Castle Ward Settlement in Not Forgotten Realms | World Anvil

Castle Ward

Дворцовый Округ - сердце и ум Глубоководья, если не его душа. В нем располагаются: вооруженные силы, суды, правительство и Рынок - самая большая рыночная пло¬щадь из всех городов Севера. В Округ также входят при¬чалы Городского Военного Флота в Великой Гавани и вся Гора Глубокой Воды, и он является домом для шести ходящих статуй, бесчисленных храмов и многих других достопримечательностей.  
  Замок Глубоководье расположен над городом на огром¬ном утёсе, выпирающем из горы, его башни уходят на сотни футов в небо. Многие удивляются когда узнают, что это не то место, где проживают правители Глубоково¬дья, и не то место из которого управляют городом. Замок является последней линией обороны при атаке города, но уже более века правители Глубоководья находятся во Дворце Глубоководья - также известном как Дворец Пьергейрона, именем, которым до сих пор так его называют долгожители города (включая многих эльфов).   Хоть дворец и не такой большой как замок, он гораздо более комфортный и богаче обустроен, с множеством залов, использующимися представителями правитель¬ства, главами гильдий, и дворянством для встреч и судебных разбирательств. Если вы были приглашены (но, надеюсь, не вынуждены!) встретиться с Лордами в Мас¬ках или Открытым Лордом Глубоководья, то скорее всего аудиенция будет проходить в приемном зале дворца.  
  Там вы сможете лицезреть древний скромный трон на который давным-давно впервые воссел Ахайрон.   Большинство других строений в округе были отданы под делопроизводство, включая несколько судов для магистров и казармы Городской Стражи. Из-за того что много зданий округа являются канцеляриями и залами собраний для предпринимателей, адвокатов, книгоизда¬телей и прочего бизнеса, количество жителей Дворцового Округа самое малочисленное из всех округов города. Множество интересных достопримечательностей мо¬жет быть найдено здесь помимо шести ходящих статуй. Сложно будет обой¬ти их все за день, но сделать это очень рекомендуется.    
  Башня Черного Посоха выглядит как черное пятно на прекрасном виде округа. Несмотря на то, что здание может показаться неприметным, если слишком долго смотреть на него, то может появится ощущение тошноты и чувство что за вами наблюдают - почти как если бы сама башня обратила на вас невидимый и гневный взгляд. Возможно, вы посчитаете это надуманным. Ну, тогда попробуйте это сами!   На другом конце горы, недалеко от Гавани Военного Флота, расположен Особняк Мирта. Когда-то похожий на крепость со светящейся башней, он был обновлен в более деликатном стиле после возвращения его долго отсутствовавшего владельца.   В прошлом Мирт был связан с Дурнаном, хозяином "Зияющего Портала". Вместе они спустились в "Колодец", так назывался вход в Подгорье в старые времена. Глубо¬ководье прежде сбрасывало преступников в Колодец, оставляя их на верную смерть в подземельях Подгорья. Дурнан и Мирт спустились в подземелье по своей воле - но на этом все не кончилось, ведь они вернулись нагру¬женные сокровищами. Оба использовали магию, чтобы продлить свои жизни, но их пути в конце концов разош¬лись. Мирт продолжил лихую жизнь приключенца, в то время как Дурнан построил над Колодцем таверну Зияющий Портал и сейчас, после того как прошло почти два века, берет плату за спуск. Неплохой способ изба¬вить глупцов от их денег!   Великолепные Утренние Шпили, посвященные Латан- деру, являются одним из прекраснейших храмов Глубо¬ководья. Но в Дворцовом Округе с ним может поспорить Храм Селдарин, посвященный всем эльфийским богам. Прогулка по Тропе Горной Мелодии, туннелю, прорытому сквозь Гору Глубокая Вода, в академию искусств Новый Оламн является удивительной экскурсией. Рынок пред¬лагает дикую смесь зрелищ, запахов и звуков в которых народ может затеряться на декаду. Первоисточник Зна¬ний - это храм, посвященный Огме, да, но также круп¬нейшая общественная библиотека города. Книги, про¬шедшие сквозь века, можно посмотреть здесь - под пристальным взглядом священников храма. Короче гово¬ря (если так можно сказать про этот раздел путеводите¬ля), Дворцовый Округ предлагает слишком много вели¬колепия, чтобы перечислить их все здесь.   Синий и фиолетовый - цвета Дворцового Округа. Символом является грифон, обычно изображенный в зо¬лоте. Эти взятые с флага цвета, конечно, отсылают нас к Кавалерии Грифонов. Чемпионов округа чаще всего выбирают из рядов Стражи, Флота или Кавалерии. Нес¬мотря на то, что такие соперники зачастую имеют преи¬мущество в соревнованиях, толпы их бешеных болель¬щиков, естественно, гораздо меньше, чем у других округов.   The Castle Ward is the heart and mind of Waterdeep, if not its soul. It houses the city’s military forces, courts, government, and the Market — the largest market square of any city in the North. It encompasses the City Navy’s docks in the Great Harbor and all of Mount Waterdeep, and it is home to six walking statues, numerous temples, and many other landmarks.   