meals are included). Only water
large enough for a titan (of all the and zzar—at 12 gp/bottle—are
city’s taverns, only Gounar’s and available to drink. Dacer’s will
the Wheel have front lobbies), send runners for food you order
this is the place for those with too from street vendors or cooks
much money or too many years
to want to go to Gounar’s.

15 Location #55 on the color map.
16 Location #51 on the color map.

61

elsewhere, and have it delivered young couples and by Water-
to your room, a rare luxury that deep’s paid escorts. No food or
is most appreciated on wet days!
drink is available, but you are
Proprietress: Amasanna free to bring it in or have it
Vumendir is a dusky-skinned, delivered. Utmost discretion is
agile hostess of few words but a
keen intellect. She orders her observed. Each room has inner
staff about with hand gestures.17 curtains, so that staff can bring
things or do things in one part of
Maerghoun’s Inn a room without seeing or being
seen by the guests in another
Located on the west side of the part of the same room.
Street of Whispers, just north of
Diamond Street, this old, opulent Maerghoun’s is notable for its
inn of scented purple hangings,
flickering lamps, and dark wood large round beds, complimentary
paneling is much favored by purple silken house robes, and
soundproofing. Extreme privacy
17 Location #59 on the color map. is the watch word. The inn is
used by many to conduct sensi-
tive business deals.

62

Proprietor: Yuth Sammardoun, the city to visit one of the temples
the proprietor, is a cynical, crafty (hence its name). There’s actually
man with white hair but dark nothing special about this place—
eyebrows who’s seen it all—and
lived because he said little about which means that it would be a
it and continues to do so.18 first-class inn anywhere else in
the whole of Faerun. One can get
Pilgrims’ Rest a private room for 9 gp/night,
with stabling and a solid evening
Located in the triangular north-
western angle of the intersection meal included in the price. A
of Diamond Street and Satchel two-share (two double beds,
Alley, this is the humblest of Sea usually rented to two couples) is 6
Ward’s inns and the cheapest. It’s gp/bed per night. A common
usually crammed with faithful
worshippers who have come to room (8 beds or more) is 4 gp/
night per person.
l8 Location #58 on the color map.
Proprietor: Balaghast Bright-
lingar is a grim, hard-working ex-

warrior, whose gruff manner
conceals a sincerely kind heart,

63

eager to lend a helping hand to clothes and boots, and a bottle of
anyone in need.19 wine per head per evening, but
no food. It provides a good place
The Wandering Wemic for wealthy merchants who want
no trouble over a place to stay.
Located in the angle between an
alley and two streets, this large, Proprietor: A big, easygoing
recently opened inn offers man, Cheth Thanion is far more
ample, airy, well-lit rooms, new alert than he seems. He never
furnishings, clean surroundings, forgets a face or anyone doing
high rates, and an efficient, him out of money.20
numerous staff-including
bouncers to keep undesirables Festhalls
out. The 10 gp/room per day rate
includes stabling, a valet service The House of Purple Silks
for cleaning and repairing
Standing on the west side of
19Location #52 on the color map.
20 Location #53 on the color map.

64

Seawatch Street, just south of its Proprietress: The proprietress,
intersection with Diamond Jathaliira Thindrel, is petite, pert,
and always bustling about. A
Street, this is one of the most guest who insisted on her com-
famous pleasure palaces of the pany at his every visit described
Sword Coast. For decades, its her as having “a shrewish tem-
name has been synonymous per overlaid by a passionate
nature.” She is in her forties, but
with decadent dalliance. Its still energetic and good-looking,
trademark is the sheer purple and is reputed to be a shrewd
silks worn by its ladies. investor and very rich.21

Inside, it’s a series of warm, Alleys
carpeted rooms crowded with
cushions, bold guests, and bolder Sea Ward’s alleys are the play-
staff ladies. Not a place for the ground of the rich, famous,
bashful. Highly recommended. reckless, and utterly undisci-
Rumored to have contraband
hidden inside some cushions, and

under certain areas of carpet.

21 Location #54 on the color map. Elminster says Jathaliira is very rich—and a close friend of Khelben
“Blackstaff” Arunsun. She can call on magical aid whenever desired and also has a hired band of fists
(a dozen bouncers).

65

plined—but they are clean and a cloak that swallowed them
either short or wide, offering the whole in one flap. They were
armed and careful person plenty never seen again!22
of fighting or running room.
Today, the alley is notable as
Cloaksweep Alley the usual vending place of a
nameless old man who sells ear
This wide, very short passage oil. Made of the fat of adders
runs north off Zarimitar Street boiled down into oil, it is thought
due north of the Courtyard of by many to be a cure for deaf-
the Well. Its name comes from an ness when poured into the ears. I
incident involving the long-ago shudder at the very thought.
wizard Milist Samblin of the
Many Cloaks—who, when set The Ghostwalk
upon by thieves in this alley used
This crescentiform alley branches

22Elminster believes the cloak was a magical device that teleported those caught in its folds else-
where—too far away for the thieves to ever return to Waterdeep. He also warns strongly against trying
the ear oil!

66

off the southern half of Murlpar Gondwatch Lane
Street and curls around the
interior of the city block it’s This alley runs along the south-
found in, providing delivery ern wall of the House of Inspired
Hands, Waterdeep’s temple of
access and garbage storage for Gond. The temple’s main entry
the businesses and homes located gate opens onto it, and it is
here. It boasts several shadow- named for its use by locals to
watch the latest explosive or
tops (climbing trees that local otherwise entertaining results of
children spend much time inventions dedicated to Gond.
playing in). It’s also known to be
If inventions seem too danger-
the place where the ghost of a ous to operate within the temple,
long-ago noble rake, a harmless they’re often tried here. Things
but frightening phantom, walks. can get quite dangerous! Locals
He carries a drawn sword and are generally unconcerned, and
whispers, “I’ve killed him! I’ve stand watching while food
vendors circulate among them.
killed him!” as he staggers along,
his own fresh blood welling out
and down him until he’s entirely

covered—and fades away.

