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Volo's Guide

to Waterdeep

A Toast to Waterdeep
Here's to the City of Splendors
Deep water where the edge of the sea
Meets rivers of gold; all the coins ever made
Flow past — gods, throw some to me!

(A traditional toast, sung in the taverns of the Waterdeep)


Credits
Design: Ed Greenwood
Editing: Julia Martin
Cover Art: Robh Ruppel
Interior Art: Valerie Valusek
Cartography: Joel Meyer and
Dennis Kauth
Typesetting Angelika Lokotz
Production:
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2
Contents
Preface: From Elminster . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Other Places of Interest
Volo’s Ratings System . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .4. in Trades Ward . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . .116
Homes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Introduction: A Word From Volo . . . . 5 shops . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . . .... . . . . . . .1 20
Taverns . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . .125
Castle Ward . . . . . . . . . . . . . . . . . . . . . . ... ... . . . . . . . 7 Inns . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 126
Landmarks . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Alleys . .. . . . ... . . . . . . . . . . . . . . ...... . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . .1 29
Places of Interest
in Castle Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 . . . . . . Southern Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 ....
Homes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 ......... Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 ........
Shops .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . .. . . .14 Kappiyan Flurmastyr’s House . . . . 138
Taverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 ......... The Moon Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 142
Inns . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 The Old Monster Shop . . . . . . . . . . . . . . . . . . . . . 146 ...
Festhalls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 ....... The House of Good Spirits . . . . . . . . . . . . . . 152
Alleys .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . ... . . . . . . . . .3 7 The Jade Dancer . . . . . . . . . . ... . . . . . . . . . . . . . . ..... . . . . . 155
Other Places of Interest
Sea Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 in Southern Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 ....
Landmarks . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . .. . . . .52 Shops . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
Tespergates . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . . 55 Taverns .... . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . ... . . . . .. 159
The Fiery Flagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 . Alleys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . .163
Other Places of Interest
in Sea Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . .58 Dock Ward . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 .......... Landmarks . . . . ... . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .1 70
Taverns . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 0 The Hanging Lantern . .. . . . ... . . . . . . . . . . . . . . 1. 71
Inns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..61 Helmstar Warehouse . .. . . . . . . . . . . . . . . . . . . . . . .1 73
Festhalls. . . . . . . . . . ... . . . . . . . . .. . . . . . . . . . . ... . . ... . . . . . . . . . . . . . . .6 4 The Old Xoblob Shop . . . . . . .. . . . . . . . . . . . . . . 176
Alleys . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . ... . ... 65 Serpentil Books & Folios . . . . . . . . . . . . . . . . . . . 180
Three Pearls Nightclub . . . . . . . . . . . . . . . . . . . .184 ..
North Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 ...... The Thirsty Sailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .187 ..
Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 The Ship’s Prow . . . . ... . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . 1. 90
The Gentle Mermaid . .. . . . ... . . . . . . . . . . . . . . . . . . . .83 . The Blushing Mermaid . . . . . . . . . . . . . . . . . . . . 193 ...
Hawkwinter House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 ... The Copper Cup . . . . . . . . .. . . . . . . . . . . . . . . . ... . . . . . . . . . .1 97
The Misty Beard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 .. Other Places of Interest
Other Places of Interest in Dock Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199 ..
in North Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 .. Shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199.........
Homes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 ......... Taverns . ... . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . 200 ..
Shops . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . ... . . . ... . . . . . . . . . . . . . . . . . . . . . .9 3 Inns . .. . . . ... . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . .205
Taverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 ......... Festhalls . . . . . . . . . . . . .... . . . . . . . . . . . . . . . ... . . . . . . . . . . ........ . . 207
Inns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 ........... Alleys . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208
Alleys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
...
Appendix I: Folk Of Waterdeep . . . . 214
Trades Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
.....
Landmarks . . . . . . . . . . . . . . . ...................................... 105 Appendix II: Index of Places ............ 235
The Bowels of the Earth . . . . . . . . . . . . . . . . . . . . 108
The Inn of Appendix III: Color Map Key ........... .238
the Dripping Dagger . . . . . . . . . . . . . . . . . . . . . 111 ...

3
Preface
The engaging rogue Volo has done a May the gods smile upon ye, traveler,
better job on this tome, know ye, than on broader than they do upon Volo.
his misguided volume on magic ( Volo's
Guide to All Things Magical). It were best
he should leave dabbling in Art to those
who know better. P.S. FR1 Waterdeep and the North
Naetheless, he missed a lot of Water- remains the definitive guide to features
deep that even an occasional visitor such of Waterdeep, augmented by the City
as myself can spot. Much, no doubt, System and Ruins of Undermountain
passed unseen beneath his very nose. He’s boxed sets, the Knight of the Living Dead
got some things quite wrong, too—but gamebook, and the module FRE3 Water-
ye’ll discover what when ye meet them, deep. Those desiring to explore alleys Volo
even if that’s (ahem) just a might late. mentions would do well to consult where
My colleague, Ed of the Greenwood, the alleys meet with the sewers, on page
has prevailed upon me to include some 28 of Waterdeep and the North, if they
small items of import to gamers. Reluc- wish to avoid (or find, I suppose) danger.
tantly I have done so, adding probable One note more: For the safety of
details—trust not in their veracity I warn Waterdeep, I’ve refrained from passing
ye!—of various Waterdhavians at the back on details of the abodes or persons of
of this tome (including the impetuous Durnan, Khelben “Blackstaff” Arunsun,
Volo himself). All the rest, errors and all, Laeral, Mirt, Piergeiron, and certain
I’ve left. I must warn ye. Khelben and his others—and cut out much or all of what
lady Laeral laughed to tears on several Volo had to say about them, too. If you’d
occasions while reading this work—and know such folk, meet them yourselves—
as I can find little amusing in it, I can only and learn what they’ll grant ye. Enjoy thy
conclude they found hilarious errors! read. . .

Volo's Ratings System


Daggers Pipes Tankards Coins
(Alleyways, (Inns) (Taverns) (Prices)
Courtyards,etc.)
Worst Lowest

Better Average

Best Highest

4
A Word from Volo
his guidebook is the and other places restricted to
result of extensive, those of one faith aren’t explored
often hazardous in these pages.
explorations of the My forays into the City of the
City of Splendors, Dead, the sewers, and various
most colorful city of the Sword City fortresses were also severely
Coast. It is the dream of many limited, and their coverage here
folk across Faerun to someday reflects that. I believe only a
visit this fabled, bustling market- longtime citizen of Waterdeep-
place and grandest of abodes. which I’m not—should attempt a
This tome attempts to steer guide to the pleasant parkland
visitors to sights and folk they that houses the city’s legions of
want to see—or avoid. dead.
No one traveler can go every- Anyone drawing near any gate
where and see all in Waterdeep, of the city can see Mount Water-
and with passing time, some- deep—and that’s as close as most
things I have written will change. of us are ever going to get. Every-
With a few exceptions, I one goes to gawk at Castle Water-
couldn’t enter the villas and deep and at Piergeiron’s Palace
walled homes of the nobles (again, seeing little indeed of their
without invitation, so they do not inside, except by invitation of the
appear herein (and for obvious Lords), so I’ve largely left those
reasons, I dare not write of my out, too.
few covert glimpses of their A traveler could spend a
splendors—ladies, I’ll not forget). lifetime in Waterdeep and not
If you visit a guildhall in fully sample its every nuance,
Waterdeep and are not a mem- pleasure, back alley or experi-
ber, you are typically shown (as I ence. There must be many
was) into a small number of noteworthy places I’ve missed.
meeting rooms, and are not free Those omissions aside, I think
to wander. Watching, attentive you’ll agree this is the best guide-
guards deter prying, and the book to Waterdeep available. I
result is a boring visit unless you urge you all to remember with
have business with the guild. favor the name of:
Guild members would not look
favorably on my giving away
secrets, either, and so I avoid
describing guild buildings. For
the same reason, temples, shrines, (Volothamp Geddarm)
5
6
Castle Ward
ome to most of Water- granary and its flying griffon
deep’s administrative steeds. These caverns are linked
buildings and build- to Castle Waterdeep, from which
ings of state, this first the ward takes its name, and
ward of the city is various cliff top eyries (landing
the heart of power in Waterdeep and springing-aloft areas for the
today. It’s also the area most folk griffons)—and, it is rumored, to
who’ll tell you of Waterdeep talk both Piergeiron’s Palace and the
about. Much has been written many levels of Undermountain,
about it,¹ so in these pages, I’ll the vast dungeon or subter-
treat it more lightly than any ranean city beneath Waterdeep.
other ward of Waterdeep. Any City watch and guard patrols
fool can see the mountain and are heavy in this ward. The city
the castle from far off. You don’t guard deliberately puts on a
2
need my words to find them! show of force in this district.
Although it looks large on a
map, much of it is taken up by
Mount Waterdeep, the rugged
Landmarks
height that protects much of the The most prominent landmarks
city from the full fury of the of Castle Ward are the mountain
winter storms (which blow from and the castle. The next most
west-northwest). The mountain is important is the many-spired
honeycombed with caverns and Palace of Waterdeep, popularly
passages where the city guard known these days as Piergeiron’s
maintains its armories, the city’s Palace, after the First, and only
¹FR1 Waterdeep and the North describes features of Mount Waterdeep (page 22), Castle Ward (page
23), and all city features at some length. The City System boxed set includes detailed maps of the main
aboveground structure of Castle Waterdeep, as well as detailed street maps of the city, and a selection
of building floor plans. Module FRE3 Waterdeep contains notes on the Yawning Portal inn and a partial
map of Blackstaff Tower.
The Ruins of Undermountain boxed set describes the uppermost levels of vast Undermountain,
including its surface connections and the infamous subterranean smuggling port known as Skullport.
The novel Elfshadow gives the reader a taste of Waterdhavian social life, and a glimpse of many
features of the city—including some ancient gates linking it with far places.
²City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. In this ward,four-sword
detachments pass a given point about every 8 minutes and look into a tavern or inn dining room about
every 20 minutes.
As detailed on pages 15-16 and 23 of the City System set booklet, the city guard also patrols Castle
Ward, in six-man detachments. Typical patrol details are as given therein, on page 23. Reinforcements
will be a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings,
and a polearm appropriate to the situation.
Guard patrols pass a given street location about every 15 minutes, but appear in 1d4 minutes when
a city watch patrol blows a warning horn in this ward.

7
publicly known, Lord of Water- Known, imaginatively enough, as
deep. His court is held there, and the Mountain Tower, it is strictly
he entertains visiting embassies off limits to the public.
and envoys there on an almost There is a large open court-
daily basis. Accompanying one of yard in front of the palace. To
them is probably the best way to even get to the Main Gate, you
get a look inside. The palace has must pass a lone tower in the
four gates. From the north, these midst of this open space: Ah-
are Horn Gate, Sally Gate, Main ghairon’s Tower.
Gate, and Guard Gate. You’ll be This slim stone tower has been
challenged if you try to use any totally enclosed above, around,
way in but the Main Gate. and beneath in a series of potent,
So pass through it. The entry invisible magical barriers since
hall beyond is impressive the death of the famous wizard,
enough—an echoing room all of many years ago.³ Don’t approach
polished marble, empty except too closely—on the north side, a
for benches along the walls skeletal figure still stands facing
carved into the likenesses of the tower with arms raised,
seated lions, and the massive about 10 feet away from its side.
pillars that hold the upper floors It is all that remains of a wizard
of the palace up. who tried to get into the tower in
For me, though, the most order, no doubt, to seize Ahghai-
impressive thing in the palace ron’s magic for himself. He
was the scale model of the entire dispelled the outermost barrier, a
city—building by building—set on forcecage, but was trapped
a huge stone table in the office of between it and the prismatic
the city clerks. To find it, turn sphere within when the force-
right and go through the arch- cage reformed behind him.
way at the end of the entry hall. The man’s name has been
The large, grand stairs leading forgotten with the passage of
out of the hall in the other years, and his robes and flesh
direction are the way to Pier- have both rotted away, but the
geiron’s court and audience magic of the tower holds the
chambers. bones in position. Until Pier-
The palace stands with its back geiron forbade it some years ago,
hard against a cliff face of Mount it was a favorite game of local
Waterdeep. To the north and children to rearrange the
south are barracks. A small wizard’s bones. They can be
tower set into a mountain cleft to dislodged with a stick, but they
the north guards an entrance to always drift slowly back into the
the tunnels of Mount Waterdeep. same position, floating upright,
³ For details of the defenses of Ahghairon’s Tower, see page 22 of Waterdeep and the North.

8
with arms outspread. Waterdhavians hope will never
5
If you travel north along the come. It is sometimes used as a
northern tongue of Mount guiding beacon for expected
Waterdeep from the palace, and ships during very rough storms.
turn west at its end, you will Wizards of the Watchful Order
come to the sea at the end of cast light spells upon it, and
Julthoon Street, which is the Piergeiron moves it to a desired
northernmost boundary of the signaling location.
ward. The land here falls away The cliff that you and the
swiftly so you are higher than Walking Statue are standing on
the city wall and can readily look top of is known as the Gull Leap
over it, far out to sea. Here, in war, for the seabirds that nest here,
great engines have been set up to and for its use by misguidedly
hurl rocks and fire at ships depressed people and stamped-
approaching the shore. In peace- ing cattle before the city wall was
time, these are all hidden away built. If you stay close to the wall
inside Mount Waterdeep and, and turn south, going along the
rumor has it, in storage on the western side of the tongue of
4
ethereal plane —along with six Mount Waterdeep, you’ll be in a
companions of the silent sentinel little hidden corner of Water-
who’ll be standing looking out to deep that even many folk in the
sea with you: the Walking Statue city have never seen, and know
of Waterdeep. about only vaguely. A street
This 90-foot-tall stone golem called the Cliffride runs to four
was created by Khelben “Black- luxurious villas that stand here
staff” Arunsun, the Archmage of amid trees and terraced gardens
Waterdeep. One of seven identi- in a little ledge walled in by
cal constructs, it is intended to fill Mount Waterdeep.
and defend any gap in Water- These grand stone houses
deep’s walls created by a besieg- were built long ago by various
ing foe. Of gray granite, it looks noble families in this exclusive
like a regal human with an and readily defensible enclave.
impassive face—and it spends the They soon fell out of favor.
years here, enduring the birds, as Lashed by the full fury of the sea
it stares endlessly out to sea, storms, they are damp all year
awaiting a call to service that round and a nightmare of slick
4
Rumor, Elminster tells us, has it correctly. The ethereal plane also holds many extra sections of city
wall that can appear in position along the eastern boundary of the city if Waterdeep is threatened.
5
Location #44 on the color map. The Walking Statue is AC1, MV 4, has 18 HD and 140 hp, attacks once
per round at THAC0 3, doing 6d10 damage with its mighty fists (against buildings 3 points of structural
damage per round if the AD&D® 1st Edition rules governing siege damage are used), and is harmed by
spells as a normal stone golem is (see Vol. 1 of the Monstrous Compendium). To damage the Walking
Statue, you must strike it with a +3 or better magical weapon. It is a minor crime of the Second Plaint
(see Waterdeep and the North, pages 18-19) to deface the Statue by marking it.

9
ice everywhere outside and
deathly chill inside during
winter. They can be rented from
their owners for 25 gp/month
and up (50 gp/month during the
summer), and are residences
large enough to house up to 40
people each. As one proceeds
south, they are: Fair Winds, on
the sea side of the road; Marble-
hearth, on the land side; Storm-
watch, on the sea side; and,
tucked into the end of the land,
overhung by a frowning cliff,
Heroes’ Rest. Heroes’ Rest was
nicknamed Cold Comfort by the
Company of Crazed Venturers,
who spent a winter here. The
name has stuck in the city, and
few now remember the proper
name. If you’re wealthy enough
and don’t mind fighting off the
thieves who’ll inevitably come to
investigate anyone rich enough
to stay here, these can be pleasant
places indeed for a visitor to
Waterdeep to stay for a month or
more during a warm summer.
Otherwise, be glad your bones
sleep somewhere more dry.
The largest landmark of the
built-up area of Castle Ward is
also the largest open space in the
city: the Market. The Market is
encircled by Traders’ Way on the
north and Bazaar Street on the
south. It is a huge marketplace
often crammed with a maze of
stalls and camped vendors. You
can easily spend days and
nights—except in winter—lost in
the myriad shopping opportuni-

10
ties here. The place never closes signal fires, attacks, and calls for
6
for mere darkness. But be aware: assembly at the palace ), or are
Many thieves spend days and largely indistinguishable from
nights there, too. the neighboring Dock Ward and
It has been said many times the Trades Ward. Castle Ward’s
that you can buy anything in dockside is, however, far more
Waterdeep, from ancient spells to heavily patrolled than Dock
floating cloud castles. Well, if you Ward, and hence safer for goods
can’t find it elsewhere in the city, and visitors.
come here. There’s also an interesting
The formal boundaries of feature in a warehouse located in
Castle Ward are drawn by the the docks here at the foot of Coin
water of the harbor and the coast Alley on its east side. In the
up to Julthoon Street, and run warehouse’s cellar is a shaft
along the south side of Julthoon opening into a tidal wash under
Street to Shield Street, where they the building—a basin fitted with
turn south to Traders’ Way, run iron gratings. When the tide is in,
east to enclose the Market, and fish often swim in. The gratings
then turn south along the High prevent some from swimming
Road all the way to Snail Street. back out. At low tide, the ware-
Castle Ward takes in the west side house owner can go down and
of Snail Street down to Shesstra’s fish in his own pond for fish to
Street, where it turns west to Gut sell or for a meal.
Alley runs north on it to Belnim- The most famous feature of
bra’s Street, and thence to Lack- Castle Ward’s docks, however, is
purse Lane. Dock Ward is to the Mirt’s Mansion. This fortress-
east and south of Lackpurse home nestles on the slopes of
Lane, and Castle Ward on its Mount Waterdeep amid stands of
north and west as it runs to the trees. It can be reached from
harbor. Coin Alley or Tarnished Silver
Folk in love with power but Alley both of which run to it, or
not yet rich enough to rise above from its own dock, the aptly
the pursuit of it are said around named Smugglers’ Dock.
the city to dwell in that part of Mirt the Moneylender is
Castle Ward north of the broad widely believed to be a Lord of
avenue of Waterdeep Way More Waterdeep. When in the city, this
southerly parts of the ward are gruff ex-mercenary opens his
dominated by the barracks and house (before highsun only) for
warehouses attached to the castle supplicants needing to borrow
and by the Bell Tower (used to money. Although he seems a very
6
Location #9 on the color map. Map 3 of the City System boxed set gives a typical barracks floor plan
and one for the palace stables.

11
patient, even kindly sort when it Waterdeep, Khelben “Blackstaff”
comes to the repayment of loans, it Arunsun, his lady Laeral, and
9
doesn’t seem that way to talk to their apprentices. Laeral is a
him—and anyone thinking of mage of power herself, who was
paying an unauthorized visit to once leader of the adventuring
his home is warned that it bristles company known as the Nine, and
with more human, monstrous, sister to Alustriel, High Lady of
and magical guards than I’ve ever Silverymoon; The Simbul, Witch
7
seen in one place before. Queen of Aglarond; Storm
The ward is also home to Silverhand, the Bard of Shadow-
perhaps the most luxurious inn dale, and others.
in Waterdeep, the Jade Jug, and The ward is also home to
to a large and splendid temple many guildhalls: the House of10
dedicated to Lathander Consist- Gems, of the Jewellers’ Guild;
ing of eight linked towers stand- the Map House, headquarters of
ing in their own walled, the Surveyors’,11Map & Chart-
tree-cloaked compound, the Makers’ Guild; Fellowship Hall,
Spires of the Morning rise to of the Fellowship of Innkeep-
12
greet the morning sun in the ers; the Master Bakers’ Hall, of
13
angle between Julthoon Street the Bakers’ Guild; Guildhall of
and Calamastyr Lane. Traders’ the Order, of the Solemn Order
Way runs right to the temple of Recognized Furriers & Wool-
8 14
gates. men; the Pewterers’
15
and Cast-
Between the temple and the ers’ Guildhall; the House of the
Palace, along the eastern face of Fine Carvers, of the Guild of Fine
16
Mount Waterdeep, another Carvers; and the Market Hall, of
17
splendid tower rises, surrounded the Council of Farmer-Grocers.
by its own wall. This is Blackstaff The most spectacular of these
Tower, home of the Archmage of headquarters is the Tower of the

7
Location #1 on the color map. Elminster refuses to furnish any details of Mirt or his mansion-
which should confirm to most of you, as it did to Ed, that Mirt must be a Lord of Waterdeep. Partial
mansion floor plans appear on Map 2 of the City System boxed set.
8
Location #43 on the color map. Partial floor plan maps of the temple appear on Map 4 of the City
System boxed set.
9
Location #32 on the color map. Partial maps of the tower appear in FR3 Waterdeep, and it also
features in the novels Elfshadow and Waterdeep. Elminster refused to pass on any details of Khelben,
Laeral, or the tower. Pages 52 and 58 of FR5 The Savage Frontier mention Laeral’s fate prior to Khelben’s
rescuing her and the beginning of their relationship.
10
Location #11 on the color map.
11
Location #15 on the color map. Its floor plan appears on Map 3 of the City System boxed set.
12
Location #16 on the color map.
13
Location #22 on the color map.
14
Location #34 on the color map.
15
Location #37 on the color map.
16
Location #39 on the color map.
17
Location #42 on the color map.

12
Places of
Interest in
Castle Ward
Homes
House of Loene
The walled home of the beautiful
adventuress Loene resembles a
miniature castle. Towers and
turrets are everywhere, largely
because Loene loves round
rooms and curving stairs.
By night, or when expecting
unwelcome visitors, Loene
activates the magic of the ornate,
20-foot-high iron fence sur-
rounding her house. Any who
touch it suffer miniature light-
19
nings.
Loene’s home fronts on Water-
deep Way and backs onto Gem
Street. During her remodeling of
Order, seat of the Watchful Order the mansion she purchased on
18
of Magists & Protectors, which this site, she tore down its exten-
rises on the Street of Bells, and is sive, warehouse-like rear and
visited by many desiring to had a lawn, a garden, and a
arrange a guild fireguard on mature elm tree magically
their property or to purchase the transplanted here—an interest-
casting of a spell. ing project that kept the mage
Several shopkeepers in the Nain Keenwhistler busy for quite
ward are also the heads or spokes- some time.
men for their guilds. If you like Loene’s luxurious home is said
the taste of power and authority to be furnished with beautiful
Castle Ward is the place to go. things and to contain hidden
18
Location #30 on the color map. Page 44 of Waterdeep and the North gives spellcasting prices
charged by this guild, and explains something of their services (see also page 32). All of the guilds are
covered in the FR1 Waterdeep and the North sourcebook.
19
Loene (pronounced LOW-enn) is detailed on page 53 of Waterdeep and the North, and also features
in the novel Elfshadow. Her fence deals 2d4 points of electrical damage per contact or per round of
continual contact, and has a special spellguard upon it. When dispel magic or disintegrate spells are
cast on it, they are absorbed, their energy transformed instantly into chain lightning that strikes first
at the source of the magic, and deals d6 of damage per level of the caster of the original attacking spell.

13
magic items acquired during her cozily furnished, with carpets,
adventures, but it is open only to lounge cushions, three bedrooms
her friends. It has other magical with round canopied beds, a
defenses, I’m told, that make it a round bathing pool, and a formal
veritable fortress. dining room where she can
20
entertain.
House of Shyrrhr
This Lady of the Court is good Shops
friends with Piergeiron, whom
she aids by chaperoning visiting Aurora’s Whole Realms
diplomats and learning all she Shop Catalogue Counter
can from them to pass on to the Throughout this guide, I mention
First Lord of Waterdeep. Her the outlets of this popular
small but luxurious house on Realms-wide retail chain in each
Waterdeep Way is simply but ward of the city because most

20
The house of Shyrrhr (pronounced SHEER-hur) is #14 on the color map. It contains little but a grand
selection of wines, a room-sized closet of fine gowns, about 20 gp, and—on many nights—Piergeiron,
who has slipped through a secret tunnel connecting the pantry of Shyrrhr’s house with the palace.
They like to relax and talk together, and trust each other absolutely. Piergeiron pays Shyrrhr’s few
expenses in return for her spying and hospitality services to the city.

14
city-bred travelers live near one, and badges used by most realms
or at least are familiar with and military units of Faerun, and
Aurora’s catalogue. This makes can make up colorful stories
for minimal delay and uncer- about the history of particular
tainty when emergency pur- items on the spot. I’ve heard that
chases must be made, and results he’ll buy things without asking
in goods of known quality. questions as to their origin—
The Castle Ward Aurora’s making him very handy for
outlet is the first shopfront west adventurers who want to ex-
of the Jade Jug, on the north side change battle trophies for money.
of Waterdeep Way. It provides Proprietor: Balthorr “the Bold”
home delivery for patrons by Olaskos, a hearty, loud-voiced,
means of a coach and a six-man bubbling fellow with a ready
team within Castle Ward only. It smile and firm handshake, is the
21
also has four guards who work proprietor.
in shifts of two and two, a calmly
cultured, middle-aged lady The Golden Key
counter clerk, Cathal Sunspear,
and a service-mage, Xanatrar
Hillhorn. Xanatrar is known for This shop, on the east side of
his excellent singing at parties Warriors’ Way, north of Water-
and whenever he wants to 22
deep Way, sells locks and fasten-
impress a good-looking lady. ings of all sorts except large,
vault-like doors, door bars, and
Balthorr’s Rare strongchests. The proprietor
and Wondrous Treasures makes custom locks to order, and
guarantees that he’s never sold a
key that will open the lock you
This shop stands on the east side buy from him to anyone else. (In
of the Street of the Sword, south other words, your lock is unique.)
of Selduth Street. The wealthy Many of his locks require several
shopper can buy a wide selection keys turned in certain combina-
of curios here, especially coins tions to open. All products are
from all over Toril, gems, and made on the premises, except for
regalia. The proprietor is an certain door chains, which are
expert on the currency uniforms imported from the northern
21
Location#28onthecolormap.Balthorrisafenceforstolengoods—at40%ofstreetvalue—especially
coins, gems, and regalia (see Waterdeep and the North pages 31-32).
22
Location #21 on the color map. Ansilver has at least four gargoyle guardians in his shop to prevent
thefts. He also wears a magical master key around his neck, that he tries to keep very secret. Over the
years many have seen him use it and have deduced that it opens all normal locks on contact. If it
encounters mechanical or magical traps on a lock, it reveals this to the wielder without triggering them,
but does not open the lock or deactivate the traps. Its precise powers are not known to any in Waterdeep
except Ansilver.

15
Moonshaes where they have distinctive mellow sound of its
been hardened in dragon fire! lutes, but even Inner Sea folk have
Proprietor: Ansilver the Lock- heard of the shop’s prize attrac-
smith, a white-haired, elderly but tion: the Harp that Sings by Itself.
alert man, is the proprietor. He This small, dark traveling harp
wears thick spectacles, has a sits on its own velvet-covered
sharp-beaked nose, and has a plinth, safely above the reach of
habit of humming continually. inquisitive (or acquisitive!) visi-
tors, and softly plays old airs,
Halambar Lutes & Harps ballads, and lays of the North. It is
said by some to have belonged to
the famous bard Mintiper Moon-
This shop, found on the east side silver, but most dispute this. It is
of the Street of the Sword and a older than he, and was known to
good walk up from Waterdeep have been in Silverymoon when
Way sells all sorts of stringed he was wandering the North. Its
musical instruments, from the full powers aren’t known to any
lyre of Amn to the twostring of alive in the Realms today and it is
Mintarn. It is famous up and a unique magic item, truly
down the Sword Coast for the beyond price. Halambar won’t let

16
Proprietor: Kriios Halambar,
guildmaster of the Council of
Musicians, Instrument-Makers,
and Choristers owns and runs
this shop. He is an inscrutable,
heavy-lidded man of long black
hair, large black-pupiled eyes, and
23
a strong streak of snobbery.

The Halls of Hilmer,


Master Armorer

This shining shop has a front of


armor plate—old armor from
vanquished foes of Waterdeep,
bolted together, polished a deep,
patrons touch it and won’t sell it. gleaming blue, and protected
(I have discovered that the plinth from weather and theft by
it sits upon is actually a covered potent spells. Beware lightning-
stone golem, placed there by like arcs of energy should you
Khelben “Blackstaff” Arunsun to strike or wrench at a piece! It
protect the harp.) stands on the west side of the
Halambar’s instruments Street of Bells north of Water-
typically cost 1,000 gp each or deep Way its gleam visible up and
more. He has smaller, plainer down the street.
pieces made by his apprentices Inside is a showroom and
or secondhand pieces that go for fitting room, with doors into a
mere hundreds of gold pieces. A weapons practice room for
place to visit, even if you’re not clients to practice running,
musical. turning, fighting, and climbing
Here’s a special gift idea, for the stairs in armor, and the huge,
rich only: For 600 gp, you can buy cluttered workshops of Hilmer
a jewel case or snuff box en- and his apprentices. Plate armor
chanted to play a short melody hangs—or, in the form of full
when opened. Exquisite, but suits, stands everywhere. Hilmer
somehow I feel you’d grow tired only makes plate, but he’s gener-
of the same tune quickly. ally acknowledged as the best, or
23
Location #26 on the color map. The distinctive sounds of Halambar lutes are largely due to his
secretly soaking the wood he makes them of in Waterdhavian harbor water in his cellars. The precise
powers of the Harp are left to the DM. Anyone who successfully makes off with it will be pursued by
the Harpers—to whom the instrument is a treasure—as well as by agents hired by Halambar. It actually
has nothing to do with Mintiper and was made long ago in lost and fallen Myth Drannor.

17
among the best, in all the Sword Hilmer knows at a glance if
Coast lands. His custom suits armor fits properly and at a
generally cost 4,000 to 6,000 gp, touch if its metal is suspect or if a
depending on the size of the wearer is using a blade or shield
wearer and the ornamentation. too heavy for him. He is a master
He hates chasing and over- craftsman and regularly ignores
elaborate fluting, but has done offers of estates and thousands
enameled armors for Calishite in gold to become master ar-
satraps, at 8,600 gp each. morer of this or that kingdom.
Hilmer will sell existing armor Thieves leave his shop alone.
apprentice pieces and replace- It’s much easier to steal Hilmer
ment pieces, such as gauntlets, armor from those who have
that are not custom fitted for bought it—because several of the
mere hundreds of gold pieces, suits of armor are animated
but he will not set his mark (a metal constructs, that defend the
stamp of a gauntlet closing on a place at all times! Others protect
sword, and breaking it into three his nearby metals warehouses.
pieces) on such shelf stock. Proprietor: Hilmer, the propri-
Hilmer armor is all custom made. etor, is a tall, strong, and soft-

18
spoken man, with shoulders as hazan, Gentleman Speaker for
wide as most doors and hands the Jewelers’ Guild, owns and
with a grip of iron. He is a just, runs this shop. He is a sneering,
24
honest man. superior sort, who dismisses all
country folk and those who
Olmhazan’s Jewels dwell around or east of the Sea
25
of Fallen Stars as barbarians.

This glittering shop stands on the Phalantar's Philtres &


west side of the High Road, just Components
across from the mouth of Spend-
thrift Alley. Its front is fashioned
of silvered and polished stone to This shop can be found on the
resemble a huge faceted gem. east side of the Street of Bells, just
“Olmhazan,” said one noble to me north of Waterdeep Way. The
at a feast, “has never been re- odor of exotic spices wafts out
stricted by such trifles as good onto the street whenever its
taste.” circular door is opened. Inside is
Inside, all the gems one can a strange wonderland of dried
think of, except very rare or branches, firmly stoppered jars,
magical sorts, such as amaratha, and interesting-looking shells,
kings’ tears, and rogue stones, skulls, baskets of bones, and
can be bought. A scattering of labeled drawers.
beljuril shards makes the impres- Here you can buy medicines,
sive display of gems wink and herbs, and rare substances used
sparkle continually. in the making of perfumes,
Thieves are few since one was scented oils, poisons, and as
partially devoured by the guard- material components in the
ians of the shop: two trained casting of spells. The herbs aren’t
mimics. One masquerades as a very fresh, but a wizard will find
gem display counter, and the the selection here better than
other as part of the front door- anywhere else I’ve ever seen-
jamb and the gigantic gem and the proprietor doesn’t ask
storefront. questions about why you want
Proprietor: Jhauntar Olm- baatezu blood or deadly night-
24
Location #28 on the color map. Hilmer’s guardians are battle horrors, which are variant helmed
horrors (detailed in FA1 Halls of the High King). His helmed horrors are lawful neutral and bound in
loyalty to him. Rumor has it that he acquired them in the ruins of Myth Drannor in his early
adventuring days.
They are INT High (14); AL LN; AC 2; MC 12, Fl12 (A) plus dimension door 1/day, up to 60 yards; HD 16;
THAC0 12; #AT 1 plus two 2-5 hp dmg magic missiles every 3 rounds; Dmg by weapon or 1d4; SD spell
immunities; SZ M; ML 20; see Halls of the High King, page 42, for details.
25
Location #38 on the color map. Add 15-25 gp to the base prices of all gemstones to arrive at
Olmhazan’s selling prices.

19
shade or ask your name. Try not to brush against him.
Theft is discouraged by the ‘Twould be a pity if he fell and
dust-covered, immobile stone shattered.”
26
form of a man, face eternally Nobles tell me this shop is
frozen in a look of fear, who’s guarded not only with dust of
propped, arms spread and in a petrification, but with traps that
frantic running position, against release various paralyzing and
a wall inside the door, “Oh yes,” sleep-inducing gases. They tell
the proprietor purred, when I me the owner will sell you scrolls
asked about him. “He tried to and any minor magic items he
leave without paying, late one has on hand, too—if you ask
night when I wasn’t even open. quietly, and aren’t known to have
He ran afoul of a certain sub- any connections to the city
stance I keep handy. I haven’t watch or city guard.
decided when to release him yet. Proprietor: Phalantar Orivan, a
26
Location #33 on the color map. Phalantar is a fence for stolen goods at 35% of their street price (see
pages 31-32 of Waterdeep and the North). He is very rich. He sponsors some adventuring bands in
return for a share of their loot (substances he can sell in his shop, including evil or flawed magic items
they don’t want) and bankrolls some mercenary companies in the Sword Coast lands, too, in return for
a share of their profits.

20
man of soft, smooth movements, Patrons are not encouraged to
who always seems to be gently stay long—there are stools and
smiling, is the proprietor. He is stand-up elbowrests, but no
said to deal with adventurers booths or seats, and little food.
and mages regularly and to be Only cold cut platters, garlic
fabulously rich. sauce, pickles, handwheels of
cheese, and hot biscuits covered
Taverns with melted butter are available
(1 cp per serving, each).
The Blue Jack The drinkables are similarly
limited: ale at 1 cp/jack, bitters at
2 cp, stout at 3 cp, zzar at 4 cp, and
This watering hole is named for wine at 4 cp/tallglass (either
the blue leather armor worn by Neverwinter white or red wine
the proprietor in his long-ago from Amn).
adventuring days. The armor still Proprietor: Immithar the Glove,
hangs, in rotting tatters, above a fast-moving, canny fellow, is the
the bar. The tavern specializes in tavern's proprietor. He is quick
low prices and fast service. This with a joke or to mimic—per-
specialization is a success; the fectly—the speech of other folk.
27

place is always crammed. Folk go


elsewhere to sit and chat or do The Crawling Spider
business, but duck in here to load
up on food and drink before
hurrying on about their day. The This strange place has a mock
Jack, as citizens call it (a short underground decor done with
form of the name, true, but most plaster slurry and rock rubble.
call it that because of the many Glowing mosses and lichens have
drinking jacks you can empty been placed on the walls and
there), stands on the west side of ceiling and are watered regularly.
the High Road, just north of its These, plus a few netted glowing
intersection with Waterdeep Way. globes, provide a dim light for the
In such a busy place, encoun- place. Stuffed spiders have been
ters between enemies are not affixed to the ceiling or hang
uncommon—but the staff can from threads. The waitresses,
hurl drinking jacks hard and hired for their sensuous walks
accurately from behind the bar, and love of male company, wear
and six able-bodied scrappers black bodysuits and masks to
can be mustered if the kitchens make them look like drow.
and bar are emptied by the Who drinks here? Dwarves,
proprietor. half-orcs, and other subterra-
27
Location #36 on the color map.

21
nean dwellers who miss home, planning shady business.
adventurers, and—surprisingly— If visitors cause trouble, patrons
priests of all faiths, looking for a will leap to take care of it. And
thrill! They form a regular they include many veteran adven-
clientele, and have ever since this turers among their number!
place opened. Of all the taverns The fare differs each night, but
in Waterdeep, the Crawling it’s always 1 sp/head, and always
Spider has the most dedicated includes soup, a loaf of bread,
patrons. They will come clear meat, and fried greens. Drinks
across the city to drink here, are extra. Ale is 2 cp/tankard,
ignoring other places. stout 4 cp, and zzar or wine is 5
The Spider never seems to close. cp/tallglass. Whiskey is 1 sp/
The visitor soon discovers that flagon, and it’s vile!
one of the cave mouths leads to Proprietress: Welvreene
the jakes and another to a cellar Thalmit, a short, raw-voiced, and
dance floor. Many cave mouths alluring woman with dark eyes,
open off this floor and lead to tiny is this tavern's proprietress. She is
private caverns used for intimate romantic at heart who loves
28
personal conferences and for adventurers.
28
Location #23 on the color map.

22
The Dragon’s Head unlikely to be hailed by anyone
Tavern or drawn into an argument.
The stuffed, mounted blue
dragon's head for which the
tavern is named was from a
This modest place caters to hatchling. It is dusty and moth-
older Waterdhavians: married eaten with age, but still thrusts,
couples, retired ex-adventurers, large and menacing, well out into
shopkeepers, merchants, and the taproom. One of the bartend-
others who like to sit quietly and ers often hangs towels to dry
talk over their drinks. from its teeth.
Pipe smoke usually hangs Tobacco (5 cp/pouch) and
heavy in the air in this place, drinks can be bought at the bar—
and—because this place faces
but aside from sausage rolls (4
Ahghairon’s Tower and the
cp/platter or 2cp/ handplate)
palace beyond—talk is often of and stew (1cp/bowl), there’s little
politics, the future of Waterdeep, food to be had here. Drinks are 1
and of grand plans. Diplomats
cp/tankard for ale, 2 cp for stout,
and visitors like to drop in here 2 cp/tallglass for wine, and 3 cp
because it’s safe and they’re

23
for zzar. The bar has an extensive on the east side of the Street of
selection of brandies, liqueurs, the Sword, north of Waterdeep
and rarities (such as firewine Way. It caters to elves and half-
and elverquisst), which are sold elves, and is an earthy-smelling
by the glass. These cost from 7 place, where living trees have
sp/glass for brandy to 9 gp/glass been encouraged through elven
for elverquisst or Tashlutan patience and forestry skill to
amberthroat. grow up from the cellar and
Proprietor: The proprietor, through the taprooms. By day,
Vorn Laskadarr, is short, stubble- rooftop shutters are pulled aside
faced, and unlovely to the eye, but to let rain and sunlight in for the
29
also quick, efficient, and kindly. trees. By night, dancing lights
spells bathe the place in soft,
The Elfstone Tavern floating, blue motes of light.
Here elves gather to drink
Evereskan clearwater (2 gp/
tallglass), moonwine (4 gp/
This old, dimly lit tavern stands tallglass), elverquisst (14 gp/
29
Location #20 on the color map. Its floor plan appears on Map 3 in the City System boxed set.

