Five Evils Of Grymre
Waterdeep
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Score 464
02/09/21Population(size) |
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Description: |
The City of Splendors is certainly the greatest of the Sword Coast cities and perhaps the greatest cities on the face of the world. It’s home to as many as two million people, though an accurate census is all but impossible since so many come and go, visiting the open city to trade and otherwise seek fame and fortune. Waterdeep is a stable and generally peaceful city, where the rule of law is enforced by a huge and well-equipped watch further backed up by some of the most powerful personalities in the Realms. Still, there are parts of Waterdeep that can be dangerous for the unwary, and the rough-and-tumble Dock Ward is one of those parts. |
Districts |
· Sea Ward: The wealthiest ward of the city, Sea Ward is home to noble families. It features broad streets, wondrous statues, bright and expensive shops, and its own arena, the Field of Triumph. o Notable Locations: Sated Satyr, Wyvern's Rest, Golden Harp Inn · Castle Ward: Castle Ward, at the center of the city, includes fount Waterdeep, its castle, the Palace of Waterdeep, and the homes of some prosperous Waterdhavians. o Notable Locations: Balthorr's Rare and Wondrous Treasures, The Yawning Portal, Old Knot Shop · Dock Ward: Compared to the rest of the city, Dock Ward is dirty, smelly, clumsily built, and dangerous. In the words of Elminster himself, Dock Ward is a "riotous, nigh-perpetual brawl that covers entire acres, interrupted only by small buildings, intermittent trade Businesses, an errant dog or two, and a few brave watchguards (who manage to keep the chaos from spreading beyond the docks), the whole lot wallowing in the stench of rotting fish." o Notable Locations: The Gray Griffon, Full Sails Tavern, The Angry Coxswain · North Ward: North Ward is primarily the home of the wealthy middle class, lesser nobles, and well-to-do merchants. o Notable Locations: Holyhands House, The Raging Loin, Bhephel's Bottles · Trades Ward: Waterdeep's commercial section never truly closes, and work stops only during festivals. By night, candles, lanterns, oil lamps, and continual flames keep Trades Ward's streets and shops glowing, with staff who sleep by day to sell to those who shop by night. The city's major guilds have their headquarters in Trades Ward, near the businesses they work for or own. o Notable Locations: The Unicorn's Horn, Riautar's Weaponry, The Bowel of the Earth · South Ward: Also known as Caravan City, the Southern Ward serves as the staging, loading, and unloading zone for caravans passing through the southern gates into the city. "South," as it is known lo locals, is well patrolled by the City Watch and accustomed to providing newcomers to the city with lodging, information, food, and entertainment. o Notable Locations: Midnight Sun, Temple of Good Cheer, Beer Golem · Deepwater Harbor: Deepwater Harbor was a natural basin of the Sea of Swords off the Sword Coast North that gave the city of Waterdeep its name. o Notable Locations: Harborwatch Tower, Smugglers' Bane Tower, The Queenspire · Undercliff: Outside the towngates leads a farm village of Undercliff. There are rumors that Undercity stretches through these hills. o Notable Locations: · City of the Dead: A huge cemetery, the City of the Dead is open to the public during the day and sealed off and patrolled at night, citizens and strangers who want their deeds to go unobserved operate in the shadows of the tombs. The graves themselves benefit from various levels of magical protection - some tombs are actually doorways into magical planes, pocket dimensions that cannot support life but serve as burial zones for unlimited numbers of honored nobles and fondly remembered commoners. o Notable Locations: Lord's Respite, Deepwinter Vault, Merchant's Rest |
Places of Interest |
· Castle Waterdeep:: High on Mount Waterdeep, this great fortress bristles with mighty catapults that repel invaders who attack through the harbor. · New Olamn: One of Faerûn's few bardic colleges, New Olamn occupies the site of former mountain top villas on Mount Waterdeep. With luck, this newly reopened incarnation of the college will rival the schools in Silverymoon. · Undermountain: Elminster described Undermountain best: "The most famous battlefield in which to earn a reputation as a veteran adventurer - and the largest known grave of heroes in Faerûn. · Skullport: The dark twin to Waterdeep's light soul, Skullport is a subterranean city connected to both Undermountain and a great sea in the Underdark. Skullport is tolerated, barely, by the Lords of Waterdeep, because the madness and chaos it houses might otherwise rise to the surface and destroy the City of Splendors. |
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Major Organization/Fractions |
· City Watch: One of two armed bodies maintained by the city from Castle Waterdeep, the Watch functions as a police force. Watchfolk dress in green, black, and gold uniforms. They are well trained and well equipped with leather armor, clubs, and short swords. They would rather talk problems over than use force of arms, but if fighting is required, they use horns to summon reinforcements. · City Guard: Like the City Watch, the Guard is headquartered in Castle Waterdeep. Unlike the Watch, the Guard is made up of professional soldiers responsible for defending the city, protecting the gates, and guarding important citizens and locations. Guards wear scale or chain shirts and carry short swords and shortbows. · Guilds of Waterdeep: Once upon a time, the merchants' and craftsfolks' guilds ruled the city. Waterdeep barely survived the strife. These days, the guilds focus on the commercial and professional enterprises they handle best and (usually) leave the politicking to the Lords. Waterdeep's thieves' guild, the Xanathar's Guild, has been driven into Skullport, far beneath the city. · Lords' Alliance: The Lords of Waterdeep oversee a council composed of themselves and the lords of other merchant powers of the Sword Coast, as well as those inland cities whose interests closely match Waterdeep's. · Lords of Waterdeep: A council of sixteen members who their identities secret rules Waterdeep. The Lords appear in public only when masked and magically protected from divinations and other forms of magic. Piergeiron the Paladinson, Warden of Waterdeep and Commander of the Watch, is the only Open Lord (unmasked), and his palace in the center of Castle Ward is the seat of government. Speculation on the identity of the other lords is a sporting pastime in Waterdeep. All that is certain is that they are competent and fair rulers, which is more than most cities could hope for, much less other cities whose rulers wear masks. · Watchful Order of Magists and Protectors: All wizards and sorcerers must join this semi-guild in order to practice magic in Waterdeep. Membership costs 40 gp, with no yearly dues. Members can purchase rare magical components and some magic items at the Tower of the Order, the headquarters of the guild. |
Connections
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