67

Kulzar's Alley Many have looked, but Kulzar’s
gems and coins have never been
This alley runs south from the found. Any folk who try digging
Wallway to join with Rook Alley. for them will attract the atten-
It is named for a famous local tion of the city watch, who’ll
sailor, who dwelt here before his require that they replace the
death some 70 winters ago. paving stones when they’re done
Kulzar was master of a ship and forbid any tunneling to-
appropriately known as the Lost wards the city wall. Diggers will
Luck, which ran aground on also attract the attention of
shoals near Waterdeep one certain old sailors, who’ll shadow
stormy night and broke up. the treasure-seekers in hopes
Kulzar, a man of terrific strength, that they’ll discover Kulzar’s
swam his personal cabinhold “jools” and can then be robbed.
treasure ashore chest by chest
through the crashing surf, and is Moarinskoar Alley
reputed to have hidden it some-
where in or under this alley This alleyway curls around the

68

interior of the city block bound- ding along the Sword Coast.
ed by Mendever, Vondil, Sul, and Moarinskoar tries to board all the
Delzorin Streets, and is named ships he meets. If a ship is bound
for a famous ancestor of the for Waterdeep, he does not attack,
Irlingstar noble family, whose but demands that it deliver a
message to the Irlingstars: “Tell my
villa is partly encircled by the mother I love her; but I’m not
alley. Moarinskoar rebelled ready to come home yet.” Local
against the family hopes and lore whispers that when he does
dictates, and ran away to sea to come back, this peaceful alley will
become a famous shipmaster. become a killing ground haunted
After a long, successful trading by his undead crew!

career on the Sword Coast, he Moonstar Alley
turned pirate—and is said to sail
his ship still, as a wight com- This back alley curls around the

manding a zombie crew. The
Moonwind, his fast caravel,23 is
now a ghost ship, still seen scud-

23Ship types and statistics are detailed on page 36 of FR5 The Savage Frontier. The Irlingstar villa is
#93 on the color map.

69

walled villa24 of the noble family Pharra's Alley
for which it is named. Of old,
Waterdeep’s first temple to This alleyway is named for the
Selune was located on this site. first magistress of the House of
Known as the High House of Wonder (the temple to Midnight,
Stars, it was burned to the formerly to Mystra, which the
ground by raiding worshippers alley passes), who died more than
of Bane. Selune’s faithful never 120 years ago. It is a busy shortcut
set foot on the desecrated ground route used by merchants and
again, building their present their delivery carts, and is often
temple a block to the west. Local crowded with would-be wizards
rumor holds that the cellars of coming to the House of Wonder
the burnt temple still hide magic to try and hire on as an appren-
and wealth, buried under tice to a wizard. Some are anx-
burned rubble—and that they ious to impress everyone with
can be reached by stairs and their magic or are just very, very
shafts now hidden under the nervous-and they have been
paving stones of this alleyway

24 Location #66 on the color map.

70

known to let fly wildly with A disused warehouse encircled
magic, endangering passersby. by it (located just east of its lone
tree) is sometimes magically
They vanish hurriedly though, replaced by an infamous vanish-
when the Circle of Skulls ap- ing shop that deals in magic, spell
pears. This spellhaunt, as wizards components, weird artifacts, and
call it, is all that is left of some objects from other worlds and
early priests of Mystra who tried planes. This place, rarely seen
to devise their own means of these days, is known as Whistle-
immortality—and achieved only a wink’s Revenge, after the crazed
lich-like state. old wizard who runs it.

These eerie skulls are always Roguerun Alley
seen floating in a circle, arguing
among themselves in hollow This narrow alley runs up the
echoing voices. They spit spells interior of the westernmost city
from their empty mouths or hurl block on the north side of the
beams of fire from their empty Street of Glances. A famous inn,
eye sockets when angered by the House of the Flying Horse,
those they encounter, but are
unpredictable and may help
someone with information
instead of attacking. They seem
tied to Pharra’s Alley and never
appear anywhere else in the city,
though the information they pass
on indicates that they must be
able to see and hear things in
other parts of Waterdeep.

Prayer Alley

Running south off Aureenar
Street at its eastern end, this
alleyway hooks around inside a
city block to parallel Phastal
Street, to the south, for much of
its length. It is named for those
caught in it in more lawless days
by thieves. Such unfortunates
didn’t have a prayer of escape
due to the length of the alley and
its lack of side exits.

71

once backed onto this alley. The the city block entered by Kulzar’s
inn was used by smugglers as a Alley.
clearinghouse for fencing stolen
goods and was ultimately de- It is named for a notable thief,
stroyed in a spell duel between the Rook, who flourished about
rival wizards. A treasure of 50 years ago and had his secret
unclaimed smugglers’ loot is still
said to lie hidden somewhere headquarters here. He died
around or under this alley which fighting in it when discovered by
got its name from the number of
times smugglers ran full tilt officers of the city guard. The
down it to escape city guardsmen Rook’s hold was a series of old
raiding the inn. crypts—the old burial grounds

Rook Alley that give Skulls Street its name—
that he tunneled down to from
This alley just north of Skulls this alley. The tunnel, blocked off
Street, curls around the inside of
with stones, is said to still exist,
along with his treasure. It is
guarded by undead from the
crypt who attacked the last folk
brave enough to unseal the
tunnel.

72

Runer’s Alley fled when her parents told her
whom to marry and escaped
This short, three-branched discovery for almost 30 years.
passage winds through the
triangular city block that stands Unmasked, she refused to return
between Julthoon Street, Halt- to her house and station and
over Street, and the Sutherlane. It lived on in this alley becoming
is named for the Runer, a min- known as Shrylla of the Spiders.
strel who slept here for years.
Her long, fantastically coifed hair
A wizard once mistakenly hid not only needle daggers and
thought Runer’s pipes were lockpicks, but a poisonous spider
enchanted and his song a magi- trained to defend her.
cal attack, so he used a dispel
magic on the minstrel. It stripped Feeling death coming, she
away Runer's magical disguise, climbed Mount Waterdeep to see
revealing him to be a missing
noblewoman, Shrylla Manthar. one last dawn and died there. Her
body was not discovered for
This eccentric free spirit had months among the rocks—and

the spider lived on in her skull,
using one empty, staring eye
socket as its door.

73

Sabbar's Alley blance of well-cooked, spiced
beef roasts, just before guests
This tiny, dogleg alleyway opens were served at a feast.
eastwards off the Street of the
Singing Dolphin, just south of Nowadays, this alley is the
Aureenar Street.25 It is named for gathering place for a local street
Sabbar, an unscrupulous wizard gang, who can sometimes be
who dwelt at its innermost end hired to watch or follow a person
until he disappeared, some 80 by anyone bold enough to con-
winters ago. tact and pay them.

Sabbar was known to hurl Satchel Alley
fireballs at boys who ventured
into this alley to play, and was This shortcut runs northwest
infamous for once maliciously from Diamond Street. It was
transforming buckets of raw, live named for the bags of gems and
fishbait worms into the sem- valuables that jewelers used to

25 On the FR1 Waterdeep and the North map, Aureenar Street isn’t labeled. It’s the major street south
of and curving parallel to the Street of Lances, in the extreme northern tip of Waterdeep. It’s shown on
the City System maps and the color map in this accessory.