24
tallglass), guldathen nectar (16 The Red-Eyed Owl
gp/glass) and maerlathen blue
wine (17 gp/glass), and dine on
biscuits spread with roe, shrimp,
spiced silverfin, crab meat, or This is the closest thing Water-
mint jelly (all 1 gp/platter). You deep has to a “local”—a comfort-
can also eat skewers of sizzled able, unimpressive, welcoming
squirrel, rabbit, or venison done gathering place for the neighbor-
in a green sauce (2 gp each). hood. It is the kind of place
These are so good that the gods where friends will come in and
would ask for more! hail each other across the room,
Gentle harp, pipe, flute, and the food and drink will be pleas-
choral music is performed and ant, if unspectacular, and you’ll
service is fast, near-silent, and be allowed to sit in peace and
graceful. This is a place where while an evening away over a
dwarves and half-orcs will be tankard or two.
driven away, some humans and Food is a heavily spiced sea-
half lings are tolerated in small food stew (called coast chowder)
parties, and even half-elves are or roast oxen done with a sweet-
just accepted—elves can be very and-sour sauce and a dash of
supercilious when they choose to brandy to flame the outside as it’s
be. I saw even the various sorts of brought, blazing, to your table.
elves ignoring or otherwise Either way, it’s 5 cp for a heaping
being rude to each other. How- platter or huge bowl (with huge
ever, the mood is usually light or slabs of fresh, warm crusty
serene, and the owner and staff brown bread).
are moon elves, who welcome all. Drink is 1 cp/tankard for ale, 2
They will not allow anything to cp for bitters, 3 cp for stout, 4 cp/
get too far out of hand. tallglass for zzar or red wine, and
If the elven patrons weren’t 5 cp for the rather sour white
such snobs, I’d give this place five wine that is brought in from the
full tankards. Go there to taste proprietor's own land, and
the food, if not to linger. which he’s inordinately fond of.
Proprietress: Yaereene Ilbae- It goes well with all sorts of
reth is the tavern's seemingly cheese, though (especially the
unaging proprietress. She is a tall, firmer, heartier sorts), and he
charming and regal elven sells it for carry-out at 2 sp/bottle
woman with silvery eyes, who or 1 gp for a half-anker keg.
goes about with a grinning faerie The Owl faces west. It is a
dragon perched delicately on her rambling old wooden building
shoulder.
30 that looks as if it’s about to fall
30
Location #24 on the color map.

25
into the street. But it has looked The Sailors’ Own
that way for at least 40 winters,
patrons assured me, and hasn’t
fallen down yet. It is the point of This dockside tavern stands on
an arrowhead-shaped block Sail Street, across from the mouth
bounded by Rainrun Street, the of Tarnished Silver Alley with
confluence of Gut Alley and water lapping at the docks only a
Belnimbra’s Street, Snail Street,
few strides away. The reek of
and an unnamed alley. fish—and rotting seaweed—hangs
Proprietor: Balarg “Twofists” strongly about the whole area.
Dathen, a bluff, bristle-bearded Inside the tavern, the sailors seem
man with long, unkempt red to be trying to blot it out with the
hair, owns and runs the tavern. smells of their various and often
His rough voice is much used for exotic tobaccos.
coarse jests, and he has an unut- The place is low-beamed and
terably deadly aim with a hurled crowded, with weary sailors
platter or tankard when anyone slumped on benches playing at
31
tries to start trouble.
31
Location #5 on the color map.

26
board games, cards, or merely quayside beyond, straight into the
getting thoroughly drunk. They water. It’s worth a few coppers
are often left to sleep the night just to see this, but you don’t want
through here. to be anywhere near when such
Anyone who’s going to be sick trouble starts.
is expected to make it out the This place is just what its name
dockside door first. Anyone who implies. It belongs to the sailors,
starts a fight will be thrown and they don’t really want
through that same door—luckily, anyone else here. If you’re not
it usually opens at the impact—by one, duck into it to avoid bad
the proprietor, a man of prodi- weather or thugs, but otherwise
gious strength. I saw him lift an steer clear.
entire table with one hand while Interestingly, sailors here don’t
he reached under it to snatch up like to eat any sort of seafood—
a drunken sailor with the other! they get little else on long voy-
His aim and strength are suffi- ages, I suppose. The fare here is
cient to hurl a struggling brawler pork, ox, or horse, either in roast
through the dockside door boots portions (2 cp/platter) or stewed
first—high enough to just clear with onions and greens (1 cp/
the threshold and sail across the bowl). Drink is ale (2 cp/tankard),

27
stout (3 cp/tankard), zzar or The Singing Sword
brandy (4 cp/tallglass), or whis-
key (1 sp/tallglass). That’s the
entire menu. This busy tavern stands on the
This tavern has an interesting north side of Bazaar Street, at the
sideline. The proprietor sells head of the Street of Bells. Three
charts (with an emphasis on floors of busy diners enjoy one
nautical usefulness) of many of the largest menus in Water-
areas along the Sword Coast and deep, including the justly famous
around the known Sea of Swords turtle soup-served in a turtle’s
for 45 gp each and up. A good or upside-down shell—here each day.
rare one will run into the hun- They are entertained by the high-
dreds of gold pieces. voiced ballads of the wondrous
Proprietor: The proprietor, magical blade for which the
Guthlakh “Hands” Imyiir, is huge, tavern is named.
slow, and deliberate. He is also This black-bladed long sword
very strong and slow to smile, was brought to Waterdeep long
32
but not surly by any means.
32
Location #3 on the color map.

28
TROLLSONG "Good lady," stammered the warrior bold,
"My sight is poor, my limbs are old.
Anonymous Am I then thy only choice?"
"Yes," she cried, "And I rejoice!"
In a cave there lived an old troll
His diet grisly, his manners droll. “Oh, dear," then said noble knight
Many a youth he caught and ate, And fainted dead away from fright.
"Raw, with carrots—really great.” Over backwards he did crash.
His armor making troll hash.
In a castle there lived a knight
His lance was long, his armor bright. "Oh, my lord!" cried the gentle maid.
Many quests he carefully planned “So noble, so modest, so gently made!”
But never went, his courage unmanned. And loving arms around him put,
Trampling troll cakes underfoot.
In a village there dwelt a maid
The fairest that e’er the gods made. "What? Ho!” the dazed knight did moan.
Poor but proud; she lived alone “I am beaten and overthrown!
Beauty naught but skin and bone. By my honor, I surrender me
To my foe the victory!”
In a deep forest berries grew
Bright and red, good but few. And he struggled to one knee
Hither went the lady fair His conqueror bright to see—
Her savage hunger to repair. Beheld in wonder blushing maid.
(Under both, troll tiles thinly laid.)
In one sniff the troll knew
The makings of a small meat stew "I am yours! Command me, I beg!”
Had wandered near his hidden home. Quoth the knight, making a leg.
To he who waits, all meals roam. "Up then, sir!” said that lady
"My lord and husband thou shalt be!”
In a huff that knight so bold
Rode out to spend grudging gold. And up he got, armor a-clank,
For his cupboard was bare, ale low— (Troll blood unwitting spurs drank),
And through the forest he did go. And set his lady upon his horse.
Together they rode o’er troll—of course.
In a trice, the lady found her food:
Berries ripe, and berries good. And when the hooves had died away,
By the handful she did eat. The troll on the ground did stay,
(The troll approached on nimble feet.) Feeling every little bit of pain
As his bits came together again.
Full, the maiden turned to go.
Out leaped the troll, crying, "So! But men, like trolls, never learn
My dinner’s come, in cap and gown!” Beautiful maidens sharp to spurn,
And the knight, unseeing, rode him down. And so the song goes round again
The fallen always suffering pain.
"Oh, my hero!" sighed the lady,
"My life is thine—marry me!” Oh, in a cave there lived an old troll . . .
The knight, afraid, backed his steed— (Song repeats)
Hooves again treading troll mead.
ago, and is thought to have been though it has been known to
forged in ancient Netheril. It mimic the voices of others who
customarily stands upright, hilt sing along with it in order to
33
uppermost, in the open central better harmonize.
well of the tavern, encircled by I’ve included the lyrics of
the spiraling stairs to the upper Trollsong, a comedy ballad that
floors, and is silent. seemed a special favorite of the
Once an hour, one of the patrons, so that you can sing
tavern staff—usually a pretty girl along if you visit the Sword and
in mock armor, struggling under not feel out of place. Everyone in
the weight of the blade—lifts the the place roars and minces their
blade and holds it high, for it will way through this one, and bel-
only sing when grasped and lows for it to be sung at least
ordered. The will of the holder twice through each time.
actually determines the song- The Sword has a simple way of
and angry or upset holders dealing with prices: All meals are
thoughts have been known to 1 gp per platter, whatever you
make the blade segue into a order. This includes a tallglass or
second song after it has begun tankard of whatever you want.
singing. Subsequent drinks are 1 sp/
The sword’s magic has never tankard for any beer or 1 gp/
failed yet. It seems immune to the tallglass for zzar or any wine.
effects of dispel magic —in fact, The exotic drinkables (elver-
applying one when the blade is quisst, dragonstongue, firewine,
held by a living being causes it to and Fires of Mirabar whiskey)
snarl in anger and scorn! It are few or missing altogether-
seems to know 30 or so songs, no surprise, at these prices.
mainly tragic ballads, love la- Whenever I went, I found the
ments, or roaring warriors’ Sword to be a lively place, bright-
songs, with a few comedy pieces ly lit and full of crowds of folk
thrown in. Its voice is high, clear, enjoying their meal—and their
and almost bell-like on high visit with friends at adjacent
notes, but somehow male- tables. This is obviously a popu-
33
The Singing Sword is location #41 on the color map. The Singing Sword is a chaotic good, intelligent
long sword +2, which has the extraordinary powers of levitation and teleportation (as detailed in the
DUNGEON MASTERTM Guide, page 187). When wielded by a bard, it allows him or her to strike one extra
attack with it per round, at an additional +2 attack bonus (so the attack roll is at +4, though the damage
roll remains +2). It is immune to dispel magic, disintegrate and all lightning or electrical spells or
magical effects, and confers this protection to its wielder and all within a 5’ radius. Such effects are
drawn into the sword and harmlessly absorbed to sustain and renew its own magic.
The Sword sings when it pleases. It performs for Gothmorgan because it likes him—and will use its
extraordinary powers to elude anyone it doesn’t want wielding it. It will only allow Gothmorgan, a
good-aligned bard (or in an emergency, if Gothmorgan, his staff, or the tavern are threatened, anyone
willing to wield it to defend them) to wield it. It may have other, as yet unknown, powers—and Elminster
believes it is of Netherese origin.

30
lar place with many regulars. grease from their fingers after
The food’s good, too. Any visitor eating the fowl.
to Waterdeep will find this place Drink is 3 cp/tankard for ale, 5
worth a visit to hear the Singing cp for bitters, 7 cp for stout, 1 sp/
Sword burst into song. tallglass for zzar or house red or
Proprietor: Gothmorgan white wine, and 2 gp to 25 gp by
Ilibuld, the proprietor, is tall, the bottle for more exotic things.
laconic, and always watchful, but Locals in the neighborhood no
ever the polite host. doubt come here for a single
drink, to enjoy the music and to
The Sleepy Sylph watch the waitresses—and then
go to the Owl, just steps away to
eat and drink at about a third the
This popular tavern stands at the price. (I saw more than watching
southwest corner of the intersec- going on, but turned modestly
tion of Rainrun and Snail Streets, back to my glass, which was
at the other end of the same practically sobbing to have more
small block of buildings as the little drinks poured into it.)
Red-Eyed Owl. Its frankly risque For the money, though, you get
signboard depicts the sylph the spotless white tablecloths, good
tavern is named for. food brought to you in a hurry,
But while the Owl is a cozy music, and a chance to see other
local watering hole, this place rich folk dining. If you aren’t
caters to visitors. Lots of colored rich, why are you here?
driftglobes float about, and Proprietor: The owner and
many scantily clad waitresses operator of the Sleepy Sylph is
(wearing diaphanous robes and Callanter Rollingshoulder, a tall,
fairy wings of silken gauze fat man dressed in dark silken
stretched over fine wire) hurry robes and a red Calishite sash,
about, dodging the strolling with the bushy ends of his truly
minstrels hired by the tavern. magnificent mustache adorned
34
Under the many-hued, drifting with tiny, golden, chiming bells.
lights, patrons can eat almost
nothing and drink as much as Inns
they can afford. Only skewered The Jade Jug
whole fowl—chicken, quail,
turkey, or pheasant—are on the
menu (1 gp each). Each fowl
comes with a darkbread tren- On the northwest corner of the
cher and a plate of lemon slices intersection of the High Road
that most patrons use to cut the and Waterdeep Way stands what
34
Location #6 on the color map.

31
has been called Waterdeep’s Jade Jug. I’ll never sneer at
plushest inn. It deserves its prime pampering again.
location—many noble families Proprietress: The charming,
would envy the spotless, luxuri- beautiful, one-armed hostess is
ous accommodations. Every Amaratha Ruendarr. She notices
detail, from handsoap bowls every detail, and remembers the
beside the piped-water baths, names of guests’ pets, children, or
within easy reach of a reclining mates from their last visit, a year
35
bather, to the bedside icebox or more ago!
filled with shrimp snacks and
chilled wine, has been thought of. The Pampered Traveler
Guests are attended by a per-
sonal servant of their choice for
the duration of their stay from This inn, with large, conical-
those not presently engaged with roofed, many-windowed turrets
another customer. Their every at its either end, stands like an
need is attended to: Food is exotic castle, dark and somehow
brought, a coach (or, in icy winter inviting, on the northeast corner
weather, a sledge) is brought of the meeting of Selduth Street
around if the guest wishes to go and the Street of Bells. Room
out in the city, and anything a rates here run from 6 gp to 12
guest gets dirty is instantly gp/night, depending on the room
whisked away and replaced with you choose.
a clean duplicate. The Pampered Traveler's
Decor is muted, not garish or name sets high expectations, and
in bad taste (unlike the Unicorn's they are not disappointed. Ser-
Horn across the way). Quite vants conduct you to your large
simply I felt like a pampered and well-furnished rooms, which
king during my one-night stay. are kept warm but not over-
But with rooms 12 gp to 30 gp/ warm, and come within breaths
night and suites 25 gp to 50 gp, if you ring for them. Each room
one night was simply all I could has a bell pull by the door.
hope to afford! On the main floor is a huge
Until you’ve been bathed by a smoking room with a roaring
cheerful, skillful, beautiful maid hearth full of old, soft, vast
who wears white gloves as she armchairs that can easily swal-
soaps you, you haven’t lived. If low up smaller visitors, a play-
you’ve gold enough, go to the nursery for the children of
35
Location #35 on the color map. Volo had a last-minute thought about the Jug. He recommends that
merchants with gold enough to bring their mate to Waterdeep once a year for a week's shopping and
sightseeing save the Jug for the last night. Have the house staff pack all your purchases for the journey
and engage a coach to take you to your transportation home, while you relax and let your personal
servants pamper you! Bliss!

32
guests (a rare and thoughtful chapbook put out by the Mer-
feature), a gaming room, and chants’ League describing the
three small, private meeting exploits of the famous Dabron
rooms for the use of guests. Sashenstar and his mapping of a
There is also, surprisingly, a trade route linking known lands
library filled with books hand- to Sossal, there are even copied
copied by the staff and a reading letters from sea captains who
table with a glass top, under have reached Maztica, far away
which can be seen as full and across the sea.
complete a map of the known All of the guests are welcome
Realms as far west as the Moon- to read—though I get the feeling
shaes, as far east as Thay, and as anyone who departed with as
far south as the Shaar, as I’ve seen much as a single page would be
anywhere. (The staff spends one pursued by the master of the
morning a week, each, on the house until he separated the
task of hand-copying the books.) thief from his head! I have also
The proprietor is keenly heard of a man staying free at
interested in exploration. Present the inn for a week in exchange
in the library along with a for gifting the proprietor with a

33
particular highly valued book. you, their fare costs you an
When I cautiously discussed additional 1 gp/meal per head.
reading matter with the master, All in all, a quietly luxurious
he said the only things he didn’t place to stay. This is undoubtedly
want in his library were magical the wealthy scholar's choice of
texts. They intrigued him, but hostel.
they also brought potential Proprietor: The Pampered
danger into his inn and attracted Traveler is run by Brathan
the wrong sort of readers. Twice Zilmer, guildmaster of the Fel-
he had to break down the doors lowship of Innkeepers. He is a
of his library and put out fires— solemn, careful, darkly hand-
and once run pell-mell through some man with an air of mystery
36
the streets to Blackstaff Tower to and wariness about him.
call on Khelben Arunsun him-
self to come and bind a sum- Festhalls
moned abishai baatezu! Mother Tathlorn's House
Most of the staff are middle- ofPleasureandHealing
aged, motherly, pleasant women Festhall & Spa
(“Young, pretty ones bring only
trouble,” the master told me).
They do a good job of cleaning
up after messy guests as they go This is the most famous house of
along and of bringing wine, hot pleasure in Waterdeep, and that’s
cider, ale or stout to guests upon not surprising. Located on Gem
request. (These drinks are in- Street, just off Waterdeep Way,
cluded in your room price). and across from the foot of the
In the morning, there’s compli- road down from the Grain Gate
mentary hot egg, vegetable, and of Castle Waterdeep, it’s a large,
beef broth soup (better than it five-floored building with two
sounds), and each evening guests additional levels of dungeons
are welcome to come down to below ground, in which abso-
the common rooms and cut lutely no expense has been
themselves slices of beef, goat, spared on props.
venison, or pork from the side- There are wardrobes full of all
board platters. Mustards, pickles, sorts of clothes, from silk and
horseradish, and hot southern lace nightdresses to pirate outfits,
sauces are on hand to garnish full plate armor (made of silver-
the meat. All of this is included in painted padding, to lessen inju-
your room fee—but if you bring ries), and barbarian berserker
in your own guests (who are not garb. There are several rooms
staying at the inn) to dine with full of jungle plants, with heated
36
Location #40 on the color map.

34
pools in them and carefully secure in the knowledge that
tended mossy banks. There are your person and well-guarded
four-poster beds with trampo- belongings are safe. Or, you can
lines and rings that can be set visit with a friend, or even
aflame. There are even pairs of strangers, while all of you are
rings of levitation to be used in massaged. Unlike in some other
rooms with glowing globes and realms, in Waterdeep there’s
floating mirrors. If you can nothing embarrassing about
think of it, someone already has, going to a festhall. It’s simply part
and it can be found here. of life for those who enjoy it.
The strength of any festhall, There are two privacy floors,
however, lies in its staff, who where staff and the many doors,
must be skilled and must enjoy hangings, dim lighting and secret
their work. The men and women passages make sure patrons don’t
in this festhall are experts. (Moth- see each other. These floors also
er Tathlorn owns another fest- have separate entrances via
hall—she won’t reveal which tunnels into an adjacent building
one—in which staff are trained to the west on Gem Street, so that
on the job. They don’t get to work patrons who demand discretion
here until they are skilled at won’t be seen entering or leav-
their craft.) ing. Mother Tathlorn also has six
Mother Tathlorn’s has on staff skilled bouncers—one a wizard
several priests of Sune. In return armed with a wand of paralyza-
for offerings to the goddess, they tion and silence spells—for
heal torn muscles and sprained patrons who become difficult.
limbs. Almost all of the rest of the All of this luxury and pleasure
staff are trained and capable doesn’t come cheaply. Expect to
masseuses—and in fact, the most spend 4 gp at the door, plus 25 gp
popular service performed at per staff person who assists you.
Mother Tathlorn’s is massage and Patrons who don’t pay the full
bathing, especially of elderly shot when they depart must
male and female citizens of leave collateral. Lacking collat-
Waterdeep who are wealthy eral, they must go home with
enough to afford it—either daily only a thin cloak and the keys to
or whenever they can muster their lodgings (a practice that
coins enough. affords the Watch much inno-
Here in warm, cozy, private cent amusement—especially on
comfort, your aches and pains snowy nights). Most regular
can be soothed away in a scented patrons run a credit account—
or mineral water bath or in but also tip staff members very
heated steam baths, and you can handsomely, often effectively
drift off to contented slumber, doubling their fee.

35
Proprietress: The festhall’s stands in the center of a block of
prioprietress, Mother Tathlorn, is shops and apartments, in the fork
old and stout, but charming. She of its own access street, Siren
38
is skilled at massage and in Lane. It’s home to a company of
reading the needs of a customer popular local actors who can
who is shy, drunk, or unfamiliar perform everything from rowdy
37
with the common tongue. comedy (their stock in trade) to
high tragedy.
The Smiling Siren Nobles often hire the place for
Nightclub & Theater an evening for exclusive perfor-
mances involving the actors and
actresses saying and doing what
the noble always wanted them to
This large, but plain-looking,
in a particular play rather than
stone and mudbrick building
37
Location #12 on the color map.
38
Location#31on the color map.Whenthehauntedtheaterfeaturedin the Knight of the Living Dead
adventure gamebook closed, the traveling troupes came here instead. (See #42A in that book. The
haunted theater was on the south side of Waterdeep Way, the third building west of Fellowship Hall).
That theater has been closed for over five winters now, and has become known as the Hall of the
Juggling Ghost. It was previously Raeral’s Splendors.

36
the way it was written. Such zzar or wine is sold by the bottle,
private performances of ten at 7 sp each.
involve risque audience partici- Proprietor: Perendel Win-
pation or private jokes—or even tamer, a young, earnest, musta-
entirely new (sometimes chioed mage, runs this nightclub.
wretched) plays, written by the He often must use his spells to
noble who’s hired the company. clear birds out of the dark upper
More often, however, the Siren reaches of the building.
is home to traveling troupes of
vaudeville jugglers, comedians, Alleys
and nearly nude dancers or
burlesque dancers. When these Castle Ward’s alleys are among
aren’t available, the theater the safest in the city. Since most
company performs—usually a folk of importance travel about
weekly revue consisting of time- with bodyguards or friends,
honored gag routines and thieves aren’t in the habit of
sketches rewritten to include making strikes in this ward. The
references to daily happenings most frequent users of the alleys
and current jokes. by day are tradesmen making
Admission varies from 4 cp/ deliveries. By night they are used
head to 6 gp/head, depending on most often by city watch or city
who or what is performing. guard patrols hurrying from this
Famous bards are the most place to that.
expensive—and fastest sellout— Many of the so-called alleys in
draws. The take is split evenly this ward have long since be-
between theater and performers. come proper streets, such as Coin
The theater in all cases provides Alley and Tarnished Silver Alley,
heating via warm flue pipes fed and are not included here.
by a hearth under the stage,
lighting (usually glowing globes) Asmagh’s Alley
and security. Most traveling
troupes charge from 2 sp to 8 sp/
head (1 gp/head if burlesque Running south off Selduth Street
dancers are involved). The through the interior of the long
weekly revue put on by the locals city block between the Street of
is always 4 cp. Silver and Warriors’ Way, this
Before and between perfor- long, winding alley is considered
mances, the place is used for to end when it meets Palfrey
drinking and dancing to live Lane to the south.
music, sometimes with show It is named for a notorious
dancers on the stage. Ale is 3 cp apothecary who flourished (if
per tankard, stout is 6 cp, and that’s the word) in Waterdeep

37
some 60 winters ago. He was a scattered garbage, and rats.
poisoner, and buried his victims Thugs sometimes mug folk here
by night, lifting the stones of this on the darker nights, trusting to
alley to place them underneath the length of the alley to run
and carrying away the dirt left down prey. Sometimes they even
over in his cart. After he was scatter marbles, beforehand, so
discovered at it and slain, the their fleeing prey is sure to take
Watch uncovered over 80 bodies a nasty fall.
under these flagstones, and
searched diligently to be sure Buckle Alley
they missed none. It’s an old
Waterdhavian joke to refer to
Asmagh as “the Ambassador” This narrow passage winds east
because, they say “He welcomed and westward across four city
so many folk to the City” (“the blocks, from the High Road in the
City” to a citizen of Waterdeep, east to the heart of the block west
means the City of the Dead). of the Street of Silver at its other
Today, this long way is crowd- end. It lies about a third of the
ed with delivery crates, barrels, way south from Selduth Street to

38
Waterdeep Way and has always That brew is still a favorite in
been a busy thoroughfare used this area today. Barrels of it are
by carters, tradesmen making imported all the way from
deliveries, and local folk on foot. Immurk’s Hold for the locals to
It is named for an old saying. buy here, or to consume at local
City guardsmen were told to taverns.
buckle on their blades before
they set foot in it, as it was once Cat Alley, a.k.a. Cats Alley
the heart of Thieves’ Guild
territory, before that organiza-
tion was driven out of Water- Winding through the interior of
deep. the city block bounded by Water-
Of old, thieves used to sit on deep Way, the High Road, Buckle
stools in this alley drinking, drawn Alley and the Street of Bells, this
swords laid naked across their narrow passage has many con-
laps in case the city watch showed fusing twists and turns. Many a
up. Their favorite tipple was Black visitor to the city has become lost
Grog Ale, from the pirate isles of in its mud and dark corners.
the Sea of Fallen Stars. Deliveries are made here, and

39
there are rows of apartments frightened a lot of folk, and
and warehouses that stand in the caused at least two deaths: one
interior of the block and can lady who couldn’t escape him
only be reached by means of this and was found run through, and
alley. Traditionally, gangs of street a would-be rescuer was killed on
youths have battled for control of another occasion. The chuckling
this many-branched passage, but masked man calmly cut the
in recent years, heavy city watch rescuer's throat, and then strolled
patrols have ended the wildest away, leaving the lady he had
turf battles and made this a fairly trapped untouched.
safe place to walk.
Recently however, a masked, The Cat’s Tail
rapier-wielding, quietly chuck-
ling assailant has made this a
dangerous place for women The southernmost loop of Cat
after dark. By his dress and Alley, this passage runs behind
manner he is wealthy and prob- two guildhalls, the Blue Jack
ably noble, but he has not yet tavern, and the Jade Jug, whose
been apprehended, and has cut stables stand across it. The influ-
away a lot of female garments, ence of the money and power

40
vested here has caused this alley passage is often the scene of spell
to be brightly lit by glowing demonstrations and practice, as
globes by night that are firmly patrons or staff spill out of the
fixed in high wall brackets and rear of the Elfstone Tavern and
on roof overhangs and patrolled unleash magic down the alley—
by private guards, who are 39 sometimes to the vast surprise of
armed with warning horns, someone coming along it!
clubs, and daggers. Patrons from More than once, visitors to
the Jack have been known to aid Waterdeep coming to the apart-
these guards when they sound ments in the center of this block
their horns—and as a result, the after dark have been astonished
masked assailant who haunts Cat to find two or more elves chat-
Alley keeps clear of this southern ting, wineglasses in hand, as they
loop, and thieves are few indeed. float in midair, surrounded by a
The guards like to gossip about glowing nimbus of blue light.
events in the city and for a The elves generally ignore such
copper piece or two will even passersby—but if someone stops
recommend taverns, shops, inns, and is obviously listening, they
certain folk, festhalls—and even have been known to drive the
40
fences. eavesdropper away with spells.

Duir’s Alley Elsambul’s Lane

This alleyway enters the city This short alleyway runs up and
block bounded by the Street of down the interior of the city
Bells, the Street of the Sword, block bounded by Bazaar Street,
Waterdeep Way and Selduth the Street of the Sword, Cymbril’s
Street on its east side, just beside Walk, and Warriors’ Way. It is
(to the north of) the Halls of crossed, and most easily reached,
Hilmer. It forks, going north and by Lamp Street.
south past Hilmer’s two metals Elsambul was a priest of Mask,
warehouses to run down the who lived somewhere along this
west side of the interior of the alley over 70 winters ago. He held
block. The alleyway branching the view that thieves should not
off to run down the eastern be crude snatch-and-grab thugs,
interior of the block is called but a deft, subtle brotherhood of
Lhoril’s Alley. organized companions. He began
Today, this busy, winding to gather a band under his
39
The city watch and guard will respond to these in 1d4+1 minutes.
40
Consider these guards as F1s with 8 hp each. They patrol in groups of five, the leader being an F2
with a short sword and 18 hp. Fences are listed on pages 31-32 of Waterdeep and the North.

41
leadership, but was betrayed by Many of the messages
. hint at
an underling. He fell fighting treasure to be won, dragons to be
defiantly here, using his magic to duped or destroyed, and great
take as many foes as, possible adventure. Others promise
with him—a defiant last stand revenge or that something will
that left the alley red with blood not be forgotten. Adventures
and strewn with bodies (or parts should find them intriguing—
of bodies), local tavern tales attest. and perhaps even useful.
Elsambul began the practice of It helps to be a confident
writing cryptic messages for his adventurer just to go into this
gang along the walls of this lane, alley. You never know just who
and this graffiti writing has been (or what—I’m sure I saw purple
taken up by others. It is absent tentacles under that hood!) you
from almost everywhere else in may find reading the messages.
Waterdeep. Today, the visitor can
see some amusing, puzzling, and Howling Cat Court
disgusting messages from one
Waterdhavian to another (most
of them unattributed). This small open space inside a city

42
block (west of the Street of Silver here, too—and more than once
and east of the Street of Silks, and warring gangs, bands of thieves,
south of Selduth Street) is infa- or adventuring groups have
mous as a clandestine meeting drawn steel and had it out here,
place for ladies of the evening and until bodies were slumped on
their clients, street gangs, and the cobbles and the shouts,
others. Thieves lurk here, too. The screams, and clangor and skirl of
city watch comes here often, blades brought both the watch
frequently in triple patrol and the city guard on the run. By
strength—because they never Waterdhavian legend, it’s also the
know just who they’ll find here. place for couples in love to meet
Once it was a dozen angry heavily before eloping.
armed minotaurs, released from
magical stasis by an evil mage! Lemontree Alley
Jesters’ Court
Opening off Shadows Alley
north of Cage Street in the first
This famous local landmark and block of buildings east of Pier-
meeting place lies north of Howl- geiron’s Palace, this tiny three-
ing Cat Court, just south of Selduth legged passage is crowded with
Street in the same block. It’s a large the lemon trees for which it is
courtyard used by ladies of the named. Brought here by a local
evening and by minstrels (some- wizard, whose spells give heat
times both are the same person, as enough to keep them alive, these
with the famous Masked Minstrel). tropical trees are an unexpected
Sometimes on warm summer delight. Waterdeep is much too
evenings it becomes an impro- cold for them to survive under
vised dance court for the locals, lit normal conditions. Those who
by faerie fire or dancing lights are tempted to take fruit from
conjured by a mage or apprentice. the trees, break a branch off, or
Of old, jugglers and comics just take a swing at one of them,
used to perform here for thrown are warned that the wizard,
coins (hence its name), but none Narthindlar of the Nine Spells,
are left now but a few men too has set a guardian monster on
old to perform. They sometimes these trees: a bear (a monster
come here of afternoons to just zombie) that usually sits quietly
stand and remember. under one of the trees. If you
By night, trouble in Howling harm or take from a tree, it rises
41
Cat Court tends to spill over into up and drives you away.
41
See Volume 1 of the Monstrous Compendium under “Zombie.” The bear will not leave the trees, but
will fight until destroyed or until offenders leave the vicinity.

43
Narthindlar has provided interior of the city block bound-
benches under the trees, and can ed by the Way and by the Street
sometimes be found sitting on one of Bells, Buckle Alley, and the
of them, puffing on a pipe and Street of the Sword. By day, it’s a
contemplating life, Faerun, and busy delivery area and garbage-
magic. He smokes tobacco into piling place.
which cherries have been Named for the sorceress who
crushed, and it gives off a delight- met her death here, battling
ful odor. Diplomats who need to tanar’ri summoned by an over-
blow off steam or chat away from ambitious apprentice, this pas-
prying ears in the palace some sage is known to be haunted by
times find their way here, too. the phantom sounds of running,
staggering footsteps (origin
Lhoril's Alley unknown). They can be heard at
any time of day hurrying north-
wards from Waterdeep Way as if
This winding passage links Duir’s a man or heavily laden woman
Alley with Waterdeep Way, in boots was fleeing frantically
running down the eastern with their last, failing energy. No

44
breathing is ever heard, and no borhood (until one of the cats
magic or barrier seems to silence grew exasperated—or just hun-
or stop this phantom—nor does it gry—one day and ate him). This
respond to the calls or actions of otherwise unimportant alleyway
living beings. is the favorite hunting ground of
a pair of skeletal hands that
The Prowl strangle folk from behind, leav-
ing wither-scars graven deep into
victims’ throats where each
This short alley loops eastwards finger has been. Some folk who
off Alnethar Street, and also, by a have glanced into the alley at
side spur, links up with Cymbril’s night but not entered have
Walk to the south. It provides reported seeing two points of
rear access to a row of shops and light close together in the air, like
to a row of apartments that stand floating glowing eyes.
in the center of the block. The This frightening killer doesn’t
Prowl is named for the acts of an strike often—four times a year, at
eccentric nobleman who used to most—and seems adept at evad-
loose his pet panthers to stalk ing detection whenever power-
around it, terrorizing the neigh- ful wizards and priests come

45
looking for it. No one is yet sure west off Lackpurse Lane to the
what it is—let alone how to west of Dretch Lane, climbing a
destroy it. It only seems to be steep slope to reach a cluster of
active in the hours of darkness, warehouses—including Crom-
43
and never strikes at folk in mor’s Warehouse.
buildings, but only out in the It’s named after the nautical
42
alleyway. I recommend visitors term reach, and got the name
avoid this area until news comes after a group of sailors watched
that this mysterious menace has a companion, in icy winter
been destroyed. weather, come out of one ware-
house and slide—quickly and
The Reach helplessly, arms windmilling just
to stay upright—down it and
across Lackpurse Lane into the
This short side way runs north- buildings beyond, where he
42
Elminster believes that the skeletal hands are undead—specifically a wichtlin, a being almost
always encountered only on another world, Krynn (see MC4, the DRAGONLANCE® Appendix). He
stresses he’s guessing from descriptions he’s heard and hasn’t investigated this personally.
43
Location #2 on the color map. See also Waterdeep and the North page 32. Two of the men you’ll
encounter here, Elminster tells us, fence stolen goods.

46
fetched up against a wall of known to stagger and crawl here
crates with the inevitable crash. after tavern brawls, leaving a
It’s a popular place for sailors trail of blood and hoping to buy
to hang out these days, telling healing—if they make it. This is
yarns of their lives at sea and the place to hire a spellcaster for
looking for trouble. Don’t ap- a few days’ aid if you’re about to
proach unless you’re looking for brave Undermountain’s depths—
a fight—which is what I watched or to have a curse removed or
a trio of adventurers do, one your friend who’s been cruelly
evening, deliberately starting a polymorphed into a pink frog
brawl so they could smash heads changed back into his rightful
against walls, hurl sailors down form.
into Lackpurse Lane, and gener-
ally send teeth flying. Shadows Alley

Sevenlamps Cut
This long passage links the back
doors of shops, grand homes, and
This short cut-through links apartments that face Piergeiron’s
Swords Street and the Street of Palace along the eastern side of
Silks, just south of Selduth Street. the Street of Silks with Cage
The alley is named for the seven Street, Lemontree Alley, and
ornate, everburning, magical Mulgomir’s Way.
lamps installed here long ago by It’s named for the undead that
a now-forgotten mage (some say haunted it in earlier days, before
Ahghairon himself). a determined effort was made to
This handy passage is not only root them out and destroy them
safe and well-lit, it is a popular (and block the sewer connection
destination, day and night—for by they retreated into, when priests
some tradition whose origins are came looking for them).
also now forgotten, this is the No shadows have been seen in
place where apprentice (not yet Shadows Alley for almost 20
members of the Watchful Order, winters now, and today the alley
or visiting) wizards and starving is known more as a way for
or wandering underpriests in important visitors to the city and
need of money gather to offer wealthy merchants to slip out of
their services at spellcasting in their lodgings and go in search
return for coin. They cluster of nighttime companionship and
here in tiny knots of three and revelry without being seen. It is
four, waiting for a chance to also known for the (illegal) duels
demonstrate their Art. often fought at night here by
Wounded men have been diplomats or young nobles who

47
both think they’ll win, and want to TurnbackCourt
leave the body of their fallen foe
contemptuously on the palace
steps—or throw it into the spell This westernmost extension of
defenses of Ahghairon’s Tower, so Selduth Street is a short stub that
as to confuse any detection magics allows access to a few buildings
used on it to determine who the nestled against the eastern cliff
killer was or to impair attempts at face of Mount Waterdeep. The
resurrection. In many such duels, reason for its name is obvious. Lit
magical cheating goes on—one or by bright lamps by night, it is a
both parties employs hidden rallying point for city watch and
magic items or weapons—and city guard patrols.
such a release of Art almost The large building that walls
always alerts city guard duty off the north side of the Court,
wizards at the palace and causes hidden from the view of most
general mayhem as wizards and who pass on Swords Street by the
warriors rush towards the alley bend in Turnback Court, is a
from various nearby barracks warehouse that, I’m told, is
and guardposts. owned by a mysterious organiza-

48
tion—the Harpers, perhaps, or the through a wall it was supposed to
Red Sashes, or an arm of the raise him gently up to paint!
Lords’ Alliance, or maybe a cabal Unfortunately for all con-
of wizards—and holds hidden a cerned, Zeldan built most of the
number of items of powerful warehouses and townhomes that
magic, including (several locals fill the center of this block—and
whispered to me, on separate under cover of the construction,
occasions) a small ship, that
44
sails spent much of his fortune
the sky instead of water! When sponsoring priests of Gond who
I tried to investigate, I was po- came to Waterdeep on ships
litely told to be on my way or from Lantan to build and install
Piergeiron would have gained various experimental devices in
one over-inquisitive visitor to put this alleyway. Some of them still
onto a convict ship and send far, lurk, hidden beneath paving
far away! stones and behind walls, waiting
for the unwary to trigger them.
Zeldan's Alley Some are harmless or do nothing
more than make grinding noises
and lurching movements (they
This narrow winding way runs were either faulty designs or
south from the Crawling Spider have broken since installation)—
tavern, along whose south wall it but some are mechanical traps
connects with the Street of the and killing devices that rank
Sword, past a pleasant little well right up there with the most
of safe drinking water shaded by horrible killing devices that rich
trees to circle around the south- fiends in Thay and Calimshan
ern interior of the city block have devised! A few still pop up
bounded by the Street of the from time to time, frightening,
Sword, Waterdeep Way, Warriors’ crippling, or slaying outright the
Way, and Buckle Alley Along the folk who discover them. Be
way, it offers back door access to warned—and avoid this alleyway
the Golden Key and other shops, unless unavoidable business
townhomes, and apartments. takes you there.
Zeldan was a short, puffing
merchant who was a devout
worshipper of Gond. He finally
met his doom some 30 winters
ago in the arms of an automaton
that came to life too soon and too
vigorously and smashed him
44
When asked about this, Elminster merely smiled like an old fox just leaving a chicken coop, with
feathers still stuck to its lips and said, “No comment” (a phrase I know he didn’t pick up on Faerun).

49
50
Sea Ward
ea Ward is the Swords. Be sure to see the Lion
wealthiest ward of Gate, the impressive carved
the city. This district entrance to the Field of Triumph,
lies north of Jul- facing Gulzindar Street.
thoon Street and Also in this ward are the towers
west of Shield Street, with a small and works of many powerful
eastern arm extending to the High wizards. Folk of importance who
Road along Vondil Street. Lashed want to build opulent homes
by sea storms, it is almost deserted come here. Those with less snob-
in winter, but in warmer months bery and more lust or need for
is home to most of Waterdeep’s everyday power can be found in
noble families, who play here with Castle Ward. Those with less
as much gusto as they do on their money or less need to impress can
own estates. be found in North Ward.
The major avenue of this ward Truth to tell, except for the
is the Street of the Singing Dol- fading smell of the sea and lack of
phin. The ward is notable not temples as one goes east, the visitor
only for the many-spired and can see little difference between
1
grand homes of the nobles, but North Ward and Sea Ward. None-
for containing the majority of theless, the visitor should remem-
the city’s temples, which soar ber that the most pushy of
every bit as grand and haughty Waterdeeps wealthier merchants
as the nobles’ homes. Other crowd into the best addresses they
notable landmarks include the can find in this ward. Some
Field of Triumph (a vast open Waterdhavians devote their entire
stadium), the lush Heroes’ Gar- lives to attaining a Sea Ward
dens (Waterdeep’s only public address. Though citizens may joke
parkland outside the City of the about this social climbing, the
Dead), and West Gate, which leads visitor would do well to avoid
onto the beaches where folk of talking on such sensitive things.
strong hearts and tough skins Watch patrols are very fre-
brave the chilly waters whenever quent. However, they are always
winter ice sculptures don’t block polite and generally lightly
access to the waves of the Sea of armed? Street violence, theft, and

¹One correction for the maps in both FR1 Waterdeep and the North and the City System boxed set:
the Tesper noble family is shown as owning two villas, #87 and #89. The more southerly villa, #87, is
actually the seat of the Eagleshield noble family, who, Elminster says, appreciate our help in restoring
their rightful recognition. Its floor plan, still mistakenly attributed to the wrong family, appears on Map
4 of the City System boxed set.

