1354 DR Castle Ward of Waterdeep

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Notable Neighborhoods

Castle Ward 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. Inns: None • Taverns: None • Festhalls: None
  • Poor: The variety of rowhouses and boarding houses in the Castle Ward make this a common lifestyle to be found here. Inns: Wyrmbones Inn • Taverns: The Flagon Dragon, the Empty Keg, the Asp's Strike • Festhalls: None
  • 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. Inns: The Yawning PortalTaverns: The Crow's Nest, the Red-Eyed Owl, the Quaffing Quaggoth, Sailor's Own, the Dragon's Head • Festhalls: Blushing Nymph, the Lightsinger Theater
  • 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. Inns: The Pampered Traveler, the Sapphire HouseTaverns: The Crawling Spider, the Elfstone, the Sleepy Sylph, the Blue Jack, the Singing Sword • Festhalls: Jhural's Dance, the Crawling Spider, Mother Tathlorn's House of Pleasure & Healing, the Smiling Siren
  • 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. Inns: The Jade Jug • Taverns: None • Festhalls: None
  • 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.

The City of Splendors
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In terms of both geography and power, Castle Ward is the city's center. Most, if not all, of the city's administrative buildings are within the ward boundaries, from the lofty spires of Piergeiron's Palace to the low-slung crenelations of the guard smithy. While money and social standing are the prevalent benchmarks of might in the City of Splendors, Waterdeep's true power and what keeps it running are the Lords and Magisters here. If you like the taste of power and authority mixed with the usual commerce of the city, Castle Ward is the place to go.

The city guard maintains a strong presence in Castle Ward due to the concentration of city officials and areas of importance in need of heavier security. Even so, the watch maintains much of the order, especially around the Market, the Palace, and the Castle Ward docks. Like the guard, the watch makes a show of force in Castle. Ward, traveling in larger patrols of six and brandishing short swords in addition to their normal rods and clubs.

The ward boundaries are the southern side of Julthoon Street over to Shield Street and down to Trader's Way on the north, meeting up with the High Road and Snail Street for the eastern perimeter. Lackpurse Lane, Belnimbra's Street, Gut Alley, and Shesstra's Street combine in an uneven boundary to the south, whereas the mountain and the coastline form the western edges of the ward. While Castle Ward covers the most territory, Mount Waterdeep makes up a lot of empty land and the ward is effectively little larger than Sea or North Ward.


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).

Watch of Castle Ward

Wardsman: Amren Dulaern (Castle Waterdeep)

  • Dretch Lane Watchpost: Rorden: Klenna Hlaer • Orsar: Daliler the Stout • Wolt's Patrol, Mukktar's Patrol, Khengi's Patrol, Fanthel's Patrol
  • Duir's Watchpost: Rorden: xxx • 3 patrols
  • Elsambul's Watchpost: Rorden: xxx • 4 patrols
  • Elvarren's Watchpost: Rorden: xxx • 4 patrols
  • Keltara's Watchpost: Rorden: xxx • 3 patrols
  • Market Watchpost: Rorden: xxx • 4 patrols
  • Mulgomir's Watchpost: Rorden: xxx • 3 patrols


Private Homes

  • Ammathair Hawkfeather: Private Home, Sage
  • Caladorn Cassalanter: Private Home
  • Delzimmer Residence: Private Dwarven Home (Northern Swords Street)
  • Haerun Mhammaster: Private Home
  • Mirt's Mansion: The most famous landmark around Castle Ward's docks, this stronghold is home to one of Waterdeep's richest ex-adventurers.
  • Larissa Neathal: Private Home
  • Lharilstar's House: Private Home: Naneatha Lhaurilstar, Lady of Waterdeep
  • Leone's House: The miniature castle that is the home for Leone the Fighter, a former member of the Company of Crazed Venturers. It is said to be surrounded by a magical fence that unleashes lightning on trespassers and thieves.
  • Rudegar Majarra: Private Home
  • Shyrrhr's House: Private Home: Shyrrhr, Lady of the Court
  • Tolgar Anuvien: Private Home