74

carry along it before waiting mist, it once led to a now-van-
thieves made the trip too danger- ished inn, the Banshee at Bay
ous (in the days when Waterdeep (other, unrelated inns also bear
had a Thieves Guild). It’s now a this name in Cormyr and in
place where the coaches, carts,
and mounts of the travelers Amn). The inn was destroyed,
staying at the inns all around it
load and unload their passengers over a hundred winters ago,
and cargo, and as a result is well- after everyone inside it was
paved with dung. found dead of some unknown
disease. Their restless spirits are
Seawind Alley still said to haunt the alley
though few have seen anything

eerie in recent years.

Running south from the Street of Shank Alley

Lances, this alleyway offers rear This alley26 circles the interior of
access to the buildings in its city a triangular city block north of
block. Usually shrouded in sea

26 On the City System maps, this alley is mislabeled as Shark Alley.

75

Aureenar Street and east of off the Street of Whispers and
Stormstar’s Ride. It is named for connects with Moonstar Alley. It
an antiquated sort of knife is named for Sharra of the
known as a shank, wielded by Invisible Dragon, the famous
thieves who used to gather in
this alley. archmage who roused Never-
winter in a long-ago coastal war
Today, it is a crowded place by using a spell to bring her cry
stacked with fish crates where into every bedroom of the city:
many city birds gather to feed. “Awake, and to arms! Awake, or
Local youths and visitors skilled the princes of Sundul will come
with a sling or hurled sticks and
stones kill the birds to sell to for us in our beds!” Due to her
cooks throughout the city or for efforts the forces of Neverwinter
their own meals. rose up, defended their city

Sharra’s Flight against the naval attack, and
followed their foes home to
This wide courtyard opens east destroy the Calishite realm of

Sundul.

Sharra created this route
when still an apprentice to

76

escape being caught in a magical Street. It was literally used to
battle between rival mages of
power. She blasted down a build- skulk past the noses of the city
ing and ran through the space guard when they established a
she’d just cleared. The open space stationary watch at the cross-
has remained that way ever
since. It is today used by several roads against smugglers. At the
street vendors, who cram their time, the Skulkway was occupied
stalls into it, selling candies, by a building—or so all but the
sweets, exotic liqueurs, eel pie
and rare delicacies of the deep, smugglers thought. It was actu-
and cut-rate jewelry to passersby. ally an empty shell, with holes in
each wall large enough for a cart
The Skulkway to be driven through. The holes
were covered by illusions created
This short passage cuts across the by an enterprising wizard, and
southern corner where the during the day doors were rolled
Street of Glances meets Westwall
across the openings under the
cloaking illusion to avoid unin-

tentional discovery of the magic.
This lasted until one day the

building vanished—illusions,

77

stonework, roof and all. Some Glances. Named for the smell of
claim the smugglers fought the fishbone pile that was located
amongst themselves, and de-
stroyed the place. Others think here until the Lords tightened
the Lords—or a powerful wizard laws about garbage, this is today a
acting for them—made the pleasant, paved back way with a
building vanish. The cause of the tree, benches for relaxing under
disappearance was a hot topic for
arguments among local citizens. its shade, and a small handpump
None knew the truth.27 of cool water for public use. It’s a
good spot for the visitor to rest in
Sniff Alley
for awhile—but it also seems to be
From the north end of Gorl a favorite meeting place for
Street, this alley curves east and whispered conversations
then north to meet the Street of amongst shady characters. Try
very hard to look uninterested
and hum or yawn to indicate that

you’re not listening if you’re
getting the eye.

27Elminster told us, with a gentle smile, “We should ask Khelben about that. He grows restless from
time to time, like all the rest of us.”

78

Wagonslide Alley stones are small hollows or pits,

This alley links Westwall Street some undoubtedly dug by chil-
with Seawatch Street through the dren playing in the street. Locals
block bounded by Diamond told me that not only are mes-
Street on the south and Grim-
wald’s Way on the north. Its name sages often left under certain
comes from the steep, slippery stones, but some of them conceal
slope leading up it from the west magical weapons left ready by
that has made many a wagon slip thieves who operate in the city
down it in wet or icy weather. In
winter, sea rime is almost unbe- from time to time. These are
lievably fast to freeze here. invisible weapons cached in
plain sight under the stones—but,
To improve traction, the stones since they are invisible, no one
of this street are laid loose, so can see them. Horridly clever, eh?
they sit unevenly. Tripping is
easy if you go too fast or don’t It is certain that whenever I
look down. Under many of the
went up or down this alley, I
could feel the heavy gaze of eyes
from windows above, where old
men sit seemingly all day with
nothing to do.

79

80

North Ward

orth Ward is the but are polite and lightly armed.1
quietest ward of the Rowdiness and street violence of
any sort are not tolerated in this
city. This district is ward unless one is noble or well-
home to most of dressed and drunk. Those who
engage in such activities are
Waterdeep's wealthi- quickly and roughly handled by
er middle classes and lesser noble the city watch.
families. It is an area of quiet
neighborhoods dominated by Landmarks
private, walled noble villas. Little
of interest meets the visitor's eye, The only widely known ward
but local talk says much plotting landmark is the Gentle Mer-
and partying goes on behind maid,² whose fame as a gambling
hall has spread up and down the
closed doors in this reach of the Sword Coast. A more interesting
city—intrigue that affects trade, evening can be spent at the Misty
wars, and wealth as far away as Beard tavern,³ a refined but often
Thay. Yet, unless you come to the lively drinking spot staffed
city already in the know as a largely by exotic and monstrous
member of this or that guild, beings from all over the Realms.
The ward is dominated by the
cabal, merchant alliance, or ornate walls, spires, wrought
underground network, there is iron work, and balconies of
actually little in North Ward for many walled villas and grand
you to see. houses, but only the lucky or
privileged visitor sees more of
Aside from folk strolling to or these than can be glimpsed from
the street. Two noble families, the
from their homes or private Hawkwinters and the Roaring-
parties, this area practically shuts
down at dusk. It is often so quiet

that a man talking in the street
can be heard by others outdoors
several streets away!

Watch patrols are frequent,

1 City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. In this ward,four-sword
detachments (more often female officers than in any other ward of the city) pass a given point about
every 15 minutes, and look in to a tavern or inn dining room about every 40 minutes.

As detailed on pages 17 and 23 of the City System set booklet, the city guard also patrols North Ward,
in six-man detachments. Typical patrol details are as given therein, on page 23. Reinforcements will be
a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings, and a
polearm appropriate to the situation.

Guard patrols pass a given street location about every 50 minutes, but appear in 1d6 minutes when
a city watch patrol blows a warning horn in this ward.

