Castle Ward of Waterdeep

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Notable Neighborhoods
Waterdeep
The Gem of the North
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Home to Mount Waterdeep, the Castle itself, Piergeiron's Palace and many of the barracks and other public buildings around them. Generally only the wealthy live here, and then only if they are involved in the daily intrigue and "night life" of open social cut-and-thrust of City life.

Residences

Private Homes

  • Delzimmer House: Private Dwarven residence often used by members of the dwarven Delzimmer family of Citadel Adbar.
  • Mirt's Mansion: The most famous landmark around Castle Ward's docks, this stronghold is home to one of Waterdeep's richest ex-adventurers, recently returned to Waterdeep after long being thought dead. Mirt the Moneylender is widely considered the only known of the Masked Lords.
  • The Leone House: The miniature castle originally established by Leone of the Company of Crazed Venturers, with a magical fence that unleashes lightning on trespassers. The Leone House has been passed from adventuring company to adventuring company over the decades since Leone's death, with ownership reverting to an unknown keeper who sees that it remains in the hands of adventurers only.
  • Rusella Varandal (Herald): Rusella's home and main offices as Falconfree are in the tallhouse along Waterdeep Way, just north of Castle Waterdeep in the Court of Gems neighborhood. The three-story tallhouse is an elegant building with several meeting salons on the ground floor, offices and archives on the second, and Rusella's modest living spaces on the third.

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.
  • Syndra's Tower: Former sanctum of Syndra Wands, the tower has been a property of House Wands for generations. It is currently the residence of a member of the Wands clan with a great degree of magical power, who prefers to remain away from the family's villa.

Rentals

  • Fair Winds: Rental Villa
  • Oldwolf House: Rental House
  • Sablehearth: Rental Townhouse

Businesses

  • Aurora's Waterdeep Way Shop: Shop (Curios & Exotica). xxx
  • Aurora's Whole Realms Coster Offices: Coster Headquarters. A large building featuring a street-facing showroom with offices above it, and ample storage in the back part of the building on both floors as well as a practically cavernous cellars, these offices are the heart of the empire that is Aurora's Emporium. The back ground floor also features a printing facility for the broadsheets the Emporium prints. Many folk in the Castle Ward enjoy spending an hour or so browing through the most fascinating wonders on display in the showroom. The offices are located in the Manyspells neighborhood of the Castle Ward, near the Tower of the Watchful Order, which is no accident: Aurora's Emporium frequently has need of mages to do certain work for them, and they pay well for it. The offices are also the location of Aurora's Academy, a Watchful Order-run school for wizardry.
  • Crommor's Warehouse: Warehouse. A warehouse owned by House Crommor, with crates of brazengoods.
  • The Curious Past: Shop (Historical Curios & Books) • (3c). A long-standing shop focused on historical relics and books of history.
  • Danimar Fine Wines: Shop (Wine) • (3c - 4c). The Danimar family was once the oldest holders of licenses by House Melshimber to sell its wines in the city of Waterdeep. With the plunge of Melshimber fortunes in the Wailing Years, however, several of the other vintner houses attempted to poach the Danimar family's loyalty. The canny merchants maneuvered well, and end up holding licenses to sell the vintages of several of the Houses. Today, they are an incredible wine-shop, with a small tasting counter and bottle room for Amcathra, Rosznar, and Sandhor wines. With the Melshimber re-entry into the wine trade of late, the Danimars have offered the House excellent terms for selling their goods once more, but the Melshimbers have snubbed them.
  • Eilean's Maztican Delights: Shop (Maztican Food) • (3c). The resurgence of a family business that folded during the Wailing Years, the family of the original Eilean Makaro still owned the property. With trade to and from Maztica opening back up in the past generation, they have re-established their premiere foodshop filled with chocolate, preserved tomatoes and peppers, and all manner of delights from Maztica.
  • Foolscap & Quills: Shop (Stationer) • (3c). Owned by Master Ilvaro Dunaer of the Stationers' Guild, Foolscap and Quills is an excellent resource for all manner of fine paper and parchments, quills, and inks. Master Dunaer's specialty is bound books, and he carries an excellent selection of tomes already bound with empty pages.
  • 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.
  • Halls of Hilmer: Shop (Armor) • (4c). The work of Master Hilmer was, in his day, unmatched. Today, the craft-descendants (that is, those who apprenticed to him in his craft, rather than blood relations) continue to run the shop, notable for its front of polished plate armor. Several masters use the space, all of them inheritors to the unique smithing craft of old Master Hilmer, and continuing to pass it down today. All armor sold here is premade, but crafted in such a way to allow for a single day's customization, even with the heaviest of armors.
    • Hilmer Warehouse: Warehouse (Halls of Hilmer). The warehouse for the Halls of HIlmer, where the raw materials for the work in the smithy is delivered and stored until needed. It is said that a trio of magical, animated swords act as guards for the establishment, which is a rich target for burglars thanks to the profusion of rare metals and precious alloys kept here.
  • Melshimber Offices: Sage Consultation • (4c). xxx
  • Mother Tamra's House of Graces: School (Grace, Etiquette, Comportment) • (5c) 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) • (3c). A mask shop still owned by Nureene's great-grandson, where masks of all sorts can be both purchased off of shelves, and specially commissioned.
  • Old Temple Lot Warehouse: Warehouse • (1c). xxx
  • Rebeleigh's Elegant Headware: Shop (Hats) • (2c) A habidasher that has seen better days, most of what is in here is second-hand goods, and the original pieces are somewhat shabby, sad to say.
  • Velstrode the Venturer's: Shop (Adventuring Goods) • (3c) Though a bit spendier than most caravans and mercenary companies are usually willing to entertain, Velstrode's is a good place to get high quality goods for adventuring companies and individual sellswords looking to make an impression.