Mage Residences

  • Blackstaff Tower: The imposing dark stone tower with no apparent entrances or windows that is the home of Khelben "Blackstaff" Arunsun, archmage of Waterdeep and suspected Lord, and his apprentices. (Northern Swords Street)
  • Syndra Wands Tower: Former Home of Syndra Wands (deceased)


  • Banderly Rooming House: 3c. A four-story boarding house kept by the Banderlys, two married women who pride themselves on providing good, clean, safe accommodations.
  • Fair Winds: Rental Villa
  • Heroes' Rest: Rental Villa, owned by House Melshimber
  • Marblehearth: Rental Villa
  • Sablehearth: Rental Townhouse (Northern Swords Street)
  • Sapphire House: Inn, Rooming House
  • Stormwatch: Rental Villa


  • Baltorr's Rare & Wondrous Treasures: Shop (Curios) and Warehouse (4c). A curio and coin shop owned by an expert on coins and military markings.
  • Crommor's Warehouse: Warehouse
  • The Curious Past: Shop (Historical Curios & Books)
  • Danimar Fine Wines: Shop (Wine) (3c - 4c). The Danimar family are one of the oldest holders of licenses by House Melshimber to sell its wines in the city of Waterdeep. They do a brisk business in both the imported and domestic Melshimber vintages.
  • Dathchant Engravings: Shop (Eyeshop)
  • Diloontier's Apothecary: Shop (Apothecary)
  • The Golden Key: Shop (Locks) (4c) Ansilver the Locksmith (Southern Street of the Sword)
  • Halambar Lute & Harps: Shop (Stringed Musical Instruments) (4c) The premiere place to find any stringed instrument of the Realms (expect to pay dearly for quality). It is also host to a magical harp that sings by itself and is rumored to have connections to the Harpers in some capacity. (Southern Street of the Sword)
  • Halls of Hilmer: Shop (Armor) (4c). Master Armorer Hilmer's shop is hard to miss due to its front of polished plate armor. He sells custom-made armor that is without parallel on the Sword Coast. The shop features practice rooms for trying out his armor. (Southern Street of the Sword)
  • Kreis' Fine Wine and Spirits: Import/Export (Spirits) An import business run by [{Tyrannus Adarbrent]].
  • Mother Tamra's House of Graces: School (Grace, Etiquette, Comportment) A "finishing school" that caters to young ladies of ambitious families, being taught how to wash and groom themselves, how to develop a fashion sense and how to keep a wardrobe looking fresh (including washing and sewing for repairs), etiquette and carriage (how to walk, sit, hold one's hands, etc), how to write polite messages, how to politely and with dignity encourage or discourage social entreaties, dancing and the right things to say in difficult situations.
  • The Market: The largest open area of the city that plays host to hundreds of stalls and camped vendors able to sell nearly anything in the Realms, and many thieves to relieve one of same.
  • Nureene's Marvelous Masks: Shop (Masks)
  • Old Knot Shop: Shop
  • Olmhazan's Jewels: Shop (Jewelry) (4c)
  • Paethier's Pipeweed: Shop (Tobacco)
  • Phalantar's Philtres & Components: Shop (Herbs and Medicines) (4c). A small shop for medicinal herbs and ingredients for oils, perfumes and potions. It is said that Phalantar allegedly supports adventuring companies in exchange for the rare substances he sells here.
  • Rebeleigh's Elegant Headware: Shop (Hats)
  • Sorynth's Silverware: Shop (Silver Goods)
  • "Sharkroar" Horth Sharlark's Broadsheets: Printer (Broadsheets)
  • Velstrode the Venturer's: Shop (Adventuring Goods)