2 Location #114 on the color map.
3 Location #155 on the color map.

81

horns, often give large, splendid their respective guilds. Darion
parties at their villas.4 I’ll give you
what I can recall of these splen- Sulmest of Sulmest’s Splendid
Shoes & Boots7 is the public
did houses. My memory is rather contact of the Order of Cobblers
spotty though, as the delicious & Corvisers. (His boots and shoes
wines served were both plentiful are splendid, too. I’m wearing a
and strong!
warm, springy pair of his lifelong
Only two guildhalls stand in swashboots right now and they
this ward: the House of Crystal5 are worth every single copper of
and the House of Healing.6 The
House of Crystal houses the the 12 gp they cost me. Pairs not
headquarters of the Guild of
Glassblowers, Glaziers, & Specu- guaranteed to last as long as the
lum-Makers, where one can buy wearer can be had for 8 gp or
the finest crystal balls and mir- less.) Shalrin Maerados of
Maerados Fine Furs8 is Gentle-
rors, ranging in prices from 1 sp man Keeper of the Solemn Order
for a curved ladies’ handglass to of Recognized Furriers & Wool-
600 gp for a sphere of perfect men. And Relchoz Hriiat of
Hriiat Fine Pastries9 speaks for
crystal as large around as a small the Bakers’ Guild.
shield. The House of Healing is
There are also whispers about
the headquarters for the Guild of
Apothecaries & Physicians, who stolen goods (and even smug-
gling!). The largest and most
do very well here as an emer- exotic things, they say—ships and
gency hospital and vendor of
medicines and potions. The golems, for example—can be
House of Healing is a place many bought and sold through a
tragically diseased folk or their certain noble resident in the
agents come specially to Water-
deep to visit. ward. I was unable to contact
him, and dare not reveal his
Several shopkeepers in this name here, for fear of spreading
wealthy clean district, however,
are heads—spokemasters—of malicious, “bladed” tonguework.
Discreet word can be left for him
at the Grinning Lion tavern.10

4 The Hawkwinter family villa is #151 on the color city map, and the house of the Roaringhorns is
#145.

50n the color city map, the House of Crystal is #104. Its mirror-bedecked facade dominates the west
side of Copper Street, just north of the Market.

6 Location #117 on the color map.
7 The shop is #111 on the color map.
8Location #112 on the color map.
9Location #134 on the color map. In all cases, relevant guilds and noble families and something of
their current doings, interests or fees, and current heads, are covered in the Waterdeep and the North
sourcebook.
10Location #135 on the color map. A certain fat man sitting on a barstool almost every moment the
Lion is open,Hala Myrt, is eyes and ears for the noble Orlpar Husteem, who deals largely in spices, scents,
wines, and various potions. His house is #160 on the color map.

82

The Gentle but watching wizards13 (via
Mermaid wizard eyes), ensures that guests
aren’t disturbed by thieves,
Tavern, Gambling House, & ruffians, beggars, or harassment
Festhall of any sort. This is a place to see
and be seen, to meet people, but
Like the unrelated Blushing not to do business—unless it can
Mermaid festhall in Dock Ward, be managed without bothering
the Gentle Mermaid is a place of anyone, or you’ll be ejected.
luxury, offering no accommoda-
tion save for a few dungeon cells The Place
reserved for debtors, sharpers,
and thieves. It does boast the Alone in the interior of a city
largest and richest gambling block bounded by the High Road
rooms in all Waterdeep—perhaps and Copper, Sulmoor, and Hassan-
in all Faerun.11 tyr’s Streets, the Gentle Mermaid is
a huge stone pile of turreted and
Its large, carpeted central balconied splendor. Its exterior is
gaming chamber has a soaring, the result of several rich mer-
pavilion-like roof, through which chant owners with more wealth
slowly shifting lights play in a than taste adding their ideas onto
soft, continually changing show. an already ostentatious but aban-
The room holds two dozen or so doned noble house.
circular, cloth-covered tables,
where Waterdeep’s wealthiest Within, everything is carpets,
play at dice and cards.12 tapestries, curtains, and hangings.
Soft lights, subtle perfumes, and
The atmosphere here is re- magical heat dominate the rooms
fined, relaxed, clean, and free of and passages to make the Mer-
danger. Many an old noble maid a place of cozy warmth,
matron plays solitaire, or two active the night and day through,
dowagers may sit and gossip, sip with evening the busiest time.
their favorite drinks, and both Many come to lose money at the
play solitaire. gaming tables—or spend it to
enjoy the company of the charm-
The attentive Staff of over 20 ing and beautiful escorts of both
bouncers, reinforced by unseen
genders on the Mermaid staff.
The upper floors have been

11On the color city map, the Gentle Mermaid is #114.
12For an unusually quiet view of this chamber, see page 63 of the Knight of the Living Dead
adventure gamebook.
13 These wizards are senior members of the Watchful Order (mages of 8th level or higher), hired at
the princely rate of 77 gp/shift. A day and a night consists of four six-hour shifts. There are two wizards

per shift, equipped with wands, rings, scrolls, and items they expect to be effective in quickly and
decisively quelling any disturbances—such as hotheaded outlander mages who start magical duels.

83

turned into a labyrinth of gaming tables as they wish. The
lounges, cozy bowers, private less wealthy are encouraged to
rooms, and secret passages which drift about watching—before
are used by staff and by certain being deftly chosen by escorts
famous clients who wish to avoid who steer them upstairs to a
being seen. At least one such lounge where each guest can
passage enters the Mermaid choose a companion to while
underground, running from the away a pleasant time with.
rear of a nearby shop. I couldn’t
learn which shop. The Provender

The Prospect Table fees are a gold piece a seat.
This entitles a guest to a starter
The Mermaid prides itself on glass of whatever sparkling
serene, above-snobbery luxury in vintage is being served at that
creating a home that nobles will table and to as many snacks from
prefer to their own. Unpleasant- passing silver platters as they’re
ness of any sort is stamped out, bold enough to take. The canapés
swiftly and ruthlessly and the consist of crab rolls, smoked
wealthy are encouraged to spend salmon and silverfin daggers
as much time losing money at the (slivers of fish, served on slices of

