Gangs of Waterdeep
• Waterdeep •
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The Gem of the North
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• People •
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The Lords • Nobility • Magistrates • Herald • Watch
Guard • Guilds • Trading Costers • Sages Gangs • Fences • Usurists • Factions • The Harpers • The Heralds |
• Wards •
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Castle Ward • Sea Ward • North Ward • Trades Ward • South Ward • Dock Ward • Mountainside • City of the Dead • Undercliff • Undermountain • Skullport
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• Locations •
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• Calendar •
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• Language & Communication •
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Language Glossaries: Common • Dethek • Espruar
Northern Languages • Languages of Faerun • Songs of Faerûn • Broadsheets • Popular Publishings • Writing & Archival • The Lingo of Twilight Vaeteru |
• Other Lore •
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• City Map •
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Castle Ward
- x
South Ward
- x
Dock Ward
- x
House Rules
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Rules Additions
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Alchemy • Additional Armor • Additional Weapons • Backgrounds • Chase Scenes • Domains • Downtime • Wizard Traditions • Feats • Rare Materials • Spells • Gambling
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A Dungeons & Dragons Next Campaign in the Forgotten Realms
Year of the Bow (DR 1354)
You are part of a criminal enterprise (call it a gang, call it a mob). Until recently, you were based out of Yartar, a small walled city of about 6000. Through troubles, trials, and tribulations, you became allies (and possibly even friends) during your time in Yartar, allying with one another to take total control over the criminal underworld in the small city of Yartar.
But after a while? It just wasn't enough.
Any other gang would have simply milked it for what it was worth, until someone betrayed someone else, etc etc. But not your crew. Instead of resting on their laurels, you've turned your sights toward a new and lovely target, a challenge worth your mettle.
According to one of your number - a sorceress with a background among the noble families of Waterdeep - it is impossible to form large criminal enterprises in the City of Splendors. Many have tried, and all have failed.
But those losers? They're not you.
Player Characters
Campaign Information
- House Rules: Alternate mechanics for the campaign
- Timeline: Campaign timeline
- Treasury: Group Treasure
- Downtime: Campaign Downtimes
Non-Player Characters
Nobility of Waterdeep
- House Adarbrent: A house of wanderers and travelers, with interests in shipping, navigation, cartography, and exploration.
- House Zulpair: A house of seafarers with interests in merchant shipping.
The Streets of Waterdeep
- x
Common Folk of Waterdeep
- x
Realmslore
- Realms Deities: The deities of the Realms
- The North
- Character Names
Language & Writing
- Forgotten Realms Languages: A comprehensive examination of the languages of Faerun.
- Languages in the North: The most commonly spoken languages in the Savage North.
- Everyday Writings in the Realms: A look at the tools of the scrivener: parchment and ink.
- Daily Dwarf Common in the Realms: A look at some of the Dwarven slang that has entered the Common tongue.
Other Lore
- Drugs of the Realms: A look at the narcotics of the Realms.
- Time of Day in the Realms: How Faerunians divide up the hours of the day.