Sea Ward Settlement in Not Forgotten Realms | World Anvil

Sea Ward

Морской Округ расположен на возвышенности в закат¬ной тени Горы Глубокая Вода. Богатые и влиятельные (или те, кто желает, чтобы вы думали что они такие) располагаются или ведут здесь свои дела. Когда военачальники и пираты старых Глубоких Вод собрали достаточно золота, они построили крепости на траве, растрепанной морским ветром. Вы до сих пор можете увидеть старые замки, объединенные в дворцовые дома знати, которая живет в Морском Округе. Для лучшего обозрения сверкающих домов, окутанных садовыми оградами, идите к пересечению Алмазной Улицы и Улицы Делзорин, вверх к Дому Чуда Мистры, и просто покрутитесь на месте.
    Синий и золотой являются цветами Морского Округа в соревнованиях, а символом является морской лев - причудливая смесь рыбы и кошки. Есть устоявшаяся, но очевидно ложная легенда, что знаменитые Львиные Ворота на Триумфальном Поле выглядят как зияющая пасть морского льва. Однако, архитектурный вид ворот опровергает это. Его можно увидеть в Доме Карт - ратуше Гильдии Картографов, Топографов и Чертёжников в Дворцовом Округе.   Лучшие места Морского Округа начинаются, конечно, с Триумфального Поля, а прямо через дорогу не менее знаменитый Дом Героев - крупнейший храм города. Посвященный Темпусу, своим множеством величествен-ных залов, храм восхваляет городских чемпионов и войны, и спорта. Здесь приветствуют победителей сорев-нований от округов, и зачастую несут их на плечах либо передают из рук в руки над толпой. Это зрелище, кото¬рое не стоит пропускать.   Также следует посетить Дом Чуда. Это воистину самый роскошный храм, посвященный богам магии - с Мистрой в их главе, во всем мире. Хоть ваш взгляд будет прикован к его богато украшенным башням, блестящим мозаикам и волшебным экспонатам, не забудьте также о скромных фиалках, растущих на фоне этой показной роскоши. Эти деликатные цветы были любимыми цвета¬ми Ахайрона, они были посажены в его память.   Два других храма в этом округе не менее впечатляю-щие, но каждый по-своему. В прекрасном Доме Луны находится самая высокая башня из всех храмов города, возвышаясь примерно на семьдесят пять футов над улицами. Жрецы Селуны купаются круглый год в лучах луны на вершине этой башни. Дом Вдохновенных Рук, посвященный Гонду, предназначен в целом для менее мирских познаний. Здесь все великие передовые умы города что-то изобретают и экспериментируют, пытаясь создать все - от летающих машин, до крепчайших дверных петель. Но не ожидайте увидеть музей чудес, какой может быть найден во Вратах Балдура. Здесь "поклоне¬ние есть работа", и любой в храме посчитает своим долгом это вам сказать.   Если ищете удачи, вам, конечно, нужно посетить Баш-ню Удачи, храмовый комплекс посвященный Тиморе. "Башня", к вопросу, на самом деле атриум, состоящий из множества шпилей, гениально покрытых стеклом. Под потолком, миниатюрная бронзовая скульптура Тиморы, изображенной в виде смеющейся девочки, прыгающей с вершины удивительного фонтана. Для выражения ува-жения и загадывания желаний, подойдите к фонтану и бросьте монетку Тиморе. Попадание в её вытянутую руку - явный признак её расположения.   Если нужно освежиться во время путешествия, или, возможно, навести красоту перед важной встречей или вечеринкой, посетите преданный Суни Храм Красоты. Его мраморные общественные бани и зеркальные салоны открыты от рассвета до заката. Здесь не требуется опла¬та за услуги, советы или помощь со стороны множества приятных служителей храма, но пожертвования приветствуются.   Два парка Морского Округа тоже стоят внимания. Святыни Природы, всего в одном квартале от Башни Удачи, великолепные сады, посвященные богам природы, таким как Силванус и Миеликки. Парк закрыт для всех, кроме жителей Морского Округа. Тем не менее, за железным забором, который его окружает, вы можете мельком увидеть внутри превосходные святыни, статуи и фонтаны. Сад Героев единственное озелененное место доступное всем, помимо Города Мертвых, но он спрятан так далеко на севере Морского Округа, что обычно в нём всего несколько посетителей - что жалко, потому что прекрасные статуи этого пышного сада изображают фигуры важных для города личностей.   