84

lemon or lime), pickle and cheese than just looking? Look down,
skewers, olive or nut cups, and then. The escort on the floor will
spicy sausage finger rolls. They help you.”
are utterly delicious!
The Mermaid was founded
Wine and spirits of all sorts and for a long time owned by
may be had, but they are dear: 1 Lady Shaeroon Brossfeather a
gp/glass or 12 gp/bottle, regard- colorful old dowager of strong
less of what is being drunk. will, wit, and intelligence who
Escorts sell their time and com- sponsored poets and other free
pany for 60 gp for an hour to 10 thinkers and speakers, had many
times that for an entire evening, dear—er—friends, and backed
depending on the escorts fame, unusual causes, getting herself
whim, and beauty. The Mermaid loved by the common folk and
takes 20% of all fees collected. disowned by her kin in the
process. She died recently. Own-
The People ership of the Mermaid passed to
the mysterious Jhant Daxer, a
The Mermaid has over 40 effi- caravan owner and moneylender
cient, hard-working escorts, a little known in the city.14
dozen of whom are male. In the
past at least one doppleganger The Prices
has been ferreted out of their
midst. The Mermaid’s owner now A guest who only gambles for
interviews and auditions each part of an evening can expect to
escort carefully. Beautiful folk of pay out 12 to 15 gp in fees and
wealthy or refined breeding and usually lose two to three times
merry sensual natures are that. Large wins are rare. Small
desired. Waterdeep attracts many wins occur just often enough to
such folk—and the Mermaid keep guests coming back for
ignores the past of any staff, so more.
long as they perform suitably
while on duty. Tipping is common. Some
regular guests give triple a table
There are two dozen or so fee to get a seat at their favorite
security staff (bouncers), under table. To get a table alone or to
the command of Housemaster get control of who sits there,
Eiraklon Marimmatar, who sits such as the noble matrons play-
with the watch wizards while his ing solitaire, costs 14 gp, but that
second in command, Ulthlo includes a personal waiter or
Relajatyr, marshals and directs waitress whose gender is of the
the staff on the floor. There’s a guests choice. To get the use of
very old Mermaid joke: “More one of the curtained, private

l4 Jhant is only a front for Xanathar, the beholder crime lord (detailed in FR1 Waterdeep and The
North). Anyone mixing with him or the Mermaid will arouse Xanathar’s entire organization.

85

gaming side chambers costs boldly can expect to swiftly see
double that. Each holds one table. the street outside.
A dozen of these private gaming
side chambers open off the main The death card is still drawn
gaming room.
from time to time, though no
Travelers' Lore staff member ever puts it in a
deck, nor has it a place in any
Several tales cling to the Mer- game. It is thought to be the
maid involving guests who have result of an ancient wizard’s
mysteriously disappeared—and a curse, and consists of a card that
few lucky winners who stag-
gered out burdened by many appears in any deck used in the
gold pieces. The two most inter- Mermaid. Its face consists of a
esting tales are also the darkest: laughing skull on a black field.
the death card and the haunted
chessmen. These are not popular A chilling laugh is heard as the
topics of discussion in the Mer- card is uncovered, and a spectral,
maid. Those inquiring over- cowled figure rises up from the
card, flying about and swinging
a scythe. It attacks the being who
drew the card, and its weapon
can slay. The touch of almost any

spell makes it and the card
disappear. The watch wizards are
always alert for the appearance
of this Hooded Death.15

The haunted chessmen are
now destroyed or hidden away.
They are a set of pieces of un-
known origin, used in the
strange game brought to Water-
deep by wizards who learned it,

Realmslore generally attests, on
other worlds. These chessmen
moved about the board of their

own accord when unattended. In
their own eerie games, captured
pieces toppled over and changed

forms to resemble living folk—
whose death they foretold. What

animated these grim gaming
pieces, and where they are now

none can or will say.

l5 The Hooded Death’s powers change from time to time, but most who have seen it say it seems to be
a wraith (an undead creature— see MC1) armed with a scythe (2d4 damage, 6’ arc reach).

86

Hawkwinter
House

The city villa of this quietly many-hued driftglobes light
powerful Waterdhavian noble every corner of the gloomy halls,
family16 is the site of many
passages, and cellars of the
splendid parties. castles, and perfume is added to
On a strategic corner location the lamps amid the trees.

in a block of fine merchants’ Musicians play in chambers
houses and luxury apartments,17
the walled Hawkwinter com- here and there, and mages are
hired to perform minor illu-
pound consists of three spired,
balconied stone houses made in sions—either of languid beauty in
the likeness of miniature castles— the early evening or of mystery
with crenelations, gargoyle- danger, and spice later, when
shaped downspouts and arched those who celebrate until the
windows only found in the
dawn chase each other around
uppermost reaches of the walls. the balconied rooms and dun-
The only exceptions to this geons. Oh, yes, these castles have
dungeon cells. They cells are very
design lie in the tall-peaked tiled clean and lit with red torches for
roofs, which shed copious snow show but functional—and, I
down onto passersby in winter.

Some folk believe the down-
spouts are real gargoyles that the
family can release to defend their

home. These are kept immobile
by strong enchantments con-
trolled by the Hawkwinters.

These miniature castles are

linked by winding garden paths,
overhung by many old, carefully
tended trees, hung with lamps.

When parties are thrown,

16Traditionally a strong arm of the city guard and troops fielded by the Lords of Waterdeep, the
Hawkwinters hunt and breed highly prized war horses on extensive country estates north of nearby
Amphail. They spend much of their time there, and make most of their money selling horses in
peacetime. In times of war, they serve as mercenary generals and guides, hire out their own cavalry, and
work as high-priced, lightning-fast troop outfitters.

Their best mounts are black with silver manes and tails. A rare few have blue eyes that glow in the
dark—they have 120’ infravision and, some warriors swear, a rarer few can even see invisible creatures
and items as auras, within 70’. Wizards are especially eager to purchase Hawkwinter horses. They are
bred to accept spells hurled nearby and from their backs calmly.

l7 The villa is #151 on the color map. Apartments in the same block rarely fall vacant. When they do,
rooms are typically 35 gp/month and up, with the first season (six months) paid in advance.

87

doubt not, used from time to magic and might of arms that
even successful adventurers
time.
respect—from a safe distance?
Conversation and tales from Want to get invited? Let it be
afar are valued to stave off the
boredom that threatens nobles, known around the city that
so adventurers and those newly
you’re newly arrived and either
arrived in the city are welcome an adventurer of import or that
as guests. The doors are not open interesting things befell you that
to all, though. Waterdhavian
nobles invite a select list of folk: you can tell or, even better, show
something about. With a smile or
usually Piergeiron, out of cour- two from the gods, someone will
tesy although he but rarely invite you. A young, ardent
attends such fetes; other nobles female escort invited me to the
with whom the family is on party I attended, on the condition
speaking terms; mages and other that I wear a rather humiliating
outfit and address her in an
fashionable or powerful person- extremely deferential manner. In
ages, such as guildmasters; and
the occasional very successful the interests of seeing what
merchant in some sort of digni- would otherwise be denied me, I
agreed—and was treated to a wild
fied trade. evening of flirtation, drink,
These guests are expected to splendid food,19 and gossip.

bring their spouses or an escort, As to the goings-on, let me say
and from two to six guests each— merely that on such occasions,
who may be anyone, such as the the nobles of Waterdeep are
aforementioned adventurers and ruled by their whims. Fancy
other walking entertainment. costumes, exotic food and drink,
Those with ideas of slipping such even more exotic entertain-

feasts (elsewhere in Faerun, the ment—let me tell you, tales you
term crashing is often used) are may have heard in your local
warned that nobles’ doorwards tavern of the decadence and wild

and bouncers are mighty, experi- ways of Waterdeep are all true.
enced, quick, and reinforced by

18There are presently four F12s in the Hawkwinter ranks, and even the slightest Hawkwinter
maiden can call on the gargoyles and on more than two dozen magical crossbows that wait behind
walls both inside and outside of the castles.