Castle Waterdeep stands above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isn’t where Waterdeep’s rulers reside, nor from where the city is governed. The castle was and is a redoubt of last defense should the city be attacked, but for well over a century, the ruler of Waterdeep has occupied the Palace of Waterdeep — also known as Piergeiron’s Palace, and still called that by elderly and long-lived citizens (including many elves).   Though not quite as large as the castle, the palace is far more comfortable and lavishly decorated, with many halls used by government officials, guildmasters, and nobles for meetings and court proceedings. If you have reason to be invited (not compelled, I should hope!) to meet with the Masked Lords or the Open Lord of Waterdeep, it will likely take place in the audience chamber of the palace. There, you can witness the ancient and humble throne that Ahghairon first sat upon so long ago.   Many other buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward’s structures are offices and meeting halls for business owners, solicitors, publishers, and the like that the Castle Ward has the smallest resident population of all the wards.   Many landmarks of interest are found in this ward aside from the six walking statues (discussed later in this chapbook). You could hardly see them all in a day, but the following are highly recommended.   Blackstaff Tower is a squat black blot in the otherwise pretty ward. Humble though the edifice might be, looking at the place for too long can give you a queasy feeling and the sense that you are being watched — almost as if the tower itself has turned an unseen and wrathful eye upon you. Perhaps you think this fanciful. Well, go and try it yourself!   On the opposite end of the mountain, close to the Naval Harbor, stands Mirt’s Mansion. Once a fortress-like and glowering tower, it has been upgraded with more delicate fashions of architecture since the return of its long-absent owner.   Mirt has quite a history with Durnan, the proprietor of the Yawning Portal. Together they descended into “the Well,” as the entrance to Undermountain was known in olden days. Waterdeep used to throw criminals in the Well, leaving them to die horribly in Undermountain’s dungeons. Durnan and Mirt entered the dungeons of their own free will — and not only that, but returned laden with treasures. Both used magic to extend their lives, but they eventually parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad way to part fools from their money!   The glorious Spires of the Morning, dedicated to Lathander, is one of Waterdeep’s most beautiful temples. But it is rivaled in this ward by the Temple of the Seldarine, dedicated to all the elf gods. The journey through Mount Melody Walk, a tunnel cut through Mount Waterdeep, to New Olamn’s academy of music and other arts is a wondrous daytime excursion. The Market offers a wild array of sights, smells, and sounds in which folk might lose themselves for a tenday. The Font of Knowledge is a temple to Oghma, yes, but also the city’s largest public library. Titles written throughout the ages can be viewed here — under the watchful eyes of the temple’s priests. In short (if I can claim this section of the enchiridion to be such), the Castle Ward offers far too many splendors to list them all here.   The Castle Ward’s colors are blue and purple, and its mascot is a griffon, typically depicted in gold. These borrow colors from the city’s flag and reference the Griffon Cavalry, of course. Champions for the ward often come from among the ranks of the Guard, the Navy, or the Cavalry. Although such competitors have often have the advantage in races and competitions, their crowds of rabidly cheering fans are naturally much smaller than those of other wards.  
  The cliff that you and the Walking Statue are standing on top of is known as the Gull Leap for the seabirds that nest here, and for its use by misguidedly depressed people and stamped¬ing cattle before the city wall was built. If you stay close to the wall and turn south, going along the western side of the tongue of Mount Waterdeep, you'll be in a little hidden corner of Water- deep that even many folk in the city have never seen, and know about only vaguely. A street called the Cliffride runs to four luxurious villas that stand here amid trees and terraced gardens in a little ledge walled in by Mount Waterdeep.   These grand stone houses were built long ago by various noble families in this exclusive and readily defensible enclave. They soon fell out of favor. Lashed by the full fury of the sea storms, they are damp all year round and a nightmare of slick ice everywhere outside and deathly chill inside during winter. They can be rented from their owners for 25 gp/month and up (50 gp/month during the summer), and are residences large enough to house up to 40 people each. As one proceeds south, they are: Fair Winds, on the sea side of the road; Marble- hearth, on the land side; Storm- watch, on the sea side; and, tucked into the end of the land, overhung by a frowning cliff, Heroes' Rest. Heroes' Rest was nicknamed Cold Comfort by the Company of Crazed Venturers, who spent a winter here. The name has stuck in the city, and few now remember the proper name. If you're wealthy enough and don't mind fighting off the thieves who'll inevitably come to investigate anyone rich enough to stay here, these can be pleasant places indeed for a visitor to Waterdeep to stay for a month or more during a warm summer. Otherwise, be glad your bones sleep somewhere more dry.   