Я не решаюсь рассказать о последнем месте Морского Округа, и не расскажу где найти его, по причинам, которые скоро станут ясными. Есть в Морском Округе дом без окон и дверей. Его не видно с улицы, и те, кто живут рядом, никогда не говорят о нем с кем-либо. Вы узнаете его, когда увидите синие линии на дороге и стенах, ведущие к нему в переулок, мимо окружающих его зданий. Ночью эти линии тускло мерцают синим фосфоресцирующим светом. Много путей ведет в Голу-бую Аллею, но выходов, и они бесценны, всего несколько. Большинство, кто сюда вошёл, больше никогда не вернулся. Если увидите синие линии, развернитесь и уходите, пока не стало слишком поздно.     The Sea Ward stands proud on the high ground above Mount Waterdeep’s sunset shadow. The rich and the powerful (or those who wish you to think such of them, and can afford the rent) reside or run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the remains of some of those old castles incorporated into the palatial homes of the noble families that dwell in the Sea Ward. For the best all-around view of the glittering homes enshrouded by garden walls, go to where Diamond Street and Delzorin Street cross, nigh to Mystra’s House of Wonder, and simply spin in a circle.   Blue and gold are the Sea Ward’s colors in competitions, and the ward’s mascot is the sea lion — a fanciful combination of fish and feline. There’s a persistent but patently false legend that the famous Lion Gate at the Field of Triumph is the gaping maw of a sea lion. The architectural designs for the gates show this to be false, however, and they can be viewed in the Map House — the guildhall of the Surveyors’, Map-, and Chart-makers’ Guild in the Castle Ward.   Must-see locations in the Sea Ward begin, of course, with the Field of Triumph, but just across the street is the no less remarkable House of Heroes — the largest temple in the city. Dedicated to Tempus, its many grand halls celebrate the city’s champions of both battle and sport. The winners of ward competitions are paraded here after their victories, often carried on shoulders or passed from hand to hand over the heads of a crowd. It is a sight you shouldn’t miss.   You should also visit the House of Wonder. This is surely the most splendid temple dedicated to the gods of magic — with Mystra foremost among them, of course — in all the world. Although your eye will be drawn to its ornate towers, brilliant mosaics, and magical displays, look also for the humble violets growing amid the ostentation. These delicate flowers were Ahghairon’s favorite, and they are planted about the temple in memory of him.   Two other temples in the ward are as impressive, but in different ways. The beauteous House of the Moon has the tallest tower of any temple in the city, rising some seventy-five feet above the street. At its top, priests of Selûne bask in the light of the moon in all seasons. The House of Inspired Hands, dedicated to Gond, presents an altogether less peaceful experience. Here, all the great innovative minds of the city invent and experiment, attempting to create everything from flying machines to stronger door hinges. But don’t expect a museum of marvels such as can be found in Baldur’s Gate. At this site, “worship is work,” as anyone at the temple is liable to tell you.   If you’re looking for some good fortune, you should surely visit the Tower of Luck, a temple complex dedicated to Tymora. The “tower” in question is actually a many-pillared atrium ingeniously roofed over with glass. Beneath the roof, a bronze sculpture of a diminutive Tymora, depicted as a laughing young girl, appears to be leaping from the very top of an astounding fountain. To pay your respects and make a wish, you come around to the fountain on a walkway and toss your coin to Tymora. Managing to land it in her outstretched hand is a sure sign of her favor.   If you need to refresh yourself during your travels, or perhaps to primp before an important meeting or a night out, visit Sune’s faithful at the Temple of Beauty. Its marbled public baths and mirrored salons are open from before dawn to after dusk. There’s no fee for these services, or for the advice and aid of the temple’s many pleasant attendants, but donations are encouraged.   