51
vandalism of any sort is not and other steeds being flown
tolerated in this ward. Unless well- overhead, the proud architecture
dressed or a known Waterdhavian all around, and the wasteful
noble, and drunk, those who display of wealth everywhere.
engage in such things are quickly The walk is apt to be thirsty
handled by the city watch. There are very few taverns in
this ward. Inns stand thin on the
Landmarks ground here, too—and there are
no guildhalls at all.
Many visitors to the city if they In evening, the setting sun
can find good weather and time blazes on many gilded domes
enough, go for a stroll in Sea and spires here. More ornamen-
Ward just to gawk at the griffons tal things such as minarets, bell
² City watch patrols are detailed on page 17 of Waterdeep and the North. In this ward, four-sword
patrols pass a given point about every 10 minutes and look in to a tavern or inn dining room every 30
minutes.
As detailed on pages 16-17 and 23 of the City System set booklet, six-man detachments of the city
guard also patrol the ward. Typical patrol details are as given therein, on page 23. Reinforcements will
be a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings, and
a polearm. Guard patrols pass a given street location about every 30 minutes, but appear 1d4 minutes
after a city watch patrol blows a warning horn in this ward.

52
arches, and statuary crowd this and with the up-and-coming
ward than other areas of the city. temple to Gond, the House of
As in North Ward, most nobles’ Inspired Hands.
homes are behind walls, but most The faith of Selune has always
of the walled temple complexes been important in the port city
welcome visitors—even those of of Waterdeep, and the House of
other faiths, so long as they offer the Moon can be found off
no blasphemy and make offerings Diamond Street in Sea Ward. The
to the gods. The largest temple is city’s wealth is demonstrated by
the House of Heroes, dedicated to its support for a walled and
Tempus. It stands just north of the forested shrine to Silvanus and
Field of Triumph stadium, and is two mighty temples that could
rivaled in size by the Tower of not flourish in smaller centers:
Luck, the temple of Tymora. In the House of Wonder, dedicated
Waterdeep, these two vie with the to Midnight (formerly to Mystra),
Spires of the Morning—the temple and the Temple of Beauty given
3
to Lathander located in Castle to the worship of Sune.
Ward just south of the stadium— Walled but less welcoming are
3
Locations and clergy of these temples are found on page 29 of Waterdeep and the North.

53
the wizards’ towers that rise in
this ward: the Dragon Tower of
Maaril, about which so many
sinister tales are whispered;
Naingate, abode of the famous
adventuring mage Nain, once of
the Company of Crazed Ventur-
4
ers; and Tessalar’s Tower.
There is also a strange sort of
obstacle course, established by a
crazed wizard to test the greedy
the venturesome, and others who
wander into it. Known as the
Blue Alley, this magical death trap
is entered by either one of two
blue-tiled passages that run into a
large, windowless stone building
on the north side of Ivory Street,
just east of its meeting with
Sighing Maidens’ Walk. Vast
treasure is said to wait there for
any who can take it, but from
what I heard, the place is studded
with inescapable traps that claim
almost all who enter, like those
found in the wilder tales of
dungeon exploration. Look down
the alley as I did—but be very
sure of your favor with the gods
before you step farther.
4
On the color map, the Dragon Tower is #63,
Naingate is #73,andTessalar’s Tower is #95. Chapter 7 of that work also details the three mages who own
these homes and some of the strange magical features of the Dragon Tower can be found in the Knight
of the Living Dead adventure gamebook.
Maaril has turned to evil, and his tower, sculpted in the shape of a rampant dragon, is a place that
citizens of Waterdeep warn visitors away from. They say its steps lead up to chambers and winding
stairs adorned with many trapped, enchanted creatures set as guardians and in torment. The steps also
lead down to cellars where there are magical pools that speak and whose waters confer magical
powers on those touching them—or dissolve flesh, bone, metal, and all in a moment of smoke!
The wraiths of Maaril’s young female apprentices, their lives drained by his evil magic, wander the
tower, attacking intruders. Everywhere lurks a webwork of Maaril’s waiting, terrible spells. The
unwitting can trigger their own doom with a single wrong step.
Maaril is said to ride dragons, to call them from the dragon’s mouth balcony at the top of the tower—
and to experiment with hatchlings, creating fearsome dragonet monsters.
Elminster confirmed that these things are true, but added dryly that, “It’s just a stage he’s going
through. Know ye: Maaril will either grow up or be destroyed by the things he’s playing with. If ye run
afoul of him, thy best defense is that he’s only about a tenth as powerful or as smart as he thinks he is.”

54
Tespergates
The Waterdhavian noble family
of Tesper uses its walled city
5
villa to host parties—parties even
common folk and outlanders are
welcome to attend. The Tespers
have an almost insatiable hunger
for live music and the willing
company of strangers who enjoy
wrestling and other body contact
sports. They host one all-night
gathering every tenday. Rousing
ball games and impromptu
wrestling tournaments abound,
with not a few bumps and
bruises to the participants. To occurred four generations ago).
make sure that no one goes away When this was revealed, they
in bad spirits, a 5 gp purse is were ostracized, and the two
presented to the best player. sisters were soon slain by assas-
The food tends to be simple— sins sent by a younger brother,
roast fowl, usually—but the ale who feared they might use their
and zzar flow freely. The only Art to rule the family.
reason the common folk don’t Their ghosts still haunt the
crowd into the villa until a guest house, drifting about its cham-
couldn’t breathe, let alone take a bers and passages as silent but
step in any direction, is that seemingly intelligent phantoms.
Tespergates is—haunted. If angered, they cast spells that
This keeps most Waterdhavi- create spectacular images and
ans away. Everyone in the city has sounds, but do nothing more
heard the tragic tale of the than attract attention. They are
Tesper sisters, Silpara and Yul- now considered to be both
hymbra, who grew up playing amusing party entertainment
with elven friends and proved to and a sort of household warning
have a mastery of magic. Unfor- system, alerting the family to
tunately their family hated and thieves, vandals, and crimes done
6
feared magic at the time (this in their halls.
5
The villa is #89 on the color map and the City System map. Map location #87, mistakenly labeled as
a Tesper villa, is actually that of the Eagleshield noble family.
6
Elminster reveals that a Harper mage, Nleera Tarannath, has been impersonating one of the ghosts
for a year or so. This gives her a chance to pass on messages to Harpers at the parties—messages
adventurers might well overhear and get drawn into an adventure. The ghosts seem to tolerate and
even aid Nleera in her imposture.

55
The Fiery Flagon The awesome skeleton of an
eye of the deep hung overhead.
Tavern Lamps set in its eye sockets cast
an eerie, flickering glow over all.

7 The Prospect
This odd, cramped place stands
on the west side of Seawatch The interior of the Flagon is not
Street, across the street from the at all the slick, expensive water-
House of Inspired Hands. A relic ing hole one expects in Sea
of the time when sailors lived on Ward—for that, go to Gounar’s or
the mud flats north of Mount the Ship’s Wheel. Yet unlike the
Waterdeep and the rich had yet rough bars of Dock Ward, the
to migrate north from Castle place felt safe, like a refuge from
Waterdeep, it is famous among the storms of the sea. It even
sailors up and down the Sword creaks and groans just like a ship
Coast, who throng to visit it when winds blow high. It was
when they make land at the city. full of sailors eager to spin yarns
of the sea’s mysteries over plenti-
The Place ful drink and the freshest fish to
be had in the city.
I found the wide, iron-barred
door of this dark, ramshackle The Provender
place late at night. I thought it
was just on the edge of the ward, Food in the Flagon means cheese,
not in its depths, but I walked grapes, bread, and lots and lots of
past tall house after tall house. seafood—seafood hauled live and
When I came at last to the dripping from tanks all around
Flagon, I couldn’t believe how the place, and cooked, swiftly and
small it was. Inside, it descended expertly, in front of your eyes.
in a series of steps, opening into a Sailors can bring their own catch
cellar level larger than is above- to be cooked, too, but the wise
ground. Yet there is scarce room guests leave their palates in the
for all the fish, flotsam, and ships’ care of the four cooks, grizzled
gear that crowds the place. old seamen who know just what
As I went in, water shone back will make a particular fish or
at me from tanks of sullen, deep-sea creature taste the best.
gliding blackjaws, moon-faced Try the fried sea snake!
clearfins, and the dangerous
kgrench. All around were nets, The People
blown-glass floats, anchors, and The proprietor is a fat, weathered
wave-worn figureheads.
7
On the color map, this place is #61.

56
old man named Ulscaleer Anber-
syr. A retired sea captain, he
seems to know everyone and is
said to have fabulously rich
pirate treasures hidden away
somewhere in the city. Some told
me he quietly supplies pirates
with food and gear as well as
8
fencing goods for them.

The Prices
The ruffians and lowlives are
kept out by the prices. The
splendid but simple meals are 7
sp/plate, and drink goes by the
tankard: 3 coppers for rough ale,
5 coppers for good ale, 1 sp for
zzar, and then steeply upwards
for wine and spirits, up to 14 gp
for the best firebelly whiskey.
Ulscaleer is proud of the fact
that you can’t drink even the
finest wine out of anything but a tunnel. All openings are per-
formed by a half-dozen armed
tankard in his place. He has little
men. Ulscaleer keeps some sort
use for dandified nobles and
snobs of any sort. of magical wand at the ready
during such openings. Much
illicit trade passes this way, with
Travelers' Lore the Lords of Waterdeep being
The Flagons damp cellars are none the wiser.
said to have a hidden tunnel, that I also heard something about a
winds down a long away by stair Sea Ghost—a dripping wraith of a
and ladder shaft to caverns near drowned pirate, festooned with
to a strange, lawless place in the seaweed, that pursues those who
9
depths called Skullport. Ulsca- meddle in the affairs of pirates.
leer, I was told, charges 5 gp to Regular patrons told me, how-
open the stoutly barred, magi- ever, such talk was just nonsense
10
cally protected door that seals put about to scare off the overly
11
the cellar off from the top of the inquisitive.
8
Elminster says these tales are true.
9
And so, he affirms, is this tale.
10
It turns spells as a ring of spell turning, sounding an alarm gong whenever this defense is activated.
11
Elminster’s not so sure this is only empty words!

57
Other Places of ly and easily in Sea Ward. We’ve
all seen overpriced goods, so I’ve
Interest in tried to pick out some outstand-
Sea Ward ing or useful establishments.

If one tires of opulence and isn’t Shops


hungry to brave the dangers of
the sinister Dragon Tower of the Aurora’s Realms Shop
wizard Maaril or the fool-swal- “Singing Dolphin”
lowing Blue Alley, what else is Catalogue Counter
there to do in Sea Ward? Perhaps, This is the Sea Ward outlet of the
gossip? Yes, the Street of Whis- famous Faerun-wide all goods
pers didn’t get that name for retail chain. It occupies the third
nothing. But gossip’s a game shopfront north from the corner
visitors play to learn what to see of the Street of the Singing
and where to go. One has to be a Dolphin and Grimwald’s Way, on
resident to really enjoy gossip. the west side of the Dolphin.
You can also shop. You can It has six guards who work in
spend a lot of money very quick- shifts of three and three, and
who wear sparkling weapons

5 8
and finery; a handsome male its center gleams a single spar-
counter clerk of impeccable taste kling gem the size of a man’s
and great tact, Orloth Theldarin; head (an illusion). Those touching
and a service mage of many the gem feel a wrenching shock
rings, airs, and grand entrances, as the magic temporarily drains
Saerghon “the Magnificent” Alir. them of a small amount of
12
Saerghon thinks himself the energy to sustain itself.
greatest mage in Waterdeep, but Inside are truly the finest gems
hasn’t even opened all the tomes one can find for sale, exquisitely
and scrolls he’s acquired down cut and mounted, displayed in
through the years. glass cases with severe simplicity
and sold for precisely four times
Halazar’s Pine Gems what they’d fetch anywhere else.
Waterdeep being what it is, the
gems do sell, as folk proudly boast
This shop has a glistening black of how much they paid. The
13
front kept shiny with magic. In security arrangements are
confidential, but powerful.
12
Halazar’s is location #50 on the color map. The illusion magic drains 1 hp, which can be recovered
in any normal manner, to power itself.
13
Rumors of gargoyles, Elminster hints, are not unfounded.

59
Proprietor: Stromquil Halazar, thongs, and kindling and flint,
Guildmaster of the Jewellers’ and clay pipes, and carrysacks,
Guild is the proprietor. He is a tall, and—you catch my thrust? Very
aristocratic, sneering man of soft useful to the visitor.
words and watchful eyes. Proprietor: Osbrin Selchoun, a
fat, very short man with a rolling
Selchoun's Sundries Shop gait and a cheerful, huffing
14
nature, is the proprietor.

This shop has those tourist


knickknacks that travelers Gounar'sTavern
swiftly grow to hate (such as toy
wooden shields emblazoned with
the words: “I Saw Waterdeep—
This is one of the most brightly
and Survived!”) but it is also the
only place in the entire ward lit taverns you’ll ever see. It
gleams and sparkles with mir-
where you can buy string, and rored glass and cut glass faux
14
Location #85 on the color map.

60
gems everywhere to catch and Proprietor: Olhin Shalut is old,
throw back the many glowing affable, and full of himself, but
globes that hang in the air. It’s wealthy. He is always armed with
16
bright because citizens go here to a lot of magic items.
be seen and to survey each other
as much as to relax over a drink. Inns
The words slick and on dis-
play come to mind. On the other Dacer’s Inn
hand, if you want to be noticed in
Waterdhavian high society, this is
the place. Expect to pay 6 gp/glass Located south of the temple of
for drinks and double that for Gond on Seawatch Street, this
quality wines. If bought by the fine old inn caters to rich sailors
bottle, drinks are 25 gp and up. who want to stagger to bed from
Proprietor: Doblin Gounar is the Fiery Flagon as late as pos-
the proprietor. Doblin is a coldly sible and to the constant trade of
egotistical hard nose—the sort pilgrims and others visiting the
15
you hate on sight. temple. As a result, it is a very
prosperous place that is well-
The Ship’s Wheel built and incorporates all the
innovations and improvements
that Gondfolk suggest, such as
Located on a corner just inside dumbwaiter shafts that bring hot
West Gate, this place is a little less food to each room, sliding bolts
high-nosed and a lot less clean recessed into every room door,
and bright than Gounar’s. It’s also alarm gongs on each floor,
probably the safest tavern you’ll pumped water on tap in each
ever see. Old men come here to room, and suchlike, and avoids a
watch each other’s hair fall out lot of the more ostentatious frills
over drinks that cost 4 gp/glass that some places north of Mount
or 10 gp/bottle, with double those Waterdeep indulge in.
prices for fine wines. Dacer’s is a quiet, luxurious
Adorned in the front lobby place to stay and is almost worth
with a gleaming ship’s wheel the 8 gp/night per head it costs to
large enough for a titan (of all the stay there (stabling and simple
city’s taverns, only Gounar’s and meals are included). Only water
the Wheel have front lobbies), and zzar—at 12 gp/bottle—are
this is the place for those with too available to drink. Dacer’s will
much money or too many years send runners for food you order
to want to go to Gounar’s. from street vendors or cooks
15
Location #55 on the color map.
16
Location #51 on the color map.

61
elsewhere, and have it delivered young couples and by Water-
to your room, a rare luxury that deep’s paid escorts. No food or
is most appreciated on wet days! drink is available, but you are
Proprietress: Amasanna free to bring it in or have it
Vumendir is a dusky-skinned, delivered. Utmost discretion is
agile hostess of few words but a observed. Each room has inner
keen intellect. She orders her curtains, so that staff can bring
17
staff about with hand gestures. things or do things in one part of
a room without seeing or being
Maerghoun’s Inn seen by the guests in another
part of the same room.
Maerghoun’s is notable for its
Located on the west side of the large round beds, complimentary
purple silken house robes, and
Street of Whispers, just north of soundproofing. Extreme privacy
Diamond Street, this old, opulent is the watch word. The inn is
inn of scented purple hangings, used by many to conduct sensi-
flickering lamps, and dark wood tive business deals.
paneling is much favored by
17
Location #59 on the color map.

62
Proprietor: Yuth Sammardoun, the city to visit one of the temples
the proprietor, is a cynical, crafty (hence its name). There’s actually
man with white hair but dark nothing special about this place—
eyebrows who’s seen it all—and which means that it would be a
lived because he said little about first-class inn anywhere else in
18
it and continues to do so. the whole of Faerun. One can get
a private room for 9 gp/night,
Pilgrims’ Rest with stabling and a solid evening
meal included in the price. A
two-share (two double beds,
Located in the triangular north- usually rented to two couples) is 6
western angle of the intersection gp/bed per night. A common
of Diamond Street and Satchel room (8 beds or more) is 4 gp/
Alley, this is the humblest of Sea night per person.
Ward’s inns and the cheapest. It’s Proprietor: Balaghast Bright-
usually crammed with faithful lingar is a grim, hard-working ex-
worshippers who have come to warrior, whose gruff manner
conceals a sincerely kind heart,
l8
Location #58 on the color map.

63
eager to lend a helping hand to clothes and boots, and a bottle of
19
anyone in need. wine per head per evening, but
no food. It provides a good place
The Wandering Wemic for wealthy merchants who want
no trouble over a place to stay.
Proprietor: A big, easygoing
man, Cheth Thanion is far more
Located in the angle between an alert than he seems. He never
alley and two streets, this large, forgets a face or anyone doing
recently opened inn offers him out of money.
20
ample, airy, well-lit rooms, new
furnishings, clean surroundings,
high rates, and an efficient,
Festhalls
numerous staff-including The House of Purple Silks
bouncers to keep undesirables
out. The 10 gp/room per day rate
includes stabling, a valet service Standing on the west side of
for cleaning and repairing
19
Location #52 on the color map.
20
Location #53 on the color map.

64
Seawatch Street, just south of its Proprietress: The proprietress,
intersection with Diamond Jathaliira Thindrel, is petite, pert,
Street, this is one of the most and always bustling about. A
famous pleasure palaces of the guest who insisted on her com-
Sword Coast. For decades, its pany at his every visit described
name has been synonymous her as having “a shrewish tem-
with decadent dalliance. Its per overlaid by a passionate
trademark is the sheer purple nature.” She is in her forties, but
silks worn by its ladies. still energetic and good-looking,
Inside, it’s a series of warm, and is reputed to be a shrewd
21
carpeted rooms crowded with investor and very rich.
cushions, bold guests, and bolder
staff ladies. Not a place for the Alleys
bashful. Highly recommended.
Rumored to have contraband Sea Ward’s alleys are the play-
hidden inside some cushions, and ground of the rich, famous,
under certain areas of carpet. reckless, and utterly undisci-
21
Location #54 on the color map. Elminster says Jathaliira is very rich—and a close friend of Khelben
“Blackstaff” Arunsun. She can call on magical aid whenever desired and also has a hired band of fists
(a dozen bouncers).

65
plined—but they are clean and a cloak that swallowed them
either short or wide, offering the whole in one flap. They were
22
armed and careful person plenty never seen again!
of fighting or running room. Today, the alley is notable as
the usual vending place of a
Cloaksweep Alley nameless old man who sells ear
oil. Made of the fat of adders
boiled down into oil, it is thought
This wide, very short passage by many to be a cure for deaf-
runs north off Zarimitar Street ness when poured into the ears. I
due north of the Courtyard of shudder at the very thought.
the Well. Its name comes from an
incident involving the long-ago The Ghostwalk
wizard Milist Samblin of the
Many Cloaks—who, when set
upon by thieves in this alley used This crescentiform alley branches
22
Elminster believes the cloak was a magical device that teleported those caught in its folds else-
where—too far away for the thieves to ever return to Waterdeep. He also warns strongly against trying
the ear oil!

66
off the southern half of Murlpar Gondwatch Lane
Street and curls around the
interior of the city block it’s
found in, providing delivery This alley runs along the south-
access and garbage storage for ern wall of the House of Inspired
the businesses and homes located Hands, Waterdeep’s temple of
here. It boasts several shadow- Gond. The temple’s main entry
tops (climbing trees that local gate opens onto it, and it is
children spend much time named for its use by locals to
playing in). It’s also known to be watch the latest explosive or
the place where the ghost of a otherwise entertaining results of
long-ago noble rake, a harmless inventions dedicated to Gond.
but frightening phantom, walks. If inventions seem too danger-
He carries a drawn sword and ous to operate within the temple,
whispers, “I’ve killed him! I’ve they’re often tried here. Things
killed him!” as he staggers along, can get quite dangerous! Locals
his own fresh blood welling out are generally unconcerned, and
and down him until he’s entirely stand watching while food
covered—and fades away. vendors circulate among them.

67
Kulzar's Alley Many have looked, but Kulzar’s
gems and coins have never been
found. Any folk who try digging
This alley runs south from the for them will attract the atten-
Wallway to join with Rook Alley. tion of the city watch, who’ll
It is named for a famous local require that they replace the
sailor, who dwelt here before his paving stones when they’re done
death some 70 winters ago. and forbid any tunneling to-
Kulzar was master of a ship wards the city wall. Diggers will
appropriately known as the Lost also attract the attention of
Luck, which ran aground on certain old sailors, who’ll shadow
shoals near Waterdeep one the treasure-seekers in hopes
stormy night and broke up. that they’ll discover Kulzar’s
Kulzar, a man of terrific strength, “jools” and can then be robbed.
swam his personal cabinhold
treasure ashore chest by chest Moarinskoar Alley
through the crashing surf, and is
reputed to have hidden it some-
where in or under this alley This alleyway curls around the

68
interior of the city block bound- ding along the Sword Coast.
ed by Mendever, Vondil, Sul, and Moarinskoar tries to board all the
Delzorin Streets, and is named ships he meets. If a ship is bound
for a famous ancestor of the for Waterdeep, he does not attack,
Irlingstar noble family, whose but demands that it deliver a
villa is partly encircled by the message to the Irlingstars: “Tell my
alley. Moarinskoar rebelled mother I love her; but I’m not
against the family hopes and ready to come home yet.” Local
dictates, and ran away to sea to lore whispers that when he does
become a famous shipmaster. come back, this peaceful alley will
After a long, successful trading become a killing ground haunted
career on the Sword Coast, he by his undead crew!
turned pirate—and is said to sail
his ship still, as a wight com- Moonstar Alley
manding a zombie crew. The
23
Moonwind, his fast caravel, is
now a ghost ship, still seen scud- This back alley curls around the
23
Ship types and statistics are detailed on page 36 of FR5 The Savage Frontier. The Irlingstar villa is
#93 on the color map.

69
24
walled villa of the noble family Pharra's Alley
for which it is named. Of old,
Waterdeep’s first temple to
Selune was located on this site. This alleyway is named for the
Known as the High House of first magistress of the House of
Stars, it was burned to the Wonder (the temple to Midnight,
ground by raiding worshippers formerly to Mystra, which the
of Bane. Selune’s faithful never alley passes), who died more than
set foot on the desecrated ground 120 years ago. It is a busy shortcut
again, building their present route used by merchants and
temple a block to the west. Local their delivery carts, and is often
rumor holds that the cellars of crowded with would-be wizards
the burnt temple still hide magic coming to the House of Wonder
and wealth, buried under to try and hire on as an appren-
burned rubble—and that they tice to a wizard. Some are anx-
can be reached by stairs and ious to impress everyone with
shafts now hidden under the their magic or are just very, very
paving stones of this alleyway nervous-and they have been
24
Location #66 on the color map.

70
known to let fly wildly with
magic, endangering passersby.
They vanish hurriedly though,
when the Circle of Skulls ap-
pears. This spellhaunt, as wizards
call it, is all that is left of some
early priests of Mystra who tried
to devise their own means of
immortality—and achieved only a
lich-like state.
These eerie skulls are always
seen floating in a circle, arguing
among themselves in hollow
echoing voices. They spit spells
from their empty mouths or hurl
beams of fire from their empty
eye sockets when angered by
those they encounter, but are
unpredictable and may help
someone with information
instead of attacking. They seem
tied to Pharra’s Alley and never
appear anywhere else in the city, A disused warehouse encircled
though the information they pass by it (located just east of its lone
on indicates that they must be tree) is sometimes magically
able to see and hear things in replaced by an infamous vanish-
other parts of Waterdeep. ing shop that deals in magic, spell
components, weird artifacts, and
Prayer Alley objects from other worlds and
planes. This place, rarely seen
these days, is known as Whistle-
Running south off Aureenar wink’s Revenge, after the crazed
Street at its eastern end, this old wizard who runs it.
alleyway hooks around inside a
city block to parallel Phastal Roguerun Alley
Street, to the south, for much of
its length. It is named for those
caught in it in more lawless days This narrow alley runs up the
by thieves. Such unfortunates interior of the westernmost city
didn’t have a prayer of escape block on the north side of the
due to the length of the alley and Street of Glances. A famous inn,
its lack of side exits. the House of the Flying Horse,

71
once backed onto this alley. The the city block entered by Kulzar’s
inn was used by smugglers as a Alley.
clearinghouse for fencing stolen It is named for a notable thief,
goods and was ultimately de- the Rook, who flourished about
stroyed in a spell duel between 50 years ago and had his secret
rival wizards. A treasure of headquarters here. He died
unclaimed smugglers’ loot is still fighting in it when discovered by
said to lie hidden somewhere officers of the city guard. The
around or under this alley which Rook’s hold was a series of old
got its name from the number of crypts—the old burial grounds
times smugglers ran full tilt that give Skulls Street its name—
down it to escape city guardsmen that he tunneled down to from
raiding the inn. this alley. The tunnel, blocked off
with stones, is said to still exist,
Rook Alley along with his treasure. It is
guarded by undead from the
crypt who attacked the last folk
This alley just north of Skulls brave enough to unseal the
Street, curls around the inside of tunnel.

72
Runer’s Alley fled when her parents told her
whom to marry and escaped
discovery for almost 30 years.
This short, three-branched Unmasked, she refused to return
passage winds through the to her house and station and
triangular city block that stands lived on in this alley becoming
between Julthoon Street, Halt- known as Shrylla of the Spiders.
over Street, and the Sutherlane. It Her long, fantastically coifed hair
is named for the Runer, a min- hid not only needle daggers and
strel who slept here for years. lockpicks, but a poisonous spider
A wizard once mistakenly trained to defend her.
thought Runer’s pipes were Feeling death coming, she
enchanted and his song a magi- climbed Mount Waterdeep to see
cal attack, so he used a dispel one last dawn and died there. Her
magic on the minstrel. It stripped body was not discovered for
away Runer's magical disguise, months among the rocks—and
revealing him to be a missing the spider lived on in her skull,
noblewoman, Shrylla Manthar. using one empty, staring eye
This eccentric free spirit had socket as its door.

73
Sabbar's Alley blance of well-cooked, spiced
beef roasts, just before guests
were served at a feast.
This tiny, dogleg alleyway opens Nowadays, this alley is the
eastwards off the Street of the gathering place for a local street
Singing Dolphin, just south of gang, who can sometimes be
25
Aureenar Street. It is named for hired to watch or follow a person
Sabbar, an unscrupulous wizard by anyone bold enough to con-
who dwelt at its innermost end tact and pay them.
until he disappeared, some 80
winters ago. Satchel Alley
Sabbar was known to hurl
fireballs at boys who ventured
into this alley to play, and was This shortcut runs northwest
infamous for once maliciously from Diamond Street. It was
transforming buckets of raw, live named for the bags of gems and
fishbait worms into the sem- valuables that jewelers used to
25
On the FR1 Waterdeep and the North map, Aureenar Street isn’t labeled. It’s the major street south
of and curving parallel to the Street of Lances, in the extreme northern tip of Waterdeep. It’s shown on
the City System maps and the color map in this accessory.

74
carry along it before waiting mist, it once led to a now-van-
thieves made the trip too danger- ished inn, the Banshee at Bay
ous (in the days when Waterdeep (other, unrelated inns also bear
had a Thieves Guild). It’s now a this name in Cormyr and in
place where the coaches, carts, Amn). The inn was destroyed,
and mounts of the travelers over a hundred winters ago,
staying at the inns all around it after everyone inside it was
load and unload their passengers found dead of some unknown
and cargo, and as a result is well- disease. Their restless spirits are
paved with dung. still said to haunt the alley
though few have seen anything
Seawind Alley eerie in recent years.

Shank Alley
Running south from the Street of
Lances, this alleyway offers rear
26
access to the buildings in its city This alley circles the interior of
block. Usually shrouded in sea a triangular city block north of
26
On the City System maps, this alley is mislabeled as Shark Alley.

75
Aureenar Street and east of off the Street of Whispers and
Stormstar’s Ride. It is named for connects with Moonstar Alley. It
an antiquated sort of knife is named for Sharra of the
known as a shank, wielded by Invisible Dragon, the famous
thieves who used to gather in archmage who roused Never-
this alley. winter in a long-ago coastal war
Today, it is a crowded place by using a spell to bring her cry
stacked with fish crates where into every bedroom of the city:
many city birds gather to feed. “Awake, and to arms! Awake, or
Local youths and visitors skilled the princes of Sundul will come
with a sling or hurled sticks and for us in our beds!” Due to her
stones kill the birds to sell to efforts the forces of Neverwinter
cooks throughout the city or for rose up, defended their city
their own meals. against the naval attack, and
followed their foes home to
Sharra’s Flight destroy the Calishite realm of
Sundul.
Sharra created this route
This wide courtyard opens east when still an apprentice to

76
escape being caught in a magical Street. It was literally used to
battle between rival mages of skulk past the noses of the city
power. She blasted down a build- guard when they established a
ing and ran through the space stationary watch at the cross-
she’d just cleared. The open space roads against smugglers. At the
has remained that way ever time, the Skulkway was occupied
since. It is today used by several by a building—or so all but the
street vendors, who cram their smugglers thought. It was actu-
stalls into it, selling candies, ally an empty shell, with holes in
sweets, exotic liqueurs, eel pie each wall large enough for a cart
and rare delicacies of the deep, to be driven through. The holes
and cut-rate jewelry to passersby. were covered by illusions created
by an enterprising wizard, and
The Skulkway during the day doors were rolled
across the openings under the
cloaking illusion to avoid unin-
This short passage cuts across the tentional discovery of the magic.
southern corner where the This lasted until one day the
Street of Glances meets Westwall building vanished—illusions,

77
stonework, roof and all. Some Glances. Named for the smell of
claim the smugglers fought the fishbone pile that was located
amongst themselves, and de- here until the Lords tightened
stroyed the place. Others think laws about garbage, this is today a
the Lords—or a powerful wizard pleasant, paved back way with a
acting for them—made the tree, benches for relaxing under
building vanish. The cause of the its shade, and a small handpump
disappearance was a hot topic for of cool water for public use. It’s a
arguments among local citizens. good spot for the visitor to rest in
27
None knew the truth. for awhile—but it also seems to be
a favorite meeting place for
Sniff Alley whispered conversations
amongst shady characters. Try
very hard to look uninterested
From the north end of Gorl and hum or yawn to indicate that
Street, this alley curves east and you’re not listening if you’re
then north to meet the Street of getting the eye.
27
Elminster told us, with a gentle smile, “We should ask Khelben about that. He grows restless from
time to time, like all the rest of us.”

78
Wagonslide Alley stones are small hollows or pits,
some undoubtedly dug by chil-
dren playing in the street. Locals
This alley links Westwall Street told me that not only are mes-
with Seawatch Street through the sages often left under certain
block bounded by Diamond stones, but some of them conceal
Street on the south and Grim- magical weapons left ready by
wald’s Way on the north. Its name thieves who operate in the city
comes from the steep, slippery from time to time. These are
slope leading up it from the west invisible weapons cached in
that has made many a wagon slip plain sight under the stones—but,
down it in wet or icy weather. In since they are invisible, no one
winter, sea rime is almost unbe- can see them. Horridly clever, eh?
lievably fast to freeze here. It is certain that whenever I
To improve traction, the stones went up or down this alley, I
of this street are laid loose, so could feel the heavy gaze of eyes
they sit unevenly. Tripping is from windows above, where old
easy if you go too fast or don’t men sit seemingly all day with
look down. Under many of the nothing to do.

79
80
North Ward
1
orth Ward is the but are polite and lightly armed.
quietest ward of the Rowdiness and street violence of
city. This district is any sort are not tolerated in this
home to most of ward unless one is noble or well-
Waterdeep's wealthi- dressed and drunk. Those who
er middle classes and lesser noble engage in such activities are
families. It is an area of quiet quickly and roughly handled by
neighborhoods dominated by the city watch.
private, walled noble villas. Little
of interest meets the visitor's eye, Landmarks
but local talk says much plotting
and partying goes on behind The only widely known ward
closed doors in this reach of the landmark is the Gentle Mer-
city—intrigue that affects trade, maid,² whose fame as a gambling
wars, and wealth as far away as hall has spread up and down the
Thay. Yet, unless you come to the Sword Coast. A more interesting
city already in the know as a evening can be spent at the Misty
member of this or that guild, Beard tavern,³ a refined but often
cabal, merchant alliance, or lively drinking spot staffed
underground network, there is largely by exotic and monstrous
actually little in North Ward for beings from all over the Realms.
you to see. The ward is dominated by the
Aside from folk strolling to or ornate walls, spires, wrought
from their homes or private iron work, and balconies of
parties, this area practically shuts many walled villas and grand
down at dusk. It is often so quiet houses, but only the lucky or
that a man talking in the street privileged visitor sees more of
can be heard by others outdoors these than can be glimpsed from
several streets away! the street. Two noble families, the
Watch patrols are frequent, Hawkwinters and the Roaring-
1
City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. In this ward,four-sword
detachments (more often female officers than in any other ward of the city) pass a given point about
every 15 minutes, and look in to a tavern or inn dining room about every 40 minutes.
As detailed on pages 17 and 23 of the City System set booklet, the city guard also patrols North Ward,
in six-man detachments. Typical patrol details are as given therein, on page 23. Reinforcements will be
a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings, and a
polearm appropriate to the situation.
Guard patrols pass a given street location about every 50 minutes, but appear in 1d6 minutes when
a city watch patrol blows a warning horn in this ward.
2
Location #114 on the color map.
3
Location #155 on the color map.

81
horns, often give large, splendid their respective guilds. Darion
4
parties at their villas. I’ll give you Sulmest of Sulmest’s Splendid
7
what I can recall of these splen- Shoes & Boots is the public
did houses. My memory is rather contact of the Order of Cobblers
spotty though, as the delicious & Corvisers. (His boots and shoes
wines served were both plentiful are splendid, too. I’m wearing a
and strong! warm, springy pair of his lifelong
Only two guildhalls stand in swashboots right now and they
5
this ward: the House of Crystal are worth every single copper of
6
and the House of Healing. The the 12 gp they cost me. Pairs not
House of Crystal houses the guaranteed to last as long as the
headquarters of the Guild of wearer can be had for 8 gp or
Glassblowers, Glaziers, & Specu- less.) Shalrin Maerados of
8
lum-Makers, where one can buy Maerados Fine Furs is Gentle-
the finest crystal balls and mir- man Keeper of the Solemn Order
rors, ranging in prices from 1 sp of Recognized Furriers & Wool-
for a curved ladies’ handglass to men. And Relchoz Hriiat of
9
600 gp for a sphere of perfect Hriiat Fine Pastries speaks for
crystal as large around as a small the Bakers’ Guild.
shield. The House of Healing is There are also whispers about
the headquarters for the Guild of stolen goods (and even smug-
Apothecaries & Physicians, who gling!). The largest and most
do very well here as an emer- exotic things, they say—ships and
gency hospital and vendor of golems, for example—can be
medicines and potions. The bought and sold through a
House of Healing is a place many certain noble resident in the
tragically diseased folk or their ward. I was unable to contact
agents come specially to Water- him, and dare not reveal his
deep to visit. name here, for fear of spreading
Several shopkeepers in this malicious, “bladed” tonguework.
wealthy clean district, however, Discreet word can be left for him
10
are heads—spokemasters—of at the Grinning Lion tavern.
4
The Hawkwinter family villa is #151 on the color city map, and the house of the Roaringhorns is
#145.
5
0n the color city map, the House of Crystal is #104. Its mirror-bedecked facade dominates the west
side of Copper Street, just north of the Market.
6
Location #117 on the color map.
7
The shop is #111 on the color map.
8
Location #112 on the color map.
9
Location #134 on the color map. In all cases, relevant guilds and noble families and something of
their current doings, interests or fees, and current heads, are covered in the Waterdeep and the North
sourcebook.
10
Location #135 on the color map. A certain fat man sitting on a barstool almost every moment the
Lion is open,Hala Myrt, is eyes and ears for the noble Orlpar Husteem, who deals largely in spices, scents,
wines, and various potions. His house is #160 on the color map.

82
The Gentle but watching wizards (via
13

wizard eyes), ensures that guests


Mermaid aren’t disturbed by thieves,
ruffians, beggars, or harassment
Tavern, Gambling House, & of any sort. This is a place to see
Festhall and be seen, to meet people, but
not to do business—unless it can
be managed without bothering
Like the unrelated Blushing anyone, or you’ll be ejected.
Mermaid festhall in Dock Ward,
the Gentle Mermaid is a place of The Place
luxury, offering no accommoda- Alone in the interior of a city
tion save for a few dungeon cells block bounded by the High Road
reserved for debtors, sharpers, and Copper, Sulmoor, and Hassan-
and thieves. It does boast the tyr’s Streets, the Gentle Mermaid is
largest and richest gambling a huge stone pile of turreted and
rooms in all Waterdeep—perhaps balconied splendor. Its exterior is
11
in all Faerun. the result of several rich mer-
Its large, carpeted central chant owners with more wealth
gaming chamber has a soaring, than taste adding their ideas onto
pavilion-like roof, through which an already ostentatious but aban-
slowly shifting lights play in a doned noble house.
soft, continually changing show. Within, everything is carpets,
The room holds two dozen or so tapestries, curtains, and hangings.
circular, cloth-covered tables, Soft lights, subtle perfumes, and
where Waterdeep’s wealthiest magical heat dominate the rooms
12
play at dice and cards. and passages to make the Mer-
The atmosphere here is re- maid a place of cozy warmth,
fined, relaxed, clean, and free of active the night and day through,
danger. Many an old noble with evening the busiest time.
matron plays solitaire, or two Many come to lose money at the
dowagers may sit and gossip, sip gaming tables—or spend it to
their favorite drinks, and both enjoy the company of the charm-
play solitaire. ing and beautiful escorts of both
The attentive Staff of over 20 genders on the Mermaid staff.
bouncers, reinforced by unseen The upper floors have been
11
On the color city map, the Gentle Mermaid is #114.
12
For an unusually quiet view of this chamber, see page 63 of the Knight of the Living Dead
adventure gamebook.
13
These wizards are senior members of the Watchful Order (mages of 8th level or higher), hired at
the princely rate of 77 gp/shift. A day and a night consists of four six-hour shifts. There are two wizards
per shift, equipped with wands, rings, scrolls, and items they expect to be effective in quickly and
decisively quelling any disturbances—such as hotheaded outlander mages who start magical duels.