The largest landmark of the built-up area of Castle Ward is also the largest open space in the city: the Market. The Market is encircled by Traders' Way on the north and Bazaar Street on the south. It is a huge marketplace often crammed with a maze of stalls and camped vendors. You can easily spend days and nights — except in winter-lost in the myriad shopping opportunities here. The place never closes for mere darkness. But be aware: Many thieves spend days and nights there, too.   It has been said many times that you can buy anything in Waterdeep, from ancient spells to floating cloud castles. Well, if you can't find it elsewhere in the city, come here.   The formal boundaries of Castle Ward are drawn by the water of the harbor and the coast up to Julthoon Street, and run along the south side of Julthoon Street to Shield Street, where they turn south to Traders' Way, run east to enclose the Market, and then turn south along the High Road all the way to Snail Street. Castle Ward takes in the west side of Snail Street down to Shesstra's Street, where it turns west to Gut Alley runs north on it to Belnim- bra's Street, and thence to Lack- purse Lane. Dock Ward is to the east and south of Lackpurse Lane, and Castle Ward on its north and west as it runs to the harbor.   Folk in love with power but not yet rich enough to rise above the pursuit of it are said around the city to dwell in that part of Castle Ward north of the broad avenue of Waterdeep Way More southerly parts of the ward are dominated by the barracks and warehouses attached to the castle and by the Bell Tower (used to signal fires, attacks, and calls for assembly at the palace ), or are largely indistinguishable from the neighboring Dock Ward and the Trades Ward. Castle Ward's dockside is, however, far more heavily patrolled than Dock Ward, and hence safer for goods and visitors.   There's also an interesting feature in a warehouse located in the docks here at the foot of Coin Alley on its east side. In the warehouse's cellar is a shaft opening into a tidal wash under the building—a basin fitted with iron gratings. When the tide is in, fish often swim in. The gratings prevent some from swimming back out. At low tide, the ware¬house owner can go down and fish in his own pond for fish to sell or for a meal.   The most famous feature of Castle Ward's docks, however, is Mirt's Mansion. This fortress- home nestles on the slopes of Mount Waterdeep amid stands of trees. It can be reached from Coin Alley or Tarnished Silver Alley both of which run to it, or from its own dock, the aptly named Smugglers' Dock.   Mirt the Moneylender is widely believed to be a Lord of Waterdeep. When in the city, this gruff ex-mercenary opens his house (before highsun only) for supplicants needing to borrow money. Although he seems a very patient, even kindly sort when it comes to the repayment of loans, it doesn't seem that way to talk to him—and anyone thinking of paying an unauthorized visit to his home is warned that it bristles with more human, monstrous, and magical guards than I've ever seen in one place before.   The ward is also home to perhaps the most luxurious inn in Waterdeep, the Jade Jug, and to a large and splendid temple dedicated to Lathander Consist¬ing of eight linked towers stand¬ing in their own walled, tree-cloaked compound, the Spires of the Morning rise to greet the morning sun in the angle between Julthoon Street and Calamastyr Lane. Traders' Way runs right to the temple gates.   Between the temple and the Palace, along the eastern face of Mount Waterdeep, another splendid tower rises, surrounded by its own wall. This is Blackstaff Tower.   The ward is also home to many guildhalls: the House of Gems, of the Jewellers' Guild, the Map House, headquarters of the Surveyors', Map & Chart¬Makers' Guild; Fellowship Hall, of the Fellowship of Innkeep¬ers; the Master Bakers' Hall, of the Bakers' Guild; Guildhall of the Order, of the Solemn Order of Recognized Furriers & Wool- men; the Pewterers' and Cast¬ers' Guildhall; the House of the Fine Carvers, of the Guild of Fine Carvers; and the Market Hall, of the Council of Farmer-Grocers. The most spectacular of these headquarters is the Tower of the Order, seat of the Watchful Order of Magists & Protectors, which rises on the Street of Bells, and is visited by many desiring to arrange a guild fireguard on their property or to purchase the casting of a spell.   Several shopkeepers in the ward are also the heads or spokes¬men for their guilds. If you like the taste of power and authority Castle Ward is the place to go.    
 