  • The Jade Jug: Inn (5c•5a). Waterdeep's plushest inn with luxury in every detail, and well worth the expensive price.
  • Lazy Dragon: Inn (3c•3p•3a) A newly-established inn. (Old Temple)
  • The Pampered Traveler: Inn (4c•4a)
  • Sapphire House: Inn, Rooming House (4c•3p•4a) An expensive rooming five-story house across Swords Street from Blackstaff Tower that has provided room and board for more than one of the Blackstaff's apprentices who found the Tower to be a little too confining. (Northern Swords Street)
  • Wyrmbones Inn: Inn (2c•2p•3a)
  • The Yawning Portal: Inn (3c•4p•3a) A well-known inn and tavern whose main feature is a massive well on the ground floor of the tavern, some 40 feet across, that descends 140 feet into the first level of Undermountain. There is a rope hoist that can be used to lower or raise those foolhardy enough to venture into Undermountain, at a cost of 1 gp per person. (Southern Castle Ward)


  • The Asp's Strike: Tavern (2c•2p)
  • The Blue Jack: Tavern (4c•3p)
  • The Crawling Spider: Tavern, Nightclub (4c•3p). A tavern for subterraneans that pine for their homes (as well as regulars who like the thrilling atmosphere), decorated as if underground with serving folk dressed as drow elves. Well known for its subterranean dancing floor, and the many small "caverns" that lead off of it whose dark recesses are best left alone by the curious. (Southern Street of the Sword)
  • The Crow's Nest: Tavern (3c•2p) A modest but comfortable tavern; a favorite among the clerks, bureaucrats, and visitors of nearby Castle Waterdeep. (Southern Castle Ward)
  • The Dragon's Head: Tavern (3c•3p)
  • The Elfstone: Tavern (4c•4p). An old earthy tavern, with live trees in the walls and the bar, that caters to elves and half-elves, and is a rare source of such delicacies as elverquisst, guldathen nectar and maerlathen blue wine. (Southern Street of the Sword)
  • The Empty Keg: Tavern (2c•2p) A rough-and-tumble beer-hall. Later in the eve, it often sees visits from some of the unattached ladies from Mother Salinka's next door, looking to lure some of the drinkers back to their boudoirs. (Southern Castle Ward)
  • The Flagon Dragon: Tavern (2c•3p) A modest neighborhood pub renowned for its zzar (Waterdhavian mulled wine) and talyths (a palm-sized cracker with a thin slice of sausage on top, and a mixture of cheese, herbs, mashed root vegetables and other ingredients whose recipe is a house secret) (Northern Swords Street)
  • The Mighty Manticore: Tavern (2c•3p). An older friendly tavern with ample ale and light evening fare at affordable prices that attracts a loyal clientele of merchants at the close of day.
  • The Quaffing Quaggoth: Tavern (3c•4p). A dwarf-owned tavern and a growing favorite among the city's sailors, merchants and young nobles. The tavern is well-known for the house specialty: a thick-brewed stout mixed with an unknown liquor that is called the Quaggoth for its rumored ability to cure every hair on a quaggoth and then some.
  • The Red-Eyed Owl: Tavern (3c•3p) A comfortable, unimpressive local ale-house that is a favorite of the average Waterdhavian locals, well-loved for its cheap ale and heavily spiced coast chowder. (Southern Castle Ward)
  • Sailor's Own: Tavern (3c•2p) A crowded, dark, and dirty sailor's dive bar.
  • The Singing Sword: Tavern (4c•4p)
  • The Sleepy Sylph: Tavern (4c•3p) A popular tavern for visitors to Waterdeep, featuring driftglobe lights and scantily clad waitstaff dressed as fairies. (Southern Castle Ward)


