This is a custom adaptation of Waterdeep. Designed for narrative-rich, exciting experience.
Played | 3 times |
Cloned | 1 times |
Created | 5 days ago |
Last Updated | Yesterday |
Visibility | Public |
Castle Ward
The Castle Ward is the vibrant heart of Waterdeep, encompassing the city's military, government, and the bustling Market Square, the largest in the North. Dominated by the majestic Castle Waterdeep, which towers above the city on a bluff, the area features lavish palaces, government halls, and the imposing Blackstaff Tower. The ward is alive with activity, housing the City Navy's docks and the barracks of the City Guard. Its colors of blue and purple, along with the golden griffon mascot, symbolize the ward's pride and strength. The six walking statues stand as guardians, watching over the citizens as they go about their daily lives, while the courts of magisters echo with the sounds of justice being served. The Castle Ward is not just a place of power; it is the soul of Waterdeep, where history and commerce intertwine.
Castle Waterdeep
Castle Waterdeep stands as a formidable fortress in the heart of the city, its 60-ft-thick walls towering high, adorned with vibrant banners that flutter in the breeze, visible from the southern districts. The castle is illuminated by continual light spells, casting a warm glow on its stone passageways. With provisions to sustain 50,000 for ten days and 90 cells for 540 prisoners, it serves both as a government seat and a stronghold. Garrisoned by 1,400 City Guards and trained City Watch members, the castle's courtyard echoes with the sounds of drills. Seventy warhorses reside in the stables, ready for swift action. The battlements, grimly, are used for the execution of non-nobles, a stark reminder of the law's reach. Construction began in 963 DR, marking the castle as a symbol of strength and authority just outside the city walls.
City of Splendors: Waterdeep
Waterdeep, known as the City of Splendors, is a bustling metropolis with a rich history that spans millennia. Nestled along the shores of Deepwater Bay, it has been a hub of human civilization for over two thousand years, with settlements like Safgauth and Skullport laying the groundwork for its vibrant culture. As the Gateway to the North, Waterdeep is accessible by various means, including roads, ships, and magical portals. Its thriving markets offer a plethora of goods, while its ancient dungeons promise adventure and danger. Adventurers flock to this grand city, seeking excitement and fortune, but must navigate its complexities to survive and thrive. Around the city, outside it's gates, are various refugee tent camps, pending processing and entry or others drifting in and out. Further out are smaller farming communities, magically enhanced to help feed the cities needs.
City of the Dead
The City of the Dead is no drab cemetery. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it all. Long ago, Waterdavians largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an extradimensional space where the dead are taken, mourned, and interred. Those who can afford it memorialize the departed with sculptures, making the City of the Dead an open-air museum that features some of the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy merchants have competed to erect the grandest markers for their dead, leading to a wide variety of styles and concepts created by artists at the height of their skills.
Deepwater Harbor
Deepwater Harbor, also known as Waterdeep Harbor, is a natural basin of the Sea of Swords, providing a vital trade route for the city of Waterdeep. Enclosed by Deepwater Isle and Stormhaven Island, it features a rocky bottom covered in mud, sloping into the depths of Umberlee's Cache. The harbor is divided into the Great Harbor for trade and the Naval Harbor for the City Navy, with defenses managed by the City Guard and merfolk patrols. Notable locations include the underwater lighthouse Deepwater Beacon, the merfolk village Tharqualnaar, and the temple to Umberlee, the Queenspire. The harbor is a hub for merfolk and aquatic elves, who maintain its cleanliness and safety, while also engaging in trade with surface dwellers.
Dock Ward
Once the most dangerous district, the Dock Ward is now overshadowed by the Field Ward. Dominated by warehouses, poorhouses, and tenements, its steep streets leave little room for pedestrians. Streetlamps are a rarity, often stolen or broken, forcing locals to carry their own light at night. The colors of the district are burgundy and orange, with a green swordfish as its mascot, a symbol of its competitive spirit. The Dock Ward's residents, often rough-and-tumble sailors, take pride in their champions, who are frequently drawn from their ranks. This area is a blend of grit and resilience, where survival is a daily contest.