Lifestyles

  Wretched: The very poor can sometimes be found at the southern edges of the Castle Ward, where they tend to bleed over from the Dock Ward. The Watch is conscientious in escorting them to other Wards, generally speaking.   Squalid: Most of the housing in the Castle Ward is too fine to qualify for this, though there are the occasional over-stables apartments and similar accommodations.   Poor: The variety of rowhouses and boarding houses in the Castle Ward make this a common lifestyle to be found here.   Modest: By far the most common lifestyle to be found in the Castle Ward, who dwell in spare rooms above shops, rent space in boarding houses or keep inn rooms.   Comfortable: A fair portion of the Castle Ward's population have smaller cottages or suites of rooms, or maintain good rooms in a good inn.   Wealthy: Many wealthy citizenry of the Ward maintain good houses (sometimes even renting out spare rooms), extensive rooms above the shops they own, or fine rooms in an inn.   Aristocratic: There are a few who qualify for this lifestyle in the Castle Ward - they are almost entirely residents of Piergeiron's Palace, or live in opulent dwellings nearby.  

Architecture

  It is hard to pin down a "typical" architectural detail for Castle Ward, as there are so many different structures here that dominate the skyline. The city buildings, temples, and wizards towers are impressive stone structures, with the Palace and Castle in leagues of their own. Folk who quest for power but lack the funds to rise above the merchant class often dwell in the environs north of Waterdeep Way, their homes either well-kept row houses of three to four stories or individual homes of one or two stories. In either case, structures tend to be timber and wattle-and-daub with stone foundations nestled among the shops. The southern leg of the ward is primarily made up of barracks and warehouses attached to the castle and to various wealthier merchants and noble houses. The only discernible difference between Castle Ward's docks and Dock Ward are the heavier watch patrols.   In terms of roads and byways, Castle Ward is by far the easiest ward to traverse due to the paving on many of its larger, primary roads. Even with heavy cart traffic on the roads, it is possible to travel from the Field of Triumph to Castle Waterdeep in the same time it takes to cover one-third of Dock Ward's docks. The paving is primarily for access by dignitaries and officials of the city and other foreign powers (and use during holidays for parades).  

Notable Landmarks

  The Griffon   Hawk man   Market  

Watch of Ward

 

Residences

 

Noble villa

 

Private Houses

 
  • Lady Naneatha Lhaurilstar's residence
  • Delzimmer residence
  • Irlingstar residence, "Sablehearth"
  • Caladorn Cassalanter's residence
  • Larissa Neathal's residence
  • Tolgar Anuvien's residence
  • Haerun Mhammaster's residence
  • Ammathair Hawkfeather's residence
  • Lantanna Embassy
  • The Leone House
  • Thayan Embassy
  • Velstrode Venturer's Row house
  • Shyrrhr's House
  • Loene Fighter's House
  • Mouths On Melshar's Street
  • Mirt's Mansion
  • Ordalth House
  •   Aumur Vraskalan's Fine Wine and Spirits   

    Mage Houses

     
  • Blackstaff Tower
  • Syndra Wands' Tower
  • Rental

     
  • Sapphire House
  • Fair Winds
  • Marblehearth
  • Stormwatch
  • Heroes' Rest
  • Business

     
     
     

    Nightlife

     

    Inns

     
  • The Pampered Traveler
  • Yawning Portal
  • Wyrmbones Inn
  • Castlegate
  • Pamhael’s Inn
  • The Jade Jug
  • Sapphire House
  • Taverns

     
  • The Singing Sword
  • Mighty Manticore Tavern
  • The Crawling Spider
  • The Dragon's Head Tavern
  • The Asp's Strike
  • The Elfstone Tavern
  • The Blue Jack
  • The Red-Eyed Owl
  • Sleepy Slyph
  • The Quaffing Quaggoth
  • Sailor's Own
  • Tavern of the Flagon Dragon
  • Azuth's Mug
  • Griffon's Grog
  • Bright Bell
  • Aldremand’s Finest Quaffs and Broths
  • Stag and Hawk
  • Gralkyn's Tankard
  • The Crow's Nest
  • The Empty Keg
  • Festhalls