Two parks in the Sea Ward might also be worth your time. The Shrines to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to nature gods like Mielikki and Silvanus. The park is closed to all except residents of the Sea Ward. Yet from beyond the iron fence that surrounds it, you can catch glimpses of the superb shrines, statues, and fountains within. The Heroes’ Garden is the only green space in the city that is open to the public besides the City of the Dead, but it is tucked away so far to the north in the Sea Ward that it gets few visitors — which is a pity, since the fine statuary in this lush garden portrays many of the figures important to the city’s history.   I hesitate to mention a last location in the Sea Ward, and I will not reveal where to find it, for reasons that will soon become apparent. There is a house in the Sea Ward without windows or doors. You can’t see it from the street, and those who live near it will not speak of it to others. You’ll know you are near it when you see blue tiles on the streets and walls leading into an alley that passes under the surrounding buildings. At night, these tiles glimmer dimly with the blue light of foxfire. More than one route leads into the Blue Alley, as this place is known, but there are precious few ways out. Most who enter don’t come back. If you see blue tiles, turn around and walk away before it is too late.  
  As the wealthiest ward of the city, Sea Ward is the seat of power for the established noble houses. Nearly empty during the winter due to the fierce sea storms, many of the nobles, well-to-do merchants, and social climbers call this home in the summer. Walking along the Street of the Singing Dolphin, the major avenue for the ward, one can expect to spot many of the grandest homes in Waterdeep, from the spires and gables of noble villas to the craggy and mysterious turrets of the wizards' towers. Sea Ward also contains many of the city's temples and Heroes' Garden, the only public garden outside the City of the Dead. Truly important (and self-important) people come to this ward to build their opulent homes while more modest folk or those more entrenched in the everyday politics and power of the city often choose to live in Castle Ward.   As with North Ward, watch patrols are quite frequent as one of the benefits of position. They are always polite and generally lightly armed, as most of the miscreants they find in this ward are well-dressed, drunken nobles who need only to be steered to the next party. The Watch deals swiftly with any other disruptions, their tolerance for any vandalism, violence or theft being quite low.   The boundaries for this district are Julthoon Street and Shield Street, with a small eastern arm extending to the High road along Vondil Street.  
  As the wealthiest ward of the city, Sea Ward is the seat of power for the established noble houses. Nearly empty during the winter due to the fierce sea storms, many of the nobles, well-to-do merchants, and social climbers call this home in the summer. Walking along the Street of the Singing Dolphin, the major avenue for the ward, one can expect to spot many of the grandest homes in Waterdeep, from the spires and gables of noble villas to the craggy and mysterious turrets of the wizards' towers. Sea Ward also contains many of the city's temples and Heroes' Garden, the only public garden outside the City of the Dead. Truly important (and self-important) people come to this ward to build their opulent homes while more modest folk or those more entrenched in the everyday politics and power of the city often choose to live in Castle Ward.   As with North Ward, watch patrols are quite frequent as one of the benefits of position. They are always polite and generally lightly armed, as most of the miscreants they find in this ward are well-dressed, drunken nobles who need only to be steered to the next party. The Watch deals swiftly with any other disruptions, their tolerance for any vandalism, violence or theft being quite low.   The boundaries for this district are Julthoon Street and Shield Street, with a small eastern arm extending to the High road along Vondil Street.  
 