83
turned into a labyrinth of gaming tables as they wish. The
lounges, cozy bowers, private less wealthy are encouraged to
rooms, and secret passages which drift about watching—before
are used by staff and by certain being deftly chosen by escorts
famous clients who wish to avoid who steer them upstairs to a
being seen. At least one such lounge where each guest can
passage enters the Mermaid choose a companion to while
underground, running from the away a pleasant time with.
rear of a nearby shop. I couldn’t
learn which shop. The Provender
Table fees are a gold piece a seat.
The Prospect This entitles a guest to a starter
The Mermaid prides itself on glass of whatever sparkling
serene, above-snobbery luxury in vintage is being served at that
creating a home that nobles will table and to as many snacks from
prefer to their own. Unpleasant- passing silver platters as they’re
ness of any sort is stamped out, bold enough to take. The canapés
swiftly and ruthlessly and the consist of crab rolls, smoked
wealthy are encouraged to spend salmon and silverfin daggers
as much time losing money at the (slivers of fish, served on slices of

84
lemon or lime), pickle and cheese than just looking? Look down,
skewers, olive or nut cups, and then. The escort on the floor will
spicy sausage finger rolls. They help you.”
are utterly delicious! The Mermaid was founded
Wine and spirits of all sorts and for a long time owned by
may be had, but they are dear: 1 Lady Shaeroon Brossfeather a
gp/glass or 12 gp/bottle, regard- colorful old dowager of strong
less of what is being drunk. will, wit, and intelligence who
Escorts sell their time and com- sponsored poets and other free
pany for 60 gp for an hour to 10 thinkers and speakers, had many
times that for an entire evening, dear—er—friends, and backed
depending on the escorts fame, unusual causes, getting herself
whim, and beauty. The Mermaid loved by the common folk and
takes 20% of all fees collected. disowned by her kin in the
process. She died recently. Own-
The People ership of the Mermaid passed to
the mysterious Jhant Daxer, a
The Mermaid has over 40 effi- caravan owner and moneylender
cient, hard-working escorts, a little known in the city.
14
dozen of whom are male. In the
past at least one doppleganger
has been ferreted out of their The Prices
midst. The Mermaid’s owner now A guest who only gambles for
interviews and auditions each part of an evening can expect to
escort carefully. Beautiful folk of pay out 12 to 15 gp in fees and
wealthy or refined breeding and usually lose two to three times
merry sensual natures are that. Large wins are rare. Small
desired. Waterdeep attracts many wins occur just often enough to
such folk—and the Mermaid keep guests coming back for
ignores the past of any staff, so more.
long as they perform suitably Tipping is common. Some
while on duty. regular guests give triple a table
There are two dozen or so fee to get a seat at their favorite
security staff (bouncers), under table. To get a table alone or to
the command of Housemaster get control of who sits there,
Eiraklon Marimmatar, who sits such as the noble matrons play-
with the watch wizards while his ing solitaire, costs 14 gp, but that
second in command, Ulthlo includes a personal waiter or
Relajatyr, marshals and directs waitress whose gender is of the
the staff on the floor. There’s a guests choice. To get the use of
very old Mermaid joke: “More one of the curtained, private
l4
Jhant is only a front for Xanathar, the beholder crime lord (detailed in FR1 Waterdeep and The
North). Anyone mixing with him or the Mermaid will arouse Xanathar’s entire organization.

85
boldly can expect to swiftly see
the street outside.
The death card is still drawn
from time to time, though no
staff member ever puts it in a
deck, nor has it a place in any
game. It is thought to be the
result of an ancient wizard’s
curse, and consists of a card that
appears in any deck used in the
Mermaid. Its face consists of a
laughing skull on a black field.
A chilling laugh is heard as the
card is uncovered, and a spectral,
cowled figure rises up from the
card, flying about and swinging
a scythe. It attacks the being who
drew the card, and its weapon
can slay. The touch of almost any
spell makes it and the card
disappear. The watch wizards are
always alert for the appearance
15
gaming side chambers costs of this Hooded Death.
double that. Each holds one table. The haunted chessmen are
A dozen of these private gaming now destroyed or hidden away.
side chambers open off the main They are a set of pieces of un-
gaming room. known origin, used in the
strange game brought to Water-
Travelers' Lore deep by wizards who learned it,
Realmslore generally attests, on
Several tales cling to the Mer- other worlds. These chessmen
maid involving guests who have moved about the board of their
mysteriously disappeared—and a own accord when unattended. In
few lucky winners who stag- their own eerie games, captured
gered out burdened by many pieces toppled over and changed
gold pieces. The two most inter- forms to resemble living folk—
esting tales are also the darkest: whose death they foretold. What
the death card and the haunted animated these grim gaming
chessmen. These are not popular pieces, and where they are now
topics of discussion in the Mer- none can or will say.
maid. Those inquiring over-
l5
The Hooded Death’s powers change from time to time, but most who have seen it say it seems to be
a wraith (an undead creature— see MC1) armed with a scythe (2d4 damage, 6’ arc reach).

86
Hawkwinter
House
The city villa of this quietly
powerful Waterdhavian noble
16
family is the site of many
splendid parties.
On a strategic corner location
in a block of fine merchants’
17
houses and luxury apartments,
the walled Hawkwinter com-
pound consists of three spired,
balconied stone houses made in
the likeness of miniature castles—
with crenelations, gargoyle-
shaped downspouts and arched
windows only found in the many-hued driftglobes light
every corner of the gloomy halls,
uppermost reaches of the walls.
The only exceptions to this passages, and cellars of the
castles, and perfume is added to
design lie in the tall-peaked tiled
the lamps amid the trees.
roofs, which shed copious snow
down onto passersby in winter. Musicians play in chambers
Some folk believe the down- here and there, and mages are
hired to perform minor illu-
spouts are real gargoyles that the
family can release to defend their sions—either of languid beauty in
the early evening or of mystery
home. These are kept immobile
danger, and spice later, when
by strong enchantments con-
trolled by the Hawkwinters. those who celebrate until the
These miniature castles are dawn chase each other around
the balconied rooms and dun-
linked by winding garden paths,
geons. Oh, yes, these castles have
overhung by many old, carefully
dungeon cells. They cells are very
tended trees, hung with lamps.
clean and lit with red torches for
When parties are thrown, show but functional—and, I
16
Traditionally a strong arm of the city guard and troops fielded by the Lords of Waterdeep, the
Hawkwinters hunt and breed highly prized war horses on extensive country estates north of nearby
Amphail. They spend much of their time there, and make most of their money selling horses in
peacetime. In times of war, they serve as mercenary generals and guides, hire out their own cavalry, and
work as high-priced, lightning-fast troop outfitters.
Their best mounts are black with silver manes and tails. A rare few have blue eyes that glow in the
dark—they have 120’ infravision and, some warriors swear, a rarer few can even see invisible creatures
and items as auras, within 70’. Wizards are especially eager to purchase Hawkwinter horses. They are
bred to accept spells hurled nearby and from their backs calmly.
l7
The villa is #151 on the color map. Apartments in the same block rarely fall vacant. When they do,
rooms are typically 35 gp/month and up, with the first season (six months) paid in advance.

87
doubt not, used from time to magic and might of arms that
time. even successful adventurers
Conversation and tales from respect—from a safe distance?
afar are valued to stave off the Want to get invited? Let it be
boredom that threatens nobles, known around the city that
so adventurers and those newly you’re newly arrived and either
arrived in the city are welcome an adventurer of import or that
as guests. The doors are not open interesting things befell you that
to all, though. Waterdhavian you can tell or, even better, show
nobles invite a select list of folk: something about. With a smile or
usually Piergeiron, out of cour- two from the gods, someone will
tesy although he but rarely invite you. A young, ardent
attends such fetes; other nobles female escort invited me to the
with whom the family is on party I attended, on the condition
speaking terms; mages and other that I wear a rather humiliating
fashionable or powerful person- outfit and address her in an
ages, such as guildmasters; and extremely deferential manner. In
the occasional very successful the interests of seeing what
merchant in some sort of digni- would otherwise be denied me, I
fied trade. agreed—and was treated to a wild
These guests are expected to evening of flirtation, drink,
19
bring their spouses or an escort, splendid food, and gossip.
and from two to six guests each— As to the goings-on, let me say
who may be anyone, such as the merely that on such occasions,
aforementioned adventurers and the nobles of Waterdeep are
other walking entertainment. ruled by their whims. Fancy
Those with ideas of slipping such costumes, exotic food and drink,
feasts (elsewhere in Faerun, the even more exotic entertain-
term crashing is often used) are ment—let me tell you, tales you
warned that nobles’ doorwards may have heard in your local
and bouncers are mighty, experi- tavern of the decadence and wild
enced, quick, and reinforced by ways of Waterdeep are all true.
18
There are presently four F12s in the Hawkwinter ranks, and even the slightest Hawkwinter
maiden can call on the gargoyles and on more than two dozen magical crossbows that wait behind
walls both inside and outside of the castles.
Elminster assures us the gargoyles are real and 100% loyal to those of the family blood. Once loosed,
they must taste blood before they can be commanded back into station. When commanded by word
and will, the magical crossbows appear (stone panels slide aside) and fire two heavy quarrels per round,
at THAC0 7, for normal damage (1d4+1 vs.M). Their activator must be of the family blood and need only
speak the correct word within 90’ of a concealed bow and mentally select the target or targets. The
word is different for each crossbow. A bow can fire at up to two targets per round.
19
Waterdeep boasts many hire-cooks, notably Brazaun of Baldur’s Gate and Kathliira Salarth, who
descend on your kitchens and whip up fantastic hand-food for feasts if you stock your larders
beforehand to their specifications. Noble families pride themselves on having kitchen staff who can
outshine these justifiably famous culinary artists.

88
As to the gossip: At parties, The alert listener can learn a lot
nobles can meet—to exchange from a tone of voice, raised
items, for example—without eyes eyebrow or lip, or when and how
noticing or tongues whispering, long someone pauses when they
but rarely conduct important are speaking.
business. That’s what they have The folk who attend Hawk-
large walled houses with many winter parties are eccentric and
closed doors for. They do use powerful—and, if they’re noble,
parties to meet with, manipulate, up to something all the time. The
and arrange future meetings and scent of masked danger is always
business with underlings, outsid- in the air.
ers, and newcomers. I saw more Truly, a Waterdhavian noble’s
than two adventuring bands feast is something all should
hired in the time it took me to enjoy. If you manage to acquire
drain a tiny glass of firewine at an invitation to one, by all means
the feast I attended. go out of your way to ensure that
Also, such parties are the only you get to go. However, I plan to
place that outsiders and common attend my next one in my own
folk are likely to hear nobles clothes—or at least in a slightly
gossiping about nobles firsthand. more dignified outfit.

89
The Beard is famous up and
down the Sword Coast because it
is staffed largely by exotic and
monstrous beings from all over
the Realms: halflings, lizard men,
killmoulis, myconids, faerie
dragons, spectators, and even, in
the kitchens and cellars, skel-
21
etons and zombies under the
command of other beings. There
are also shapeshifting and illu-
sion-using creatures on staff. As
one regular patron put it, “You
never know just what you’ll see—
and for most of us, it’s the only
time we’re every likely to see
some of these creatures.”
Their presence attracts a lot of
thrill-seekers, and many visitors
of the creatures’ own kind. All
are welcome, in an uneasy truce
enforced by the magical powers
of the wand-wielding owners.
The Misty Beard
The Place
Tavern
This clean, well-mannered tavern
(in such mixed company all folk
tend to be extra polite) is a solid-
This interesting place stands on a looking stone building with large
corner hard by the east wall of arched windows, downspouts
the city, where its noise and carved into the likenesses of
crowding create as few problems beautiful winged maidens, and a
with the refined neighborhood steeply pitched slate roof. It rises
as possible. Its signboard depicts four floors above the street. This
a laughing bearded sailor, with was once a tavern known as the
beads of water glistening in a Cat and Songbird, but its owners
20
rainbow all over his beard. were members of the Thieves
Minor enchantments make these Guild, and perished bloodily in
droplets gleam, sparkle, and an assassination attempt on the
change hue from time to time. gathered Lords of Waterdeep.
20
This place is #155 on the color city map.
“These creatures appear in Volumes 1,2, and 3 of the Monstrous Compendium.

90
The Prospect variety. The garlic butter is justly
famous, and a wonderful goose-
The interior of the Misty Beard is berry jam is made on the pre-
a well-lit jumble of booths and mises. The fruit is brought in
cozy chairs salvaged from sales from High Hill, the owners’
all over the city. The rooms all estates northeast of the city.
open into a central well, where There is also very good sausage
various stairs curve and zigzag and morkoth soup, which varies
up and down, and winged wait- in ingredients. Morkoth soup is
ers dart from bar to table with one of those simmer-all-day
single glasses. The waiters are throw-in-whatever’s about
sprites, who are hired here for concoctions. The food is filling,
month-long shifts, by which time but bland. The varied clientele
they’re usually sick of the city hold little seasoning in common
and flit home. high regard.

The Provender The People


Food in the Beard tends to be of The half-elven mages who own
the breadstick and cheese dip the place are two wand-wield-

91
22
ing sisters, Allet and Vindara for zzar (the bargains) up to 12
Tzuntzin, who once ran the Black gp/tallglass for most wines and
Gryphon inn in Elturel. Their exotic drinks. Bottles are always
monstrous friends and visitors six times the price of a glass.
were not welcomed in that city, so Meals are 1 gp/head for as much
they sold out and came to cosmo- as you want to consume in one
politan Waterdeep, where they evening from what’s on the
soon tired of making beds, so they menu that night.
turned their inn into a tavern. The
taverns name refers to a private Travelers' Lore
joke between them, involving a
bet, a Waterdhavian sailor, and There are many tales of the
some magic. parties—and occasional brawls—
The bartender at the Beard is at the Beard. The two sisters are
quick to use their wands to keep
Munzrim Marlpar, a dignified,
racial fears and hostilities from
fearless lizard man of unusual
erupting into full-scale slaughter,
height and intellect. He was
outcast from his kin in the Marsh and this promise of safety is
enough to attract a steady stream
of Chelimber because of those
of the curious. A rare few citi-
features. He’s usually to be found
deep in conversation with a zens are comfortable drinking at
the Beard as regulars, but it is a
beholder-like, deadly looking
spectator floating behind the bar: very popular place for low-
Thoim Zalamm, who is some- income merchants to use to
impress out-of-town visitors and
thing of a philosopher, and
sometimes drifts out over the a common neutral ground
rooftops of the city on dark meeting place for merchants and
nights to spy on the endlessly others engaged in difficult
entertaining doings of humans. negotiations. A few private
rooms can be rented for short
periods at 10 gp/hour. Some
The Prices nights things turn into raucous
The Beard has a more varied and sing-alongs—and as one Water-
well-stocked cellar than any- dhavian told me, “Until you’ve
where in Waterdeep except seen a spectator and a faerie
perhaps Piergeiron’s Palace itself. dragon dancing on air together
The many drinkables run from 3 and struggling to harmonize—
sp/tankard for ale and 4 sp/jack well, you’ve not seen Waterdeep!”
22
Each carries at least six wands on her person, one or two sheathed openly at her belt, and the others
hidden down boottops, up sleeves, and so on. They own many, many wands, but a typical carried
assortment is as follows:
Allet: enemy detection, frost, magic missiles, misplaced objects, negation
Vindara: fear, fire, flame extinguishing, illusion, lightning, paralyzation, polymorphing.
The wand of misplaced objects is detailed in the Tome of Magic. All others can be found in the DMG.

92
Other Places of
Interest in
North Ward
Homes
The High House of
R oa rin gh orn
This city villa of the Water-
dhavian noble clan famous for its
brawls, parties, and swashbuck-
ling, pranksome approach to life
is used to host a seemingly end-
less succession of feasts. Almost
everyone is welcome. The Roar-
inghorns delight in breaking the care and never run short of
heads of vandals and would-be funds. If it’s ambiance you seek,
thieves. Although such gather- their home is like an abandoned
ings can be so crowded and noisy hold stripped bare—but there’s
as to resemble a herd of oxen always fun to be had there at
milling about, the down-on-their-
least two nights in a tenday. The
luck of Waterdeep can often get family’s never short of volunteers
food and drink at one of these when it announces mercenary
festive gatherings and meet to hirings, either.
conduct shady business, too—
though its a bit like whispering
secrets in a room full of listeners.
Shops
Their hospitality has made the Aurora’s Realms Shop
Roaringhorns deeply loved Catalogue Counter
among the citizenry of Water- This is the North Ward outlet of
deep. Old men and street youths the famous Faerun-wide all
alike have been known to leap to goods retail chain. Located next
the defense of a drunken Roar- to the House of Healing in a
inghorn in Dock Ward at night. narrow but grand old home
But their behavior has reduced converted to luxury apartments
23
this once-fine, huge walled villa above the shop, Aurora’s North
to a well-worn shambles of torn fronts on the High Road. It has
and stained tapestries, splintered four guards who work in shifts
furniture, and empty rooms. of two and two, a stunningly
The Roaringhorns seem not to beautiful but sharp-tongued
23
Location #145 on the color map. A partial floor plan of the everyday part of the villa appears on Map
9 of the City System boxed set, along with those of several other noble family villas.

93
counter clerk, Phandalue Tarin- smells tell them a fresh batch of
thil, and a service-mage, Quirtan something is ready for eating.
Ondever, who delights in acting Hriiat’s place (say Hur-REE-atz)
mysterious and sinister. is known not just for sweets, but
for savory pastries, notably the
Maerados Fine Furs bite-pie or the meal loaf. Among
the sweets, the hand-sized al-
mond-and-apple sugar tarts, at 1
cp each, are especially fine. Bite-
This shop sells stylish and well- pies made of pork, beef, or cur-
made furs—winter cloaks, vests, ried mixed meats run to 2 cp
and caps for all, and year-round each, and mixed fish bite-pies
fashions for the lady of taste, cost only 1 cp each. The meal loaf,
breeding, and deep pockets. a Hriiat original, is an egg-shaped
Secret pockets are standard in stuffed roll as long as two man’s
such garments, as are concealed hands full of a stir-fried mix of
push-daggers. Furs can be per- cooked vegetables and meat
fumed to order, but philandering doused in a spicy mushroom
nobles frown on this—it leaves a sauce that visiting merchants
distinct scent trail to who one has trot across the city to get.
been with. All these wares are made for
Rumors speak of a guardian in eating in the street as one walks.
the shop. One of the furs is really Hriiat sells fine cloth belt-towels
a living beast—some say a great for this purpose. Hriiat food is a
cat, others a sort of sly furry hearty treat not to be missed!
cloaker—that preys on intruders Proprietor: Relchoz Hriiat, the
when the shop is closed. public contact for the Bakers’
Proprietor: ShalrinMaerados, Guild, owns and runs this shop.
the Gentleman Keeper of his He is short, stout, and jolly. He is
guild, is the proprietor. He is always sampling his wares and
observant and soft-spoken. He offering bites to customers.
25
adventures in his spare time and
conceals several weapons 24
on his Sulmest’s Splendid Shoes
person and in his shop.
& Boots
Hriiat Fine Pastries
Footwear here can cost as much
as 10 times the going rate else-
This shop is a bustling place. where in the city but any repairs
Locals line up here when the to a Sulmest product are half the
24
Location #112 on the color map.
25
Location #134 on the color map.

94
going rate, and many boots can bish but always interested in tales
26
be bought with lifelong guaran- of adventuring.
tees of free replacement for any
reason save loss due to theft. Taverns
Men’s shoes, slippers and boots
for both sexes are made to cus- A Maiden’s Tears
tom fit the customers foot. Off
the shelf sizes are much cheaper
than custom work, going for only No tavern in this ward competes
twice the average cost. All work is in prices with those elsewhere—
stylish—so much so, I’m told, that drink is dear, and rowdiness
Lady Galinda Raventree once strongly discouraged. Nobles
attended a nobles’ party clad only with a taste for brawling, color, or
in her thigh-high Sulmest boots! danger walk to more southerly
Proprietor: Darion Sulmest, wards for their fun. This place,
the sarcastic and handsome named for the old Sword Coast
spokesman for his guild, is the legend that the best wine is the
proprietor. He is a touch snob- tears of a maiden whose suitor
26
Location #111 on the color map.

95
turns away (or is slain), is quieter from there to 20 gp/glass for
than most. Tashlutan dragonstongue. No
Soft lighting, deftly quiet menu is offered, but all drink
service, and curtained booths orders include complimentary
make this a perfect and popular salted crackers, garlic-and-cheese-
place for meetings—both for melt breads, and celery.
private intrigue, and encounters Proprietress: Zobia Shrinsha is
with ladies of the evening. Once the proprietress. She is quiet,
you’re seated, it is rare to even see watchful, and shy—like27 a little girl
other patrons, and the snoring speaking to strangers.
betrays just how many unhappy
nobles come here to drink zzar The Grinning Lion
until they fall asleep.
The Tears is rated highly for its
privacy and quiet. Some will find Tucked away inside a block of
it a excrutiatingly boring place to homes and businesses just north
lift a cup. of the big bend in Golden Ser-
Zzar is 4 cp/jack. Wines go up
27
Location #154 on the color map.

96
pent Street, this place, adorned Inns
with battle trophies (or faked
battle trophies) from all over The Cliffwatch
Faerun is as raucous as taverns
get in North Ward. An old joke
claims the Riven Shield Shop At the northeast corner of
sends all shields beyond repair Endcliff Lane and Nindabar
here, to hang on the walls. Street stands this rambling old
The music is loud, with male inn—recognizable for its exterior
and female dancers in fantasti- galleries. These are continuous
cally styled and revealing mock balconies running the entire
armor swaying and pirouetting length of the outside, a feature
among the tables. Real, if broken, seen in Dock Ward and South
weapons hang on the walls Ward, but rarely in this well-to-do
29
everywhere, so disputes are district. By night, find it by
swiftly discouraged by the going to the Endcliff Tower on
bouncers. Grasping a patrons the city wall, and head west
upper lip is an effective way to down the narrowest lane you
tow him to the door, one told me. can see. It’s on the first corner on
Food consists only of platters your right.
of fried onions and eels. I’m told Inside, it’s well worn, even
you get to enjoy them, but I shabby—but the cheerful, under-
couldn’t get past the revolting standing keeper makes up for
look and smell. this. He’s quick to hide warm
Folk really come here to goods or wanted folk, direct
drink—and drink they do, copi- adventurers or visitors to where
ously at a price of 3 cp/tankard the oddest things can be found in
of zzar and upwards. Most wine the vast city, and to chat about
is 2 sp/glass. rumors, treasure tales, and
I’m told that a certain fat man doings in the city in the old
on a stool at one end of the bar overstuffed armchairs in front
can help visitors buy and sell of his roaring fireplace. For folk
goods that are rather “warm.” wanting only a comfortable,
The only such patron I spoke to home-like place to stay; this is one
was very rude and emphatic in of the best lodgings in the city.
his rejections. Oh, by the way, tales of secret
Proprietor: Unger Farshal, who passages leading down to smug-
owns and runs the Grinning glers’ storage cellars and thence
Lion, is bald, close-mouthed, and to navigable reaches of the
28
dangerous-looking. cellars are true. But the kindly
28
Location #135 on the color map.
29
Location #156 on the color map.

97
keeper advised me not on investi- once,” as one serving maid dryly
gate too far unless I felt confident put it), and the mutter of business
of my ability to defeat a beholder! dealings fills the entire ground
Proprietor: The amiable, but floor. The ground floor is given
otherwise unremarkable, propri- over to a lobby, the salon, and
etor of the Cliffwatch is Felstan four private, rentable meeting
Spindrivver. rooms. The salon is an open
lounge used by most guests and
The Galloping Minotaur those they have dealings with.
Servants tend the private rooms
by means of passages behind the
paneled walls in answer to the
Widely known among travelers, tug of a bellpull. Be warned that
this inn has begun to slip in its they can easily eavesdrop on
service, relying on its30
name and what goes on within. All in all, a
convenient location for market noisy, overpriced place—rather
vendors and for shoppers to keep like paying high gold to sleep in
its rooms full. And they are full; an army camp.
it’s rare to find lodgings here,
Proprietor: Waendel Uthrund,
because the keeper has instituted a beady-eyed, sardonic man who
the city’s first system of advance
is always alert, is the proprietor.
bookings. Merchants valuing the
guarantee of a place to stay in the
The Raging Lion
city have gone for it to such an
extent that the Minotaur has
expanded to take in a former
warehouse behind and a store- This little-known, fine old inn is
front beside the original inn. The highly recommended. Domi-
cheaper rooms are located in the nated by dark wood paneling,
former warehouse, above the thick but worn carpets under-
stables and below the servants. foot everywhere, and a strict rule
Inside, this place is all bustle. against open flames of any sort
Errandboys and newslungs including smoking, it is a quiet
(youths who arrive every hour or refuge from the bustle of the city
so, and for a handful of coppers being as close
31
to the east wall as
from the innkeeper bellow out one can get. Light is provided
the current news to all in the by an assortment of glowing
salon) are always coming and globes of different hues.
going, merchants full of their Dwarves and at least three
own importance are always bands of lady adventurers have
striding in all directions (“at adopted this place. Some live here
30
Location #110 on the color map.
31
Location #153 on the color map.

98
permanently, helping the propri- Two dwarves seem to live in
etor keep order, and others use it the dining room, whittling little
as a base between expeditions chains and lock mechanisms
into the northern Sword Coast. from various exotic woods, and
The Swordmaidens in particular sipping beer as they while each
are an impressive sight as they day away. I believe they take
stride through the halls or dining messages from dwarves, to pass
room in full armor. on to other dwarves who come
All rooms have their own bath here to find them. Their names
and garderobe, and all have are Ilmairen and Jaerloon. They
doors that can be locked and merely smiled when I asked their
barred from within. All have clan. They told me many interest-
locking bar-grates on the win- ing tales of the city in exchange
dows that can be swung up out for a tankard or two—including
of the way from within only. All some things about a curious cult,
have canopied four-poster beds embraced by some nobles of
of the sort usually reserved for Waterdeep, that once used this
nobility or royalty. inn as a place of worship.
The ground floor is given over Their temple still exists, as a
to kitchens and to a dining room cellar now crowded with casks,
where one can choose between potatoes, mushroom frames and
beef, pork, or goat stews nightly the like, but it was once a place of
each available either highly frenzied dancing and sacrificial
spiced as favored in the South or offerings to Kambadlan, the
more moderately seasoned Black Tortoise of Night. I must
(which is more to my taste—I like admit I laughed at this, but after I
to taste what I’m eating first, and was shown the temple and the
the spices second). burnt bones still on its altar, my
During my meal, I found mirth left me hurriedly.
something that led to a very This is the origin of the sel-
interesting adventure—about dom-heard Waterdhavian oaths:
which I’ll say only that in the “By the Black Tortoise!” and “By
better wards of Waterdeep, the shell of Kambadlan!” The cult
always check the underside of is now extinct—I believe. Yet
any chair or stool you sit in (if, something of its dark and dan-
and only if, you can do this gerous mystery still clings to this
unobserved by others!). Messages, old place—or perhaps some other
coins, gems, weapons, and other plots lurk here?
valuable objects are often stuck, Proprietor: The tall but stout
wedged, or fitted into recesses proprietor of the Raging Lion,
there for someone to pick up at a Lhaerhlin Masram, is impassive-
later time. faced but affable.

99
Alleys due south of Farwatch Tower,
linking up with Watch Alley. It is
North Ward’s alleys are by far the named for the silent phantom of
safest of any ward of Waterdeep. a black dog that is seen padding
Children have been known to steadily along here on many
safely play unattended in them nights. The hound wears a
on bright moonlit nights. Lan- spiked hunting or war collar,
tern guides tend to be lone men stands as tall a goat, and has
or youths and sometimes even blazing red eyes. It looks at no
maids, and the alleys have a one directly and simply walks
reputation more as a place for through people and objects alike.
drunks to snore away the night
undisturbed, than places to be Catchthief Alley
avoided due to danger.

Black Dog Alley


This short, narrow passage runs
north off Golden Serpent Street,
along the east wall of the Helm-
This short way circles around the fast noble family villa com-
interior of a block of buildings

100
32
pound. Its name comes from its monsters, growing slowly in size
site as the downfall of the infa- and powers. This tale has prob-
mous thief Uluryk Malogh, who ably grown a great deal in the
was slain by a hail of poisoned telling, but a single dragon
arrows here many winters ago undeniably broke out of some
after he killed the heads of two cellar, cell, or sewer below the
noble houses in a tavern brawl widest part of this alley some 70
and taunted their kin by reveal- winters ago and flew away over
ing himself as an agent of the the city to escape into the nearby
banished Thieves Guild, who had mountains to the north. Its
been ordered to bring about origin, if it was learned at the
their doom. time, has been forgotten.
He escaped into the sewers and
cellars of the city which he knew Manycats Alley
as few others do, but the Guild
thought him insane and a risk to
themselves, and sent agents into This way crosses two city blocks
the city to slay him. The agents of and winds through the interior
the Guild caught him in this alley. of a third, running between and
Some folk swear they have heard for the most part parallel to
the ghostly bubbling whisper of Julthoon Street and Traders’ Way.
his last words, pronouncing a It passes just to the south of the
33
curse on all traitors, and lament- Adarbrent noble family villa,
ing that the poison burns so. and is notable not only for the
There are persistent rumors many cats that roam it (for which
that he made an extensive map of it is named), dining on leavings
the cellars and sewers, detailing from several butcher shops
traps, barriers, and locks. If it located along its run, but also for
exists, it has never come to light. the many carved stone heads that
The alley is also notable for the adorn buildings along the alley.
fact that much of it was once The carved heads are of both
destroyed by a wyrm bursting up sexes and many races and are
from below! There is an old very lifelike—leading some
legend in the city of a dozen or fanciful folk to claim they are
more dragonets that once petrified, severed heads of once-
hatched early and ate their way living beings. Whatever their
to freedom, escaping from an origin, it is widely believed in the
importer of dragon eggs into the city that the heads speak aloud
city sewers. They dined on rats, from time to time, uttering
thieves, and other skulking cryptic messages.
32
Location #144 on the color map.
33
Location #106 on the color map.

101
Shattercrock Alley Wizard with Wings, backed onto
this alley fronting on Suldoun
Street, but it burned down of
This short alleyway circles south suspicious causes a decade ago. A
from Stabbed Sailor Alley only to fine shop offering spectacular
meet with it again, encircling the hats, wigs, and body-manes to
34
Margaster noble family villa. It is ladies stands on the site now.
named for a famous incident,
many summers ago, when a Stabbed Sailor Alley
wizard—Phantamos of the Purple
Cloak, who went on to become
mighty in Art, a legend across the This alleyway links Vhezoar
North—was learning to fly by Street with Whaelgond Way. At
means of magic and swooped its midpoint stands a clump of
wildly through a huge cart of magnificent shadowtop trees of
crockery being pushed along this great age and height (some 90’),
alley to make delivery to a shop that shade the streets around and
here. For many years a tavern, the provide a home to nesting birds.
34
Location #129 on the color map.

102
This alley links with Shatter- gambling gangs—bored, wealthy
crock Alley and is linked to the youths who waste their money
Street of the Manticore to the on dares and games of chance. By
north by a tiny alleyway known day it is safe and crowded with
as Sprangalar’s Swordcut. carts of garbage and delivered
The Swordcut and Stabbed goods for the businesses that
Sailor got their names in the back onto it. By night, it is the
aftermath of a bloody street turf of aggressive youths of both
fight, years back, when citizens sexes—who often pelt the city
fought with followers of the Cult watch with stones.
of the Dancing Bear and either
destroyed it or drove it under- Watch Alley
35
ground. The alleyway is a busy
but safe delivery route today. Its
shade makes it a favorite stroll on A short passage that runs due
hot, sunny days. south from Farwatch Tower
before looping back to meet itself,
Trollskull Alley this lane serves as an assembly
point for city watch patrols and a
quick route south for them—
A narrow, little-known passage hence its name. It is as safe as an
winding through the interior of alley can be, except for a curious
a city block just north of, and thing, as yet unexplained: From
parallel to, the eastern end of time to time, single, severed,
Delzorin Street, this alley’s dead- bloody bare human feet are
36
end is a favorite night haunt of found lying in it.
35
The Cult of the Dancing Bear was born seven or more generations ago, when Waterdeep cel-
ebrated the Festival of Dancing Bears once a year. This barbarian custom preceded the city—the
nomadic human tribes of the north simply shifted the place of their annual gathering to Waterdeep.
During the festival, the barbarians came down to the city with pelts and horns to sell and trinkets,
good swords, and much beer to buy. They danced far into the night, and the greatest of their dances was
the Dance of the Bear. In this dance, a hunter danced with a captured bear, holding its attention (and
claws) by skill and stratagems so it would not menace the crowd around. The hunter wore bear-claw
gloves tipped with a drug,and if the bear was scratched deeply enough, it would be affected, falling ever
so slowly asleep. Many hunters were killed in this dangerous dance, and Waterdhavian worshippers
of Malar took it up after the barbarians stopped coming, dancing with a trained bear or even a man
wearing the preserved pelt, claws, and head of a bear.
The Cult of the Dancing Bear is presently led by Urinborm, who is secretly a specialty priest of Malar,
as detailed in the FORGOTTEN REALMS® Adventures hardcover sourcebook, and is a small, under
ground faith. Its followers are marked, usually on some part of their body normally hidden by clothing,
by the parallel scars of the raking claws of the bear. The faithful meet secretly at least once a month,
usually in a cellar somewhere in the city. Rituals involve drinking the blood of animals, dancing with
the Bear (Urinborm,in costume),dedicating any hunting activities to the Bear,and mock-fighting fellow
cult members with bare hands and teeth until blood is drawn. Cult members are trained in aggressive
attacking behavior, and to enjoy a bloodlust. They fiercely avenge any slight or attack on any member
of their fellowship, and try to run down in a hunt by night at least one visitor to the city a year.
36
Elminster says this is an old Thieves Guild punishment, and may herald their return to the city. It
comes, he said dryly, from a bad pun about defeating your opponents.

103
104
Trades Ward
f all the wards in landmarks the visitor won’t want
Waterdeep, this ward to miss. Besides, it’s almost impos-
has the least commu- sible to travel anywhere in
nity feel. You cer- Waterdeep without passing
tainly can't tell by through Trades Ward. Its streets
walking through the streets are always busy. On dark nights,
where it ends and South Ward or so many lighters are at work
Dock Ward begins. here that it looks like a sea of
Trades Ward is almost entirely bobbing stars from afar.
given over to commerce. Middle- Watch patrols are very fre-
1
class workers and merchants quent. The protection of prop-
dwell and ply their trades there. erty is paramount in this
The ward wraps around most of ward—theft and vandalism are
the City of the Dead, running out the worst evils. Crowding, push-
from its walls along Andamaar’s ing, shoving, and cursing are
Street to the High Road, down commonplace at the day’s height.
that broad street to Snail Street,
and down Snail Street to Shess- Landmarks
tra’s Street, where it turns east.
The boundary jogs south at Book The congested streets make
Street to Drakiir Street, runs east walking while looking up in this
along it to the Way of the Dragon, ward—or even stopping for a
keeps to the north side of Tel- good look—hazardous at most
shambra’s Street as it runs on east times of day. This is quite a pity,
to the High Road, and there jogs because there’s a lot to see.
north again to turn east at Sah- The first thing that strikes
tyra’s Lane. It takes in Caravan one’s eye is the tallest building:
Court and then follows Belzor’s the Plinth, a temple at which all
Walk northeast to the city wall. faiths can pray. No person can be
The city wall, and those of the barred entry from it. In fact, in
City of the Dead, make up the winter its warmth keeps a lot of
rest of its boundaries. poorer citizens alive.
Inside this area are many This mighty tower stands like a
¹ City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. In this ward, four-sword
patrols pass a given point about every 10 minutes and look into a tavern or inn dining room every 30
minutes. As detailed on pages 18,19 and 23 of the City System book, six-man city guard detachments also
patrol the ward. Typical patrol details are given therein on page 23. Reinforcements will be a dozen LG
hm F3s to F6s in chain mail and armed with maces, long swords, slings, daggers, and a polearm. Guard
patrols pass a given street location every 45 minutes or so, and appear 1d10 minutes after a city watch
patrol blows a warning horn in this ward.

105
needle-like, tall and thin pyramid
with the top cut off. The flat roof
is a landing place for aerial steeds
used by the wealthy and power-
ful. At many levels on the Plinth’s
sides are balconies. City laws
forbid sacrifices of intelligent
beings to any god, but a lot of folk
leap or are helped to fall from
these heights each year.
The next most prominent
features of the ward are three
open spaces—the Court of the
White Bull, where livestock is
bought and sold; Caravan Court,
which is usually a dust-shrouded
melee of cursing whip-wielding
drovers, bawling beasts of bur-
den, and creaking wagons and
carts; and Virgin’s Square, where
warriors gather to await hire.
There are plenty of inns and
taverns in this ward, but aside
from the Plinth, no temples.
There are also countless shops,
most rising three floors above
the street, with apartments above
the stores—but only one mage’s
2
tower. I’m sure many wizards of
middling powers dwell here, but
there’s only one of power and
wealth enough to erect a tradi-
tional wizard’s tower who has
elected to stay in Trades Ward.
The main feature of this ward
are the many guildhalls—a
wearying list of places that vie
2
Mhair’s Tower, home of Mhair Szeltune, Lady
Master (head) of the Watchful Order of Magists &
Protectors (Waterdeep’s wizards’ guild) is loca-
tion #171 on the color map. It’s a conical stone
tower on the east side of Spindle Street with an
oval, mithril and copper front door.

106
13
for the attention of passersby of Chandlers & 14Lamplighters;
with large replicas of whatever Stationers’ Ha11; and Wheel Hall,
15
goods the guild produces, gilded of the Wheelwrights’ Guild.
lettering, and grand facades. The Zoarstar, in particular, is
These are working headquarters, always crowded. Aside from all
and many folk travel a long way those who need letters written,
to get inside them, to deal with gawkers are always peering
the guilds. The guildhalls are: the through the windows at the
Citadel of the Arrow headquar- maps, charts, and architectural
ters of the Fellowship of Bowyers renderings on display on easels
3
& Fletchers; Costumers’ Hall, of at its front. One such map is
the Order of Master Taylors, always an overall view of the city
4
Glovers, & Mercers; the House of as a kindness to visitors. Go there
Song, of the Council of Musicians, if you get lost. The Zoarstar is on
Instrument-Makers, and Choris- the northwest corner of Quill
5
ters; the Office of the League of Alley and Wide Way northwest of
Basketmakers & Wickerwork- the Court of the White Bull.
6
ers; and the House of Cleanli- Shoppers should explore at
7
ness, of the Launderers’ Guild. night in a leisurely manner with
This ward is also home to the a lighter and a group of armed
Old Guildhall, headquarters to friends, then traverse the ward in
the Cellarers
8
and Plumbers an organized shopping route by
Guild; the Zoarstar, headquar- day. It’s often said you can buy
ters of the Scriveners, Scribes, anything in Waterdeep. A walk
9
and Clerks Guild; the House of around Trades Ward will have
Textiles, of the Most Excellent you believing that. (I’ll admit I let
10
Order of Weavers and Dyers; the “guaranteed” unicat familiar
the Guild Paddock, of the Stable-
11
go even before its illusory uni-
masters’ and Farriers’ Guild; corn horn started to fade. It
12
Cobblers’ & Corvisers’ House; stopped clawing me and hurried
the house of light,of the Guild back to its shop to be sold again.)

3
Location #174 on the color map.
4
Location #176 on the color map.
5
Location #181 on the color map.
6
Location #183 on the color map.
7
Location #185 on the color map.
8
Location #186 on the color map.
9
Location #189 on the color map.
10
Location #190 on the color map.
11
Location #195 on the color map.
12
Location #199 on the color map.
13
Location #200 on the color map.
14
Location #202 on the color map.
15
Location #205 on the color map. In all cases, the guild owning the headquarters, and something of
its doings, fees, and current heads, is covered in the Waterdeep and the North sourcebook.

107
The Bowels transfixed by a spade. Local
children and drovers alike play
of the Earth an old, old game by flinging
spadefuls and handfuls of dung
Tavern at the sign, trying to make it stick
to where the pile is painted.