     
  • Jhural's Dance
  • Blushing Nymph
  • Jhoniron Club
  • Many Masks
  • Genmura's Stage
  • Mother Salinka's House of Pleasure
  • Mother Tathlorn's House of Pleasure & Healing
  • Temples

     
  • Font of Knowledge
  • Halls of Justice
  • Pantheon Temple of Seldarine
  • The House of Two Hands
  • Unicorn Hall
  • Spires of Morning
  • Guildhalls

     
  • Market Hall
  • Tower of Order
  • House of Fine Carvers
  • Master Bakers' Hall
  • Pewterers' and Casters' Guildhall
  • Guildhall of Order
  • Fellowship Hall
  • Map House
  • House of Gems
  • Fences

    Sages

    Usurists

     

    City Buildings

     
  • Cynosure
  • Palace Paddocks
  • Palace Stables
  • Guard Barracks
  • Bell Tower
  • Guard Smithy
  • Peaktop Aeri
  • Watching Tower
  • Watching Tower
  • Waterdeep's Palace
  • Castle Waterdeep
  • Ahghairon's Tower
  • Hall of Portal
  • Alleys & Courts

     

    Alleys

      Castle Ward's alleys are among the safest in the city. Since most folk of importance travel about with bodyguards or friends, thieves aren't in the habit of making strikes in this ward. The most frequent users of the alleys by day are tradesmen making deliveries. By night they are used most often by city watch or city guard patrols hurrying from this place to that.  
      Many of the so-called alleys in this ward have long since be¬come proper streets, such as Coin Alley and Tarnished Silver Alley, and are not included here.  

    Asmagh's Alley

      Running south off Selduth Street through the interior of the long city block between the Street of Silver and Warriors' Way, this long, winding alley is considered to end when it meets Palfrey Lane to the south.   It is named for a notorious apothecary who flourished (if that's the word) in Waterdee some 190 winters ago. He was a poisoner, and buried his victims by night, lifting the stones of this alley to place them underneath and carrying away the dirt left over in his cart. After he was discovered at it and slain, the Watch uncovered over 80 bodies under these flagstones, and searched diligently to be sure they missed none. It's an old Waterdhavian joke to refer to Asmagh as "the Ambassador" because, they say "He welcomed so many folk to the City" ("the City" to a citizen of Waterdeep, means the City of the Dead).   Today, this long way is crowd¬ed with delivery crates, barrels, scattered garbage, and rats. Thugs sometimes mug folk here on the darker nights, trusting to the length of the alley to run down prey. Sometimes they even scatter marbles, beforehand, so their fleeing prey is sure to take a nasty fall.  

    Buckle Alley

      This narrow passage winds east and westward across four city blocks, from the High Road in the east to the heart of the block west of the Street of Silver at its other end. It lies about a third of the way south from Selduth Street to Waterdeep Way and has always been a busy thoroughfare used by carters, tradesmen making deliveries, and local folk on foot.   It is named for an old saying. City guardsmen were told to buckle on their blades before they set foot in it, as it was once the heart of Thieves' Guild territory, before that organiza¬tion was driven out of Water- deep.   Of old, thieves used to sit on stools in this alley drinking, drawn swords laid naked across their laps in case the city watch showed up. Their favorite tipple was Black Grog Ale, from the pirate isles of the Sea of Fallen Stars. That brew is still a favorite in this area today. Barrels of it are imported all the way from Immurk's Hold for the locals to buy here, or to consume at local taverns.   Buckle Alley, once the heart of the Shadow Thieves' Guild territory, city guardsmen were once warned to buckle on their blades before entering it. Today, it is largely pacified and safe to traverse, although those with grudges against the Watch sometimes use it to display inflammatory graffiti and even uniformed effigies tormented in various creative ways.  

    The Cat's Tail

      The southernmost loop of Cat Alley, this passage runs behind two guildhalls, the Blue Jack tavern, and the Jade Jug, whose stables stand across it. The influ¬ence of the money and power vested here has caused this alley to be brightly lit by glowing globes by night that are firmly fixed in high wall brackets and on roof overhangs and patrolled by private guards, who are armed with warning horns, clubs, and daggers. Patrons from the Jack have been known to aid these guards when they sound their horns—and as a result, the masked assailant who haunts Cat Alley keeps clear of this southern loop, and thieves are few indeed. The guards like to gossip about events in the city and for a copper piece or two will even recommend taverns, shops, inns, certain folk, festhalls—and even fences.   Cat Alley, a.k.a. Cats Alley, this narrow twisting, turning passage was frequented years ago by a masked, rapier-wielding man of wealth who scared young women and cut away their garments but was never arrested. This is more a bit of local legend than anything else these days, although illegal duels sometimes take place here, with both duelists showing up in masks to avoid being identified.  