Lifestyles

 

Architecture

  Aside from Piergeiron's Palace, you cannot find more finely crafted workmanship than the homes of Sea Ward. While North Ward tends toward pretense, the older, grander villas and temples of this ward have an air of stateliness and majesty (to say nothing of haughtiness). The ward's variety of building details are astounding, from talking tavern signs that wink at customers to three gilded towers that seem braided together. While seeming petty and grasping to outsiders, an address here is not a joking matter, and many Waterdhavians spend their entire lives hoping to get a good address within Sea Ward's boundaries.   Most of the ward's streets are paved in cobbles or corduroy. The nobles insist on getting the rest of the alleys paved, but the Lords' Loyal Order of Street Laborers are under express orders to maintain the existing corduroy roads. They may, however, replace the corduroy by the House of Inspired Hands with cobblestone, as frequent "testings" and explosions have set the log road on fire on multiple occasions.  

Notable Landmarks

 
  • Great Drunkard
  • Harpstone
  • Watch of Ward

     

    Residences

     

    Noble villa

     
  • Emveolstone Villa
  • Hiilgauntlet Villa
  • Gauntyl Villa
  • Brokengulf Villa
  • Raventree Villa
  • Rosznar Villa
  • Jhansczil Villa
  • Melshimber' Villa
  • Ilitul Villa
  • Wavesilver Villa
  • Eltorchul Villa
  • Nesher Villa
  • Gundwynd Villa
  • Artemel Villa
  • Ammakyl Villa
  • Silmerhelve Villa
  • Ruldegost Villa
  • Husteem Villa
  • Zulpair Villa
  • Eirontalar Villa
  • Tesper Villa, "Tespergates"
  • Irlingstar Villa
  • Manthar Villa
  • Ilzimmer
  • Tchazzam Villa
  • Urmbrusk Villa
  • Assumbar Villa
  • Cassalanter-Villa
  • Thongolir Villa
  • Eagleshield Villa
  • Dezlentyr Villa
  • Belabranta Villa
  • Bladesemmer Villa
  • Moonstar Villa
  • Hlethvagi Anteos's residence
  • Brandarth Hall
  • Moonstar Villa 
  • Raventree Manor 
  • Saerfynn Manor 
  • Private Houses

      Roarke House   Furjur Flippant's residence   Myrna Cassalanter's residence    

    Mage Houses

     
  • Blue Alley
  • Naingate
  • Tessalar's Tower
  • Dragon Tower of Maaril
  •  

    Rental

     
  • Hearth-House at God Catcher
  • Sparaunt Tower 
  • Stagdown Manse
  •  

    Business

     
  • Woodcutter Teahouse
  • Selchoun's Sundries
  • Aurora's Realms Shop, Singing Dolphin Catalog Counter
  • Halazar's Fine Gems
  • Gerin's Breads
  • Melvar's Chapbooks and Folios
  • Velatha's Delights
  • Tammerbund's Glasswares
  • Ohmtalakar's Fine Gems 
  • Chanszobur's Manywares 
  • Brightboots cleaning service 
  • Tartel’s House of Sword
  • Sarenda's Triumphant Arms
  • Antonyn's Imports
  • Twice as Nice
  • Nightlife

     

    Inns

      Golden Harp Inn   Dacer's Inn   Pilgrim's Rest   Wandering Wemic   Maerghoun's Inn   The Silken Slyph  

    Taverns

      Sated Satyr   Wyvern's Rest   Fiery Flagon   Ship's Wheel   Gounar's Tavern   The Broken Lance   The Silken Slyph   Mermaid on a Dolphin    Slaked Sylph   Demondraught   Storm's Front Tavern   The Crown & Heron  

    Festhalls

      House of Purple Silks   High Flagon Gambling House   Gildenfires Festhall   Queen of Hearts Bathhouse   The Sumptuous Masque   Ki-Rin’s Magic Theater  

    Temples

      Shrines of Nature   Temple of Beauty   Tower of Luck   House of Wonder   House of Inspired Hands   House of Moon   House of Heroes   Valkur’s Tempel   The Chapel of the Divine Right  

    Guildhalls

     

    Fences

    Sages

    Usurists

     

    City Buildings

      Mystra's Arms   Heroes' Garden   Seaseyes Tower   West Gate   Seawatch Tower   North Tower, "Trolltower"   Armory   Field of Triumph   Trollfort    

    Alleys & Courts

     

    Alleys

      Sea Ward's alleys are the play-ground of the rich, famous, reckless, and utterly undisciplined—but they are clean and either short or wide, offering the armed and careful person plenty of fighting or running room.  

    Cloaksweep Alley

      This wide, very short passage runs north off Zarimitar Street due north of the Courtyard of the Well. Its name comes from an incident involving the long-ago wizard Milist Samblin of the Many Cloaks—who, when set upon by thieves in this alley used a cloak that swallowed them whole in one flap. They were never seen again!   Today, the alley is notable as the usual vending place of a nameless old man who sells ear oil. Made of the fat of adders boiled down into oil, it is thought by many to be a cure for deaf¬ness when poured into the ears. I shudder at the very thought.  