Nightlife

Inns

Template:Castle Ward Inns

Taverns

Template:Castle Ward Taverns

Festhalls

Template:Castle Ward Festhalls

Temples

  • The Font of Knowledge: Temple to Oghma. Founded in 1368 DR, with expansive patronage by House Estelmer, the Font of Knowledge houses the largest library in Waterdeep, and most of the North (save Silverymoon), an archive which is open to the public (with the gentle guidance of the temple's clergy-sages). The church has strong ties to Houses Estelmer and Majarra, as well as to the Scriveners, Scribes, & Clerks Guild.
  • The Halls of Justice: Temple to Tyr. A busy place popular with many magistrates, Watch, Guard, and city bureaucrats, the Halls of Justice are a towering edifice divided among several groups: the temple tradition of the Halls, the Holy Order of the Knights of Samular, and the Order of the Even-Handed. While they are divided on specific tenets and traditions, they are a unified front in the accomplishment of Tyr's principles.
  • The House of Two Hands: Monastery to Tyr. A monastery whose fighter-monks seek to uphold goodness and order in the world, leading half of them to be away from the monastery at any given time, doing good works.
  • The Pantheon Temple of the Seldarine: Temple to the Seldarine (Elven Gods). When elven clergy of the Seldarine approached the Masked Lords to ask for permission to establish a Pantheon temple to their gods, it was considered a coup for relations between Waterdeep and the elven peoples. Waterdeep has always had an extensive elven population, and is indeed the site where the Grey Ships of Evermeet come at Midsummer to carry away those elves who tire of Faerûn and seek to return to elven lands. When that permission was quickly given, the elves asked for an allotment of property right in the middle of a busy and crowded Castle Ward neighborhood, shocking the Lords. Even when pressed, the elves would not explain their choice; so without further ado, the grant was given. The Pantheon Temple is a tall, dour structure of gleaming white stone flecked with silver, but has within it a garden and long walking galleries between the shrines to the elven deities.
  • The Spires of Morning: Temple to Lathander. A walled garden compound with eight beautiful gilded towers that reflect Lathander's dawn.
  • Unicorn Hall: Temple to Lurue. A courtyard behind an outer wall, with a variety of outbuildings around the green swathe.

City Buildings

  • 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.
  • Bell Tower: A simple bell tower used to signal fires, attacks and calls for assembly at the Palace. (15 Guard at all times)
  • Castle Waterdeep: Castle for the Masked Lords of Waterdeep and the Magistrates' Courts.
  • Guard Barracks: City Guard Barracks
  • Guard Smithy: Smithy for City Guard
  • Palace Storage: Warehouses for Piergeiron's Palace
  • Palace Stables: Stables for Piergeiron's Palace
  • Palace Paddocks: Paddocks for Piergeiron's Palace
  • The Open Lord'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 Laeral.
  • Peaktop Aerie: Headquarters for griffon mounts of City Guard
  • Watching Towers: Sentry Towers

Walking Statues

  • The God Catcher: Walking Statue. A statue with a floating globe above its upstretched hand, caught in the middle of moving toward the Market. It has been hollowed out and apartments carved from its torso and arms, with the owner, a reclusive aarakocra wizardess living in the orb. One leg has sunk into the earth, and provides access to the sewers. There is construction over its knee and leg, and climbing up its torso.
  • The Great Drunkard: Walking Statue. A statue of an inebriated human male, passed out, with an axe beside him. A tavern, Galkyn's Tankard, has been built in its very lap.
  • The Sahuagin Humbled: Walking Statue. A statue of a crouched, fearful-looking sahuagin.
  • The Griffin: A griffin reclining near the old griffin aerie. It reclines on the ground, paws forward, head raised regally.
  • The Hawkman: Depiction of an aarakocra, crouching, wings spread, as though preparing to leap skyward.

Guildhalls

  • 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
  • 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