Elminster assures us the gargoyles are real and 100% loyal to those of the family blood. Once loosed,
they must taste blood before they can be commanded back into station. When commanded by word

and will, the magical crossbows appear (stone panels slide aside) and fire two heavy quarrels per round,

at THAC0 7, for normal damage (1d4+1 vs.M). Their activator must be of the family blood and need only

speak the correct word within 90’ of a concealed bow and mentally select the target or targets. The
word is different for each crossbow. A bow can fire at up to two targets per round.

19 Waterdeep boasts many hire-cooks, notably Brazaun of Baldur’s Gate and Kathliira Salarth, who
descend on your kitchens and whip up fantastic hand-food for feasts if you stock your larders
beforehand to their specifications. Noble families pride themselves on having kitchen staff who can

outshine these justifiably famous culinary artists.

88

As to the gossip: At parties, The alert listener can learn a lot
nobles can meet—to exchange from a tone of voice, raised
items, for example—without eyes eyebrow or lip, or when and how
long someone pauses when they
noticing or tongues whispering, are speaking.
but rarely conduct important
business. That’s what they have The folk who attend Hawk-
winter parties are eccentric and
large walled houses with many
powerful—and, if they’re noble,
closed doors for. They do use up to something all the time. The
parties to meet with, manipulate, scent of masked danger is always
and arrange future meetings and in the air.
business with underlings, outsid-
ers, and newcomers. I saw more Truly, a Waterdhavian noble’s
than two adventuring bands feast is something all should
hired in the time it took me to
drain a tiny glass of firewine at enjoy. If you manage to acquire
the feast I attended. an invitation to one, by all means
go out of your way to ensure that
Also, such parties are the only you get to go. However, I plan to
place that outsiders and common
folk are likely to hear nobles attend my next one in my own
gossiping about nobles firsthand. clothes—or at least in a slightly
more dignified outfit.

89

The Misty Beard The Beard is famous up and
down the Sword Coast because it
Tavern is staffed largely by exotic and
monstrous beings from all over
This interesting place stands on a the Realms: halflings, lizard men,
corner hard by the east wall of killmoulis, myconids, faerie
the city, where its noise and dragons, spectators, and even, in
crowding create as few problems the kitchens and cellars, skel-
with the refined neighborhood etons and zombies21 under the
as possible. Its signboard depicts command of other beings. There
a laughing bearded sailor, with
beads of water glistening in a are also shapeshifting and illu-
rainbow all over his beard.20
Minor enchantments make these sion-using creatures on staff. As
droplets gleam, sparkle, and one regular patron put it, “You
change hue from time to time. never know just what you’ll see—
and for most of us, it’s the only
time we’re every likely to see
some of these creatures.”

Their presence attracts a lot of
thrill-seekers, and many visitors
of the creatures’ own kind. All
are welcome, in an uneasy truce
enforced by the magical powers
of the wand-wielding owners.

The Place

This clean, well-mannered tavern
(in such mixed company all folk
tend to be extra polite) is a solid-
looking stone building with large
arched windows, downspouts
carved into the likenesses of
beautiful winged maidens, and a
steeply pitched slate roof. It rises
four floors above the street. This
was once a tavern known as the
Cat and Songbird, but its owners
were members of the Thieves
Guild, and perished bloodily in
an assassination attempt on the
gathered Lords of Waterdeep.

20 This place is #155 on the color city map.
“These creatures appear in Volumes 1,2, and 3 of the Monstrous Compendium.

90

The Prospect variety. The garlic butter is justly
famous, and a wonderful goose-
The interior of the Misty Beard is berry jam is made on the pre-
a well-lit jumble of booths and mises. The fruit is brought in
cozy chairs salvaged from sales from High Hill, the owners’
all over the city. The rooms all estates northeast of the city.
open into a central well, where There is also very good sausage
various stairs curve and zigzag and morkoth soup, which varies
up and down, and winged wait- in ingredients. Morkoth soup is
ers dart from bar to table with one of those simmer-all-day
single glasses. The waiters are throw-in-whatever’s about
sprites, who are hired here for concoctions. The food is filling,
month-long shifts, by which time but bland. The varied clientele
they’re usually sick of the city hold little seasoning in common
and flit home. high regard.

The Provender The People

Food in the Beard tends to be of The half-elven mages who own
the breadstick and cheese dip the place are two wand-wield-

91

ing22 sisters, Allet and Vindara for zzar (the bargains) up to 12
Tzuntzin, who once ran the Black gp/tallglass for most wines and
Gryphon inn in Elturel. Their exotic drinks. Bottles are always
monstrous friends and visitors six times the price of a glass.
were not welcomed in that city, so Meals are 1 gp/head for as much
they sold out and came to cosmo- as you want to consume in one
politan Waterdeep, where they evening from what’s on the
soon tired of making beds, so they menu that night.
turned their inn into a tavern. The
taverns name refers to a private Travelers' Lore
joke between them, involving a
bet, a Waterdhavian sailor, and There are many tales of the
some magic. parties—and occasional brawls—
at the Beard. The two sisters are
The bartender at the Beard is quick to use their wands to keep
Munzrim Marlpar, a dignified, racial fears and hostilities from
fearless lizard man of unusual erupting into full-scale slaughter,
height and intellect. He was and this promise of safety is
outcast from his kin in the Marsh enough to attract a steady stream
of Chelimber because of those of the curious. A rare few citi-
features. He’s usually to be found zens are comfortable drinking at
deep in conversation with a the Beard as regulars, but it is a
beholder-like, deadly looking very popular place for low-
spectator floating behind the bar: income merchants to use to
Thoim Zalamm, who is some- impress out-of-town visitors and
thing of a philosopher, and a common neutral ground
sometimes drifts out over the meeting place for merchants and
rooftops of the city on dark others engaged in difficult
nights to spy on the endlessly negotiations. A few private
entertaining doings of humans. rooms can be rented for short
periods at 10 gp/hour. Some
The Prices nights things turn into raucous
sing-alongs—and as one Water-
The Beard has a more varied and dhavian told me, “Until you’ve
well-stocked cellar than any- seen a spectator and a faerie
where in Waterdeep except dragon dancing on air together
perhaps Piergeiron’s Palace itself. and struggling to harmonize—
The many drinkables run from 3 well, you’ve not seen Waterdeep!”
sp/tankard for ale and 4 sp/jack