This rough, rowdy tavern stands The Prospect


on the southeast corner of the Inside, the Bowels of the Earth is
intersection of Snail Street and chiefly memorable for being dark.
Simples Street, just west of Vir- Hooded candlelamps at each table
16
gins Square. It is a cheap but provide the only illumination. It’s
cozy dive popular with merce- easy to imagine a blade being
naries and adventurers. If you’re drawn in stealthy silence and
a mercenary or an adventurer or sliding in and out of a man’s ribs
are looking to meet or hire one without warning until he crashes
or the other, you must go to this forward onto his table—and I’m
place—if you’re male, that is, and sure it’s happened here a time or
look like you’d be trouble for two. The place is a haunt of the
someone in a fight. Lady adven- Shadow Thieves, it’s said, the place
turers are usually bold enough to where the thief Moriath of the
go in—but they sometimes have Company of Crazed Venturers
to empty the place with their met his end at their hands.
17
fists or spells to win the respect There are several private,
they need to stay and enjoy rentable rooms off the taproom.
themselves untroubled! They are Spartan cubicles fur-
nished only with lamps hanging
The Place on chains above built-in benches
The Bowels is an old stone build- and tables. Behind the bar are the
ing that leans noticeably to the kitchens, and beside it is a door
north into Simples Street. The leading to the alley behind the
windows are covered with stout tavern. Stairs lead up to a cesspit/
wooden shutters, barred from jakes at the back of the place, a
within, because they long ago lost set of former bedrooms
all their glass and screens. The crammed with stores, and a dust-
tavern fronts on Snail Street, filled attic. Stairs behind the bar
where its hanging signboard lead down to a low-ceilinged
vividly depicts a pile of manure cellar crowded with kegs as tall
16
This place is #198 on the color city map.
17
For more about this tavern, see Blazidon One-Eye’s entry on page 50 of FR1 Waterdeep and the
North and the adventure entitled “The Unmourned Passing of Roungoze Haballanter” on page 64.
Blazidon owns the Bowels of the Earth and often sleeps in its attic.

108
as a man and about as fat around depths of the Deep Realm of the
as any four men. Even before you dwarves to the unrelenting heat
find the trapdoor behind them, of Zakhara, the Land of Fate—
you can smell that this place is without ever leaving the safety of
connected to the sewers. his or her chair.
So why do adventurers, who But more importantly than
can often afford better, come to that, listening quietly and per-
this dump? Well, the prices are haps smoking in the darkness
low well-banked fires keep it are usually one or more who
warm in winter, and in the close have come to hire adventurers or
darkness there are always tales simply mercenary swords for a
being told back and forth—tales task. They sit, and listen, take
of taming and flying dragons, of their measure of the speaker, and
hewing liches and baatezu limb may lay down a coin for a hire-
from limb, and withstanding the sword to take up and so enter
hurled magic of archmages or their service.
beholders. The listener can visit
far, exotic corners of Toril—from The Provender
fabled Evermeet to the chill ice of
the Great Glacier, and from the Food in the Bowels is simple fare:
coarse, rich dark rye bread in

109
circular loaves, served to accom- and he sails out a good 10 feet
pany slabs of cheese, sausage, and into the street—and bounces. No
fowl pate. There’s also soup— wild tale—I saw this myself. This
usually a thick concoction of bartender, Ongamar Talthloon, is
peas and lentils simmered with (thankfully!) slow to anger.
all the meat scraps, fat, and bones
that have come within reach of The Prices
the place.
To wash all that down, there’s Drink goes by the tankard: 1
lots to drink—in quantity. The copper for rough ale, 3 coppers
selection isn’t great. All that for good ale, 7 cp for zzar, and 1
burns going down and isn’t well sp to 6 sp for wine and spirits,
thought of can be had, but if you depending on quality. A plate of
want fancy wines, walk else- food is 1 cp. A bowl of soup is 1
where. cp, but free with a plate of food.

The People Travelers' Lore


Regular patrons are hard to The Bowels of the Earth has so
recognize in the darkness— many tales connected to it that I
which is just as well for the city could fill another book this size,
guard undercover agent who’s but there’s one that every trav-
usually listening here or for Mirt eler finds interesting: The tavern
the Moneylender, the colorful has been owned by more than
and stout ex-mercenary.
18 one wizard in the past—and it’s
The bald-headed proprietor said in the city that there’s still
wears a gold earring and is magical treasure hidden in the
almost as wide as he is tall (in place somewhere. Many folk
other words, about five feet in have stealthily cast detection
each direction). His biceps are as spells—only to find that the entire
large around as a fat man’s thigh! place radiates strong magical
This gentle giant is capable of auras—layer upon layer, so that a
snatching an unruly guest off his dispel magic doesn’t clear things!
feet one-handed and hurling him So far, only one magical ring has
across the taproom to strike the been found—in the bottom of one
door so hard that it flies open of the wine
19
kegs, when it rotted
through.
18
You won’t find Mirt, or Khelben “Blackstaff” Arunsun either, for that matter, in the “Folk of
Waterdeep” appendix at the back of this book. Elminster refused to say anything about either of them.
He did say something like, “The safety of all the Realms is too important to jeopardize just to sate thy
curiosity.”
19
Try chipping into the stone roof pillars that hold up the ceilings in the taproom and cellar,
Elminster advised sarcastically with a grin. Just one small matter, he added: Remember that they’re
holding the place up, and you’re in it! Oh, another warning: The pillars reflect back all magic cast at
them, 100% on the source.

110
The Inn of the comfortable rooms, an attic with
a secret closet for hiding incrimi-
Dripping Dagger nating things (such as bodies)
Tavern & Inn from the city watch, and a flat
roof with several carved stone
griffons on it, which serve to give
pigeons something to adorn and
This cozy old inn stands on the people using the roof to look for
east side of the High Road, south the watch or just to enjoy the city
of Selduth Street and north of view something to lean against. If
20
the Coffinmarch. It’s well- folk visiting the Dripping Dagger
known as the favorite watering use aerial steeds, the griffons
hole and resting place for hire- have rings set into them for the
swords, and has a reputation for easy tethering of mounts.
jovial horseplay that keeps the There is a stable behind and a
more timid merchants and little south of the inn reached by
pilgrims away from its doors. a passage off Spindle Street, and a
few gnarled old trees that one
The Place can relax under. This back alley
is frequently full of fighting men
This tavern has a fieldstone at practice.
street-level floor pierced by a few
squat, iron-barred arched win- The Prospect
dows. A row of iron and amber-
glass lamps run along its front, Inside, the inn has a dark, low-
illuminating the hanging drip- ceilinged taproom like many a
ping dagger signboard and the tavern. A stair beside the bar
entry door, which is covered with leads up to the inn rooms, and
many bloodstains and weapon there is a private dining room
scars. The owner used to leave all around behind the stairs that has
the weapons that had sunk into it been used for many war councils
in place as grisly bristling adorn- and private business meetings
ment, but they started proving down through the years.
too handy for those wishing to The place is simple, but com-
snatch up a weapon and work a fortably furnished and welcom-
little mayhem, and the city watch ing. The warrior guests seem to
asked him to remove them. relax completely here, and laugh,
The timber upper floors have joke, and play at dice, cards, or
necessitated a no smoking/no board games with easy, lazy
fires rule except in the taproom. enjoyment. Songs and play-acting,
They contain two floors of wherein one hairy warrior gets
20
This place is #168 on the color city map.

111
up and lisps and flirts his way become regulars. Those who are
through an imitation of a noble not fighting men are greeted
lady or mimics a pompous affably and treated with courtesy
merchant met during the day, are rather than being made to feel
common. unwelcome or out of place. On
Laughter rings often around my first visit, I saw three hulking
this taproom. I can see why mercenaries on their knees on
guests love this place so and the floor solemnly playing orc

Welcome to the Dripping Dagger


All Prices are per Person, per Platter or Bowl
For The Hungry Lighter Fare
Roast Ox (cooked with onions or leeks— Cold Meats (served with lettuce
garlic optional) ........ . ............................................... 1 sp or endive) .............................................................. . . . ....... 4 cp
Venison (marinated in red wine and Stew (mixed meats and
spices) ................................................................................... 2sp vegetables) ...................................................................... 3 cp
Veal (always fresh) .......................... . ..................... 2 sp Soup (fish and vegetables,
Goat (in red wine) ................................................... 1 sp seasoned) .......................................................................... 2 cp
Pork (chops or ribs) ............................................... 1 sp Soup (mixed meats) ............................................... 5 c p
Bacon (raw to crisped, as you prefer; Pasty (meat and vegetable,
thick-sliced and served on a bed of hot-spiced or mild) ................................................ 1 cp
parsley, with rolls) .................................................. 6 cp Pork Pie (hot-spiced or mild) ....................... 1 cp
Rabbit (cooked in red wine with butter Steak and Kidney Pie .......................................... 1 cp
and chives) ..................................................................... 4 cp (Pies available cold or packed in ice and
(Mel ted cheese 1 cp extra) leaves for travel.)
Hot Sausage and Sauce (your choice of
sauces and how spicy) ....................................... 5 cp To Drink
(Sausages also available to go—2 cp/ Prices by Tankard or Tallglass,
small, 5 cp/large, or 1 sp/coil) and then by Bottle
Quail (if available) ................................................... 4 c p (Hand Keg or “Half-Anker” for Beers)
Pheasant (when available; steamed with Ale ....................................... .................. 1 cp .................. 4 cp
wine) .................................................................................... 5 c p Stout ...................................................... 2 cp ................... 8 cp
Eels (done in our own white sauce) . .. 3 cp Mead ..................................................... 3 cp ................ 12 cp
Tripes (cooked with onions in Zzar ....................................................... 6 cp ................... 1 sp
a wine gravy) ............................................................... 3 cp Sherry ................................. 7 cp ................... 1 sp
Herring, Pan-Fried ................................................ 4 cp Almond Brandy
Longfin and Other Pleasures of the (Moonshae) ............................... 7 c p ................... 1 sp
Deep (when available fresh; served with (Mintarn) ......... ........................ 6 cp ................... 1 sp
sauces and your choice of greens).......6 cp Fruit Liqueurs (apricot, cherry, goose-
Cooked Beans (mild or hot-spiced).......3 cp berry peach, pear) ................ .4 cp ................... 1 sp
(Salt pork chunks 1 cp extra) Whiskey ............................................ 1 sp ................... 1 gp
Eggs (done to your taste, in sausage and Firewine .......................................... 1 gp .................. 9 gp
breading nests): Elverquisst .................................... 4 gp ............... 20 gp
Goose ......... . ....................................................................... 5 c p Fine Wines and Exotic
Duck ..................................................................... ................ 5 cp Drinkables ...................................... 1 sp ................... 1 gp
Chicken ............................................................................. 4 c p
Exotic Fowl (when available) ..................... 6 cp

113
squash with a little boy as his tenday. Bedroll (bunking on the
mother looked on in pleased floor of the attic with others) is 1
amazement. sp/night. A bowl of soup, a mug
of ale, and a round loaf of bread
The Provender are included with bedroll service.
The menu at the Dripping Travelers' Lore
Dagger is typical for a good inn,
and I’ve reproduced it in full Many famous mercenaries and
here (page 113). I would hope that companies have stayed here
those planning to open their own while in Waterdeep. By common
establishments elsewhere will consent, the inn is neutral
take their measure of its simple ground where rivals and sworn
breadth and prices! enemies stay amicably—or at least
tolerantly—together. Before they
The People built their own keep (since
destroyed), the Company of
The proprietor is Filiare, a jovial, Crazed Venturers lived here, and
middle-aged ex-mercenary who’s it was always their favorite place
Blazidon One-Eye’s chief competi- to drink. Longtime regulars still
tor in the business of getting talk about the time they used a
mercenaries hired. Many folk wish spell to teleport back from
come here seeking hireswords in disaster in a nearby dungeon and
a hurry and Filiare is known to shattered the bar with their
all and trusted by most. He has arrival. Unfortunately they
lots of spare weapons and gear appeared without any of their
given to him by fighting men equipment—and closely followed
who never came back or who by their teleporting foes! (If you
paid him in goods when they should meet with a former
lacked coin, which he will sell or member of the Company this is
rent to adventurers. He has also not a good topic to discuss.)
known to trim his prices a bit for Many other tales are linked to
guests thin in the purse. the Dripping Dagger, but I’ll tell
Filiare presides over a staff of only one other. Alusair Nacacia,
four waitresses, four chamber- princess of Cormyr, when still a
maids, six kitchenfolk, and four slip of a girl, gave her lady atten-
hostlers (in the stable behind). dants and guards the slip while
her father was meeting with
The Prices Piergeiron. She wandered in here
Food prices are as given on the and was happily playing with the
menu. A room rents for 5 sp/day warriors in the taproom while
from highsun to highsun, with the city watch and city guard
stabling included, or 20 sp/ were frantically turning the city

114
upside down searching for her the front door when he opened
and dreading having to report it. The most astonishing thing, he
her disappearance to Khelben to remarked later, was that no one
get magical aid in tracing her— in the Dagger knew that she was
whereupon her father was sure a princess.
to hear of her disappearance. Her fathers later dry comment
After the Daggers patrons had was that the most astonishing
mock-wrestled with her, tossed thing (to him) was the number of
her from hand to hand until she unsuitable jokes and sayings
was quite winded, let her sip she’d learned in a brief hour or
strong things that she’d always so. Her lifelong habit of mutter-
been forbidden to taste, and ing “Stop me vitals!” under her
disarmed her and showed her breath comes from this child-
how to do it to someone else, they hood visit to the Inn of the
were in the midst of showing her Dripping Dagger. When she
how to throw daggers when the turned up missing much later in
city watch came in. It’s a good life, the first place Cormyrean
thing the watch’s lead officer was agents in Waterdeep were or-
swift—Alusair had just flung a dered to check was (of course) the
dagger at the battered inside of Inn of the Dripping Dagger.

115
Other Places of the One appeared to set things
right. Even today, it is said that
Interest in magic sometimes goes awry in
Trades Ward the Court—and for that reason,
magic items, scrolls, components,
In the crowded streets and and demonstrations are all
byways of the Trades Ward, the forbidden in the Court?
determined shopper or enter- The White Bull tavern was in
prising merchant can spend a turn named for an albino bull
summer or two without poking born on this spot to an aston-
his nose everywhere or doing ished caravan owner in the days
business with everyone. I’ve done when this area was an open field
my best to set down here some of for livestock and caravan assem-
the shops and sights of universal bly. He took it as a good omen.
interest—or at least those of note Caravan Court, to the south, is a
to the casual passerby rather popular spot for loafers and old
than to the dedicated shopper. men to sit (many bring stools or
Earlier, I spoke of such land- crates for the purpose) and watch
marks as the Plinth and the open men sweat and curse, animals
squares and courtyards—and it bellow and thunder about, and
bears repeating that to visit the the generally frenzied, of ten
closest thing Waterdeep has to a dangerous, activity as caravans
bazaar (an open air market, are formed or broken up. How-
crowded with many everchang- ever, not counting the ever-
ing stalls) the Court of the White passing confusion of the High
Bull is your place. It’s named, by Road and the Way of the Dra-
the way for a now-vanished gon—watching those thorough-
tavern, famous in its day that fares is itself a spectator sport of
sprawled over much of where long tradition—the most interest-
the court now lies and was ing of all these open spaces is
destroyed in a mighty explosion Virgin's Square.
in the infamous battle between This space is, of course, not a
the archmage Thongalar the square at all, but roughly round
Mighty and the evil mage Shile in shape. Waterdeep’s womenfolk
Rauretilar and his apprentices. often come here to gasp at and
In the spellstorm that befell give the eye to sinister-looking
here, Shile and his apprentices all men from all over Faerun who
perished, and the very fabric of swagger about Virgin's Square
Faerun was rent, so that Azuth fully armed, hoping to attract
21
Treat the Court and the streets for roughly a block around it on all sides as a wild magic area. If your
DM lacks the FORGOTTEN REALMS® Adventures sourcebook, he or she simply use the wand of
wonder table in the DMG or devise his or her own random magical effects. Whenever magic is
unleashed, it will go wild on a roll of 4 or 8 on a d12.

116
mercenary employment. Here the virgins not given to them
Blazidon One-Eye sits on a crate down the ages since the nomadic
most days, matching hireswords barbarians stopped coming here.
with employers. Interestingly, there are much
The square is named for a local newer legends in the city of
legend that tells of virgin men dragon hoards hidden some-
and women being sacrificed long where in Mount Waterdeep, and
ago to dragons on this site, before still not recovered by either the
there even was a City of Water- city guard, which inhabits cav-
deep. Some Sword Coast barbar- erns and passages in the moun-
ian tribes do have legends of a tain, linked to Castle Waterdeep,
Dragon God that keep them from or the smugglers who use buried
raiding Waterdeep, where great Skullport, below.
dragons are said to lair on Mount There is yet more lore linked
Waterdeep. According to these to Virgins Square. A mimic once
folk, if they ever fall under the somehow reached it and took the
gaze of the Waterdeep dragons, shape of a statue. It remained
the wyrms will come devouring undetected for two winters until
among them to make up for all the continuing disappearances of

117
street drunks in the square on made from old armor, ham-
every dark night prompted an mered flat. From inside, there is
investigation. The statue seemed often a muted din similar to the
strangely unfamiliar to the sounds of a foundry, as Myrmith’s
sculptor who had fashioned it— students repair weapons they
and a sewer beside it was discov- have damaged, or modify those
ered to be completely filled (to a they wield, or simply use them on
depth of over 60 feet) with the each other. Some have been
real statue—covered by a huge known to practice the knack of
heap of bones! driving an adamantine sword
This was after two of the city through armor plate for days.
watch, not really expecting to Here Myrmith trains all who
find anything amiss, carelessly can pay his steep fees in ad-
23
prodded the statue with their vance in the use of weaponry of
spears, and in response, it all sorts; he has mastered an
reached out and ate them. amazing variety of weapons and
Take a careful look at all the has specimens of them all here
statues you pass, I guess. I’ll look for daily use.
at the alleyways of this ward Those planning on robbing
later, after I tell you about some Myrmith’s house are warned that
of the buildings here. no one knows just what he does
with his gold, that the snooks
Homes (griffon-like animated stone
statues, something like gargoyles)
The Snookery which adorn the roof of the
This is the house of the noted house are intelligent and formi-
Captain-at-Arms (weapons tutor) dable guardians. Not only would
22
Myrmith Splendon. It’s a ram- robbers have to contend with the
bling old place with stone walls snooks, but at least seven magical
and barred windows. Its exterior 24
flying daggers also steadfastly
doors are covered with plating guard the place.
22
Location #170 on the color map.
23
Myrmith can use any weapon the DM desires and can train a character in the use of it thoroughly
or assist warriors in improving their overall battle skills enough to allow them to advance a level in
expertise. His fees are 190 gp/level per week. His skill is such that training, even when the house is full
of students learning simultaneously, will take the minimum time necessary.
24
As Myrmith’s wizard friends are continually experimenting with and improving on the snooks,
the DM is free to improve upon the powers of a gargoyle in any way desired. All snooks (there are at
least 6 active at all times) are LN in alignment,and unshakably loyal to Myrmith. Even magic cannot turn
them against him.
Flying daggers are fully detailed on page 115 of the Campaign Guide to Undermountain book (in the
Ruins of Undermountain boxed set). Myrmith’s version of these self-animated flying weapons are AC5;
MV Fl21 (A); HD 1+1; hp 9; THAC0 17; #AT 2; Dmg 1-4; get no attack bonuses but are considered +2 magical
weapons for purposes of what they can hit; cannot be affected by any type of magical or psionic control
except by Myrmith; and are immune to magic missile spells and all lightning or electrical-based magic,
which they reflect back 100% on the source!

118
119
Shops of meat wagons. A meat wagon
arriving in the city is escorted to a
Aurora’s Realms Shop warehouse by a city watch patrol
“High Road” and/or a member of the Guild of
Catalogue Counter Butchers. The night runs from
This is the Trades Ward outlet of warehouses to the various
the famous Faerun-wide all goods butcher shops have similar escorts.
retail chain. Located on the north- There are tales of corpses
west corner of the meeting of the found hanging on hooks in the
Street of the Tusks and the High ice chambers here and mur-
Road, this shop has six guards dered men delivered packed in
(shifts of three and three), a stout, the wagons with the other meat
motherly matron of a counter under the ice and straw, but the
clerk named Orgula Samshroon, throngs of shoppers love the
and a tall, kindly service-mage place and have never been put
called Dhaunryl Zalimbar. off by such outrageous whispers.
Smoked and well-aged sides are
Belmonder’s Meats brought in from Belmonder’s
own estates northeast of the city
near Rassalantar. The butchers
This shop is always busy. From will also cut up a carcass for you
when the place opens at dawn to if you bring one in. This task
when it closes at dusk, the four takes about 20 minutes and costs
counter clerks and five butchers 3-10 gp, depending on the size
25
here are kept hopping chopping and difficulty of the job.
and wrapping meat for all Proprietor: The proprietor,
they’re worth to satisfy the Morathin “Hooks” Belmonder, is a
endless lines of customers burly hearty man with a strong
crowding in for fresh meat. By stomach and a good eye for meat.
far the most popular meat count- He is Second Knife of, and public
er in the city; Belmonder’s has contact for, the Guild of Butchers.
two side counters: one sells
skewers of sizzle-cooked meat The Golden Horn
scraps (a popular walking meal Gambling House
for those one the go) and the
other sells whole sides of meat to
buyers for inns, other eateries, This ornately gilded palace of
noble families, and wealthy folk. gleaming black polished marble
At night, a security force of 20 stands on the east side of Snail
experienced and well-equipped Street, dominating the curve
hireswords guards the unloading
25
Location #188 on the color map.

120
where it sweeps sharply east Proprietor: The Golden Horn’s
26
near its northern end. proprietor, Hahstoz Baerhuld, is a
I could barely see inside this dark, silent, expressionless man
place—and what I could see was who seems to glide silently
red and plush: red carpet, red around the place.
sofas, red cushions, dancing girls
wearing sheer red silk gowns Thentavva’s Boots
(that were high cut and low cut!),
and even a red-painted ceiling.
The lamplight is kept dim, I This old, narrow shop on Vel-
suspect, to hide as much of the larr’s Lane is adorned with the
cheating from the customers as carved stone images of frolicking
possible. If any notice and object, 27
nymphs and pegasi. Inside, the
the 16 bodyguards in the place crowded interior smells strongly
converge like thirsty stirges, and of leather. Here a man consid-
the disturbance is quickly and ered by some to be the best
quietly removed. cobbler in Waterdeep makes
My advice to those who don’t custom footwear for all.
enjoy losing great sums of money His thigh-high, sleek, pointed-
is to stick to the four-hand card toed ladies’ boots are famous and
and dice games where you play eagerly sought after, even at the
against the house and three other steep price of 10 gp and the
patrons. And try to find out early waiting period of at least nine
on which one of the other pa- days, but the shop is also full of
trons is the house antic (under- slippers, walking boots, and the
cover agent)! It’s worth one visit, like. Thentavvan work is of the
just to be overwhelmed by all the best quality, known for lasting
red coziness—and to see the many years and surviving mud
sensual dancing. and wet well.
If you do win big—once a year Proprietor: Thurve Thentavva,
or so someone does, I’m told— the cobbler supreme and propri-
you’ll have the mystery contents etor of Thentavva’s Boots, is calm,
of the golden horn, which hangs bespectacled, and unflappable.
above the huge open hearth,
added to your winnings. But be Orsabbas’s Fine Imports
careful: I expect the horn holds
coins treated with a slow-acting
paralyzing agent or a poly-
morphed monster, so these folks Here you can pay far too much
can quietly get their money back! money for things you never
26
Location #196 on the color map.
27
Location #l77 on the color map.

121
expected to see on sale in a shop— glows slightly due to powerful
things from far away in Faerun. spells on it that deflect all mis-
This shop caters to the homesick, siles and blows, preventing its
with perfumed hangings from breakage.
Calimshan, a spear from Tethyr Inside, the observant visitor
adorned with the skull of a royal will notice a curious sight on the
family member, rock rubble windowsill: a scattering of small,
from Mirabar, and much, much knobby bones, yellowed with age.
more. They are a legacy of Waterdeep’s
Nobles needing costumes for more lawless days, when most
feasts often come here to rent or thieves snatched by night, rather
buy authentic pirate garb from than wore guild livery and stole
the Sea of Fallen Stars, barbarian by contract and moneylending.
furs from the far, frozen North, There was a scything blade
silken robes from Thay, and even trap built into the sill of this
Bedine robes and headgarb from window. The trap may still
the depths of Anauroch. Others function when set. The present
come for disguises. proprietor will not say though he
This shop, on Vellarr’s Lane28just will talk about the bones.
east of the Street of the Tusks, is The window’s excellent loca-
entered up a steep flight of stone tion as a means of entry resulted
steps. The main floor of the shop, in more than one late-night
a dozen feet above the street, is scream. On many a morning, the
adorned with a large, arched shopkeeper would get up, draw
window inset with a border of his sword, go downstairs to unset
varicolored glass. At night, it the trap, and open the window—
28
Location #179 on the color map.

122
only to find the remnants of an supremacy in the Wizards’ Guild
unlucky or unskilled thief’s hand of the time—and destroying most
there on the sill. of the city in the process.
Orsabbas fills special orders This harpy, along with two
(where customers request spe- others, was teleported to Water-
cific items from certain places), deep from afar by one of the
but the fees are steep, and the wizards, and another wizard
wait may be long—as long as an promptly petrified them all. The
entire season in some cases. other two harpies plunged to the
Proprietor: Ildar “the Duke of street below. There they shat-
Darkness” Orsabbas is the propri- tered—and crushed the wizard
etor. His nickname comes from who had summoned them. It is
the masked, sinister guise he rumored that some mage in the
wears to nobles’ feasts. city frees this harpy to fly—and
kill, at his command—from time
Riautar’s Weaponry to time, and then forces her back
into her customary pose and
stone shape, but this has never
been proven to be more than a
This shop fronts on the High
flight of fancy.
Road just east of the Street of the Proprietor: Zarondar “the
29
Tusks and is crowded with an
assortment of ready weaponry; Nimble” Riautar, public contact
for the Fellowship of Bowyers
most of it secondhand. It is and Fletchers, is the proprietor.
notable as the source of the best
arrows, bowstrings, and long
bows in Waterdeep, made on the The Riven Shield Shop
premises by the owner. Their
superlative workmanship is
admired and coveted by all This shop is famous up and
archers who see them. down the Sword Coast for its
A relic of Waterdeep’s past can large and varied assortment of
also be seen on the roof of this secondhand arms and armor—
shop. The crouching, fanged including many famous relics of
female figure with the spread fallen or retired adventurers. The
wings is not a carved ornament, most famous items are either not
but a petrified harpy. She dates for sale, or command very high
from the long-ago War of Five prices (thousands of gold pieces).
Wizards, when five mages bat- There are, however, many ser-
tled their way across the city in viceable, unhistoried used weap-
one terrible night, vying for ons here, from tiny daggers used
29
Location #180 on the color map.

123
by noble ladies to the heavy released to fight as an ally of the
broadswords favored by barbar- shield-wearer. It is also well
ians, that are useful to anyone in known that one of the items in
need of a weapon. Scores of these the shop (no one is quite sure
30
sell each day. which one, and the proprietor
No one is tempted to steal the neglects to say) is an alert, always
more valuable pieces. It is widely vigilant, sentinel.
known that some of the magical Proprietor: Delborggan the
shields hanging from the rafter Blade runs the Riven Shield Shop.
beams contain magically impris- He is a grizzled, one-eyed ex-
oned monsters that can be adventurer.

30
Location #169 on the color map. Currently, the shop holds such wonders as the Horrible Hammer
of War (functions like a vampiric ring of regeneration); the Spear of Lochal, which has some strange
magical powers and is believed to be only a part of a larger, more powerful magic item; the Helm of
Bolarr, which allows its wearer to see even in pitch darkness and with infravision— and to perceive any
foe struck by the helm-wearer within the last turn, who is still within 400 yards of the helm, even if the
foe is invisible, disguised by magic, has changed form, or is hidden behind a solid barrier; the Shield of
Many Meteors, which attracts and harmlessly absorbs all fireballs, minute meteors, and similar fire
magic effects into itself); and many others. The Horrible Hammer of War was wielded by the half-ogre
Klarargh Skullbold, leader of the adventuring band known as Wrath Rampant, until he was slain by
the city guard while trying to set fire to a tavern in Dock Ward.

124
Saern’s Fine Swords shop of arms, take it over as a
rallying post, and pay the owner
(who will be allowed to stay in
This shop stands on the south- residence with his staff if he
desires) 90,000 pieces of gold on
eastern corner of the meeting of
the High Road and Burnt Wagon the spot.
31 Few clients know the quietly
Way. It’s an old, massively built
stone place with bars on all the polite owner of the shop is a
windows, crenelations on the warrior, and fewer still know he
flagstone roof, and a narrow has invisible weapons stashed all
exposed, iron-bound door over- over the shop in plain view ready
looked by arrow slits—in short, a to defend himself with. One is a
miniature fortress. sword of dancing and another is
It holds a large stock of swords, a sword +4, defender. The shop
has at least three staff on duty at
including a few made by Szwar-
harba the Swordsmith, the all times—one of whom is an out-
famous craftsman of Tethyr, who of-uniform city guard officer,
before his death some 90 winters who notes the names and de-
back had learned how to forge scriptions of those who buy
blades that could be bent around particular weapons.
Proprietor: Zygarth “Slayer”
almost in a circle without break-
ing or becoming permanently Saern runs Saern’s Fine Swords.
angled out of true. Swords are He is a tall, gaunt, smiling man
not made to fit the user here, but who can tell the age, quality, and
they are sharpened (including condition of steel at a glance.
overall lightening by shaving the
blade thickness). The large selec- Taverns
tion means that most shoppers Felzoun’s Folly
will be able to find a sword that
is reasonably suitable to their
reach and strength. A good long
sword costs about 20 gp, includ- This many-windowed tavern is a
ing the 1 gp city fee, and a fine noisy crowded, casual place,
dagger about 4 gp. where many merchants and
Piergeiron has a deal with the shoppers grab a quick tankard
proprietor of this shop: Should and a bite. Its exterior presents
the city militia ever need to be an awning-festooned, three-story
called up quickly and reinforced face on the northwestern corner
with volunteers needing arms, where the mouth of River Square
32
the city guard will empty the opens into Salabar Street.
31
Location #175 on the color map.
32
Location #193 on the color map.

125
A bite here means a sausage goods can be fenced here, but
33
roll or chicken-and-cheese pasty could learn nothing more. In all
augmented by fresh asparagus the din and confusion, I suspect
with melted butter (when in wholesale wars could be fought
season) or fresh whole oysters. here, with no one the wiser!
Those with strong stomachs eat Proprietor: Felzoun Thar, the
oysters raw here by tradition. bristle-bearded, fearless dwarven
The standard fare costs 4 sp host, is always bustling busily
each—a real bargain. The sea- about the Folly.
sonal delicacies are 6 sp/plate.
There’s little variety in drink Inns
here. Ale is 1 sp/tankard, stout is
2 sp, and wine and zzar are both The Gentle Rest
4 sp/tallglass. There are usually
six white wines to be had, includ-
ing sweet Neverwinter Nectar, As a rule, a traveler spends more
and three reds. than one might expect to be at
I’ve heard rumors that stolen the center of it all in Waterdeep
33
Elminster reminds us to consult page 32 of Waterdeep and the North for more on this matter.

126
when taking accommodation in depending on the size and
Trades Ward. This inn is by no amenities. The top-priced rooms
means an exception to that are actually large suites, sleeping
practical expectation. up to 10 people in comfort. In all
Located on the north side of cases, stabling and dawnfry—or
the High Road, just west of where morningfeast, as they call it more
it begins to bend westwards to formally here—are included. In
meet Waterdeep Way, this inn all, it is a nice place to stay and
rises five full floors above the very central.
street. It is large and well-ap- When crossing the lobby
34
pointed. And for the money between the room stairs and the
being asked, it should be—the rate dining room, observant visitors
is 6 gp/room per night! may see a dark stain on the door
No meals are included, but leading to the kitchens—as if
there’s house wine and hot water something spattered against it
for baths. A copper sitting-tub is just above halfway up and ran
provided in each room, as well as down it to the floor. The stain
a—noisy!—stoppered floor drain. isn’t poor housekeeping. Some 70
Well-tended tabling is also part of winters ago, the princess Shaer-
the room fee. glynda of Tethyr was murdered
Proprietor: Torst Urlivan, the on that spot.
proprietor, is a tall, withdrawn, She died from a swordthrust
dignified man who dresses as if that pinned her to the door—and
he were the wealthiest noble, but the dark stain was left by her
smells strongly of horse. life’s blood. It can’t be cleaned
away and it never fades or disap-
Gondalim’s pears. Even when the door is
replaced—and it has been, at least
twice—the bloodstain slowly
reappears by itself.
This large, comfortable old inn Proprietress: Shulmeira Gon-
stands in the angle where Winter
Path and Burnt Wagon Way both dalim is the proprietress. She is
35 the granddaughter of the
meet with the High Road. It’s a
worn but comfortable place, and founder. She is a short, slim,
unspectacular but charming
because of its massive construc-
tion, it’s also very quiet. You’ll woman of young age. She pre-
sides with quiet expertise over a
seldom hear noises from other
staff of old, large, stoop-shoul-
guests at night.
dered and shuffling, but calmly
Rooms vary from 2-7 gp/night, capable, servant women.
34
Location #191 on the color map.
35
Location #173 on the color map. Elminster confirms that the bloodstain tale is true.

127
The Grey Serpent deep: the northeast corner where
the High Road meets Waterdeep
37
Way and turns north. As you
might expect, room fees are as
This sleek, fairly new expensive high as a halfling after several
and high-class establishment kegs: 10 gp to 25 gp per night!
stands on the east side of the Way There’s even an Imperial Suite of
of the Dragon, not far north rooms on the top floor (the sixth)
from its intersection with that costs 40 gp per night. Its
36
Drakiir Street. Rooms here are a windows command magnificent
stiff 6 gp per night (single or views of the city on three sides.
double), but the furnishings are The furnishings are opulent,
so clean and luxurious that this but not very tasteful. Huge
place outshines some noble villas
tapestries and heavily gilded,
I’ve seen! Stabling and very fine massive pieces of furniture are
house wine, but no food, is
everywhere. The canopied beds
included in the room fee. are the only comfortable place to
By special arrangement, ap- sit in the entire inn.
prentices of the Launderers’
Servants carry your bags,
Guild and the Order of Master
stable your mounts for you, bring
Taylors are always on hand to
a light evening meal with wine to
whisk garments away for clean- your room, and hot spiced wine
ing, alterations, or repairs. This is and hot water for a bath in the
a cool, private place—but truly morning—but that’s the extent of
the lap of luxury. the service. There’s a locked,
Proprietor: Orlpiir Hammer-
guarded warehouse for wagons,
star runs the Grey Serpent. He’s a carts, and coaches available as
man with dwarven blood in his part of the room fee.
past, I was told. However, when I
All in all, it is impressive, but
met him, he appeared very tall, not relaxing, or worth the money.
thin, and austere, with a cultured
Stay somewhere cheaper, and go
voice and a beaky nose. The to a nobles’ feast if you want to be
dwarven blood must be rather
far back in his ancestry. overwhelmed with haughty
luxury instead.
Proprietor: Quendever Ilistrym
The Unicorn’s Horn owns and runs this inn. He is a
haughty effete man of excellent
cheekbones and breeding, but
This fairly new inn occupies the little energy or competence that I
most strategic location in Water- could see.
36
Location #204 on the color map.
37
Location #178 on the color map.

128
Alleys Brindul Alley
Trades Ward’s alleys are crowded,
of ten highly scented passages
usually crammed with garbage, This crescent-shaped alley lies
delivered and stored goods, or just between Sorn Street and River
empty crates. They are always Street. It is the frequent haunt of
busy and may not offer much a dangerous apparition—one
faster travel than the larger streets more often encountered near
they wind among. Many a brawler the docks in older days, but seen
has found that close quarters here here since a few winters ago: the
prevent the use of a favorite but Hand That Sings.
large weapon or can cause an The Hand has been seen more
inglorious collapse of boxes on top than once in Brindul Alley or
of himself! floating in the ways nearby. It is
an animated human hand with a
Atkiss Alley mouth in its palm. The strange
apparition all too similar to the
sign of cursed Moander, the
ancient and evil god who never
This short passage links Quaff sleeps quite soundly enough.
Alley with Virgin's Square. Many
men habitually slip through here
in livery or finery. Cutpurses
sometimes lurk here to prey on
them, but city watch patrols are
quite frequent.

Blackhorn Alley

The northernmost of the pas-


sages cutting through the city
blocks that stand between the
High Road and the Way of the
Dragon, this alleyway is named
for a long-dead cobbler of some
note, Alsible Blackhorn, who
lived on it. Today it is a constant
haunt of brown rats big enough
to make a (disgusting) meal of—
and some poor folk do just that,
hunting them with clubs and
hurled, empty crates.
129
The Hand is said to snatch by night—a favorite mugging
valuables it fancies—especially spot, used by half a dozen or
magic—when it encounters them, more local thugs at once. Not a
and to occasionally attack folk in place to go near after dusk.
the darkness, strangling them or
tripping them into fatal falls. Deloun Alley
Most often, though, it seems to
take no notice of those who do
not bother or follow it, merely Reached from Chelor’s Alley, this
drifting along, eerily singing old back-of-the-shops delivery route
and fragmentary Sword Coast is always crowded with crates,
ballads and love songs as it 38 barrels, and the like. By night,
wanders through the night. rats of both the human and
rodent sort lurk here, where
Chelor’s Alley crates can easily be toppled onto,
or to block the escape of, sur-
prised victims.
This short passage runs due west
from the Court of the White Bull. Hunters’ Alley
Lit each night by many lamps set
in the windows of the upstairs
home of the man it is named for This narrow passage runs east
(a merchant who just loves from the Way of the Dragon. It
candles), it is used as a rendez- continues the route of Soothsay-
vous by those who need light ers’ Way. It is named for two
enough to read by (to check maps brave brothers who roamed the
or contracts, for instance), and by Realms when yet young. One
city watch and city guard patrols became a lore lord of the Realms,
who need to examine evidence. and the other currently aspires
to dukedom. As in their company,
Dark Alley those who traverse this way
generally have a wild but ulti-
mately safe journey.
This narrow winding passage
runs east off Buckle Street, just Lathin’s Cut
south of, and parallel to, River
Street. Overshadowed by tall
buildings on all sides, it is gloomy This short passage links the Plinth
even at highsun and is pitch dark and Jelabril Street to the High
38
Statistics of the Hand that Sings are left to the DM. It is suggested that the Hand be based on the
undead crawling claw (see the monster of that name in Volume 3 of the Monstrous Compendium). It
will wield any magic items it can hold, and has a whimsical personality—quick to anger and attack, but
not vindictive. It does not hold grudges.

130
Road. It is named for the man who gambling house, this short passage
leveled his own house to create it is named for its traditional use by
for the greater convenience of the drunkards, who drink here until
devout. Both citizens and visitors they pass out, and snore the night
used it as a landmark shortcut, away. In winter, the city watch
and rendezvous. spreads straw here for burrow-
ing-bedding, to keep these unfor-
Mhaer’s Alley tunates from freezing to death.
Many a thief or adventurer has
hidden among it temporarily.
This short passage has grown
into a proper street that links Quill Alley
Wall Way along the southern
edge of the City of the Dead with
Spendthrift Alley. It has the Now a proper street, this passage
greatest concentration of shops is the traditional neighborhood
in the city where you can buy of scribes, cartographers, and
thread, cord, rope, wire, and clerks. It is named for the feath-
trimmings for clothing. ers that most people of letters use
as pens. You can still hire many
Spendthrift Alley here.
The visitor will see many
exterior staircases winding up
This former alley long ago grew and down the sides of the rickety
into a major local street, but old buildings along this lane.
retained the feature that created Children love to play among
its name: the ongoing bazaar of them, and so, by night, do thieves.
stalls and street vendors, selling
everything cheap. This shoppers’ Spoils Alley
gift from the gods never closes.
By night, this route is brilliantly
lit, and the trading goes on. The A behind-the-shops way running
place to go for small trifles, westerly from the southernmost
buttons, laces, and whatever you end of Quill Alley, this innocent-
can’t find elsewhere. It is apt to looking passage is where the
be crowded. Beware thieves. Thieves’ Guild of old used to
divide up the street takings of a
Quaff Alley nights work. Now it’s a box-
littered backwater—but it still
used for shady meetings. It’s an
Stretching west from Atkiss Alley especially good place to change
to the rear of the Golden Horn clothing or don a disguise.

