Southern Street of the Sword

From OakthorneWiki
Revision as of 02:03, 25 January 2014 by Oakthorne (talk | contribs)
Jump to navigationJump to search
Southern-way-sword.jpg

Map Key
  • 1: The Crawling Spider (Tavern; C,2)
  • 2: The Golden Key (Business; C,2)
  • 3: The Master Bakers' Hall (Guild Hall; B,2)
  • 4: Halls of Hilmer (Business; C,1)
    • 4a: Hilmer's Warehouses (Warehouses; C,2)
  • 5: Halambar Lutes & Harps (Business; B,2)
  • 6: Vestrode the Venturer's Row House (Business; B,3)
  • 7: The Elfstone Tavern (Tavern; B,3)
Waterdeep
The Gem of the North
Waterdeep-seal.jpg
• People • 
• Wards • 
• Locations • 
• Calendar • 
• Language & Communication • 
• Other Lore •
• City Map • 
Map-waterdeep-sm-1491DR.jpg

Businesses

  • The Golden Key (2): A locksmith who specializes in custom, unique locks made to order, though he does not craft vault doors, door bars or strongchests.
  • Halls of Hilmer, Master Armorer (4): The shop's front is plated in armor plate, polished a deep, gleaming blue. Master Hilmer makes only plate armor, his is the finest in the North - and possibly beyond. He also maintains a pair of warehouses nearby, with extra work space for his many apprentices and storage space for his craft.
  • Halambar Lutes & Harps (5): A fine shop to purchase nearly any stringed instrument, renowned for the mellow sound of its instruments, as well as for the Harp That Sings, a magical harp that plays itself.
  • Vestrode the Venturer's Row House (6): The business of a retired adventurer named Vestrode who has become quite the successful merchant. His preferred clientele are adventurers, and he specializes in gear of use to them.

Nightlife

Taverns

  • The Crawling Spider (1): A tavern for those who are nostalgic for subterranean life (or simply fancy that they might be), the Crawling Spider is decorated with mosses, lichens and faux stone facades.
  • Elfstone Tavern (7): An old, dimly lit tavern that evokes the sylvan forest with its living oak corner-pieces and plentiful indoor plantlife. It serves mainly elves and half-elves; dwarves and half-orcs are refused admittance, and humans and halflings are generally only accepted in small parties or with elven friends.

Guild Halls

  • The Master Bakers' Hall (3): The guild hall for the Bakers' Guild.