    Lhoril's Lane

      This alleyway enters the city block bounded by the Street of Bells, the Street of the Sword, Waterdeep Way and Selduth Street on its east side, just beside (to the north of) the Halls of Hilmer. It forks, going north and south past Hilmer's two metals warehouses to run down the west side of the interior of the block. The alleyway branching off to run down the eastern interior of the block is called Lhoril's Alley.   Today, this busy, winding passage is often the scene of spell demonstrations and practice, as patrons or staff spill out of the rear of the Elfstone Tavern and unleash magic down the alley— sometimes to the vast surprise of someone coming along it!   More than once, visitors to Waterdeep coming to the apart-ments in the center of this block after dark have been astonished to find two or more elves chat¬ting, wineglasses in hand, as they float in midair, surrounded by a glowing nimbus of blue light.   The elves generally ignore such passersby—but if someone stops and is obviously listening, they have been known to drive the eavesdropper away with spells.  

    Elsambul's Lane

      This short alleyway runs up and down the interior of the city block bounded by Bazaar Street, the Street of the Sword, Cymbril's Walk, and Warriors' Way. It is crossed, and most easily reached, by Lamp Street.   Elsambul was a priest of Mask, who lived somewhere along this alley over 70 winters ago. He held the view that thieves should not be crude snatch-and-grab thugs, but a deft, subtle brotherhood of organized companions. He began to gather a band under his  leadership, but was betrayed by an underling. He fell fighting defiantly here, using his magic to take as many foes as, possible with him—a defiant last stand that left the alley red with blood and strewn with bodies (or parts of bodies), local tavern tales attest.   Elsambul began the practice of writing cryptic messages for his gang along the walls of this lane, and this graffiti writing has been taken up by others. It is absent from almost everywhere else in Waterdeep. Today, the visitor can see some amusing, puzzling, and disgusting messages from one Waterdhavian to another (most of them unattributed). Many of the messages hint at treasure to be won, dragons to be duped or destroyed, and great adventure. Others promise revenge or that something will not be forgotten. Adventures should find them intriguing— and perhaps even useful.   It helps to be a confident adventurer just to go into this alley. You never know just who (or what—I'm sure I saw purple tentacles under that hood!) you may find reading the messages.   Elsambul's Lane, named for a long-dead priest of Mask and now one of the few areas with graffiti on its walls (they say Elsambul himself still leaves enigmatic messages and clues to hidden treasures on the walls!), it attracts many folk beyond simple curiosity seekers. Elsambul's Lane has become a favorite spot for hard-coin lasses and jacks to ply their trade, each of them wearing a black kerchief said to invoke Elsambul's favor and protection as they work the dark byway.   Sevenlamps Cut, named for seven fancy magical lamps placed here long ago by Ahghairon himself, this safe alley has long been the place to hire spellcasters (apprentice wizards and poor underpriests) for quick healing, curse removals, or some magical firepower for your latest excursion into Undermountain. "A Sevenlamps priest/mage" has become Waterdhavian slang for any spellcaster whose loyalty can be bought for so long as the coin lasts.  

    Lemontree Alley

      Opening off Shadows Alley north of Cage Street in the first block of buildings east of Pier- geiron's Palace, this tiny three¬legged passage is crowded with the lemon trees for which it is named. Brought here by a local wizard, whose spells give heat enough to keep them alive, these tropical trees are an unexpected delight. Waterdeep is much too cold for them to survive under normal conditions. Those who are tempted to take fruit from the trees, break a branch off, or just take a swing at one of them, are warned that the wizard, Narthindlar of the Nine Spells, has set a guardian monster on these trees: a bear (a monster zombie) that usually sits quietly under one of the trees. If you harm or take from a tree?i it rises up and drives you away.   Narthindlar has provided benches under the trees, and can sometimes be found sitting on one of them, puffing on a pipe and contemplating life, Faerun, and magic. He smokes tobacco into which cherries have been crushed, and it gives off a delight¬ful odor. Diplomats who need to blow off steam or chat away from prying ears in the palace some times find their way here, too.  