131
Theln Lane north of the Plinth, this passage
and Lathin’s Cut provide a short-
cut through the blocks of build-
This short cut-through links ings. Thieves often preyed upon
Irimar’s Walk with Andamaar’s the traffic here in older days—
Street at the north end of Trades but Tsarnen the ranger made it
Ward. It’s an echoing, bare pas- his business to bodily dispose of
sage overhung by balconies them in a quite unpleasant
where hard currency girls dwell, manner one summer before the
lowering rope ladders to clients. Thieves’ Guild was overthrown.
Theln was a “businessman” who (Tsarnen had had a very bad
lived and died long ago in one of expience with muggers early in
the buildings on this alleyway. life.) The thieves moved to safer
hunting grounds after a short
Tsarnen Alley time. These days, with Tsarnen
long in his grave, the passage is
not quite as safe, but watch
Running east off the Way of the patrols and, by day pilgrims and
Dragon to Burdag Lane just priests pass along it often.

132
Tuckpurse Alley Urcandle Alley

This alleyway runs east and This short passage links the
south from the eastern end of Court of the White Bull with
Spendthrift Alley, linking it to the Sorn Street. Urcandle was a
easternmost end of Vellarr’s Lane. person (just who has been forgot-
By night, it’s very dark and a ten), but today this alleyway is
favorite working ground for where you’ll find ropes, cables,
thugs, some of whom use chil- harness, reins, drovers’ whips,
dren to trip or snatch at pass- spare wagon wheels, and the like
ersby. There’s a very large rain for sale. If your cart or wagon
barrel partway along this alley needs a spare, part, this is the
just behind Thond Glass & place to look, There are other
Glazing that you should beware places in the city that sell such
of. Its gutter was diverted long items (notably in South Ward), but
ago, and it is used by thugs who the shops along this route have
crouch inside it, watching for the greatest concentration of
prey through knotholes. such vendors in one area.

133
134
Southern Ward
any of the common overland from the south. One of
folk of Waterdeep the city’s smallest wards and
dwell in Southern probably its least socially and
Ward. This homely, politically important and influ-
friendly, busy and ential one, South Ward is the
largely poor area is the forgotten ordinary side of Waterdeep.
ward of Waterdeep. It is some- From Southgate onwards, the
times referred to as Caravan City broad street known as the Way of
after its major activity. In it the Dragon forms the southern
warehouses, stables, and coach and western boundaries of South
sheds stand in plenty to serve the Ward. The High Road, the closest
bustle of overland trade in and thing Waterdeep has to a main
out of Waterdeep. Be warned: street, bisects it.
Native Waterdhavians call it just South Ward’s eastern bound-
South Ward. Anyone using the ary is the Trollwall. Its ragged
longer term is marked instantly northern boundary consists of
as an outsider. Telshambra’s Street, a little bit of
There’s little of interest for the the High Road, Sahtyra’s Lane,
casual stroller to see, and the Caravan Court (all of which is
security of trade goods dictates deemed to be in South Ward), and
both the presence of guards and Belzer’s Walk. Some call Belzer’s
their reluctance to let visitors Walk simply Belzer’s, but locals
gawk at what’s inside ware- sharply correct those who do.
1
houses or wagons. Still, South South Ward is dominated by
Ward does have landmarks, and large, tall, old stone, mud brick,
some hidden pleasures, too. and timber warehouses. Crowd-
ed among them are three- and
Landmarks four-floor-high tenements, most
with shops at street level. Trees
This is the first part of the city and even bushes are few, dust (or
seen by most travelers entering it mud) is plentiful, but everything
1
The private guards at every establishment (typically a dozen or so LN F1s and F2s) can call on the law,
who will come running at any sound of shouting or clanging metal, such as a guard beating his blade
on his shield. All the guards know this.
City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. They pass a given point
about every 20 minutes and look into a tavern or inn dining room about every 40 minutes.
As detailed on pages 20 and 23 of the City System boxed set booklet, the city guard also patrols South
Ward in six-man detachments. Typical patrol details are as given on page 23. Reinforcements will be
a dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers, slings, and a
pole arm appropriate to the locale. Guard patrols pass a given street location about every hour in South
Ward, and arrive 2d8 minutes after a city watch patrol blows a warning horn.

135
3
else is kept clean, and the streets wizard Kappiyan Flurmastyr;
4
are always busy. The predomi- Metalmasters’ Hall, headquarters
nant sound in South Ward is the of the Most Careful Order of
rumble of cart wheels. The smell Skilled Smiths & Metalforgers;
5
of this part of the city is not of fish the House of Good Spirits,
from the harbor, but is provided headquarters of the Vintners’,
by the dung of the draft animals. Distillers’, and Brewers’ Guild; the
Most of the stables are merely magnificent, gargoyle-adorned
6
covered pens, although some- edifice of the Stone House of the
times a multifloored building Carpenters’, Roofers’, and Plais-
provides the cover. terers’ Guild (or, as I heard one
The best-known places in the merchant call it, “that great pile”);
7
Ward are Caravan Court; Brian and the Jade Dancer tavern and
the Swordmaster’s smithy and festhall. The House of Good
2
shop; the house of the kindly Spirits is also a working inn, and
2
On the color city map, Brian’s smithy/shop is #207.
3
Location #218 on the color map.
4
Location #225 on the color map.
5
Location #214 on the color map.
6
Location #206 on the color map. Its floor plan appears on Map 7 of the City System boxed set.

136
it can be found from afar by of Carters and Coachmen.
following the strong almond I found that the most interest-
scent of the zzar made there. ing places in South Ward were
Locals also use the lesser known hidden away or that most visitors
taverns as landmarks, along with and Waterdhavians alike pass
the other guildhalls in the ward: them by. One was the Moon
8
the Coach & Wagon Hall, head- Sphere, a magical sphere of blue
quarters of the Wagonmakers’ radiance that appears in Dancing
and Coach Builders’ Guild; Court only when the moon is full
Saddlers’
9
and Harness-Makers’ and allows any folk inside of it to
Hall of the guild of the same fly or dance on air. Another was
10
name; Builders’ Hall of the the Old Monster Shop, which
Guild of Stonecutters and Ma- fronts on the Jar, and sells mon-
11
sons; and the Road House, sters for the hungry the bored,
headquarters of the Fellowship and the vengeful.
7
Location #208 on the color map.
8
Location #216 on the color map.
9
Location #217 on the color map.
10
Location #219 on the color map.
11
Location #222 on the color map.
The guilds and their doings, fees, and current leaders are described in the Waterdeep and the North
sourcebook.

137
Kappiyan chamber at the head of the stairs,
three bedrooms (one for Kappi-
Flurmastyr's yan, one for an apprentice, and
House one for guests), a wardrobe room,
a bathroom, and a spellbook-
The unassuming house of the lined study lit by a tall brass
wizard Kappiyan Flurmastyr is a brazier with a cast snake coiling
popular destination in South up its standard. The rooms are
Ward. Many folk wanting potions richly paneled in polished wood,
find their ways to Kappiyan’s and all of the large, oval beds
12
house. The house sits at the levitate, floating silently at what-
northern entrance to Anchoret’s ever height anyone touching
Court and has easy access to the them wills them to be at.
safe drinking water well there. Kappiyan’s current apprentice
An arched wooden door with told me there are guardian
a brass strike-gong and a brass creatures and magic—especially
nameplate that says “Kappiyan” flying wands that Kappiyan can
leads into a small, neat, richly trigger from afar—all over the
appointed two-story building. house, but the only wand I saw
Fine furniture, rugs, and vivid, was hidden behind a secret panel
skillfully painted landscapes in the wall of the wardrobe. If
13
crowd a cozy home. Save for the you rap three times on a certain
homonculous that answers the panel there, it drops open to 14
door and the stone golem hung reveal a cached, silvery wand
with cloaks and hats in the entry for use in emergencies. These are
hall, the ground floor looks like fortunately few. Those living
the abode of any well-off, unpre- near told me Kappiyan is a quiet,
tentious merchant or widow. kindly neighbor.
15
On the upper floor, however, An expert maker of potion
you’ll find a large spellcasting who testily insists he is not
12
This place is #218 on the color city map.
13
In the same round.
14
Information given in the Knight of the Living Dead gamebook, which contains descriptions of
Kappiyan, his abode, and his apprentice Shalara, suggests this is a wand of teleportation. Thrice per day,
and at a charge cost of 1 per being per use, the wand can unerringly teleport the wielder and/or any
beings touched by the wand or the wielder to any location on the same plane. Unwilling beings cannot
avoid this effect, but the wielder must make a successful attack roll to touch them. Multiple beings and
nonliving material carried, touched, or within 10’ of the wielder and not in the direct possession of
another creature that are willed to accompany the ‘ported beings are all brought along. The trip can
deliberately be to a midair location, and the wand then confers a feather fall effect on all the things it
moves-so the user could ‘port to a hostile location, appear above defenders, and cast spells or trigger
other items while descending.
l5
Kappiyan’s prices tend to be twice the XP value of a potion in gold pieces. Exceptions are the magical
drafts that ensure longevity (which he can’t make, and has no supply of), allow etherealness and aid in
treasure finding (three times their XP value), any potions of control (eight times their XP value), and
healing or curative potions of any sort (which he gives out for half their XP value).

138
running a potion shop, Kappiyan
is too kind-hearted to turn the
world away and so is always
selling potions to folk who turn
up at his door. The proceeds fund
his researches. Kappiyan is a
refiner of small and elegant
magics, not a wizard bent on
ruling the world. He is kind and
easily moved, and is always
helping hard-luck cases. Those
who are cruel or who use magic
to govern others make him very
angry. He has been known to
appear without warning and use
his own magic to deliver sharp
16
lessons to such folk.
Kappiyan’s kindness and soft
heart have led him to help many
eager students of the Art. Over the
years, he has aided a long succes-
sion of maidens in becoming
17
sorceresses. His current appren- think a good wizard should. He’s
tice is Shalara, a friendly lass born tall, thin, white-bearded, and
to merchants in Amphail. always clad in dark robes cov-
Kappiyan looks like most folk ered with runes and symbols.
16
Kappiyan is further detailed on page 53 of FR1 Waterdeep and the North. His staff is a staff of
power. He is 86% likely to correctly identify any standard (that is, ones that are found in the DUNGEON
MASTER™ Guide) potion that hasn’t been doctored or mixed with something else. He can always tell
when two or more potions have been mixed together, but not necessarily what the potions were.
Most of Kappiyan’s enchanted gems have effects identical to rings of protection and potions of
vitality. One commonly crafted sort requires a ruby, emerald, or black opal. It heals 4-16 points of
damage/day, operating by itself with a visible flash and glow when its bearer is injured. Roll 4d4 when
it first activates. If the total is higher than the hit points lost, the remainder waits for another activation,
later in the day but is lost if it doesn’t occur within 24 hours or 144 turns.
Kappiyan also makes periapts of health, periapts of proof against poison, and greenstone amulets
(detailed in FR4 The Magister and many other Realms sources).
17
Even Elminster was envious of the roster of apprentices Kappiyan had accumulated over the
years. He’s so kindly that young lasses trust him completely (and rightly). He has aided the following
sorceresses of note, among many others, to become accomplished wielders of the Art:
•Cathliira of Elturel (CN hf W9)
•Ilphara of Amnwater (NG hf W10)
•Imbaerl of Baldur’s Gate (CG hf W12)
•Larithmae of Almraiven (CG hf W12)
•Minthalue of Suzail (CN hf W9). When she came to Kappiyan, she was a famous Calishite exotic
dancer. Tongues wagged furiously all over Waterdeep for over a year.
•Nesmorae of Callidyrr (CG hf W11)
•Phantrara of Priapurl (NG hf W8)

139
He’s going bald, looks very distin- neighbors), but this was not
guished, and always carries a always so. Eighty years ago, one
staff. He can identify many of Waterdeep’s first nightclubs
potions by look and smell alone, stood on this site. It was known
and is especially skilled at turn- as the Rusty Halidom and was
ing gems into magical items that destroyed one night in a magic
protect or aid their bearers. fight between drunken wizards,
Kappiyan lives with Shalara, who blew it apart with all the
who is perhaps 16 years old. She guests, wine kegs, and dancers
has dark hair and eyes, and is still inside. There are still rumors
earnest and easily upset. She of buried treasure being lost in
prefers to and wears pants and the wreckage and paved over
tunics, as do boys her age, for now in the alleyway outside the
greater freedom of motion. house. Shalara doubts such tales.
Spell battles in and around It is in the streets around
Kappiyan’s house may be disap- Kappiyan’s house that the Ghost
pointingly few (to tourists, not Knight is most often seen?
18
This phantom, and the adventure connected with him, appears in the Undermountain Adventures
booklet of The Ruins of Undermountain set.

140
141
The Moon any magic within, or into, the
Dancing Court for fear of dis-
Sphere rupting the magic. By tradition, a
city guard patrol, accompanied
by a member of the Watchful
Order (always a wizard of some
This strange, beautiful feature of power) keeps watch over the
South Ward appears only on Dancing Court when the Sphere
nights when the moon is full. is present.
The Moon Sphere is a magical
globe of blue radiance that The Prospect
appears in Dancing Court as the
result of an ancient, powerful The Moon Sphere has existed for
l9
enchantment. at least a century due to a power-
The courtyard was left clear ful magic created by the goddess
because of it, and the adjacent Selune. There have always been
Jade Dancer was built to take rumors that she, various avatars
advantage of it. For generations of her, or her agents reside in
folk have come to Waterdeep to Waterdeep, concealing them-
see it, and Waterdhavians have selves among the common folk.
used it to relax and in courting The ideal place of worship to
each other. Selune is open to the sky—on a
bare hilltop or clearing in a
The Place forest. In a city, a rooftop or open
space is preferable to an enclosed
Dancing Court is a smooth- chancel. Because of this, many
finished courtyard paved in services at the House of the Moon
flagstones. Its central space is take place on its roof, visible to all
perhaps 60 feet across. In the nearby. The Moon Sphere is said
midst of this a 40-foot-diameter to be the sailors’ temple, open to
sphere of translucent, vivid blue all. Whenever it appears, any
radiance fades into being as the sailors in the city sober enough
rays of the full moon fall on the to make the journey travel to it to
Court and fades away with extend a hand into the blue glow
waning moonlight. and whisper a prayer to the Lady
By Waterdhavian law no one is to see them safe to their next
allowed to restrict access of port. The danger rating for the
anyone else to the sphere or Sphere is for who you might
charge any fee for admittance to meet with, around, or near it, not
its confines. And no one is al- for the Sphere itself.
lowed to cast any spell or unleash
19
The Moon Sphere is in the Dancing Court, the open space just west of the Jade Dancer (#208) on the
color map.

142
come here to dance in the air and
kiss on high, floating so only
their lips touch. There are tales
of even more ardent activities
between intimate companions
within the Sphere’s radius.
Guests in the Jade Dancer
customarily extend their festivi-
ties into the Court on nights of
the full moon and drift or fly
while drinking. The more daring
even leap from the balcony of
the Jade Dancer into the Moon
Sphere. It is a mark of social
daring and debonair noncha-
lance to do this without spilling
What makes the Sphere attrac- even a drop of one’s drink.
tive to those who do not worship
Selune is its major magical
20
Travelers' Lore
property: Living beings who
enter it and will themselves to There are many tales of dancers
rise can fly about inside the finding their true love in the
sphere’s radiant confines.
21 sphere—even Piergeiron, High
Traditionally, courting couples Lord of Waterdeep, is said to have
first met his bride, Maethiira
20
Volo: There are other powers. Even high-ranking priestesses of Selune don’t know them all. Devout
worshippers of Selune can be healed of wounds, poisoning, insanity, diseases, and magical curses by
contact with the Sphere, but just how, when, and what rituals are involved remain unknown to me. The
city guard patrols strongly discourage any experimentation intended to learn the secrets of the Sphere.
Elminster: Let’s keep things that way.
21
Elminster’s assistance has given us these details:
Any sentient being can fly at will, with Maneuverability Class A and a movement rate of 7. Up to the
flying being’s own weight in worn or carried material can be supported. One person cannot drag
another down by grasping them and willing descent. The Sphere’s magic parts the two, so only one falls.
Descent within the Sphere is governed by conditions equal to a feather fall spell.
Beings who pass entirely out of the Sphere by means of their own navigation or who are forced out
(and objects fired, hurled, or dropped out) fall to the ground below with normal speed and damaging
effects. If they fall back into contact with the Sphere, its magic reasserts itself over their fall. The Sphere
extends 30 feet above the Court at its highest point.
The Moon Sphere also affects magic cast within it. Spells of the abjuration, enchantment/charm, and
greater divination schools when cast by a wizard of chaotic good alignment only and, when cast by a
priest of Selune only, the spheres all, charm, creation, divination, guardian, healing, necromantic,
protection and wards will have the fullest possible effects (maximum duration, etc.) when cast or
triggered in the Sphere. The Sphere does the same thing to magic connected with starlight and
moonglow (the powers of a ring of shooting stars, for example). Fire-based spells, however, are always
reduced to the minimum possible damage (1 point per die) and effects.
Certain magics are twisted by the Sphere into wild magic results—hence the prohibition against
magic. Adventurers are warned to curb any reckless behavior or tendencies while in Dancing Court
or the Moon Sphere.

143
144
22
here. Selune herself is said to with unshed tears—and their
sometimes appear conferring faces, when approached closely
powers, punishments, and geas- (for a kiss, perhaps), are instantly
like directives upon folk. Her transformed into grinning skulls!
priestesses try to send at least one Certain powerful wizards of
of their number to dance and Waterdeep are also said to come
pray in the Moon Sphere each here on rare occasions, when
time it appears. deep in thought, and drift about,
There is also a ghostly tale staring at the stars as they pon-
about the phantoms of seven der. It’s the closest some folk of
murdered princesses sometimes Waterdeep ever get to the great
seen dancing in the Sphere. Khelben “Blackstaff” Arunsun,
These young ladies, all of the and, for that matter, his more
royal house of Tethyr, were slain sinister rival, Maaril, and the aged
in Waterdeep some 80 winters head of the noble house of
back by a cruel host: their uncle, Wands, Maskar.
who wanted the throne. There is also a rumor among
After a night of joyful dancing wizards that the touch of the
with handsome young men in Moon Sphere can recharge
the Moon Sphere, which they certain items, if the right words
23
found wondrous, the princesses are spoken.
were very tired. Their uncle
replaced the pillows in their beds
with mimic grubs (flatworm-like
relatives of mimics who dissolve
flesh by touch). The unfortunate
girls were found dead in the
morn, intact except for their
heads, which had been eaten
away to clean, bare skulls.
Many bravos and young blades
of Waterdeep have spoken, down
the many nights since, of dancing
with pretty maidens in rich
gowns. They are silent, but seem
somehow sad, their eyes bright
22
Maethiira has been dead for almost 14 years.
Piergeiron has not remarried and dotes on their
daughter, Aleena, who is tall, grave, beautiful,
reclusive, and said to dabble in magic.
23
This rumor is true. Elminster refused to re-
veal the ritual, but did say that wands of magic
missiles are among the items aided by the Sphere.

145
The Old merely yawned and told the
cockatrice-holder to state his
Monster Shop business.

The Prospect
This little-known shop fronts on Shops where one can buy live
the Jar, a close that opens off monsters are rare anywhere in
25
Tilman’s Lane not far from the Faerun. A surprisingly large
Trollwall. There a stone ware- number of folk make their ways
house sports a door marked with: as unobtrusively as possible to
“Beware Guardian Monsters Feldyn’s doors. His clientele
Within.” It is flanked by a pair of include jaded nobles looking for
tall, massive, arched cart doors. exotic things to hunt, eat, or play
Inside, a nondescript-looking with; those who want to create a
man named Feldyn Goadolfyn sensation at parties or with
sells monsters to the hungry, the traveling shows, or just acquire a
bored, and the vengeful. wall trophy they can boast about;
adventurers in need of practice;
breeders and wizards needing
The Place live material for their researches,
This ugly poorly built warehouse and so on.
is littered with dust and rubble. It In pools, cages, and a variety of
smells of animal dung and damp. imprisoning containers in his
The 24upper floors are largely cellars, Feldyn keeps an ever-
empty, but visitors entering by changing roster of monsters to
the door are immediately con- sell to them. He also has a room
fronted by a hungrily interested of jugged, jarred, or coffered
gargoyle perched on the swing- remnants, from horns and
ing gate of a service counter. bottled gore to pelts and scales.
Behind the counter sits Feldyn, These valuables are guarded
who’s usually examining a map by a loyal (trained or magically
or a worn copy of a crude controlled) staff of guardian
26
monthly illustrated chapbook. He monsters: four watchspiders,
always appears calm, even bored. two gargoyles (Feldyn controls
27
An adventurer who once saw them with a ring of gargoyles ),
him threatened with a cockatrice two mimics (a killer mimic that
said he didn’t even blink, but poses as a bar on the inside of the
24
Feldyn makes a few coppers each month from selling guarded safe storage space to citizens,
merchants, and fences of Waterdeep who deliver crated goods to him. He uses the three rambling, run-
down upper floors of the warehouse to house these crates, and won’t accept uncrated things.
25
And in at least a dozen other worlds, Elminster added dryly.
26
See “Spider, Subterranean” on pages 123-124 in FOR2 The Drow of the Underdark.
27
Detailed in the Campaign Guide of The Ruins of Undermountain set.

146
147
28
cart doors, and a space mimic adopt whatever disguises he
that pretends to be the door at deems necessary when following
the bottom of the cellar stairs foes through Waterdeep. When-
most of the time), and a female- ever outside his shop, Feldyn is
looking stone golem known as armed with a pair of golden lion
Ouldra. In case of attack,
29
Feldyn figurines of wondrous power.
will flee to the cellars, trusting Feldyn will purchase monsters,
to his ring of spell turning to including eggs and young. He
keep him safe as his monsters does not like to handle magically
spring to the attack. transformed or petrified mon-
sters (to minimize his personal
The People danger). Badly wounded or dead
beasts fetch very little from him.
The owner of the Old Monster He sometimes hires adventur-
Shop, Feldyn, is evil, coldly calm, ers who have brought him lots of
and unscrupulous. He gets even, monsters to get specific monsters
but he does not hate. He uses his to order or to slay or kidnap folk
unremarkable appearance to
28
In MC7 the Monstrous Compendium SPELLJAMMER® Appendix.
29
If necessary, he'll duck through one of his gates, taking his best chest of accumulated treasure.

148
who have become his foes. sters (except for the golem) out of
Among residents of Waterdeep, view and gives out free copies of
his recent contacts have included two of his most famous recipes:
the Company of the Bloody dragon soup and roasted cocka-
Banner, a fellowship of a dozen trice. Not being a member of the
evil female half-elves, and the city guard, I had to pay 1 sp per
Weird Company; an evil adven- recipe—but I’ve since been able to
turing band dominated by six try them both, and the results
wizards. were delicious!

The Prices Travelers' Lore


Feldyn buys cheap and sells Some who live near the Old
expensive. Most beasts go for at Monster Shop claim they’ve seen
least 1000 gp. Prices increase with folk go inside it and never come
30
a creature’s danger and rarity. out again—and also seen folk (and
Monster parts are much worse!) come out that they swear
cheaper—usually 40 gp to 250 gp, never went in.
depending on what they are. Members of the Watchful
Whenever authorities look Order who have too much drink
into his shop, Feldyn claims to be say more. Some claim Feldyn has
in business largely to serve the some sort of monster in the
kitchens of Waterdeep, with a depths of his cellars that gives
few noble patrons who love birth to other creatures. Others
hunting as special patrons. He claim that he has several gates
shows his selection of monster that link him
31
to faraway places in
parts, keeps his guardian mon- the Realms.
30
As a rule of thumb, Feldyn’s price in gold pieces will equal the listed XP value of a monster.
31
Both of these tales are true. Feldyn has a deepspawn hidden in his cellar (a monster detailed in FR11
Dwarves Deep) and a row of unmarked closet doors that are actually the entrances to a webwork of
two-way gates connecting his shop with
•An Underdark cavern, near Menzoberranzan (a drow city detailed in the Menzoberranzan set)
•Somewhere in the jungles of Chult
•A ravine in the Stonelands north of Cormyr near the Haunted Halls (detailed in FRQ1 The Haunted
Halls of Eveningstar)
•A glade deep in the High Forest (see FR5 The Savage Frontier)
•A knoll in the Sword Coast North, near Everlund (The Savage Frontier)
•A valley in Amn in the hills north of Amnwater (see FR3 Empires of the Sands)
•The edge of Anauroch near Spellgard (see FR13 Anauroch)
•A clearing in the Wild Wood (Demall Forest) in Alaron in the Moonshae Isles (see FA1 Halls of the
High King and FR2 Moonshae)
•Somewhere on the third level of Undermountain, just outside Skullport.
Feldyn and his hired adventurers use these to gather monsters. They have caches of food and gear
hidden near most of their exit gates.
In his shop, Feldyn has over 56,000 gp, in bags of 100 gp each, stashed inside hollow pillars in the cellars.
He also has a chest visible for the taking (containing 540 gold pieces and several false treasure maps) and
his best chest. His best chest is a dark coffer high on a gloomy shelf above and inside a doorway on the
cellar stairs that holds 12 rubies, 8 star sapphires, and 2 emeralds—each worth 5,000 gp—as well as 4 trade
bars of silver, worth 25 gp each, and two potions of extra-healing in steel vials.

149
Feldyn’s Recipes
Elminster warns that dragon meat should be properly prepared before eating (see page 82 of
FOR1 Draconomicon) and that cockatrices should not be touched for at least three hours after
death—and even then, gloves should be used to pluck out the larger feathers and throw them
away. The large feathers sometimes retain the power to petrify for days.

Dragon Soup Take them out and peel


them with a sharp knife.
Lay the skin aside. Stir the
rest back into the water.
Chop the onions (and
garlic, if used) finely. Stir
this in too, adding salt, dill,
and pepper TO the pot.
Remove any scaly, ined-
ible outer hide from the
dragon meat. Cut the meat
into manageable portions,
and drop it into the pot—
which must be at a rolling

6 large, ripe tomatoes boil. Let boil while an inch

14 hot onions (or 6 shal- is burned down on a

lots and 2 cloves of garlic) thumb-thick candle.

1 pinch salt Then, S top feeding the

1 handful dill fire. As the pot cools, stir

1 handful parsley in the goat's milk and the

1 pinch black pepper parsley. Let stand until

1 skin g o a t ' s milk the fat and oil present in

much clean water all dragon meat comes to

dragon meat (ingredients the surface. Skim this off

listed do up to 10 pounds) and then reheat the mix-


ture for dining.

In a cauldron, bring water Uncooked dragon meat

to a boil and with a ladle keeps six sunrises. Cooked

dip tomatoes in for the meat keeps for twice

space of a short trail joke. that.


He also tells me one pour is a measure achieved by tipping a shaken bottle upside down and
then immediately upright again. A knife is an amount that stays on the blade of a knife.
Merithian sauce is equivalent to a strongly spiced steak sauce. Nightcap mushrooms are found
only in the Realms. Be very cautious with mushroom substitutions.
These recipes also show some time measures used by cooks in the Realms. The 16 verses of
song called for (at least, as Elminster sang them) equal about 8 rounds, game time, and the space
of a good sword-sharpening seems to be about 6 turns.

Roasted Cockatrice leek cooks, push it around just


enough to prevent burning.
Cut off the bony head and
neck of the cockatrice, which can
later be boiled for soup. Slit the
carcass up the breast, turning
out the gizzard (with its some-
times-poisonous contents) and
other organs.
The cockatrice need not be
skinned. Its leathery, scaly outer
skin protects the tender flesh
during cooking. Don't let blood
and fluids drain away or the
bird will cook too dry. Tough or
dried carcasses should be doused
in diluted wine (1 part to 2 parts
1 cockatrice carcass water) before roasting.
2 leeks Stuff the carcass with celery
2 handfuls of morels (or 1 and thyme. Put in the skillet
handful nightcap mushrooms) atop sizzling leeks, roast for 16
2 plants (whole stalks, with verses of “The Unicorn and the
hearts) celery or marsh lettuce Maiden,” and turn.
1 handful bean tubers (or When both sides are brown,
marsh grass roots) turn the carcass so it lies with
1 pinch thyme the flattest side down, and douse
1 pinch salt it with the wine. When bubbling
2 pinches pepper and sizzling dies, baste the
1 pouch flask’s worth of red carcass with the brown sauce.
Lythton (or other semi-sweet) wine Roast for the space of a good
2 pours hot brown Merithian sword-sharpening, basting often
and turning when needed to keep
sauce
2 knives of animal fat the color even.
The skin will crack and dry
like old parchment, lifting and
In a skillet or upended iron
shield over a small fire, chop and flaking away like wood ash when
the meal is done. Take from the
mix leeks with salt, pepper, bean
fire and let cool until it can
tubers. Sizzle in animal fat until
be held for eating. Goes well with
leek pieces grow soft. While the
ale and greens.
The House of complex has enriched all guild
members and now serves them
Good Spirits as a home away from home base
in which they can stay when
Tavern, Inn, Winery & Head- their homes are overcrowded or
quarters of the Vintners', being worked on, go for a quiet
Distillers', and Brewers’ Guild tankard when the working day is
done, and house, entertain, and
meet with business guests.
Located on the northwest side of
the Rising Ride (at the crest of the The Place
small knoll for which that street The entire complex still looks
is named) between the mouths of like a collection of warehouses
Juth Alley and Robin's Way, this and factories inside and out.
complex of buildings is fronted Massive, exposed beams and bare
by a timber, wattle and daub mud brick walls are everywhere,
tavern. It extends north and west and the lamp lighting is dim.
along Tornsar Alley as far as Small passages, cozy nooks, odd
Buckle Street, where an alleyway doorways, and surprise steps up
offers access to the inn and its and down are numerous, and
32
stables at the back of the tavern. furnishings are bare-bones and
The House of Good Spirits has workaday, but comfortable and
always been a guild headquarters ruggedly serviceable.
33
and a winery where sluth and The inn, tavern, wine store,
zzar are made. (Zzar is made winery, and brewery are directly
from sluth by fortifying it with joined inside, but a narrow
almond liqueur.) courtyard separates the stables
Some 60 winters ago, a small from the rest.
34

brewery was added on the


corner of the Rising Ride and The Prospect
Tornsar Alley and then the
tavern was opened. About four The House of Good Spirits boasts
winters ago, the operators of the the best and cheapest selection of
House expanded into an adjacent liqueurs and strong drink in the
warehouse to open its doors as a entire City of Splendors—even if,
40-bed inn primarily for the as a noble I overheard snootily
convenience of visiting grape- put it, “You have to sit in the
growers and wine merchants. stinking brewery to drink its
Owned by the guild, this wares.” Fiery blackthroat from

32
This is #214 on the color city map.
33
Sluth is dry, sparkling white wine.
34
The Harpers novel Elfshadow describes an arrival (pages 114-117) and stay at the House.

152
far Lantan is as plentiful in its expert guide to the gambling
spacious cellars as is ruby-red houses and festhalls of Water-
elverquisst, beloved of the elves. deep) to Simon Thrithyn the
It is a comfortable, if disorga- innkeeper. The resident chief
nized, inn, most of the rooms guild buyer and seller is Dlarna
sporting two single beds and Suone. Her second is Gordrym
bare board floors. There are no Zhavall. Dlarna is the only sharp-
luxuries, but tired travelers will tempered and sharp-witted
find it a comfortable place to person in the place. The others
sleep. The low prices attract a tend to be stolid, calm folk—even
regular clientele of hard drink- the seven burly bouncers, who
35
ers, but the staff keep order. are led by Mrorn “Black Bracers”
Brawls are frequent, but take Halduth.
place on the street outside, not
within. Breaking one of the long, The Prices
leaded windows of the tavern—
or forcing another patron to do A room costs 2 gp/bed per night.
so by hurling him through it— If one person wants a private
costs a brawler 4 gp. During room, he must pay for two beds,
daylight hours, guild representa- but can invite a nonstaying guest
tives are always on hand for to eat the second food share. This
those who want to deal in spirits. rate includes stabling for all
Private meeting rooms are mounts and all meals desired—
available for conferences. just ask. Draft beasts are each 1
cp per night extra. The dining
The Provender fare is restricted to the spare
menu I listed. Also included is all
The inn provides only a basic the ale the guest wants to drink.
menu: roast boar, rabbit-and- Wine and spirits are extra, and
smalls stew (fowl, vegetables, are sold by the bottle. Prices
squirrels, and the like, always range from 2 cp/bottle for sluth
simmering in the kitchen), and made on the premises (a cut
cheese-and-mustard saltbread rate—outside the tavern, such a
melts (small, circular loaves of bottle sells for 8 cp) to 6 sp/bottle
very tasty bread). of house zzar. Prices then rise
rapidly to a high of 33 gp/bottle
The People for the finest, and with local
unrest, very rare, Tethyrian
The guild staff numbers 40 or so, distilled dragonsblood.
from Elguth the stableboy (an
35
Staff acting as bouncers typically arrive as follows: 1d4 F2s in 1d4 rounds, an F1 a round after the
first arrival, then 1d4 F2s and an F3 1d3 rounds later.
36
A few popular wines and their prices per bottle: Neverwinter black icewine, 7 sp; Best Old Mintarn
whisky, 1 gp; Wyvern Whisky, 2 gp (made in Nimbral—a wyvern’s scale floats in every bottle).

153
Travelers' Lore sent by spell to a comrade a day’s
hard ride distant as the adven-
It is widely rumored that a large turers fought their last fight.
amount of treasure—a dragon These days, most guild mem-
hoard, brought back to Water- bers can recall only a snatch of
deep by an adventuring com- the song. But visitors beware: If
pany sponsored by the guild long you laugh or offer disrespect
ago—is hidden somewhere in or when this stanza is sung, all the
under the House. Would-be men singing with tears in their
prospectors are warned that the eyes are apt to rise up and sepa-
staff take a very dim view of rate you from your life.
people who dig or pry at walls,
floors, and ceilings. And no one will stand there to
The adventuring band, the hear our reply,
Guild Adventuring Company And no one will come there to
(colloquially known as the Flying see heroes die.. .
Flagons) all perished at Yartar, Oh, raise flagons high
defending it against raiding orcs. And swords to the sky
This is remembered in the “Fall For guild and adventure
of the Company” written by the Die well when you die!
Company’s bard, Felestin, and

154
The Jade Dancer well and look down on the stage.
Three large, wide-curving circu-
Tavern & Festhall lar staircases rise around the well
to link the floors. They provide
good views of shows, and are
often lined with standing
This raucous haunt of the young, patrons.
free, and ardently romantic The kitchens, pantries, and
opens onto Dancing Court, staff quarters are hidden below
sometime site of the eerily beauti- ground level. The main floor is
ful Moon Sphere, just north of entirely given over to a bar, a
Slop Street in the Tween Run (the ring-shaped dance area around
local name for the alleys and the stage, and sturdily built,
buildings between the High 37Road round wooden tables linked by
and the Way of the Dragon). floor-chains to quartets of plain,
heavy-duty chairs for patrons.
The Place The upper floors are devoted
Built of timber and stone col- to large, plant-adorned drinking
umns, its outer walls sealed by a parlors on the Dancing Court
slather-coat of plaster into which side and festhall rooms (opening
mud bricks have been pressed in off the promenade) around the
slanting courses, the Dancer rest of their extent.
looks like what it is: a warehouse
with a grand front tacked on. Its The Prospect
upper floors open onto a broad, This clean, brightly lit, noisy
two-tier balcony overlooking the place is beloved of young
Dancing Court, which boasts Waterdhavians wanting to be in
intricate ornamental wrought the rush of new fashion and “in”
iron railings and potted fruit behavior—and to be seen to be
trees. Inside, minstrels play on a part of it. As most nights pass, the
hanging gallery suspended from visitor can see and smell the
the ceiling on chains above a steadily rising excitement. If half
raised central stage where the too-loud, excited young boys
dancers and singers perform. swaggering around knew how to
The stage and gallery domi- use the huge weapons they wave
nate an open central well that about, the nightly slaughter
soars up to a roof skylight. Inte- would make Dancing Court run
rior balconies or promenades of red with gore.
38
the upper floors open onto the
37
The Jade Dancer is #208 on the color map.
38
The chairs have been thoughtfully chained to the tables. Only an incredibly strong man (ST 18 or
greater) can lift and hurl a table and four chairs as one—though many patrons swear they’ve seen it
done.

155
The Dancer has a staff of taking liberties with escorts or
expert, good-looking escorts who guests are hereby warned that
mingle with the patrons. Mis- the Jade Dancer also has as a
guessing who is a patron and bouncer a watchful wizard,
who is an escort has left many a Selcharoon Nrim, who wears a
visitor to the city with a face red ring of invisibility and a ring of
and ringing from a hard slap. A jumping, and ably wields a wand
hint: You can recognize an escort of paralyzation.
by the room keys worn around The establishment is named
their necks on fine chains. for its star dancing attraction:
The rooms are not all for the Jade, a magically animated,
use of escorts. Couples who find incredibly beautiful, life-sized
each other among the drinks can jade statue, fashioned like a
39
rent rooms. Those thinking of human female. Usually found
39
Elminster reveals that Jade is a special sort of figurine of wondrous power, mentally animated by
the owner of the club, the sorceress Cathalishaera. It will crumble into dust if taken more than 200 paces
from Cathalishaera or if Cathalishaera should die. She customarily keeps it in a Leomund’s secret chest,
and the tiny half of this item is carried on her person, avoiding the destructive effects of moving the
statue too far away.
The sorceress customarily sits in a locked, hidden room during performances, seeing through the
statue’s eyes and moving it by will in response to the music and the calls of the crowd. She loves this
work, but is too shy to ever dare dance in person.

156
dancing on the stage in acrobatic lishaera, who relies on her
poses no human dancer with any bouncer Selcharoon and her
dignity or nerve endings could staff of about 20 female and 12
endure for long, it begins an male escorts, about half of whom
evening with no hair but grows are on shift on a given night, and
illusory flowing hair as it the house staff of 10 bar and
moves—until a floor-length train kitchen workers.
of tresses flows behind and The best-known of the house
around it. The hair then vanishes, staff is the fat, talkative, wise-
to begin growing again. The cycle cracking lady bartender, Khalou
takes about an hour. Mazestar. She loves to talk to
guests at the bar and is a great
The Provender source of jokes, information on
current fads and interests among
A wild variety of drinkables can the swinging young of Water-
be had here, from glowing deep, and gossip about who’s
amber dwarven thorl beldarakul
involved with whom among
(Old Trickster) to cool, minty Waterdeep’s noble and monied
green shondath icewine, favored families. She’s especially envious
by some elves and halflings. of those people who can afford
Among humans, Al & Tal’s Slurp to festoon themselves with
Syrup (well-spiked cherry syrup)
precious jewels, and never tires
is popular, along with Fool’s of hearing or passing on news of
Thirst-Quencher (a mix of six Lady Shanderplast’s navel car-
beers and winter wine), and, of buncle or Lord Lunkoon’s huge
course, zzar, which can be had at
emerald earplugs.
double strength. All drinks here
are 5 sp for a handglass and 1 gp
for a tall flagon. The Prices
To go with the drinkables, the Aside from the bar prices already
Dancer staff serves free bowls of given, the Dancer charges 2 cp
salted nuts, loaves of hot garlic- per glass or flagon thrown or
buttered bread (2 sp/round loaf), broken, and 1 sp per plant eaten
and skewered roast fowl two to a or destroyed, and 1 gp per piece
skewer for 3 sp/skewer. These of furniture set afire or de-
are small plucked chickens with stroyed. An hour’s use of a room
head, feet, and organs removed, key runs 1 gp, with a maximum
cooked over an open fire. of 10 gp for use of the room the
whole night.
The People Escorts charge 6 to 12 gp per
visit to a room. No extra room
The proprietress of the Dancer is charges apply, but the rate covers
the seldom-seen sorceress Catha- half an hour or less of the escort’s

157
time. Those who want company down the Sword coast sometimes
for longer must pay multiple perform from the hanging
charges. gallery. Once, a few winters back,
a sylph sang hauntingly mourn-
Travelers' Lore ful love calls and reduced the
whole place to tears.
Tales connected to the Dancer There are persistent whispers
either have to do with love, about the Jade Dancer being a
legendary drinking bouts, or the transformed, trapped human
Moon Sphere out front. The female—perhaps a princess or
musicians hired to play here are noble lady. There are also tales of
very good. Come early for a good her occasionally taking a male
seat and the least amount of patron up to one of the rooms—
drunken drink-hurling at per- and that the men were never
formers. Bards known up and seen again.
40

40
The tales about the Jade Dancer being a trapped or transformed human are false. So is any
reference to “her” enjoying the company of a human man. Elminster says tales of the Jade Dancer
leading men to the rooms are probably true. Cathalishaera used to use this method to remove
troublemakers or the hopelessly drunk or to get shy men and women together, but it has become too
attention-getting, and she no longer does it. Between shows, the Jade Dancer vanishes down through
the kitchens and into an air shaft (disused chimney) leading to the upper floors, where she’s unlikely
to be found by a would-be thief. As disassembled jade, the figurine’s body is worth about 9,000 gp.