Field Ward
Once a caravan yard between Waterdeep's northern walls, the Field Ward has transformed into a lawless town for refugees denied entry into wealthier neighborhoods. Lacking official status, it remains unpatrolled by the Watch, leading to rampant crime and desperation. The City Guard oversees it from the walls, intervening only when city access is threatened. The muddy streets are filled with the poorest citizens, while the absence of a sewer system exacerbates the squalor. The Guild of Butchers thrives here, operating slaughterhouses and smokehouses, profiting from the area’s misfortune. This grim district serves as a stark reminder of the city's inequalities, where survival often means succumbing to the darker aspects of humanity.
Mistshore
Mistshore is a dilapidated area along the northern shore of Waterdeep's harbor, notorious for its dangerous reputation. Once a thriving dock, it fell into disrepair after the Spellplague, leading to a community of outcasts living among the wrecked ship hulls. The harbor water is polluted and foul-smelling, and the City Watch refuses to patrol the area, though they will come if things get bad enough. Notable locations include Crib, a hideout for the crime lord Arowell, and Dusk to Dawn, a nomadic tavern. Hearthfire serves as a communal firepit for cooking, while the Waltzing Ferryman is haunted by sea wraiths, guarding an old wreck inhabited by a spellscarred mage. Treasure hunter Grinda Garloth resides here, often using her apparatus to search for lost treasures in the depths.
Mount Waterdeep
Mount Waterdeep rises 700 feet above sea level, a rugged bastion that protects the city of Waterdeep from fierce coastal storms. Its rocky slopes conceal the infamous Undermountain, a labyrinthine dungeon that draws adventurers and treasure seekers alike. At the mountain's heart lies a freshwater spring, once cascading down its cliffs into the sea, now redirected into vast cisterns that feed the city's sewer system. Legends whisper of an ancient city submerged beneath the waves, with Mount Waterdeep serving as its gravestone, a reminder of lost glory. The mountain also cradles the underhalls of Melairbode, a once-mighty dwarven hold, echoing with the history of its shield dwarf inhabitants. (Pictured early Waterdeep Settlement)
North Ward
North Ward is Waterdeep's wealthiest yet quietest district, home to middle-class and lesser noble families. The area features steep cliffs that interrupt the city wall, with lavish residences and luxurious taverns boasting stunning views of the eastern countryside. A public walkway along the cliff's edge allows all to enjoy the scenery without the high costs of nearby establishments. The ward is adorned in green and orange, with the gentle white dove as its mascot, often seen in flight. Many homes have dovecotes, and flocks of doves grace the skies at dawn and dusk, adding to the area's charm. As night falls, the ward quiets down, creating a serene atmosphere.
Piergeiron's Palace
The Palace of Waterdeep, a magnificent structure of gleaming white marble, stands proudly at the foot of Mount Waterdeep, where the bustling Street of Silks meets the grand Waterdeep Way. Known as the Lords' Palace, it serves as the residence and administrative hub for the Open Lord of Waterdeep, housing the City Watch, City Guard, and various city clerks. The palace is adorned with a remarkable Lantanese 'golemwork clock' named 'Timehands,' featuring intricate dials on three faces of its tallest tower, marking the passage of time for all who enter. The second floor hosts the Lords' Court, a grand chamber where the city's leaders convene, while embassies from distant lands and guest quarters for foreign dignitaries add to the palace's significance as a center of diplomacy and governance. All residenital houses within the area are owned by the estate as servant quarters among other things. (Storage, businesses, family or friends houses, etc.)
Sea Ward
The Sea Ward is a prestigious area perched atop the high ground of Mount Waterdeep, where the affluent and influential reside. Once fields swayed by sea breezes, it now boasts palatial homes that incorporate remnants of ancient fortresses built by early warlords and pirates. The vibrant colors of blue and gold represent the ward in competitions, with the sea lion as its whimsical mascot. At the intersection of Diamond and Delzorin Streets, visitors can enjoy breathtaking views of the opulent residences surrounded by lush gardens. The House of the Moon, the tallest temple in the city, towers seventy-five feet above the streets, a beacon of beauty and reverence. This area is a blend of history, wealth, and splendor, making it a must-visit for those seeking to experience the grandeur of Waterdeep.