    Lhoril's Alley

      This winding passage links Duir's Alley with Water deep Way, running down the eastern interior of the city block bound¬ed by the Way and by the Street of Bells, Buckle Alley, and the Street of the Sword. By day, it's a busy delivery area and garbage¬piling place.   Named for the sorceress who met her death here, battling tanar'ri summoned by an over-ambitious apprentice, this pas¬sage is known to be haunted by the phantom sounds of running, staggering footsteps (origin unknown). They can be heard at any time of day hurrying north-wards from Waterdeep Way as if a man or heavily laden woman in boots was fleeing frantically with their last, failing energy. No breathing is ever heard, and no magic or barrier seems to silence or stop this phantom—nor does it respond to the calls or actions of living beings.  

    The Prowl

      This short alley loops eastwards off Alnethar Street, and also, by a side spur, links up with Cymbril's Walk to the south. It provides rear access to a row of shops and to a row of apartments that stand in the center of the block. The Prowl is named for the acts of an eccentric nobleman who used to loose his pet panthers to stalk around it, terrorizing the neighborhood (until one of the cats grew exasperated—or just hun-gry—one day and ate him). This otherwise unimportant alleyway is the favorite hunting ground of a pair of skeletal hands that strangle folk from behind, leav¬ing wither-scars graven deep into victims' throats where each finger has been. Some folk who have glanced into the alley at night but not entered have reported seeing two points of light close together in the air, like floating glowing eyes.   This frightening killer doesn't strike often—four times a year, at most—and seems adept at evad¬ing detection whenever power¬ful wizards and priests come west off Lackpurse Lane to the west of Dretch Lane, climbing a steep slope to reach a cluster of warehouses—including Crom- mor's Warehouse.   It's named after the nautical term reach, and got the name after a group of sailors watched a companion, in icy winter weather, come out of one ware¬house and slide—quickly and helplessly, arms windmilling just to stay upright—down it and across Lackpurse Lane into the buildings beyond, where he looking for it. No one is yet sure what it is—let alone how to destroy it. It only seems to be active in the hours of darkness, and never strikes at folk in buildings, but only out in the alleyway.2 I recommend visitors avoid this area until news comes that this mysterious menace has been destroyed.  
     

    The Reach

      This short side way runs north-fetched up against a wall of crates with the inevitable crash.   It's a popular place for sailors to hang out these days, telling yarns of their lives at sea and looking for trouble. Don't ap¬proach unless you're looking for a fight—which is what I watched a trio of adventurers do, one evening, deliberately starting a brawl so they could smash heads against walls, hurl sailors down into Lackpurse Lane, and gener¬ally send teeth flying.  

    Sevenlamps Cut

      This short cut-through links Swords Street and the Street of Silks, just south of Selduth Street. The alley is named for the seven ornate, everburning, magical lamps installed here long ago by a now-forgotten mage (some say Ahghairon himself).  
      This handy passage is not only safe and well-lit, it is a popular destination, day and night—for by some tradition whose origins are also now forgotten, this is the place where apprentice (not yet members of the Watchful Order, or visiting) wizards and starving or wandering underpriests in need of money gather to offer their services at spellcasting in return for coin. They cluster here in tiny knots of three and four, waiting for a chance to demonstrate their Art.   Wounded men have been known to stagger and crawl here after tavern brawls, leaving a trail of blood and hoping to buy healing—if they make it. This is the place to hire a spellcaster for a few days' aid if you're about to brave Undermountain's depths— or to have a curse removed or your friend who's been cruelly polymorphed into a pink frog changed back into his rightful form.  

    Shadows Alley

      This long passage links the back doors of shops, grand homes, and apartments that face Piergeiron's Palace along the eastern side of the Street of Silks with Cage Street, Lemontree Alley, and Mulgomir's Way.   It's named for the undead that haunted it in earlier days, before a determined effort was made to root them out and destroy them (and block the sewer connection they retreated into, when priests came looking for them).  
      No shadows have been seen in Shadows Alley for almost 20 winters now, and today the alley is known more as a way for important visitors to the city and wealthy merchants to slip out of their lodgings and go in search of nighttime companionship and revelry without being seen. It is also known for the (illegal) duels often fought at night here by diplomats or young nobles who both think they'll win, and want to leave the body of their fallen foe contemptuously on the palace steps—or throw it into the spell defenses of Ahghairon's Tower, so as to confuse any detection magics used on it to determine who the killer was or to impair attempts at resurrection. In many such duels, magical cheating goes on—one or both parties employs hidden magic items or weapons—and such a release of Art almost always alerts city guard duty wizards at the palace and causes general mayhem as wizards and warriors rush towards the alley from various nearby barracks and guardposts.   This westernmost extension of Selduth Street is a short stub that allows access to a few buildings nestled against the eastern cliff face of Mount Waterdeep. The reason for its name is obvious. Lit by bright lamps by night, it is a rallying point for city watch and city guard patrols.   The large building that walls off the north side of the Court, hidden from the view of most who pass on Swords Street by the bend in Turnback Court, is a warehouse that, I'm told, is owned by a mysterious organization—the Harpers, perhaps, or the Red Sashes, or an arm of the Lords' Alliance, or maybe a cabal of wizards — and holds hidden a number of items of powerful magic, including (several locals whispered to me, on separate occasions) a small ship, that sails the sky instead of water! When I tried to investigate, I was po¬litely told to be on my way or Piergeiron would have gained one over-inquisitive visitor to put onto a convict ship and send far, far away!  