158
Other Places of Aurora’s Realms Shop
Catalogue Counter
Interest in This is the South Ward outlet of
Southern Ward Aurora’s. Located next to the Red
Gauntlet tavern in a crumbling
Shops tenement, this shop fronts on the
Way of the Dragon. It has four
Nueth’s Fine Nets
guards, who work in shifts of
two and two, a pretty half-elven
counter clerk named Mril Juth-
This shop sells finely made ropes, buck (an odd name for an elf—
nets, hammocks, ship shrouds and Juthbuck is usually a halfling
lines, rope bridges, window and surname), and a darkly hand-
tarp mesh, gauze, and the like. some, arrogant service-mage
Thieves come here to buy coils of named Logros Hlandarr.
thin, waxed climbing cable at 30
gp per 120’. It is sold in one-piece Taverns
multiples of that length up to four
multiples (480’). A one-man throw- The Spouting Fish
ing net for fish goes for 7 gp, and a
stout tow rope for 20 gp per 100’.
Tow rope is available in length Large, noisy (“A bit like drinking
multiples up to 10 (1000’). in the thick of a street brawl,” one
Proprietor: Thumir Aingahuth bravo told me, correctly), and
is the sarcastic, rat-faced,
41
but popular, this brightly lit establish-
ever-alert proprietor. ment succeeds largely because of
its relentless street-crying adver-
Pelauvir’s Counter tising and its strategic location.
Many folk entering the city via
Southgate get to its huge, upright,
This huge, crowded former spouting fish water fountain and
warehouse sells about everything decide they’re thirsty.
except food and drink, from pots Inside its a many-leveled
to lotions and carts to marbles. labyrinth of booths, benches,
Proprietor: Braum Pelauvir posts, and beams, all unpainted
owns and runs Pelauvir’s Count- and very flammable. Two hired
er. He’s tall, beefy and jovial.
42 members of the Watchful Order
41
Location #209 on the color map. Climbing cable is rated to take the weight of a dozen large men at
once and to turn aside daggers. Since it contains twisted wire at its core, 7 hp damage must be applied
to a single spot to sever it.
42
Location #212 on the color map. Standard Player’s Handbook prices apply. If a desired item is not
listed, extrapolate from a given item—and then add some gold pieces! The shop’s floor plan appears on
Map 6 of the City System boxed set.

159
are always on duty because of bering old battles and slightly
the fire hazard. Zzar, wines, and shady merchants conducting
beers are available, but the paltry slightly shady deals in low, mut-
roast fowl, bread, and sausages (1 tering voices. There’s little food to
sp/serving of each) are heavily be had beyond fried fish, way-
salted to make you drink more. bread, and rabbit-and-fowl stew,
Proprietress: Janess Imristar is and little selection (house wines
a small, bustling, mousy woman and house ales), but everything is
whose loud voice and fearless cheap: 3 cp/platter of food and 2
43
demeanor belie her size. cp/flagon or tankard. Folk are
allowed to drink themselves to
The Red Gauntlet sleep here. Those who become
noisy or feisty when taken with
drink are simply slipped a little
sleep syrup in their next drink.
This old, shabbily highbrow Loud snorers are taken to a back
place is dimly lit. Its booths are room. Others sleep where they
always full of old men remem- sit, watched over against thieves
43
Location #210 on the color map.

160
by the proprietor, Daunt Buirune, the Realms, and there’s always a
44
who knows what to watch for. whole ox, boar, or deer—or all
Proprietor: Daunt Buirune, the three—turning on a spit, so
proprietor, is a retired master hearty meals (1 sp/platter) can be
thief, although that is not com- had at any time. Open from
mon knowledge. highsun (noon) to dawn, daily.
Proprietor: The proprietor,
The Swords’ Rest Beliarge “Old Boar” Maduskar, is
45
called Bel by his friends.

This quiet, little-known tavern is The Full Cup


the warriors’ drinking place, the
chosen watering hole of those
who swing swords for a living. It One of the seediest drinking
is a good place to hire out-of- holes in Waterdeep, this battered
work fighting men. This tavern place is used by bad-tempered
has strong ale, zzar, and exotic drovers and carters. Most are too
drinks from the far corners of exhausted to fight when they get
44
Location #211 on the color map.
45
Location #213 on the color map.

161
here, which is for the best. It’s a the horses and oxen that crowd
small, dim place dominated by a the streets around, and lies
long bar with stools and an several feet deep in the noisome
impressive, but largely dust- cellar.
covered, selection of bottles Those who know how to
behind it. There’s almost always a discreetly ask the proprietor (and
pile of the remnants of smashed pay about 5 gp/item) can have
furniture outside the front door. items hidden under the dung for
The Full Cup is notable for a month or less. After that, the
three things: the brawls that hider forfeits the item. Be
occur here with distressing warned that the city watch
regularity the truly incredible searches here regularly for stolen
cold winter drafts that send icy items and the like and once
fingers stabbing into every found a buried skeleton with a
corner of the place, and the dagger in its ribs. Patrons merely
bowls of hot buttered mush- grunted as the bones were being
rooms (1 cp/large wooden bowl) carried out, “Errh. Someone who
grown in the taverns own dung didn’t pay up.”
cellars. The dung is largely from Proprietor: Gulth Djanczo is

162
the Full Cup’s proprietor, and a Blacklock Alley
nasal-voiced, coldly polite weasel
46
of a man.
This long, narrow way runs
Alleys parallel to the Way of the Dragon
South Ward’s alleys can be just as south of Brian’s Street in the
dangerous as neighboring Dock Tween Run area. It is named for
Wards—especially for lone walk- the Blacklock, a waist-high stone
ers late at night. Lantern parties obelisk about halfway down its
tend to be a half-dozen strong or length. The Blacklock has a hole
more. If you carry a light, you worn in it, and youths play games
draw thieves, thugs, and the like that involve hurling a coconut or
to you—of course, if you don’t, rag-and-rock ball through the
you can’t see them coming! hole to score points. Local lore
Only the most interesting of says that anyone pure in heart
these back ways appear here. For who puts part of their body such
your own safety see them by as an arm or leg, through the
47
daylight. hole will be healed.
46
Location #22l on the color map. The Knight of the Living Dead gamebook gives a glimpse of this
place (on the page facing entries 84A-84D).

163
Gangs and sneak-thieves roam stone wall can be magically
this alley. Anyone trying to brought from the ethereal plane
remove, chip pieces from, or cast to block major roads in the city at
spells at the Blacklock will be strategic points, forming an
attacked by a general rising of inner ring of defensible walls.
the neighborhood, all of whom Just south of this alleyway one
believe the Blacklock brings such wall will block the High
them luck and wards off any Road—and the Forcebar, along
tanar’ri that may roam near. with Tilman’s Lane, will form a
route for defenders along the
The Forcebar inside of this wall.
Although at least one gang has
used the Forcebar to crash
This short, well-traveled passage caravan wagons on the High
is named for its intended defen- Road by spurring fast carts out of
sive use. In the event that Water- it into contact with them and
deep is invaded, huge sections of then launching a sudden and
47
Elminster says the Blacklock is really a remnant of the altarstone of an old, now-vanished temple
to Lathander. It acts as a cure light wounds spell on neutral good beings only, once per creature per day.

164
well-armed attack on the goods long ago—but locals whisper that
and wagon crew this passage is sometimes wights, ghouls, zom-
heavily used by both the city bies, and skeletons come up from
guard and the city watch, and so the depths of the earth here!
is fairly safe.
Mouse Alley
Ilisar's Alley

This very short, curving run


This alley runs south from links Blacklock Alley to Brian’s
Telshambra’s Street only to loop Street, just west of Fishwife Alley
around and rejoin it again. It is named for a famous mouse
Sometimes miscalled Illimar’s that ran along it in front of the
Alley this street is named for a wizard Ahghairon and turned
famous local tailor who grew out to be, as he suspected, a
very rich. When he died of shapeshifted sorceress of great
blacktongue fever, the bulk of his power—the goddess Mystra, in
wealth was never found. Some fact! It is today the haunt of one
think it’s buried or walled up in of Waterdeep’s best—if that’s the
one of the buildings here, be- proper term—informants and
cause he owned the whole block. eavesdroppers: Ruufdeidel
Before Ilisar’s time, this back “Roove” Ressatar, a short, imp-like
route had a grimmer name: little man who is perpetually
Grave Alley In the days before smiling and has a talent for
the wizard Anacaster established hiding, moving silently and
gate- tombs in the City of the passing unnoticed. He can usu-
Dead, citizens of Waterdeep too ally be found here lounging 48
poor to afford a crypt or to have against a wall awaiting hire.
a country villa to be buried at The alley is said to be sacred to
were interred here. Coffins were Mystra. Here she aids those
put in vertically under each faithful to her and punishes any
flagstone. The eruptions of who would harm her faithful
49
undead this caused forced aban- taking refuge here.
donment of this practice very Of old, the wizard Thunturn,
48
Roove’s prices vary with the danger of the snooping task set him, rising from a base of 2 gp/day. For
this, he agrees to meet with the client at least once a day at a place mutually agreed upon, but will never
accept any work that involves him doing anything more active than leaving a message or sign. He’s
strictly an eavesdropper, not a thief, go-between, or assassin. He will always have concealed, hired allies
present at such meetings to prevent an employer double-crossing him. His allies are mimics and
dopplegangers!
49
Any wizard who worships Mystra (or Midnight) fleeing into this alleyway will be instantly
rendered invisible, and have any spells they cast since the last time they studied restored to them. In
addition, they regain 1 hit point (if they have lost any), and will suddenly realize that they can dimension
door out of the alleyway, if they wish. This benefit is lost if they leave the alleyway by other means.

165
whose hair was white with age, come up empty-handed, and
came here in his pride and fugitives from the law. They fight
power to challenge Mystra for each other often, driven by
mastery of all magic—and she hunger and boredom—and leap
sent him away humble, stripped at the chance to attack or rob
of all Art, his hair turned jet anyone who passes this way who
black from the fright of con- looks weak enough for a half-
fronting Her. dozen or so of them to overcome.
The alley’s name comes from the
Rednose Alley many bloody noses they incur
fighting with each other when
they put away their daggers to
This alley runs due west from avoid swift deaths.
Tezambril Street, just south of its
junction with Robin's Way. The Ruid’s Stroll
disused warehouses that line it
house gangs of homeless youths,
drifters who have come to This short, curving passage links
Waterdeep seeking fortune and Caravan Court with the nearest

166
50
Trollwall Tower (the one east of is shaken by a terrible chill, but
the Redbridle Stables) and is thereafter learns a truth.
fairly safe thanks to the heavy use
by the city guard and the watch. Sethma’s Court
It is named for the ghost of a
long-dead mage who appears on
foggy nights, walking silently Named for an old wise woman
down it with his staff in hand who dwelt here until her death
and the cowl of his dark robes some 30 winters ago, this cobbled
drawn over his head. He appears courtyard is a gathering place for
at the Court end in swirling mists all sorts of birds flying over the
and fades away again as he city. They drink water from the
reaches the wall tower. roof cisterns all around it. No one
The ghost never reacts to knows why this place almost
living beings, but it is said anyone magnetically attracts them so.
who touches or passes through it
50
Contact with this strange phantom, which cannot be turned or dispelled, causes a loss of 1d4+1 hp
which can be regained by normal healing means. By means of a note, the DM should inform the player
of a character contacting the phantom that they will receive one true, full answer on something they
formally request the truth about during future play. This boon works only once per character—but
the hit point loss will happen each time the character contacts Ruid’s phantom.

167
168
Dock Ward
2
erhaps the most house. The cost is 4 gp/day or 2
notorious and gp/half-day. The boat comes with
colorful of the oars, a small mast, two long
wards of Waterdeep, fending poles, and a retired
Dock Ward is fisherman as skipper (who must
known to thousands all over be kept on board and in com-
Faerun from travelers’ tales. Most mand of the vessel at all times).
portray it as a lawless, brawling Those daring or foolish
place of drunks, smugglers, enough to want to delve beneath
roaming monsters and fell magic, the waters of the harbor are
where brawls are frequent. advised that the city guard keeps
Those tales aren’t far wrong. a very close watch for smugglers
All they leave out is the heavy city and items dropped for recovery
1
watch patrols and the nonstop, by someone else later. Also, the
day-and-night work that goes on mermen who patrol the depths
around all that fun. do not welcome tourists, and will
3
The harbor is very much a turn them back promptly.
working place, full of sweating, A further warning for those
swearing dock-wallopers loading wishing to sightsee here: Unless
and unloading vessels, assisted by the salty tang of rotting fish and
crewmen. Carts groan hastily to sea life holds a special attraction
and from warehouses all over for you, avoid the docks—or do
the southern half of the city not tarry overlong. I can attest to
carrying ship goods. Sightseers my cost that when the damp
are not welcome. night and evening dew or morn-
Anyone who is crazy enough ing mists are present and the
to want to tour the harbor can clearing winds aren’t strong, the
rent small boats from Albaeron stink of the harbor clings to your
Halembic of the Fishmongers’ clothes and travels with you for
Fellowship at the Fish Ware- almost a day.
1
City watch patrols are detailed on page 17 of FR1 Waterdeep and the North. They pass a given point
about every 20 minutes and look into a tavern or inn dining room about every half-hour.
As detailed on pages 20-22 and 23 of the City System boxed set booklet, the city guard also patrols
Dock Ward in 12-man detachments. Typical patrol details are as given on page 23. Reinforcements will
be another dozen LG hm F3s to F6s clad in chain mail and armed with maces, long swords, daggers,
slings, and a pole arm appropriate to the situation.
Guard patrols pass a given street location about every half-hour. They appear in 2d4 minutes when
a city watch patrol blows a warning horn in Dock Ward.
2
On the city map in color, the Fish Warehouse is #237.
3
Some details of underharbor features and merman patrols can be gleaned from the Knight of the
Living Dead adventure gamebook. More is given on pages 25-26 of Waterdeep and the North.

169
Landmarks One of the largest privately
owned buildings in Waterdeep is
All sailors who regularly sail into the shipbuilding shed of Arna-
Waterdeep have their favorite gus the Shipwright, who’s crafted
taverns and lodgings, but all are many of the fine ships that ply
4
familiar with Cookhouse Hall , the Sword Coast. Owing to the
the large, echoing, hammerbeam- dangers of sabotage and fire, he
ceilinged hall where hot meals doesn’t welcome visitors, but
(usually roast beef, stir-fried many folk go to the docks where
vegetables, and a highly peppered the slipway from his shed runs
stew) are served to all who line down to the harbor to peer in at
up and pay 2 cp for a meal. the work going on. A ship
Minted drinking water is even launching always draws great
provided. You don’t have to be a crowds. It’s the nearest thing
sailor to eat here. It’s open from after brawl watching to a specta-
6
dawn to dusk, and has fed many tor sport that Dock Ward has.
a weary (or poor or down on his The following guildhalls can
luck) traveler who doesn’t mind a all be found in this ward: the
7
little coarse company and dinner Butchers’ Guildhall, League
8 9
conversation. Hall, Mariners’ Hall, Watermen’s
10 11
The Shipmasters’ Hall, by Hall, Seaswealth Hall, Coopers’
12 13
contrast, is a private inn and Rest, Shippers’ Hall, Ship-
14
dining club for captains, first wrights’ House, and the Metal
15
mates, and ship owners and their House of Wonders.
escorts only. It’s very old and The Most Diligent League of
elegant, with polished dark wood Sail-Makers and Cordwainers has
paneling everywhere, shining as its headquarters the Full Sails
16 17
brass fittings, comfortably cush- tavern. The Muleskull Tavern
ioned brocade seats, and heavy serves as headquarters for the
5
plush drapes. Dungsweepers’ Guild.
4
Location #230 on the color map.
5
Location #243 on the color map.
6
Location #252 on the color map. Map 7 of the City System boxed set has a floor plan of one of his
nearby workshop buildings.
7
Location #235 on the color map.
8
Location #241 on the color map.
9
Location #242 on the color map.
10
Location #244 on the color map.
11
Location #250 on the color map.
12
Location #255 on the color map.
13
Location #256 on the color map.
14
Location #266 on the color map.
15
Location #279 on the color map.
16
Location #251 on the color map.
17
Location #263 on the color map. In all cases, the guild owning the headquarters, and something of
its doings, fees, and current heads, is covered in the Waterdeep and the North sourcebook.

170
The Hanging matchmaker waits.
There clients are interviewed,
Lantern pay and are ushered into one of
Matchmaker & Festhall
many narrow dark passages and
stairs that leads to the room of
their chosen. I’m told that not a
few stabbings and stranglings
The Lantern, an escort service occur in these dark passages
known for the stunning beauty when one patron lies in wait for
of its workers, and for the skill of another. Selected escorts can also
its matchmakers, is famous up meet clients by appointment. Yes,
and down the Sword Coast. they make house calls.
There are many tales of clients The matchmakers seem expert
who found a long-lost sweetheart at knowing exactly what clients
at the Lantern or met the girl or want—even those who refuse to
boy of their dreams there. Mer- say. A wizard I met leaving the
chants and the lovelorn come Lantern, in exchange for my
from up and down the Sword promise not to name her, tells me
Coast to visit the Lantern, which they’re not expert matchmakers,
is tucked into a square of shops but really dopplegangers! They
and warehouses bounded by mind read to learn what folk like,
Shrimp Street, Pressbow Lane, and use their shapechanging to
Oar Alley and Ship Street.
18 supply it, when their hired girls
and boys can’t.
The Place The Watchful Order of Magists
& Protectors knows their secret,
The Lantern is a large, window- but preserves it, along with their
less building that rises a full six lives and continued operation, in
floors above the street. Thanks to exchange for their solemn
flooding and old sewer tunnels, it promise not to slay any guests.
has no cellars. It’s dim inside, and There are rumors of occasional
hushed—except for the constant, evil outlander wizards disap-
gentle flute and harp music. Both pearing at the Lantern, though.
the music and the sound-eating,
I’m told, are due to magic. The People
The Prospect No one, not even the Lanterns
hired escorts, is sure how many
Folk come to the Lantern for just matchmakers work at the Lan-
one purpose, slipping in any of tern. I’m told there are actually
its seven doors into small, inti- six dopplegangers, but they shift
mate rooms. In each room, a
18
On the color city map, the Hanging Lantern is #262.

171
their shapes often enough to
baffle any exact accounting.
The spokeswoman for the
Lantern is a dignified elderly
lady of rich dress and cultured
manners, but its not known if
this is a real person, or a shape
taken by more than one ‘ganger.

The Prices
Escorts can be had for as little as
10 gp for on-the-arm service only.
If acting is involved, such as
playing a false part in a conversa-
tion meant to be overheard or
pretending to wealth or identity
in business dealings, the mini-
mum fee is 25 gp. If more is
desired, fees rise from there to a
high of around 75 gp. The match-
makers have an uncanny ability
to know how much a client can sideline. Its the closest thing to a
pay. Discretion is assured. costume rental service Water-
If a client just wants to hire deep has, providing fooling
bodies—a group of folk to accom- clothing for many occasions.
pany her on a stroll or tavern Costumes are sometimes rented
crawl through Dock Ward, say as out, typically for 1 gp per night.
a bodyguard party, or to fool Renters must pay for replace-
someone into thinking the client ment of any damaged garments.
is part of a group or has lots of There are many many tales of
friends—they can be had for as finding long-lost heartmates here
little as 7 to 9 gp/head per eve- (thanks to the shapeshifting of the
ning. The Lantern has a call list ‘gangers), but there are also ru-
of those down on their luck, and mors that drugged captives are
charges 3 gp for the trouble of kept here to await a slavers’ ship or
sending a runner boy for them recovery by kidnap gangs. I saw
and providing suitable garb. no evidence of that—but I did see
carried out the body of an unfor-
Travelers' Lore tunate merchant who’d met a
The business the Lantern do creditor on the stairs and been a
forces it to deal in a little-known bit too slow with his dagger.

172
Helmstar of ten competitors: the Fellowship
of Salters, Packers, and Joiners
Warehouse and the Guild of Watermen. He
Facing the full fury of winter sea maintains this rare position by
storms howling across the har- handsome annual payments over
bor, this warehouse stands on and above his dues to both guilds.
Dock Street, on the northeast It allows him to carry on his
corner of its junction with illicit trade, which is the great
Crookedclaw Alley.
19 majority of his business. Stolen
goods find shipboard ways out of
The Place Waterdeep in a variety of inge-
nious packagings devised and
This old, slightly leaning stone constructed by Chuldan and his
structure looks most impressive— skilled, discreet staff of fourteen.
in a worn, seedy way. Its carved
harpies and wyverns, encrusted The People
with white caps of bird drop-
pings, glare down endlessly on Chuldan is a close-mouthed, bird-
the bustle of the docks. like, suspicious man with jet
black eyes and hair. Always
expecting double-dealing and
The Prospect betrayal, he is steps ahead of foes
The Helmstar Warehouse is with contingency plans, escape
presently run by one of the third routes, and surprises up one’s
generation of Helmstars to trade sleeve—and seems satisfied when
on the docks of Waterdeep: such deceits occur, as if they
Chuldan Helmstar. confirm his forethought and
Chuldan is one of the better- views on the true natures of all
known fences of Waterdeep. He intelligent races.
buys carvings and statuary of all
sorts, no matter how recogniz- The Prices
able and hot, for 35% of the
current new-made market price. Chuldan deals in the handling of
No value is given for any en- small cargo, from six barrels or a
chantments on or magical pow- noble’s coach to individual crates
ers of items, only on their bound for friends and colleagues
material, size, and workmanship. up and down the Sword Coast.
Chuldan is one of very few His rates are high (2 to 6 gp per
Waterdhavians allowed by the container), and he guarantees
guilds involved to hold dual only same-season delivery. How-
membership in guilds that are ever, he has a large clientele,
because he is discreet, takes extra
19
On the color city map, this place is #267.

173
care in packing to ensure cargo lurking around the warehouse
safety and undertakes to threat- and Chuldan’s rooftop apart-
en, trace, check on, and otherwise ments, or by what means he
persuade hired carriers to make controls them. They hunt down
sure cargo they take coin from any who molest him, trespass, or
him to deliver is in fact delivered try to steal.
to the right party as soon as On occasions Chuldan has
possible. found it necessary to explain
certain things to professionally
Travelers' Lore curious men of the city watch.
Usually his explanations concern
Few bother Chuldan, his goods, a severed head, newly added to
or his staff-word of his defenses the end of a row of withered
and means of vengeance has fellow trophies above Chuldan’s
spread. The high-vaulted, front counter. Chuldan’s words
crowded warehouse is guarded tend to reflect the view that this
by a band of margoyles whose latest head, like the earlier ones,
loyalty to Chuldan seems unshak- came in a recently unloaded
able. No one knows exactly how cargo from far and barbarous
many of these creatures are

174
lands, and has something to do,
he understands, with barbarian
beliefs about guardian spirits
that watch over goods while they
travel afar. That certain of the
heads seem familiar, closely
resembling recently vanished
rogues and ruffians of the city is
something that troubles, puzzles,
and indeed mystifies Chuldan
over and over again.
Chuldan invites all passersby
to poke their noses into his
warehouse to see the care he
takes over cargo and the speed
and volume of his business. He
hopes (correctly) that many will
be impressed—either to use his
services or to refrain from trying
to steal from him.
The lore of Dock Ward says the
ghost of Chuldan’s famous adven-
turing father, the bearded and
brawling warrior Thalagar, drifts the warehouse are crumbling
around the warehouse—its sewer away. A shattered, fallen harpy
door, in particular—in tattered was recently found on Dock
splint mail, battle axe in hands, Street one morning below its
defending Helmstar territory. customary perch. Under it was
The ghost is said to have routed the flattened body of an unfortu-
more than one thieving band nate thief, still clutching the
who used magic to neutralize the climbing line that had pulled the
margoyles. Thalagar especially carving down atop her. Chuldan
hated lizard men, and on certain Helmstar had the missing roof-
mist-shrouded nights, old sailors top carving replaced with a
say he can be seen striding detailed carving that shows a
silently but speedily along the crouching, terrified-looking
length of Dock Street, storm-like human female in leathers hold-
20
of visage, axe in hand. ing one end of a climbing cord,
Some of the carvings on the and took great pleasure in
second floor ledge and roof of pointing it . out to visitors for the
next few rides.
20
These are always nights when lizard men have come near the harbor (as crew, captives, passengers,
or visitors—perhaps disguised—to the city).

175
more. The shop is named for the
The Old beholder, killed by the proprietor
in single combat long ago. Xoblob
Xoblob Shop is all he could pronounce of its
name.
This treasure trove is next
door to the Purple Palace festhall,
The Old Xoblob Shop is a curio on the northwest corner of the
shop little known outside Water- meeting of Fillet Lane and Slut
deep, but famous in the city for Street. Just two doors down from
its trophies of battle, adventuring the Dock Ward outlet of Aurora’s
bands, and exotic, faraway places. Realms Shop Catalogue Counter,
From drow sculptures to the the Old Xoblob Shop carries all
huge, eyeless, stuffed beholder the things the catalogue chain
that overhangs everything, the doesn’t, from lizard man tribal
shop is crammed with an untidy boundary marking poles to
assortment of blades, treasure dwarven runestones bearing
maps, coils of rope hundreds of treasure messages. For adventur-
feet long, statuettes of forgotten ers and con artists, it’s the place to
make and mysterious origin, and find all those necessary props

176
that no one else sells anywhere! A broad stair leads up from
The Place the shop to a landing, where a
narrow stair leads on up to the
The Old Xoblob Shop is a tall, top floor. Dandalus and his wife
ugly old stone and timber build- live on the top floor in a suite of
ing. Windows are few and dust is rooms connected to a roof
plentiful. The street-level floor of garden. The landing also opens
the interior is the shop, one huge into a large storage loft that fills
room with exposed ceiling beams the second floor. It is windowless,
supported by an irregular forest has a 60-foot-high ceiling, and is
of pillars. One of the pillars, I’m usually nearly empty—a good
told, is hollow. The jolly propri- thing, too, because a teleport
etor, Dandalus, sometimes uses it from a certain spot on the sec-
to hide shoppers on the run from ond level of the dungeon of
the city watch or foes, keeping a Undermountain brings adven-
display rack holding two glowing turers (and sometimes monsters!)
human skeletons in there the 21
here. The chamber is lit by a
rest of the time. driftlight (glowing globe), and
A stair hidden behind the contains an alarm-gong that
serving counter leads down to a rings whenever any weight is
high-ceilinged basement, contain- added to the room’s floor.
ing a bucket flush jakes, which is Dandalus usually calls out
connected to the sewers via foot- cheerfully “Come down smiling!
treadle trapdoor, a kitchen, and a No weapons out, please!” He also,
row of huge wine casks. Danda- just in case, reaches under the
lus does make his own wine, but counter for his wand of para-
one of the casks is hollow. Its lyzation. He has standing ar-
front swings open to reveal a rangements with Khelben
hidden room where folk on the Arunsun and with the manager
run can hide for a fee. A kitchen of the Three Pearls Nightclub,
cupboard has a sliding back Xandos Waeverym, for the dis-
opening into the cask, allowing a posal of paralyzed monsters.
small person room to squirm out Adventurers are usually relieved
of it or food and drink to be of their weapons, and obvious
passed in. spellcasters are hand-hobbled
Dandulus sells his wine for 2 and hooded before the paralysis
sp/glass or 1 gp/bottle. He makes wears off. If the shop is closed,
a sparkling green among the best Dandalus or his wife will be
wines I’ve ever tasted. It’s worth upstairs, the wand with them,
10 times what he asks for it.
21
The Old Xoblob Shop, the gate linking it to Undermountain, and the driftlight magic item are all
detailed in the Campaign Guide to Undermountain, in the Ruins of Undermountain boxed set. See page
12 for an illustration of Dandalus and page 115 for driftlight details.

177
phies, and out-of-the-ordinary
adventurers’ gear in six worlds
23
according to Khelben, and the
wine there is also first-rate.
Dandalus cheerfully buys all
sorts of bric-a-brac, paying a sixth
of its worth. He is especially fond
of things he can resell as spell
components—or as genuine, no-
guarantees magic items.
The shop is not a good place
for thieves or the belligerent. The
stuffed beholder is hollow, and
conceals a hired wizard who can
fire a wand of paralyzation out
of its mouth to take customers by
surprise. (Yes, this is a second
wand of the same type. For all I
know, Dandalus has a box of
them under the bed upstairs!)
Dandalus himself is a walking
arsenal of magic, his wife has
and will act the same. I’m told surprises of her own, and the shop
Dandalus has a backup wand 22 bristles with concealed booby-
that deals damage of some sort. traps to deter miscreants, includ-
The top floor apartments are ing some Dandalus can trigger
private, but I’ve learned herbs are from afar. The shop also sports
grown on the roof, that there is a some not-so-hidden protections,
little bower there for relaxing such as an iron golem, Guraim the
and romance on soft-starred Gentle Persuader; who stands in a
summer nights, and that the corner of the shop, spending most
third floor contains at least two of his time as a rack for colored,
guest bedrooms. scented candles.

The Prospect The People


The Old Xoblob Shop is perhaps Dandalus “Fire-Eye” Ruell is a
the best source of curios, tro- balding, bearded, big-bellied
22
This backup wand, Elminster reveals (he made it), is a special wand of magic missiles. Each
triggering releases a burst of either 6 or 12 bolts (as the wielder mentally directs: half or full power). The
wand is linked to three other wands hidden inside a wall of the shop and can call on their charges via
a special linkage—so each missile drains a charge in the usual way, but the wand in effect has 300 extra
charges to expend!
23
Elminster agrees.

178
fellow who’s always cheerful and Travelers' Lore
sees life for the long running joke
that it so often is. He makes no The wares in this shop have their
enemies. Those who attack or own lore, hundreds of little tales
swindle him he merely charges of dark magic, betrayal, and wild
double or more. He is always clad adventures. The shop itself is
in breeches with bulging pockets, well-known to neighbors for the
sometimes overlaid by an apron deeds of Dandalus, such as the
whose pockets are just as time he wrestled a mimic to
crammed. The pockets’ contents death in the street outside and
always include a selection of the time a lich came through the
lockpicks, skeleton keys, small gate. Spells in plenty burst out the
tools, and garment pins for windows of the shop before the
distressed ladies with torn garb.
24 undead creature was destroyed
Arathka Ruell (lovingly called (by Arathka, the whispers say).
Rella by Dandalus) tends to the Dandalus refuses to go adven-
cleaning and cooking, but is just turing, but has been known to
as charming and learned a come to the rescue of friends and
shopkeeper as her man, if qui- long-time customers trapped in
eter. Unlike Dandalus, she doesn’t Undermountain. He once waded
dispense bad jokes and puns by into a brawl started by half-orcs
the dozen. She’s a priestess of in a nearby tavern, the Sleeping
some sort, but I never learned Wench, and laid out every com-
what power she serves. She’s not batant involved. When an arriv-
forthcoming about it.
25
ing watch patrol mistook him for
The wizard hired by the Ruells the source of the trouble, he laid
is an ugly one-legged, misshapen, them all out cold too. (Once the
and therefore very shy, little man matter was settled, he treated the
who is fiercely loyal and protec- patrol to some of his wine.)
26
tive of his employers. His name This is definitely a shop to
is Hlondaglus Shrim, and he collect such tales. Dandalus can
spends all the time the shop is tell you the lore or supposed lore
open, from an hour after dawn of most of what he sells, and can
to two hours after dusk, up in the recall the deeds of adventurers
beholder, eating sandwiches and in and around Waterdeep for the
whittling. He’s the source of last 30 years or so. He likes to talk.
occasional showers of shavings Those looking for treasure leads
that drift down to settle on should pay him a visit and buy
shoppers and shop alike. wine to talk over.
24
For details of the arsenal of magic Dandalus carries on his person, see the “Folk of Waterdeep”
appendix at the back of this book.
25
The “Folk of Waterdeep” section also speaks of Arathka’s faith and powers. Elminster knows all.
26
Any attempts to charm Hlondaglus to do anything hostile or harmful to the Ruells will automati-
cally break the spell and goad Hlondaglus into a killing rage.

179
Serpent Books Serpentil’s will. Powerful fire-
guards spells prevent anything
& Folios from igniting.
Aside from Jannaxil’s desk and
three chairs (two for visitors),
books are the furnishings of this
This is one of the dustiest but shop. More books are piled and
most exclusive shops in Water- shelved together here than most
deep. Some have called it the folk of Faerun will ever see.
single best source of maps, charts,
and books in all the Realms—and The Prospect
most wizards I’ve known agree.
Located in a modest sandstone Jannaxil handles all sorts of
shopfront on the east side of printed materials, from magical
27
Book Street, Jannaxil Serpentil’s tomes to maps and charts of the
shop is frequented by those who Sword Coast waters. He likes to
have come from afar in search of warn folk sagely that spellbooks
the rare, the unusual—and a give off green flames when they
chance to sell stolen goods. burn. Magical tomes and Sword
Coast maps are his two special-
ties, but he can also find you a
The Place tome of folktales of Cormyr or
The battered Serpentil sign the collected ballads of the long-
hangs above an old, unkempt dead bard Delshryn of Mirabar.
stone building whose wares Jannaxil also buys printed lore,
window is boarded over, and and is a cold, hard haggler. He
whose black door entry is always gives 30% of the market value of
forbiddingly closed. (When all items he knows to be stolen. If
Jannaxil is open for business, a any sort of literary theft occurs
small, sliding viewing panel in in Waterdeep, he typically knows
the upper part of the door is left about it by the next day!
open.) Magical guardian glyphs
adorn both the boards and the The People
doors and glow faintly after dark.
Few care to try their power. Most people think of Jannaxil
Inside, the shop is very dark. It Serpentil as just a nasty, cold-
is crammed with deep-hued mannered old scholar, but from
earlier magical researches I
bookshelves, and the walls are know him to be at least a dabbler
paneled with wood. The sole
in magic and far older than he
light here comes from magical
looks. He is no doubt protected by
glowing globes that drift about at magic, and has been known to
27
On the color city map, Serpentil Books & Folios is #275.

180
clutch a certain slim black vol- The Prices
ume to his breast when attacked
in his shop. Most folk think its No deals with Jannaxil come
just his account book—but I think cheap. Even the shabbiest chap-
28
it contains a tome guardian book will set you back at least 1
monster that he uses to protect gp. Shoplifters are warned that
himself. There is much of the Jannaxil has some way of know-
coward about him. ing when one of his wares is
If Jannaxil has any family or leaving unpaid for, and that a
staff, none have ever seen them. binding spell prevents the guilty
He is thought to sleep above his party from exiting. Jannaxil
shop, in windowless apartments. never confronts anyone, but
Rumor says they include a large simply waits for them to remove
spellcasting chamber where the hidden object and either pay
Jannaxil conjures up baatezu to for it or set it down and leave.
do his bidding. Most useful tomes, such as
engineering instructions, math-
28
The tome guardian monster is detailed in the sourcebook FR4 The Magister. Jannaxil might well
have trained or allied monsters, too, such as watchspiders (detailed in FOR2 The Drow of the Underdark
and in The Ruins of Undermountain boxed set) and mimics.

181
ematical texts, noble family found his cache of magic. Locals
histories, and detailed studies of talk in the taverns of long crawl-
the geography and history of a tunnels where guardian mon-
particular area, cost 15 to 50 gp. sters lurk, leading to a private
Spellbooks are in unreliable study where Jannaxil keeps
supply, of course, and are pur- powerful magic.
chased as is, with no guarantees Jannaxil does book searches
as to the absence of curses or the for a deposit of 10 gp plus 4 gp
efficacy of the spells within. per year thereafter. If the book is
Jannaxil typically charges a base found, he charges double the
price of 50 gp for each one plus usual price for it.
300 gp per spell or spell fragment Papers (accounts and letters)
contained within. Spells of the find their way most often to
fourth or greater level command Jannaxil’s shop. He does a brisk
a surcharge of 1000 gp per spell. business in blackmailing Water-
Spells of 7th level and up add dhavians with love letters and
3000 gp each to the cost of a book. the like that a malicious or
It is likely Jannaxil copies the careless person sold to him.
useful spells from books he sells Jannaxil typically buys such
for himself, but no one has ever wares for 1 to 5 copper pieces a

182
sheet, and sells them for 1 sp per
sheet or more.

Travelers' Lore
It seems that Jannaxil’s shop has
always been there, but old Water-
dhavians tell me its been open
some 60 years or so. During that
time, Jannaxil has carried on
running feuds with several
scholars of the city—feuds car-
ried on in the form of insulting
gestures, gifts, and letters, or in
ditties that tavern singers have
been hired to perform in their
taverns, for the amusement of all.
Jannaxil’s cowardice has led
him to pile up so many magical
defenses that most folk think him
to be a powerful wizard. There
are many tales of thieves being
blasted off his roof, or torn apart pinned one of his hands to his
in the street outside his shop by desk with a thrown dagger.
30
huge black talons that appeared Jannaxil loves good books. He
from thin air after they dis- hungers to look inside just about
turbed one of the boards cover- any book he sees or hears of,
29
ing his wares window. especially illuminated tomes, old
Jannaxil is said to have a maps, and well-illustrated vol-
special hatred of elves. He was umes depicting female beauty. He
recently wounded by Elaith “the is known to pay extremely well
Serpent” Craulnobur—who for such things.
29
Elminster tells us the self-renewing guardian glyphs on the shop are 99 in number. A dispel magic
will negate any one glyph (only) for 1 turn per level of its caster. Glyphs can fire once per day and are
ready again 24 hours (144 turns) later.
Thirty-three of the glyphs are spell turning magics (enough will activate in combination to reflect
back any spell 100% at the source).
Thirty-three more are Caligarde’s claw magics (a spell detailed in the FORGOTTEN REALMS®
Ad ventures hardcover). Some 2d4 of them will animate to attack any one being who tries to remove a
board, pick the lock of Jannaxil’s door, remove or harm the door, or chisel (or work magic on, including
the writing of runes) any part of Jannaxil’s shop walls.
The last 33 glyphs are magic missile spells. Any being flying up to the roof of Jannaxil’s shop or
forcing a magical or physical way through walls, floors, or roof will be struck by 2d12 of these missiles,
and a magical alarm will awaken Jannaxil to full alertness of their activation, wherever he may be in
Faerun.
30
As related in the novel Elfshadow, by Elaine Cunningham.