Sea of Swords
The Sea of Swords is a vast expanse of water separating the Sword Coast of Faerûn from the Nelanther and Moonshae Isles. This region is marked by its rich maritime culture, with the Tethyr Peninsula and the Purple Cliffs forming its rough boundaries. The northern reaches include the islands of Ruathym and Gundarlun, with the waters often extending to Luskan. The sea is home to the kingdom of sea elves, Nindrol, who protect the waters around Toaridge-at-the-Sun's-Setting, a mystical island known for its breathtaking sunsets and vibrant marine life. Adventurers often seek the treasures hidden beneath its waves, while sailors tell tales of storms and sea monsters lurking in its depths.
Southern Ward
The Southern Ward is a vibrant area of Waterdeep, known for its rich cultural tapestry woven by the descendants of southern settlers. This district is a haven for traveling merchants, offering the finest halfling cuisine, captivating Calishite music, and exquisite dwarven craftsmanship. However, navigating its maze-like streets can be a challenge, as the treasures are often hidden behind unassuming facades. The residents take immense pride in their heritage as diligent travelers, and the mule stands as the ward's beloved mascot, symbolizing their hardworking spirit and connection to the land. Visitors are often corrected if they mistakenly refer to it as the South Ward, a testament to the locals' pride in their identity.
Trades Ward
The Trades Ward is a vibrant hub of commerce, filled with crafters and merchant guilds. Its streets and multi-layered balcony walkways are alive with the sounds of haggling and laughter, day and night. Buildings are adorned with colorful shop signs and advertisements, enticing passersby to explore glove shops, jewelry stores, taverns, and more. The air is fragrant with flowers and baked goods, while the City Watch maintains order amidst the bustling crowds. Guild halls stand proudly, representing the various trades that thrive here, from pottery to armor. Despite the constant activity, a sense of community is often overshadowed by the relentless pursuit of business.
Waterdeep
Waterdeep, the City of Splendors, is a vibrant cosmopolitan hub in the North, renowned for its rich culture and diversity. It attracts talented artisans, scholars, and merchants from across Faerûn, making it a center of commerce and creativity. The city is predominantly human, but also home to moon elves, dwarves, lightfoot halflings, half-elves, and gnomes, creating a melting pot of cultures. Waterdhavians are known for their social nature, pride in their history, and open-mindedness towards foreign cultures, fostering a sense of community and collaboration. The architecture is a blend of styles, with grand towers, bustling marketplaces, and serene parks, reflecting the city's dynamic spirit and its role as a beacon of civilization in the Realms.
Waterdeep Market
The Waterdeep Marketplace is a vibrant market hub of activity, where the air is thick with the mingling scents of spices, herbs, and cured meats. Stalls burst with colorful wares, from exotic fruits to intricate trinkets, while the sounds of bargaining and the clatter of horse hooves create a lively symphony. The marketplace feels alive, with people bustling about, each in pursuit of the freshest produce and the best deals, creating a chaotic yet harmonious atmosphere.
Yawning Portal: Interior
The Yawning Portal, located on Rainrun Street in Waterdeep's Castle Ward, is a bustling inn and tavern renowned as the primary entrance to Undermountain. Owned by the legendary adventurer Durnan, the inn features a massive well that descends into the dungeon's depths, drawing thrill-seekers and adventurers alike. Patrons gather to share tales, enjoy hearty meals, and place bets on the fates of those who venture below. A betting board prominently displays odds for parties entering Undermountain, adding to the lively atmosphere. The inn's interior is adorned with trophies from past expeditions, and the smoky air is filled with laughter and the clinking of tankards. Durnan, known for his no-nonsense demeanor, ensures safety with a horn to summon his vigilante group, the Red Sashes, should trouble arise. The Yawning Portal is not just a tavern; it's a gateway to adventure and a hub for those seeking fortune in the dark depths below.