22 Each carries at least six wands on her person, one or two sheathed openly at her belt, and the others
hidden down boottops, up sleeves, and so on. They own many, many wands, but a typical carried
assortment is as follows:

Allet: enemy detection, frost, magic missiles, misplaced objects, negation
Vindara: fear, fire, flame extinguishing, illusion, lightning, paralyzation, polymorphing.
The wand of misplaced objects is detailed in the Tome of Magic. All others can be found in the DMG.

92

Other Places of

Interest in
North Ward

Homes care and never run short of
funds. If it’s ambiance you seek,
The High House of their home is like an abandoned
Roaringhorn hold stripped bare—but there’s
This city villa of the Water- always fun to be had there at
dhavian noble clan famous for its least two nights in a tenday. The
brawls, parties, and swashbuck- family’s never short of volunteers
ling, pranksome approach to life when it announces mercenary
is used to host a seemingly end- hirings, either.
less succession of feasts. Almost
everyone is welcome. The Roar- Shops
inghorns delight in breaking the
heads of vandals and would-be Aurora’s Realms Shop
thieves. Although such gather- Catalogue Counter
ings can be so crowded and noisy This is the North Ward outlet of
as to resemble a herd of oxen the famous Faerun-wide all
milling about, the down-on-their- goods retail chain. Located next
luck of Waterdeep can often get to the House of Healing in a
food and drink at one of these narrow but grand old home
festive gatherings and meet to converted to luxury apartments
conduct shady business, too— above the shop, Aurora’s North
though its a bit like whispering fronts on the High Road. It has
secrets in a room full of listeners. four guards who work in shifts
of two and two, a stunningly
Their hospitality has made the beautiful but sharp-tongued
Roaringhorns deeply loved
among the citizenry of Water-
deep. Old men and street youths
alike have been known to leap to
the defense of a drunken Roar-
inghorn in Dock Ward at night.
But their behavior has reduced
this once-fine, huge walled villa23
to a well-worn shambles of torn
and stained tapestries, splintered
furniture, and empty rooms.

The Roaringhorns seem not to

23 Location #145 on the color map. A partial floor plan of the everyday part of the villa appears on Map
9 of the City System boxed set, along with those of several other noble family villas.

93

counter clerk, Phandalue Tarin- smells tell them a fresh batch of
thil, and a service-mage, Quirtan something is ready for eating.
Ondever, who delights in acting
mysterious and sinister. Hriiat’s place (say Hur-REE-atz)
is known not just for sweets, but
Maerados Fine Furs for savory pastries, notably the
bite-pie or the meal loaf. Among
This shop sells stylish and well- the sweets, the hand-sized al-
made furs—winter cloaks, vests, mond-and-apple sugar tarts, at 1
and caps for all, and year-round cp each, are especially fine. Bite-
fashions for the lady of taste, pies made of pork, beef, or cur-
breeding, and deep pockets. ried mixed meats run to 2 cp
Secret pockets are standard in each, and mixed fish bite-pies
such garments, as are concealed cost only 1 cp each. The meal loaf,
push-daggers. Furs can be per- a Hriiat original, is an egg-shaped
fumed to order, but philandering stuffed roll as long as two man’s
nobles frown on this—it leaves a hands full of a stir-fried mix of
distinct scent trail to who one has cooked vegetables and meat
been with. doused in a spicy mushroom
sauce that visiting merchants
Rumors speak of a guardian in trot across the city to get.
the shop. One of the furs is really
a living beast—some say a great All these wares are made for
cat, others a sort of sly furry eating in the street as one walks.
cloaker—that preys on intruders Hriiat sells fine cloth belt-towels
when the shop is closed. for this purpose. Hriiat food is a
hearty treat not to be missed!
Proprietor: ShalrinMaerados,
the Gentleman Keeper of his Proprietor: Relchoz Hriiat, the
guild, is the proprietor. He is public contact for the Bakers’
observant and soft-spoken. He Guild, owns and runs this shop.
adventures in his spare time and He is short, stout, and jolly. He is
conceals several weapons on his always sampling his wares and
person and in his shop.24 offering bites to customers.25

Hriiat Fine Pastries Sulmest’s Splendid Shoes
& Boots

This shop is a bustling place. Footwear here can cost as much
Locals line up here when the as 10 times the going rate else-
where in the city but any repairs
24 Location #112 on the color map. to a Sulmest product are half the
25 Location #134 on the color map.

94

going rate, and many boots can bish but always interested in tales
be bought with lifelong guaran- of adventuring.26
tees of free replacement for any
reason save loss due to theft. Taverns
Men’s shoes, slippers and boots
for both sexes are made to cus- A Maiden’s Tears
tom fit the customers foot. Off
the shelf sizes are much cheaper No tavern in this ward competes
than custom work, going for only in prices with those elsewhere—
twice the average cost. All work is drink is dear, and rowdiness
stylish—so much so, I’m told, that strongly discouraged. Nobles
Lady Galinda Raventree once with a taste for brawling, color, or
attended a nobles’ party clad only danger walk to more southerly
in her thigh-high Sulmest boots! wards for their fun. This place,
named for the old Sword Coast
Proprietor: Darion Sulmest, legend that the best wine is the
the sarcastic and handsome tears of a maiden whose suitor
spokesman for his guild, is the
proprietor. He is a touch snob-

26 Location #111 on the color map.

95

turns away (or is slain), is quieter from there to 20 gp/glass for
than most. Tashlutan dragonstongue. No
menu is offered, but all drink
Soft lighting, deftly quiet orders include complimentary
service, and curtained booths salted crackers, garlic-and-cheese-
make this a perfect and popular melt breads, and celery.
place for meetings—both for
private intrigue, and encounters Proprietress: Zobia Shrinsha is
with ladies of the evening. Once the proprietress. She is quiet,
you’re seated, it is rare to even see watchful, and shy—like a little girl
other patrons, and the snoring speaking to strangers.27
betrays just how many unhappy
nobles come here to drink zzar The Grinning Lion
until they fall asleep.
Tucked away inside a block of
The Tears is rated highly for its homes and businesses just north
privacy and quiet. Some will find of the big bend in Golden Ser-
it a excrutiatingly boring place to
lift a cup.