    Zeldan's Alley

      This narrow winding way runs south from the Crawling Spider tavern, along whose south wall it connects with the Street of the Sword, past a pleasant little well of safe drinking water shaded by trees to circle around the south¬ern interior of the city block bounded by the Street of the Sword, Waterdeep Way, Warriors' Way, and Buckle Alley Along the way, it offers back door access to the Golden Key and other shops, townhomes, and apartments.   Zeldan was a short, puffing merchant who was a devout worshipper of Gond. He finally met his doom some 30 winters ago in the arms of an automaton that came to life too soon and too vigorously and smashed him through a wall it was supposed to raise him gently up to paint!   Unfortunately for all con¬cerned, Zeldan built most of the warehouses and townhomes that fill the center of this block—and under cover of the construction, spent much of his fortune sponsoring priests of Gond who came to Waterdeep on ships from Lantan to build and install various experimental devices in this alleyway. Some of them still lurk, hidden beneath paving stones and behind walls, waiting for the unwary to trigger them. Some are harmless or do nothing more than make grinding noises and lurching movements (they were either faulty designs or have broken since installation)— but some are mechanical traps and killing devices that rank right up there with the most horrible killing devices that rich fiends in Thay and Calimshan have devised! A few still pop up from time to time, frightening, crippling, or slaying outright the folk who discover them. Be warned—and avoid this alleyway unless unavoidable business takes you there.  

    Courts

     

    Howling Cat Court

      This small open space inside a city block (west of the Street of Silver and east of the Street of Silks, and south of Selduth Street) is infa-mous as a clandestine meeting place for ladies of the evening and their clients, street gangs, and others. Thieves lurk here, too. The city watch comes here often, frequently in triple patrol strength—because they never know just who they'll find here. Once it was a dozen angry heavily armed minotaurs, released from magical stasis by an evil mage!  

    Jesters' Court

      This famous local landmark and meeting place lies north of Howl-ing Cat Court, just south of Selduth Street in the same block. It's a large courtyard used by ladies of the evening and by minstrels (some¬times both are the same person, as with the famous Masked Minstrel). Sometimes on warm summer evenings it becomes an impro¬vised dance court for the locals, lit by faerie fire or dancing lights conjured by a mage or apprentice.  
      Of old, jugglers and comics used to perform here for thrown coins (hence its name), but none are left now but a few men too old to perform. They sometimes come here of afternoons to just stand and remember.   By night, trouble in Howling Cat Court tends to spill over into here, too —and more than once warring gangs, bands of thieves, or adventuring groups have drawn steel and had it out here, until bodies were slumped on the cobbles and the shouts, screams, and clangor and skirl of blades brought both the watch and the city guard on the run. By Waterdhavian legend, it's also the place for couples in love to meet before eloping.   Jesters' Court, a courtyard' that has also been a performance stage for jugglers and comics as well as a meeting place for eloping lovers.   Turnback Court, a lamplit, shallow alley at the end of Selduth Street that is used as a rallying point for Watch and Guard patrols both day and night.  
     

    Factions hideouts and strongholds

     

    Harpers

     

    Zhentarim

     

    Lord's Alliance

     

    Order of the Gauntlet

     

    Emerald Enclave

     

     
    Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
     
     
    Внимание! Имеется скрытый контент, доступный только подписчикам. Подписка - бесплатна. Детальнее - читай здесь.
     
      Вы можете присвоить себе следующие роли, чтобы расширить видимый контент:   Daggerford   Deadsnows           Waterdeep   Neverwinter       Baldur's Gate  
      RSS канал данного сайта

    Maps

    • Castle Ward Waterdeep

    Комментарии

    Please Login in order to comment!