    The Ghostwalk

      This crescentiform alley branches off the southern half of Murlpar Street and curls around the interior of the city block it's found in, providing delivery access and garbage storage for the businesses and homes located here. It boasts several shadow- tops (climbing trees that local children spend much time playing in). It's also known to be the place where the ghost of a long-ago noble rake, a harmless but frightening phantom, walks. He carries a drawn sword and whispers, "I've killed him! I've killed him!" as he staggers along, his own fresh blood welling out and down him until he's entirely covered—and fades away.   This alley runs along the south¬ern wall of the House of Inspired Hands, Waterdeep's temple of Gond. The temple's main entry gate opens onto it, and it is named for its use by locals to watch the latest explosive or otherwise entertaining results of inventions dedicated to Gond.   If inventions seem too danger¬ous to operate within the temple, they're often tried here. Things can get quite dangerous! Locals are generally unconcerned, and stand watching while food vendors circulate among them.   This alley runs south from the Wallway to join with Rook Alley. It is named for a famous local sailor, who dwelt here before his death some 70 winters ago. Kulzar was master of a ship appropriately known as the Lost Luck, which ran aground on shoals near Waterdeep one stormy night and broke up. Kulzar, a man of terrific strength, swam his personal cabinhold treasure ashore chest by chest through the crashing surf, and is reputed to have hidden it some¬where in or under this alley   Many have looked, but Kulzar's gems and coins have never been found. Any folk who try digging for them will attract the atten¬tion of the city watch, who'll require that they replace the paving stones when they're done and forbid any tunneling to¬wards the city wall. Diggers will also attract the attention of certain old sailors, who'll shadow the treasure-seekers in hopes that they'll discover Kulzar's "jools" and can then be robbed.  

    Moarinskoar Alley

      This alleyway curls around the interior of the city block bound¬ed by Mendever, Vondil, Sul, and Delzorin Streets, and is named for a famous ancestor of the Irlingstar noble family, whose villa is partly encircled by the alley. Moarinskoar rebelled against the family hopes and dictates, and ran away to sea to become a famous shipmaster. After a long, successful trading career on the Sword Coast, he turned pirate—and is said to sail his ship still, as a wight com¬manding a zombie crew. The Moonwind, his fast caravel, is now a ghost ship, still seen scudding along the Sword Coast. Moarinskoar tries to board all the ships he meets. If a ship is bound for Waterdeep, he does not attack, but demands that it deliver a message to the Irlingstars: "Tell my mother I love her; but I'm not ready to come home yet." Local lore whispers that when he does come back, this peaceful alley will become a killing ground haunted by his undead crew!  

    Moonstar Alley

      This back alley curls around the walled villa of the noble family for which it is named. Of old, Waterdeep's first temple to Selune was located on this site. Known as the High House of Stars, it was burned to the ground by raiding worshippers of Bane. Selune's faithful never set foot on the desecrated ground again, building their present temple a block to the west. Local rumor holds that the cellars of the burnt temple still hide magic and wealth, buried under burned rubble—and that they can be reached by stairs and shafts now hidden under the paving stones of this alleyway   This alleyway is named for the first magistress of the House of Wonder (the temple to Midnight, formerly to Mystra, which the alley passes), who died more than 120 years ago. It is a busy shortcut route used by merchants and their delivery carts, and is often crowded with would-be wizards coming to the House of Wonder to try and hire on as an appren¬tice to a wizard. Some are anx¬ious to impress everyone with their magic or are just very, very nervous-and they have been known to let fly wildly with magic, endangering passersby.   They vanish hurriedly though, when the Circle of Skulls ap¬pears. This spellhaunt, as wizards call it, is all that is left of some early priests of Mystra who tried to devise their own means of immortality—and achieved only a lich-like state.   These eerie skulls are always seen floating in a circle, arguing among themselves in hollow echoing voices. They spit spells from their empty mouths or hurl beams of fire from their empty eye sockets when angered by 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.   A disused warehouse encircled by it (located just east of its lone tree) is sometimes magically replaced by an infamous vanish¬ing shop that deals in magic, spell components, weird artifacts, and objects from other worlds and planes. This place, rarely seen these days, is known as Whistle- wink's Revenge, after the crazed old wizard who runs it.  

    Roguerun Alley

      This narrow alley runs up the interior of the westernmost city block on the north side of the Street of Glances. A famous inn, the House of the Flying Horse, once backed onto this alley. The inn was used by smugglers as a clearinghouse for fencing stolen goods and was ultimately de¬stroyed in a spell duel between rival wizards. A treasure of unclaimed smugglers' loot is still said to lie hidden somewhere around or under this alley which got its name from the number of times smugglers ran full tilt down it to escape city guardsmen raiding the inn.  