Zzar is 4 cp/jack. Wines go up

27 Location #154 on the color map.

96

pent Street, this place, adorned Inns
with battle trophies (or faked
The Cliffwatch
battle trophies) from all over
Faerun is as raucous as taverns At the northeast corner of
get in North Ward. An old joke Endcliff Lane and Nindabar
Street stands this rambling old
claims the Riven Shield Shop inn—recognizable for its exterior
galleries. These are continuous
sends all shields beyond repair balconies running the entire
here, to hang on the walls. length of the outside, a feature
seen in Dock Ward and South
The music is loud, with male Ward, but rarely in this well-to-do
district.29 By night, find it by
and female dancers in fantasti- going to the Endcliff Tower on
cally styled and revealing mock the city wall, and head west
armor swaying and pirouetting down the narrowest lane you
can see. It’s on the first corner on
among the tables. Real, if broken, your right.
weapons hang on the walls
everywhere, so disputes are Inside, it’s well worn, even
shabby—but the cheerful, under-
swiftly discouraged by the standing keeper makes up for
bouncers. Grasping a patrons this. He’s quick to hide warm
upper lip is an effective way to goods or wanted folk, direct
adventurers or visitors to where
tow him to the door, one told me. the oddest things can be found in
Food consists only of platters the vast city, and to chat about
rumors, treasure tales, and
of fried onions and eels. I’m told doings in the city in the old
overstuffed armchairs in front
you get to enjoy them, but I of his roaring fireplace. For folk
couldn’t get past the revolting wanting only a comfortable,
look and smell. home-like place to stay; this is one
of the best lodgings in the city.
Folk really come here to
Oh, by the way, tales of secret
drink—and drink they do, copi- passages leading down to smug-
ously at a price of 3 cp/tankard glers’ storage cellars and thence
of zzar and upwards. Most wine to navigable reaches of the
cellars are true. But the kindly
is 2 sp/glass.

I’m told that a certain fat man
on a stool at one end of the bar
can help visitors buy and sell
goods that are rather “warm.”
The only such patron I spoke to
was very rude and emphatic in

his rejections.
Proprietor: Unger Farshal, who

owns and runs the Grinning
Lion, is bald, close-mouthed, and
dangerous-looking.28

28 Location #135 on the color map.
29 Location #156 on the color map.

97

keeper advised me not on investi- once,” as one serving maid dryly
gate too far unless I felt confident
of my ability to defeat a beholder! put it), and the mutter of business
dealings fills the entire ground
Proprietor: The amiable, but floor. The ground floor is given
otherwise unremarkable, propri- over to a lobby, the salon, and
etor of the Cliffwatch is Felstan four private, rentable meeting
Spindrivver. rooms. The salon is an open
lounge used by most guests and
The Galloping Minotaur those they have dealings with.
Servants tend the private rooms
Widely known among travelers, by means of passages behind the
this inn has begun to slip in its paneled walls in answer to the
service, relying on its name and tug of a bellpull. Be warned that
convenient location30 for market they can easily eavesdrop on
vendors and for shoppers to keep what goes on within. All in all, a
its rooms full. And they are full; noisy, overpriced place—rather
it’s rare to find lodgings here, like paying high gold to sleep in
because the keeper has instituted an army camp.
the city’s first system of advance
bookings. Merchants valuing the Proprietor: Waendel Uthrund,
guarantee of a place to stay in the a beady-eyed, sardonic man who
city have gone for it to such an is always alert, is the proprietor.
extent that the Minotaur has
expanded to take in a former The Raging Lion
warehouse behind and a store-
front beside the original inn. The This little-known, fine old inn is
cheaper rooms are located in the highly recommended. Domi-
former warehouse, above the nated by dark wood paneling,
stables and below the servants. thick but worn carpets under-
foot everywhere, and a strict rule
Inside, this place is all bustle. against open flames of any sort
Errandboys and newslungs including smoking, it is a quiet
(youths who arrive every hour or refuge from the bustle of the city
so, and for a handful of coppers being as close to the east wall as
from the innkeeper bellow out one can get.31 Light is provided
the current news to all in the by an assortment of glowing
salon) are always coming and globes of different hues.
going, merchants full of their
own importance are always Dwarves and at least three
striding in all directions (“at bands of lady adventurers have
adopted this place. Some live here
30 Location #110 on the color map.
31Location #153 on the color map.

98

permanently, helping the propri- Two dwarves seem to live in
etor keep order, and others use it the dining room, whittling little
as a base between expeditions chains and lock mechanisms

into the northern Sword Coast. from various exotic woods, and
The Swordmaidens in particular sipping beer as they while each

are an impressive sight as they day away. I believe they take
stride through the halls or dining messages from dwarves, to pass
room in full armor. on to other dwarves who come

All rooms have their own bath here to find them. Their names
are Ilmairen and Jaerloon. They
and garderobe, and all have merely smiled when I asked their
doors that can be locked and clan. They told me many interest-
barred from within. All have ing tales of the city in exchange
for a tankard or two—including
locking bar-grates on the win- some things about a curious cult,
dows that can be swung up out embraced by some nobles of
of the way from within only. All Waterdeep, that once used this
have canopied four-poster beds
of the sort usually reserved for inn as a place of worship.
Their temple still exists, as a
nobility or royalty.
cellar now crowded with casks,
The ground floor is given over potatoes, mushroom frames and
to kitchens and to a dining room
the like, but it was once a place of
where one can choose between frenzied dancing and sacrificial
beef, pork, or goat stews nightly offerings to Kambadlan, the
each available either highly
spiced as favored in the South or Black Tortoise of Night. I must
admit I laughed at this, but after I
more moderately seasoned was shown the temple and the
(which is more to my taste—I like
to taste what I’m eating first, and burnt bones still on its altar, my
mirth left me hurriedly.
the spices second).
During my meal, I found This is the origin of the sel-
dom-heard Waterdhavian oaths:
something that led to a very “By the Black Tortoise!” and “By
interesting adventure—about the shell of Kambadlan!” The cult
which I’ll say only that in the is now extinct—I believe. Yet
better wards of Waterdeep, something of its dark and dan-
always check the underside of gerous mystery still clings to this
any chair or stool you sit in (if,
and only if, you can do this old place—or perhaps some other
unobserved by others!). Messages, plots lurk here?
coins, gems, weapons, and other
valuable objects are often stuck, Proprietor: The tall but stout
proprietor of the Raging Lion,
wedged, or fitted into recesses Lhaerhlin Masram, is impassive-
there for someone to pick up at a faced but affable.
later time.

99


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