  • Blushing Nymph: Festhall (3c•3p) An upscale brothel known for its exotic pleasures. (Southern Castle Ward)
  • The Crawling Spider: Tavern, Nightclub (4c•3p) A tavern for subterraneans that pine for their homes (as well as regulars who like the thrilling atmosphere), decorated as if underground with serving folk dressed as drow elves. Well known for its subterranean dancing floor, and the many small "caverns" that lead off of it whose dark recesses are best left alone by the curious. (Southern Street of the Sword)
  • Genmura's Stage: Festhall (2c•1p) A bawdy burlesque palace with two floors of small, cheap, stinking rooms above its taphall, Genmura's sees plenty of seedy sorts, criminals, dock hands, and sailors just come a'shore. (Old Temple).
  • Jhural's Dance: Festhall (4c•3p) Nowhere near as raucous as many festhalls, Jhrual prides himself on the seductive, intimate environment he fosters in his hall. Plenty of alcoves and nooks to hide in with someone in close company, all surrounding a stage where his festhall workers dance to advertise their wares. His festhall is also notable for its equal proportion of men and women performers. (Northern Swords Street)
  • Lightsinger Theater: Theater (3c)
  • Mother Salinka's House of Pleasure: Festhall (3c) A shabby, low-coin festhall. (Southern Castle Ward)
  • Mother Tathlorn's House of Pleasure & Healing: Spa (4c)
  • The Smiling Siren: Festhall & Theater (4c•3p). A festhall that specializes in small plays and the hosting of traveling troupes (burlesque and otherwise). (Northern Street of Silver)


City Buildings

  • Guard Barracks: City Guard Barracks (Southern Castle Ward)
  • Guard Smithy: Smithy for City Guard
  • Bell Tower: A simple bell tower used to signal fires, attacks and calls for assembly at the Palace. (15 Guard at all times)
  • Palace Storage: Warehouses for Piergeiron's Palace
  • Palace Stables: Stables for Piergeiron's Palace
  • Palace Paddocks: Paddocks for Piergeiron's Palace
  • Walking Statue: One of the eight known 90-foot-tall stone golems created by Khelben Arunsun to defend any gaps in Waterdeep's defenses, this regal figure stands at the Gull Leap cliff at the end of Julthoon Street.
  • Peaktop Aerie: Headquarters for griffon mounts of City Guard
  • Watching Towers: Sentry Towers
  • Piergeiron's Palace: The center of Waterdeep's government with various courts, embassies and city offices therein, as well as the living chambers of the Open Lord Piergeiron the Paladinson.
  • Castle Waterdeep: Castle for the Masked Lords of Waterdeep and the Magistrates' Courts.
  • Ahghairon's Tower: The slim stone tower of the original First Lord of the city that is surrounded by invisible magical barriers that suspend the skeletal remains of a wizard that tried to get into the tower.


  • The House of Gems: Jewellers Guild
  • The Map House: Surveyors', Map and Chart-Makers Guild
  • Fellowship Hall: Fellowship of Innkeepers. The headquarters of the Fellowship of Innkeepers that operates as a member-only inn one night a tenday.
  • The Master Baker's Hall: Bakers' Guild (Southern Street of the Sword)
  • Tower of the Order: Watchful Order of Magists & Protectors. A three-story stone tower surrounded by a fence of sparkling green lights that coalesce into Azuth's and Mystra's symbols, with the hand of Azuth over the tower door rumored to watch the tower and fire magic at any intruders.
  • Guildhall of the Order: Solemn Order of Recognized Furriers & Woolmen
  • Pewterer’s Guildhall: Pewterers & Casters Guild
  • House of Fine Carvers: Fine Carvers Guild. The slate-roofed wooden base of the Fine Carvers Guild, easily found on the High Road with its frieze of carved animals and people, including Ahghairon and other First Lords.
  • The Market Hall: Farmers and Grocers Guild

Alleys & Courts

  • Buckle Alley, once the heart of the Shadow Thieves’ Guild territory, city guardsmen were warned to buckle on their blades before entering it;
  • 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;
  • 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;
  • Jesters’ Court, a courtyard—frequented now by hard-currency girls and minstrels—that has also been a performance stage for jugglers and comics as well as a meeting place for eloping lovers;
  • Sevenlamps Cut, named for seven fancy magical lamps placed here long ago by Ahghairon himself, this safe alley is 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.
  • 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.