    Rook Alley

      This alley just north of Skulls Street, curls around the inside of the city block entered by Kulzar's Alley.   It is named for a notable thief, the Rook, who flourished about 50 years ago and had his secret headquarters here. He died fighting in it when discovered by officers of the city guard. The Rook's hold was a series of old crypts—the old burial grounds that give Skulls Street its name— that he tunneled down to from this alley. The tunnel, blocked off 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.   This short, three-branched passage winds through the triangular city block that stands between Julthoon Street, Halt¬over Street, and the Sutherlane. It is named for the Runer, a min¬strel who slept here for years.   A wizard once mistakenly thought Runer's pipes were enchanted and his song a magi¬cal attack, so he used a dispel magic on the minstrel. It stripped away Runer’s magical disguise, revealing him to be a missing noblewoman, Shrylla Manthar.   This eccentric free spirit had fled when her parents told her whom to marry and escaped discovery for almost 30 years. Unmasked, she refused to return to her house and station and lived on in this alley becoming known as Shrylla of the Spiders. Her long, fantastically coifed hair hid not only needle daggers and lockpicks, but a poisonous spider trained to defend her.   Feeling death coming, she climbed Mount Water deep to see one last dawn and died there. Her body was not discovered for months among the rocks —and the spider lived on in her skull, using one empty, staring eye socket as its door.   This tiny, dogleg alleyway opens eastwards off the Street of the Singing Dolphin^just south of Aureenar Street. It is named for Sabbar, an unscrupulous wizard who dwelt at its innermost end until he disappeared, some 80 winters ago.   Sabbar was known to hurl fireballs at boys who ventured into this alley to play, and was infamous for once maliciously transforming buckets of raw, live fishbait worms into the semblance of well-cooked, spiced beef roasts, just before guests were served at a feast.   Nowadays, this alley is the gathering place for a local street gang, who can sometimes be hired to watch or follow a person by anyone bold enough to con¬tact and pay them.  

    Satchel Alley

      This shortcut runs northwest from Diamond Street. It was named for the bags of gems and valuables that jewelers used to carry along it before waiting thieves made the trip too danger¬ous (in the days when Waterdeep had a Thieves Guild). It's now a place where the coaches, carts, and mounts of the travelers staying at the inns all around it load and unload their passengers and cargo, and as a result is well- paved with dung.  

    Seawind Alley

      Running south from the Street of Lances, this alleyway offers rear access to the buildings in its city block. Usually shrouded in sea mist, it once led to a now-van¬ished inn, the Banshee at Bay (other, unrelated inns also bear this name in Cormyr and in Amn). The inn was destroyed, over a hundred winters ago, after everyone inside it was found dead of some unknown disease. Their restless spirits are still said to haunt the alley though few have seen anything eerie in recent years.  

    Shank Alley

      This alley circles the interior of a triangular city block north of Aureenar Street and east of Stormstar's Ride. It is named for an antiquated sort of knife known as a shank, wielded by thieves who used to gather in this alley.   Today, it is a crowded place stacked with fish crates where many city birds gather to feed. Local youths and visitors skilled with a sling or hurled sticks and stones kill the birds to sell to cooks throughout the city or for their own meals.  

    Sharra's Flight

      This wide courtyard opens east off the Street of Whispers and connects with Moonstar Alley. It is named for Sharra of the Invisible Dragon, the famous archmage who roused Neverwinter in a long-ago coastal war by using a spell to bring her cry into every bedroom of the city: "Awake, and to arms! Awake, or the princes of Sundul will come for us in our beds!" Due to her efforts the forces of Neverwinter rose up, defended their city against the naval attack, and followed their foes home to destroy the Calishite realm of Sundul.   Sharra created this route when still an apprentice to escape being caught in a magical battle between rival mages of power. She blasted down a build¬ing and ran through the space she'd just cleared. The open space has remained that way ever since. It is today used by several street vendors, who cram their stalls into it, selling candies, sweets, exotic liqueurs, eel pie and rare delicacies of the deep, and cut-rate jewelry to passersby.  

    The Skulkway

      This short passage cuts across the southern corner where the Street of Glances meets Westwall Street. It was literally used to skulk past the noses of the city guard when they established a stationary watch at the cross¬roads against smugglers. At the time, the Skulkway was occupied by a building—or so all but the smugglers thought. It was actu¬ally an empty shell, with holes in each wall large enough for a cart to be driven through. The holes were covered by illusions created by an enterprising wizard, and during the day doors were rolled across the openings under the cloaking illusion to avoid unin¬tentional discovery of the magic.   This lasted until one day the building vanished—illusions, stonework, roof and all. Some claim the smugglers fought amongst themselves, and de¬stroyed the place. Others think the Lords —or a powerful wizard acting for them—made the building vanish. The cause of the disappearance was a hot topic for arguments among local citizens. None knew the truth.  

    Sniff Alley

      From the north end of Gorl Street, this alley curves east and then north to meet the Street of Glances. Named for the smell of the fishbone pile that was located here until the Lords tightened laws about garbage, this is today a pleasant, paved back way with a tree, benches for relaxing under its shade, and a small handpump of cool water for public use. It's a good spot for the visitor to rest in for awhile—but it also seems to be a favorite meeting place for whispered conversations 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.   This alley links Westwall Street with Seawatch Street through the block bounded by Diamond Street on the south and Grim- wald's Way on the north. Its name comes from the steep, slippery slope leading up it from the west that has made many a wagon slip down it in wet or icy weather. In winter, sea rime is almost unbe¬lievably fast to freeze here.   To improve traction, the stones of this street are laid loose, so they sit unevenly. Tripping is easy if you go too fast or don't look down. Under many of the stones are small hollows or pits, some undoubtedly dug by chil¬dren playing in the street. Locals told me that not only are mes¬sages often left under certain stones, but some of them conceal magical weapons left ready by thieves who operate in the city from time to time. These are invisible weapons cached in plain sight under the stones—but, since they are invisible, no one can see them. Horridly clever, eh?   It is certain that whenever I 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.     Gondwatch Lane, the scorched cobbles lane at the southern entrance to the House of Inspired Hands where many Gondsmen’s inventions are tested.   Kulzar's Alley, a short alley close to Heroes' Walk that allegedly hides both the buried treasure of Kulzar and many treasure-hunters eager to find it.   Pharra's Alley, named for the first Temple Magistress of the House of Wonder but infamous for the Circle of Skulls that spew either helpful news or deadly spells.   Prayer Alley, a short run parallel to Phastal Street that is the location of a vanishing mages’ shop.   Rook Alley, an alley with access to a variety of strange passages into tombs and other tunnel systems. The Watch maintains a strong presence here at most times of day, and all through the night.   Wagonslide Alley, a loose-stone paved alleyway that causes as many to trip over its cobbles as wagons used to slip on water or sea-rime (rumor has it thieves hide invisible weapons and secret messages under the stones).  

    Courts

         

    Factions hideouts and strongholds

     

    Harpers

     

    Zhentarim

     

    Lord's Alliance

     

    Order of the Gauntlet

     

    Emerald Enclave

     

    Notable Neighborhoods

    North Diamond Street Northern Seawatch Street Central Street of the Singing Dolphin Jelzar's Stride  

    Sea Ward Lifestyles

     

    Wretched:

    There is no space permitted for squatters and the homeless.

    Squalid:

    The Sea Ward generally lacks the kinds of flophouses that mark this lifestyle, save perhaps among some of the meanest of servant quarters. Inns: None • Taverns: None • Festhalls: None

    Poor:

    Occasionally, accommodations of this scale can be found at the edges of the Ward, generally closer to the wall and tucked well out of sight. Inns: None • Taverns: The Broken Lance, Wyvern's Rest • Festhalls: None

    Modest:

    More common is the lifestyle of those who take space in a boarding house or spare rooms above or behind a shop. They are still undeniably the meanest of those in the Sea Ward, however. Many of the temples maintain boarding houses for their folk of this scale: humble and simple, without real luxuries. Inns: Golden Harp Inn • Taverns: The Sated Satyr • Festhalls: None

    Comfortable:

    Generally speaking, the majority of the Sea Ward folk live comfortably, with secure incomes and good living spaces afforded by their proximity to noble wealth. Inns: Pilgrims' Rest, the Wandering Wemic, Maerghoun's Inn, Dacer's Inn • Taverns: The Ship's Wheel, Gournar's Tavern, the Fiery Flagon • Festhalls: High Flagon Gambling House

    Wealthy:

    Many of the secondary branches of nobility dwell with this sort of wealth and comfort, as do the many very successful merchants, priests and the sort. Inns: The Silken Sylph • Taverns: The Crown & Heron • Festhalls: House of Purple Silks, the Silken Sylph

    Aristocratic:

    For the most part, the nobles of the Houses live in this kind of opulence, particularly the immediate family of its patriarch or matriarch.

     
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