183
Three Pearls The Place
Nightclub The Three Pearls is now one
huge room (plus jakes, opening
off a cloak hall down one side). It
has a low ceiling and is usually
hot and smoky. Stout low-backed
Pearls, as it is called, is a popular
wooden benches radiate out-
evening destination for Water- wards from the raised central
dhavians, offering stand-up
stage, which is lit from above and
comics, trained animal acts, has a ramp entrance up into its
illusionists’ recitals, bards, ora-
31 center via trapdoor from below.
tors, and exotic dancing. Its The central stage has a conical
name comes from its purchase raised ceiling above it, complete
price. When the owner of the with a retractable circular
tavern that stood here (the Black
staircase and drop ropes for
Buckler) decided sourly he’d lost
dramatic entrances.
his last gold piece pouring ale
down parched throats and
offered to sell the place to anyone The Prospect
who’d give him the price of a On the stage of the Pearl, men
meal, one of his own dancers have raised armies, women have
stopped up on the stage, tore off raised eyebrows, and everything
three black pearls—nearly all she from yeti through trolls have
was wearing—and threw them to made jaws drop, bellies shake
him, claiming the place as her with helpless laughter, and hands
own. The dancer, Halidara Urin- itch to hurl things. On a typical
shoon, is seldom on stage these night, comics alternate with
days. She’s too busy eating choco- dancers, musicians, and acting
lates and drinking amberjack troupes—of ten presenting satiri-
sherry in North Ward while her cal ballads or sketches related to
riches pile up. recent city events. More than
Almost every evening, crowds once Piergeiron or Khelben has
stream up Pearl Alley to the been portrayed as a buffoon, to
Three Pearls, except on nights the audience’s great amusement.
when a guild or other large
group rents it for a meeting or The Provender
for private entertainment. Typi-
cally it rents out at prices ranging The Three Pearls offers finger
from 50 gp for the space to 100 food (hot sausages inside crisp-
gp for the space and shows fried buns, pickles, and cream-
thrown in, cash up front. coated fruit, all at 2 cp/serving),
31
On the color city map, Three Pearls Nightclub is #273.

184
and drink—lots and lots of drink. a conversation crusher, to have
32
Drinks are served in light clay eaten such-and-such.
cups that can’t be thrown too far
or do much damage. The People
A special, advertised attraction
shouted out by boys at the door Too many performers of note
and on nearby streets, when nave trod the stage at Pearls to list
available, is monster fare, such as them here, from the fabled bard
baked stirge on toast, roast Mintiper to the orator Phaeros
manticore, or wyvern steaks. “Forktongue” of Baldur’s Gate.
These rarities command high The owner of the Pearls
prices, sometimes going for up to seldom visits her gold mine these
7 gp/serving. Folk buy them days, but meets daily with the
mainly so that they can casually manager to book acts and plan
claim for the rest of their lives, as publicity.
The manager, Xandos Waeve-
32
Adventurers are paid well for fresh kills, and even more for live. The more fearsome reputation
a nonhumanoid monster has, the better price it fetches. Eggs fetch a lower price, and undead, poisonous,
and petrifying beasts, or human-like creatures such as trolls and ogres, are not wanted at all. Recently,
the Company of the Flaming Boot sold a nearly intact, dead hatchling white dragon to the Pearls for 500
gp—a price the nightclub made back several times over by selling sizzling white dragon steaks for 10
to 20 gp each, depending on size.

185
rym, is known as “the Dandy” Patrons also tend to spend
around Waterdeep: a dapper, coins by throwing them at the
strutting little popinjay of a man, stage. There are no rooms for
pompous and comical—but rent, and cloak storage is free.
deeply committed to entertain- Outer garb is watchfully guarded
ing, and with a keen sense of while stored against thieves and
humor and a reading for what pranksters, though patrons can
the public will go for. He oversees pay—usually 1 sp/message—the
a staff of 14 bouncers, 16 run-and- guards to slip a message parch-
shout street boys, 12 dancers, and a ment into a particular garment
house bard (currently Zalanthess- in order to pass notes.
daughter-of-Zalanthar, an accom- There are three private boxes.
plished singer and harpist from These look down through win-
Neverwinter). dows in the ceiling at its edge
where the conical central roof
The Prices peak begins to rise. These small
rooms can each hold up to 10
There is a 3 cp cover charge at people crammed together, and
the door (4 to 5 cp on some can be rented for 10 gp/evening.
special nights), and everything These have long waiting lists.
inside costs extra. In addition to A fourth private box is reserved
the food, beer goes for 1 cp/cup, by the nightclub for its own use,
house wine (very bad) for 2 cp/ and is often offered for free to
cup, good wine for 1 sp/tallglass, Piergeiron or Khelben if they
33
and zzar for 4 sp/tallglass. show up to take in an evening’s
Patrons can also buy peering fare. These two personages usually
glasses, which are curved glass donate 25 gp or more to the club’s
lenses that magnify things for coffers, but other dignitaries may
those far from the action, for 2 gp give nothing.
each. Hurl birds are also for sale
for 2 cp/each to throw at the Travelers' Lore
stage to register disapproval or
pleasure. These small hollow clay Some say the Pearls is haunted by
spheres are weighted with dried the phantoms of a running,
beans for good throwing and are weeping woman pursued by a
covered with glued-on feather man with a drawn sword—but I
scraps gathered from nearby couldn’t find anyone who could
fowl-pluckers. They are too light recall any details of this rumor,
to damage more than the dignity or that the haunting had been
of performers. seen recently.
33
A tallglass is just what it sounds like: a very tall, thin glass made by sealing a bone tube at the bottom
with curved, fired clay. It is hard to spill and easy to carry in the crowd—but a neighbor can easily cause
a drinker to choke with skillful use of an elbow when the long glass swings up!

186
The Thirsty curses or bawdy songs are those
who have already passed out.
Sailor Its so rough that none of
Tavern
Waterdeep’s hard currency girls
will venture into the place. Any
woman one meets there is as
hard-drinking a sailor or dock-
This infamous dive faces the walloper as the rest of the clien-
Ship’s Prow across the intersec- tele, with fists to match. One has a
tion of Fish and Ship Streets. It is piece of my ear as a keepsake, but
on the east, whereas the Ship’s 34 that’s another story.
Prow commands the west side. Candles are few and soon
broken. Night or day the Thirsty
The Place Sailor is smoky and ill-lit.This
would make it ideal for shady
This ugly, poorly built tavern deals—if it weren’t so noisy, and
began as fieldstone with wooden you weren’t so apt to slip in
upper levels, but many fires and spilled drink, or find a thief’s
wild brawls with magic as well as fingers or a bored drinkers fist
axes and hurled tables have uncomfortably close. A fair bit of
changed its face. Hasty patches hushed business does go on
have been made with more vigor among those wise enough to rent
than skill, and little enough an upper room.
enthusiasm. Of scavenged, mis-
matched materials, they thrust The Provender
like uneven buttresses from the
burn-scarred, boarded-over The Thirsty Sailor manages to
walls. Not a window remains at achieve its minimal rating for
street level. Those higher up look one reason only: If the first cause
more like trapdoors than portals of visiting a tavern is to drink,
to admit light or air. and another is to be entertained
with a brawl or two, then this
The Prospect tavern meets those requirements
admirably The drink here is
The interior of the Thirsty Sailor strong, not watered (1 cp/tankard
is no better than its battered for beer, 3 cp/whisky and 1 sp/
exterior. This is the sort of place firewine). And one never wants
all gentler folk think every for brawls to watch, though it’s
sailors’ drinking hole is: one often hard to remain a nonpar-
filthy lawless, ongoing drunken ticipant with the tables crowded
brawl, where the only patrons so close together.
who aren’t fighting or roaring
34
This place is #269 on the color city map.

187
The People vampiric sort, I believe, from
what I saw happen to wounds he
The proprietor is Kaeroven suffered in a brawl he waded
“Smiles” Yuluth, a tall, rotund, into the midst of—and is almost
unpleasant-looking man with always clad in a blood-smeared
tiny deep-set eyes whose stare is apron that reeks of cheap
as hard and cold as two dagger women’s perfume and bears the
points. He has blond, curly hair stitched legend: “See Neverwinter
and is clean-shaven, with razor by Night/Bring a Blade and Live
scars to prove it. His nickname Longer!” Why the apron smells of
comes from the fact that no one perfume I dared not ask him. No
has ever seen him smile save one else seemed to know
when he’s dragging the latest Kaeroven is known to be a
corpse to the rear of the tavern contact and information gath-
35 36
for disposal into the sewers. erer for the Kraken Society and
Smiles wears a magical ring—a to sometimes hire thieves and
ring of regeneration of the bravos to steal some item or
35
The Sailor and much of the immediate neighborhood is on the oldest of Waterdeep’s sewers, the
tidal flush Smugglers’ Runs: ancient, crumbling tunnels that a small pole-punt can slip through that
empty right into the harbor.
36
More about the Kraken Society is in FR5 The Savage Frontier.

188
rough up a citizen. He no doubt surviving traps set for him
acts for someone who pays to argues that he has one or more
have the deed done, but doesn’t magic items down his boot when
want to be connected with it. he goes out to stalk the roofs,
Many in Dock Ward suspect he sewers, and alleys of the City of
is linked to shadowy unnamed Splendors by night.
smuggling concerns—and even
say these provide him with most The Prices
of his income. I’ve heard rumors
of Calishite connections and even An upper room rents for 1 gp per
talk of the kidnapping of citizens evening or any part of it, or 4 gp
to sell them into slavery in Calim- for the night. There are no beds
shan! Those who cross Kaeroven nor sanitary facilities save the
openly do have a habit of tragi- alley behind (via windows).
cally disappearing very soon. Renters must bring their own
Smiles maintains a staff of lights. There are no locks, but
seven bouncers and six surly doors can be barred from inside.
dwarven waiters. There are no The rooms are too dirty to tempt
barmaids or any women on staff anyone sober enough to see or
and no houseboys to clean up smell to put them to any roman-
broken glass and spills, presum- tic uses—or any other uses, like
ably because protecting them sleep. Most who use the rooms
from drunken patrons would be are lowlives plotting clumsy
endless work. One bouncer is crimes or smuggling deals.
rumored to be a doppleganger
who impersonates murdered Travelers' Lore
patrons when the Watch calls. A certain dark-cloaked, soft-
Kaeroven’s sidekick, errand spoken man is seen in the Sailor
runner, and spy is a furtive, rat- from time to time—a man whose
like man who goes by the grand features are hidden by a mask
name of Winestab. He habitually and a hood, who sometimes
eavesdrops on most upper room visibly shifts form into a female
conversations—from the roof body as he leaves, and who is
above, if need be. This unsavory almost certainly a mage of some
sneak thief’s proper name is power. At least once, this one met
Aldaeguth. Some older citizens in the tavern with other
remember him as Oldy-gut, but shrouded folk who must have
his surname (if any) and origins been, by what they inadvertently
remain obscure. Winestab has a revealed, mind flayers. All in all,
vicious temper and long memory this tavern—if not as large and
Many have found him a danger- noisy as, say the Bloody Fist
ous, persistent foe. His habit of nearby—is a dangerous spot.

189
The Ship's Prow as such things are judged in Dock
Ward. It provides an ideal haven
Inn for tired travelers newly arrived
in the city and not flush enough
to find beds in a better area. Its
also a trysting place for masked
As its name suggests, this inn juts young nobles of Waterdeep out
into the broad, usually crammed, on a lark, not wanting to be seen
meeting of Fish Street and Ship by their peers (I marked at least
Street like the front of a rather 11 such couples on my stay), and a
37
fat ship. It’s well-known among refuge for drunken sailors
sailors up and down the Sword looking for a bed to snore in,
Coast. More than that, it’s well rather than things to smash or
thought of, and if my stay is to be bodies to cuddle or punch.
trusted, justly so. Its best suited to
folk who can stand the fishy The Provender
stink of deep-sea traps and brine
barrels—and the noises of dock There’s nothing stronger than
work, drunken revelry and water to be had, nor can you get
fighting, the night through- anything more to eat than
wafting into their rooms. smoked firefin, strong cheese,
and hardloaf bread, bolstered in
The Place winter only with a bowl of hot
fish-head soup (for 1 sp a person,
The Ship’s Prow rises four floors in addition to room rates). The
above the street. Years of wind water is brought by the barrel
and weather have turned the old from wells near Amphail and
boards of its upper floors and laced with crushed mint. It
outside balconies silvery. In the stands in jugs in every room, and
moonlight on a clear night, it can also be had for the asking as
gleams from afar down the dark clear, hot tea.
dockside streets. Inside, the floors
are so warped that they rise and The People
fall in smooth curves, like the
deck of a ship in the swells. The The inn’s peace and survival in
place is shabby, but feels comfort- the face of the ever-present
able and homelike. danger of fire is due to the
interwoven protective spells of
The Prospect the resident wizard and part-
time cook, Shryndalla “Were-Eye”
This inn is surprisingly quiet Ghaulduth. She’s an ugly but
inside, and a cozy place to sleep cheerful old soul who pads
37
On the color city map, the Ship’s Prow is #268.

190
around in worn slippers and ments with the guilds for sup-
food-stained robes, accompanied plies. He turns away rowdy
38
by an entourage of cats. would-be guests and those deal-
The master of the house is a ing in shady goods with cold
one-eyed, scarred and silver- looks and grim words, and seems
bearded retired sailor, Jhambrote to have no truck with smug-
Harkhardest. He’s genial and soft- glers—nor with the city watch.
spoken, but ever alert—and never
lacks a short sword and an axe at The Prices
his belt. The axe is magical. I saw
an eye open on its blade and Rooms can be had for 4 sp to 1 gp
swivel around to take in all per night (larger rooms and
present. It winked shut in an higher floors are dearer), or 3 gp
instant when it saw me watching, to 7 gp per ten day. Most are 6 sp
but I saw what I saw. per night or 5 gp per tenday.
Jhambrote doesn’t go out Linen is changed daily and the
much, and has standing arrange- fee buys a single bath per night, if
one desires, stabling for a single
38
Warning: Shryndalla’s cats spy for her! Don’t meet someone on the sly here if you don’t want her
to know. The cats climb along the outside walls and slip along hidden passages. You’ll hear the soft
thumps as they pounce on rats and mice alike at all hours.

191
animal, and unlimited drinking Rhiddyn and taken his place,
water. I, myself, would advise not aided and paid court to here by
availing oneself of a bath in the fell folk of the Dragon Cult.
harbor water, which smells of There was great battle that
fish or worse. The stabling is night, and if the Watchful Order
around the back and is crowded had not been alert and plentiful,
and unheated, but feed is pro- much of the ward might well
vided for stabled mounts. have burned. In the end, the
wyrm was slain, and the Dragon
Travelers' Lore Cult routed through the streets.
39 No trace was found of the
I’m given to understand this wyrm’s hoard. Cultists have
inn is notorious among longtime skulked about the inn and kept a
inhabitants because it once watchful eye over it ever since-
housed evil beings of the infa- seeking the dragons hoard or
mous Cult of the Dragon. The something else of value they’ve
Lords of the City are said to have not yet found.
given the present proprietor title Some say the dragon hollowed
to the place to keep an eye on it out a large cellar beneath the
after the spectacular passing of place, devouring unfortunates
his predecessor. whose adjoining cellars he broke
About 20 winters back, the inn into. No trace of such a warren
was kept by one Halagaster has been found, and a docker I
Brutheen, who acquired it in talked with told me that in that
mysterious circumstances from area a large cellar would soon
Ulcap Rhiddyn, who just disap- flood or buildings above would
peared one day. When the Bran- collapse down into it.
dished Blade, a company of When I asked host Hark-
adventurers, came to stay (by hardest about this disguised
chance, most say), the fury of the dragon, he rolled a slow and cold
gods reigned in the Ship’s Prow— eye around to stare levelly into
for on sight they knew Hala- my gaze, and suggested I talk to
gaster as a magically disguised the city watch, if I was so very
red dragon on the run from interested in such dangerous
them. This Halagaster-wyrm had matters.
4O
devoured the unfortunate
39
My source is Shabra the Beggar Queen, an old, stout, rather unwashed woman who styles herself
an expert on Dock Ward. She can often be found at the Spitting Cat tavern, nursing a cup of broth-and-
brandy as the hours pass. She can be induced to talk of doings and news of the area for the price of a
good meal.
40
When I tackled Shryndalla alone on the same subject, she laughed, said she’d heard about me from
some of her arcane colleagues, winked, and would say no more. I suspect she was referring to the
unfortunate reception that Volo’s Guide to All Things Magical received, but I wrapped myself in
dignity as if it were a fine cloak and turned our talk to lighter matters. Several times since, though, I have
seen Shryndalla’s cats watching me, as I walk the streets of the city.

192
The Blushing The Prospect
Mermaid The original light pleasure palace
of Waterdeep, combining a place
Tavern, Inn, & Festhall to stay with places to drink and
have fun, the Mermaid has
always catered to the wealthy by
maintaining an atmosphere of
The Mermaid is one of the most quiet decadence. The Mermaid
luxurious establishments in bends most of its attention to
Dock Ward. Everything is unhur- creating a cozy atmosphere for
ried, luxurious, and sensual, with festhall activities—and so its food
no detail overlooked. The staff and tavern facilities suffer. True
wear facemasks of black armor to its name, the Mermaid does
plate with attached black gauze offer one special drinking and
veils to conceal their faces. dining experience: a heated,
scented communal bath in
The Place which patrons soak as they eat
Fronting on Net Street within and drink, served by mermaids,
easy reach of the harbor stench- who swim in from the harbor
42
41
es, the Blushing Mermaid spans via well-guarded secret tunnels.
three buildings. Scents stream Messy foods can simply be
from amber hanging lamps. washed away in the lavender-
Gauzy curtains, cushions, and tinted waters.
sound-eating carpets are every-
where. Special, extremely expen- The Provender
sive enchantments prevent any Seafood—and, surprisingly, whole
sort of open flame from igniting roast pig—are the specialties of
them. Even fire magic is foiled. the Mermaid’s kitchens. Every-
Every guest has a plush, decadent thing is good, if a little undersea-
private bedroom, a private soned, but runs expensive: 1 gp to
bathroom, and an office/recep- 3 gp/person per meal. Drinks are
tion room in which to entertain. extra, with a full wine cellar (1 gp
It is widely known that the to 22 gp/bottle, depending on
Mermaid is honeycombed with your choice), plentiful zzar (the
secret passages, reached by almond-flavored sherry favored
sliding wall panels in every by many in Waterdeep) at 1 sp/
room—but few guests manage to glass, and very ordinary beer at 2
get those panels to work. cp/tankard.
41
On the color city map, the Blushing Mermaid is #249.
42
These tunnels were no doubt used for smuggling in bygone days, but they are now blocked by
locked gratings with alarms, and are used by mermen and mermaids to report for shifts at the Mermaid
and to dine: a special section of the Blushing Mermaid’s kitchens cater to the merfolk.

193
The People serenity. Patrons and staff are
guarded against rowdiness and
The Mermaid has a busy staff of violence by the watchful eye and
over 20 very efficient, hard- ready spells of the proprietress,
working maids who frequently Lady Alathene Moonstar. The
give personal attentions to the secret panels can only be opened
needs of guests. They get to keep by her hand—or by four magical
any tips tossed their way, and also hands fashioned of silver, en-
get a percentage of all the Mer- chanted by her and carried by
maid’s earnings. A seven-foot-tall, staff members on security duty.
muscular blonde of northern If one goes missing, she alters the
barbarian stock named Reetha is pass spells within a few hours.
widely known around the city as Lady Alathene is old and very
is an agile lass from the jungles of beautiful, her beauty kept up by
Chult, Leilatha Subraira, who is magic. She glides silently around
covered from head to toes in the Mermaid dressed in full
tattoos and likes to oil her skin to formal gowns with ornate,
keep them colorful and herself upthrust bodices and head veils,
hard to grab. often wearing the same sort of
The pleasant atmosphere of facemask as her staff.
the Mermaid is an enforced

194
She is quick to use her magic, magically cleaned) are all in-
and fearless when facing down cluded in these prices.
even drunken mages—I saw her Tipping is common. Some
employ disabling spells I’ve seen regular visitors give a standard 1
nowhere else, harmlessly confin- gp/day extra and ask that it be
ing a belligerent drunkard shared among the staff, as well as
without injury to him or to the giving extras to those escorts
surroundings. who see to them personally.
The Prices Travelers' Lore
Rooms are 3 gp to 9 gp per night There are several pleasant
(larger rooms and lower floors stories, probably pure legend,
are dearer), or 10 gp to 50 gp per about men and mermaids falling
tenday. Most are 5 gp per night or in love with each other in the
20 gp per tenday. Scents of your pool and leaving either land or
choice, fresh linen as needed, and water with the help of the young
unlimited, sparkling clear, scent- man’s magic, or the help of a
ed bath water (obviously pro- friendly wizard, to be together.
cured from elsewhere or The custom of the Hour of

195
Darkness provides many amus-
ing tales and naughty pranks. In
the early hours of each morning,
all lights in public areas of the
Mermaid are extinguished, and
aside from the silver hands
carried by the staff, which give
off a blue-silver glow like moon-
light gleaming on a sword,
everyone has to find their way
about by feeling. This custom
causes much laughter.
In addition, there are darker
whispers—of guests sometimes
vanishing in the Mermaid, never
to be heard of again. These tales
seem to be linked to a circular
staircase rising from the central
mermaid pool hall to a glass-
covered rooftop garden or
cupola, where herbs and flowers
are grown. It is adorned with
bones bound to its rails and
43
risers with fine wire.
43
Elminster tells us the tales of disappearing
guests are true-and are due to the Lady Alathene
Moonstar, an archlich whose unlife is maintained
by faulty, failing enchantments. She keeps to the
Mermaid because she likes to see young lively
folk having fun around her (and by magic, keeps
a close watch on their activities).
Although she is seen by the Lords of the city as
a force for good (sometimes sending word to
Piergeiron about illicit deals and doings that she
overhears in the Mermaid), she is forced to main-
tain her unlife by draining the life forces of liv-
ing, intelligent beings (two to three a year). She
must do this by direct bodily contact, and usually
chooses to so use guests she dislikes or sees as evil.
Their bones end up on the staircase.
Her family, the noble Moonstars of Waterdeep,
knows all about her, but keeps quiet about it. In
public, she ignores them and they ignore her, but
privately she helps in the training of young
Moonstars with magical talent and also provides
safekeeping for certain treasures and incrimi-
nating items for the family. (For more details of
Lady Moonstar, see the “Folk of Waterdeep” ap-
pendix at the end of this book.)

196
The Copper Cup much that the old floorboards
often shake from all the bustling.
Tavern, Inn, & Festhall
The Prospect
As an inn, the Cup is pretty poor.
The Copper Cup is one of the A patrons stay is ruled by con-
busiest and most famous places stant noise. The Cup is always
in Dock Ward, a must-see spot for busy with festhall traffic in the
many visitors. A large, roaring, halls and vacant rooms at all
many-leveled barn of a place, the hours. It’s a lousy place to try to
Cup is a tavern, inn, and festhall, get some sleep.
all in one. It opens off the South- The Cup is rescued by its
yard, just inside the city’s South services. Everything is available
Gate, and is easily reached by the for a price, from having boots
High Road or the Way of the mended to mating riding stal-
Dragon, and easily fled from lions. If the staff people person-
44
down Smugglers’ Run alleyway. ally don’t provide it, they have
Travelers overwhelmed by the standing arrangements with
size and bustle of the City of someone who will.
Splendors can easily find the As a tavern, the Cup has an
Cup, get much Waterdeep offers ever-changing clientele, and no
without ever leaving it, and boast quiet places for intimate talk,
when they get home of having haggling, or involved planning
stayed at one of the wildest places unless you rent a room. It does
in the notorious Dock Ward! have cheap, plentiful, and fairly
bad (watered down) ale, as well as
The Place good (but expensive!) wine, sold
by the bottle.
The Cup goes several cellars deep As a festhall, the Cup is one long,
as well as four—in some places ongoing party. It’s not a place to
five—floors up. It is actually three visit and remain unseen or to
linked old, converted warehouses relax and stretch—its where one
built tall and massive of dressed goes to romp. The dancers are
stone with outside catwalks and acrobatic and expert contortion-
back alley ladders. ists. Their common costume is
The cellars are prone to flood- little more than a sheen of sweat!
ing, and reek of mildew. Except
for dumping carrion and gar- The Provender
bage, they are little used. All of
the floors above, though, are used Most food at the Cup is order in.
the day and night round—so It is brought up to your room
44
On the color city map, the Copper Cup is #232.

197
ably and know how to have a
good time.

The People
Few know that the Cup is owned
and run by six of its dancers:
Vivaelia Sunder, Evethe Untusk,
Yululee Lantannar, and Jhandril
Neth (the females), and Ilintar
Belereth and Tiirlon Windstar
(the males).
They take turns dancing,
renting out as escorts, and tend-
ing bar with their large staff, and
seem to love the life they’ve built.
from other places in the city at
their prices plus 1 cp per dish for
The Prices
the runners of the Cup to bring it Rooms can be had for 1 gp to 7 gp
to you, hot, through the streets. per night (larger rooms and
Ale costs 1 cp/tankard. Dark lower floors are dearer) or 10 gp
ale (the good stuff) is double that. to 40 gp per tenday. Most are 2 gp
Wine goes for 2 sp to 3 gp/bottle, per night or 15 gp per tenday.
depending on quality and scar- Linen is changed daily and the
city Good vintages are about 1 fee buys a single scented-water
gp/bottle. bath per night, if one desires,
The Cup’s kitchens are famous unlimited drinking water, and
for two things: hot fish chowder, stabling for one or two animals
that tastes mainly of pepper and in a covered and constantly
old beer (2 sp for a large wooden attended stable. Additional beasts
bowl), and cinnamon butter toast are 1 gp/night each.
(1 cp/plate of six hot, dripping
slices). The cinnamon butter toast Travelers' Lore
is much favored by everyone
who samples it for after the fest Every visitor to this ongoing
light dining. party has their own favorite tale
The company of the Cup’s of goings-on at the Cup, whether
beauteous and well-trained it’s leaping from table to table or
companions (of either gender) wilder pursuits, but this place
costs 10 gp per evening or any has no hidden plots or deeds (or
part of it. These escorts know the does it? I did see a lot of folk
City well, can play most games slipping down towards the
cellars . . .).

198
Empty cubicles of up to two
Other Places longboxes deep and eight high
are available—multiply the fee
of Interest accordingly. If cooling is needed,
in Dock Ward ice and watching costs an extra 2
cp/day per longbox.
Shops Proprietor: The proprietor,
Orblaer Thrommox, is fat, beard-
Red Sails Warehouse ed, and very strong.
45

Gelfuril the Trader


This warehouse offers rental
space to all, no questions asked.
Material to be stored can’t be
Gelfuril, who runs this crammed
alive or flammable. Space is 1 cp/
shop, will sell or trade just about
day per longbox. The longboxes
are more or less coffin sized. anything. He deals in barter (but
does not run a pawnshop) as well
45
Location #265 on the color city map. Used by a known fence, One-Eyed Jukk (see Chapter 4 of
Waterdeep and the North).

199
as coinage. Much of his wares are Aurora’s Realms Shop
old or heavily used, but his prices Catalogue Counter
are very reasonable. Gelfuril is This is the Dock Ward outlet of
more than he appears. As locals the famous Faerun-wide all
will tell, he once felled a fleeing goods retail chain. Located in a
46
thief with a flame strike. nondescript tenement building
Proprietor: Gelfuril the Trader, next door (to the north across a
the proprietor, is a soft-spoken, narrow side alley) to the Purple
stout little man. Palace festhall, this shop fronts
on Slut Street.
The Rouse of Pride I was unable to learn just who
the mage on staff at this shop was.
The flint-eyed order clerk would
not even volunteer her own name,
This well-stocked perfume shop
and as she stood seven feet tall and
carries exotic scents from all was more than twice as wide as
over Faerun—from ashes of me, I did not press her for details.
burnt snowsnake to the musk of She is flanked at the counter by
the female giant slug. The shop is two burly men-at-arms at all times
run by two sisters and is guard- when the shop is open (dawn to
ed by trained hunting dogs of dusk), but she overtops even them,
compact build and extremely and hardly seems to need the
loyal temperament. bodyguards.
48
The House of Pride is
crammed with a forest of glass
bottles of all sizes, shapes, and Taverns
hues. It is protected by a special The Blue Mermaid
enchantment that prevents glass
from breaking. The glass here
can still be vaporized or melted,
but will not shatter or fall apart.
47 A clean, well-appointed but worn
Proprietresses: The two sisters place, frequented by safe folk.
who run the House of Pride, Good ale, bad wine, and an
Arleeth and Ilitel Harmeth, have utterly safe, boring atmosphere.
whimsical senses of humor. The Proprietress: Mother Jalyth
two of them always model sev- Hlommorath, a pleasant, well-
eral of their wares on various meaning, maternal sort, runs the
49
locations on their bodies. Blue Mermaid.
46
Location #231 on the color map. For a shop floor plan, see Map 6 of the City System boxed set.
47
Location #259 on the color map.
48
Elminster reveals that the beefy order clerk is one Aglatha Shrey (her size is due to half-ogre blood),
and the mage who teleports goods into the shop is one Beradyx Halfwinter, a fat and lazy lackspell
(weak) wizard.
49
Location #257 on the color map.

200
The Friendly Flounder extra. The food is hearty and not
over spiced. The few bottles of
wine in its cellar are far more
pricey—but many Waterdhavians
This small, unassuming local thrive on an affordable daily
tavern stands on the west side of meal of fry at this drinking spot.
Book Street, just across from the The Friendly Flounders un-
mouth of Candle Lane. It serves spectacular fare and modest
both good and bad beer, and structure keep it unknown to
patrons can get hot buttered most visitors to Waterdeep, but it
blackbread and fried fish with is a real find for no-bother eating.
their drinks. Proprietor: Eaengul Skull-
Prices are 1 cp/tankard for crown, who owns and runs the
flounder beer (the bad stuff, Friendly Flounder, is a gentle,
called teethrinse by everyone), 2 balding giant of a man. He’s
cp/tankard for best and bold ale, reputed to have a natural talent
and 1 sp for all-one-patron-can- for seeing the auras of magical
eat of fish, with bread 1 cp/loat items and enchantments.
50

50
Elminster has brought us blackbread. It’s something like pumpernickel (molasses gives it the hue).

201
The Hanged Man half-elven, and even half-orc
wenches dance on the tables.
(Some even try to sing!) There is a
fine of 1 sp for hitting a dancer
The Hanged Man is a gathering with any hurled object. Dancers
place for poets, scriveners, writ- willing to do more than dance
ers, calligraphers, and other negotiate other fees. The stand-
literary folk, and is a good place ing joke goes that any snake able
to hear a tale. The patrons tend to sleep through all this must be
to smoke pipes, snore a lot, and to very, very dead.
be hopelessly behind on everyday Proprietor: Alard Belaerl, the
news. They also tend to be rude proprietor, is a tall, gaunt,
and opinionated, but not of the hatchet-nosed man with an
build or temperament to actually annoying nasal voice.
52
engage in physical disputes. A
surprisingly good selection of The Sleeping Wench
wine is available, as well as all
sorts of ales.
Proprietor: Auldenuth Or-
brymm is the proprietor. Patrons This tavern is a quieter, cheaper
who come up short on a bar tab alternative to the Sleeping Snake
are occasionally allowed to work (see above). There’s still dancing
it off by him by beating two of on the tables and the cheaper
the regulars at a tall tales contest sort of drink, but this place has a
51
(if they lose, they do dishes). better class of clientele and
background music (of the lutes
The Sleeping Snake and toots variety).
I still can’t picture anyone
sleeping in here unless he were
deaf, but it’s quiet enough that
This rowdy place is roughly you can overhear conversations
furnished in hastily mended at nearby tables—usually talk of
furniture. The dockhands who merchant feuds, city gossip, and
drink here spend a lot of time the worsening state of the
breaking it over each others’ Realms in general.
53
heads. There are rumors that a Proprietor: Peldan Thrael, who
fence of stolen goods can be owns and runs the Sleeping
contacted here—if you can do Wench, is middle-aged, of mid-
any business amid the howls and
dling height, nondescript, and
hoots that ring out as human,
51
Location #258 on the color map.
52
Location #245 on the color map. The fence rumor is false, but allows a dockhand agent of the Red
Sashes to observe a stream of folk engaged in shady business. See page 35 of Waterdeep and the North.
53
Location #261 on the color map.

202
mustachioed. Overall, the type prices. A tankard as big as a
who blends well into crowds. man’s head costs 1 copper piece.
Those who like to laugh and
The Thirsty Throat brawl tend to go elsewhere. This
place is full of quiet men drink-
ing themselves into slumber with
a handful of coppers.
This tavern is as ramshackle an The washrooms are interest-
establishment as its name im- ing. You climb down a ladder
plies. A merchant described it to into a little antechamber opening
me as “a pile of wood taking its right into a harborbound sewer
own lazy time about falling into channel. Men climb down one
the street,” and he got it right. All ladder, and ladies down an-
the furniture is crowded to- other—and end up facing each
gether and bolted down. other in the same room, about an
“Crowded, dark, and smells of arm’s stretch apart. It’s an ideal
stale beer,” I wrote, years ago, on place for exchanging items on
my first visit—and it hasn’t the sly, dumping incriminating
changed a bit. What it does have things into the sewer, or even for
to offer is mediocre beer at low

203
easily getting into Waterdeep’s furniture breakage has resulted
54
sewer network. in only wall benches and a stand-
Proprietor: Bulaedo “Fists” up elbow bar in the center of the
Ledgileer, a monstrously fat, toad- room being left. Wooden mugs
like man with forearms as big as have replaced metal, ceramic, and
the larger hams you’ll see for sale glass vessels, and the beer barrels
down the street, runs the Thirsty are chained down to prevent
Throat. His nickname comes their easy use as missiles.
from his habit of knocking men Drinkers stand herded to-
cold with one punch. gether like rothe in a pen, snarl-
ing and belching, and fights are
The Bloody Fist almost constant. Bullies and
angry people come here to pick
fights, and a room upstairs is
retained for a succession of
I suppose this notorious dive is a novice priests of Tempus, who
good example of just how bad a dress broken bones and perform
tavern can possibly be. Repeated minor healing magics in return
54
Location #274 on the color map.

204
for donations to the war god. Inns
One local bard, Talashamber of
the Flame Tabard, even dubbed Warm Beds
this place the Watching Wargod
in a sarcastic ditty about the two-
fisted heroes of Waterdeep, and This establishment delivers just
the nickname has passed into what it promises—and little more.
general usage, as in: “Let’s drain a Each bed is warmed by three
few at the Wargod.” Men down heated stones placed in it before
on their luck can be hired here, the renter retires. There is hot
55
but there is little else of interest. water available for washing,
Proprietor: Uglukh Vorl is a heated by the bucket beside the
half-orc who has been known to same giant hearth that warms
yawn in the midst of a full-scale the bedstones. Rooms with one to
swordfight. He defends himself four single beds are available.
with a sleep-poisoned, double- This inn has no stabling (most
bladed battle axe whose central patrons sell their mounts or
shaft ends in a spear blade. stable them at a caravan stable in
55
Location #272 on the color map.

205
South Ward), and provides no inn. Her manner is one of upper-
food of any kind. Quiet is ex- crust, noble dignity.
pected after dark, but as long as
there’s no noise above low- The Splintered Stair
pitched voices, renters can use
their rooms for whatever pur-
pose they please (such as confer- The entry hall of this room rises
ences or meetings)?
up three floors, overlooked by
Proprietress: Shalath Lythryn
interior balconies linked by
runs Warm Beds. She is kindly, elegantly spiraling stairs. Its
plain, middle-aged, and very, very name comes from a memorable
observant. fight between adventurers, 20
winters ago, in which the fury of
The Blackstar Inn wielded blades left one stair
damaged almost beyond repair. I
love the opulent entry hall, but . . .
This dignified, even haughty inn The stair has been replaced, but
is like a fortress on the outside, little else has been done to make
with barred windows, stone guests welcome. The large, luxuri-
walls, and a slate roof. Its lobby ous rooms are cold and dark, and
has two armed guards, and the chamber pots provide the only
four hostlers in the locked stables sanitary facilities. Rates are 1 gp/
are also armed. night for a person and mount or 5
Fees are high (typically 1 gp per sp/night for a person only. Extra
head per night, plus 1 sp per animals, and extra persons shar-
58
animal stabled), but in return, ing the same room, are 4 sp each.
guests get almost soundproof Proprietress: Shalanna Duth-
rooms (a rarity). Each room has a mere is a pale, worn-looking lady
hip-bath, a double bed, water and from Daggerford who directs
wine provided for drinking and her six daughters in running the
various pamphlets and chapbooks inn. She is a widow and is very
provided for light reading. Each tight with money.
room also has its own fireplace,
albeit with a miserly supply of The Rearing
firewood, and the patrons tend to Hippocampus
keep to themselves. A good place
57
to get a long sound sleep.
Proprietress: Asiyra Bold-
This is probably the classiest inn
winter is the proprietress of this
in Dock Ward, and is favored by
56
Location #270 on the color map.
57
Location #276 on the color map.
58
Location #277 on the color map.

206
many caravan masters and by Hidden Blade for a short time, but
merchants who want a good, has reverted to its former owner
59
secure place to sleep without and favored reputation.
announcing their arrival to Proprietor: Barl Shardrin, the
observant eyes in better wards. proprietor, is a quiet, attentive,
Adorned with a life-sized polite man.
carved wooden hippocampus out
front, this inn offers broth and Festhalls
toast at all hours, private rooms
with canopied beds (warmer than The Mermaid’s Arms
Inn, Tavern & Festhall
most accommodations in Dock
Ward, especially in winter) and
carpeted floors. It is favored by
many regular visitors to the city This large, fairly new establish-
who have business near the ment is adorned with rich sea-
harbor. It recently became a blue draperies and takes the
dangerous tavern known as the form of a series of elegant dining
59
Location #278 on the color map. Its brief career as the Hidden Blade is mentioned in the Harpers
novel Elfshadow, by Elaine Cunningham.

207
lounges, in which one dines or The Purple Palace
just drinks with an attractive
host or hostess (or alone). One can
take rooms for the night alone, or This is the closest thing Waterdeep
with someone else. Increasingly, has to a Calishite silks-boudoir. Its
the Arms (having acquired a safe lavender silk draperies and gauzy
reputation) is being used by hangings are heavily perfumed.
single gentlefolk on the prowl for Everything is cushions, soft
a night of love. In other words, carpets, music, and purple-tinted,
patrons are going there to meet spiced wine.
each other, not to hire a host or Companionship is expensive
hostess for the night. and (reputedly) very good. Some
The Arms is large, well-lit, of the most famous are Naneethil
always busy, and can be quite of the Sword Tattoo61and Dessra
expensive for the works (stabling, of the Dark Desires.
a room, meals, drinks, and com- Proprietress: The proprietress,
panionship are all billed sepa- Tathla “Flamehair” Nightstar, was
rately). Its nature makes it ideal famous as a courtesan in Calim-
for visitors intending to use it for port 30 years ago, and is still a
some purposes. A merchant great beauty. Her blood-red hair
could take a room there, meet a surrounds her like a cloak, and is
business colleague there and eat so long that it trails behind her
dinner (perhaps with attractive on the ground!
house escorts), then go elsewhere
for drinks and a play or show. Alleys
The merchant could then stagger
home late, knowing a comfort- Dock Ward boasts the most color-
able room awaits. ful and dangerous alleyways and
This is an interesting trend. courtyards in the City of Splen-
The only thing I regret about the dors. Tourists are advised to be
Arms is that I’m far too apt to very sure of their personal de-
meet friends or business part- fenses before walking any of these
ners in its lounges when I want by night, even if not alone.
to slip up to my room unseen—or
60
slip out unobserved. Arun’s Alley
Proprietress: The Arms is run
by Calathia Frost, a handsome
and winning lady with a gor- Running east off Ward’s Way
geous, throaty voice. She keeps to between Lackpurse Lane land
herself and does her job. Belnimbra’s Street, this wide
60
61
Location#264 on the color map.
Location #260 on the color map.

208
carters’ way services many ware- meeting place of many gangs of
houses and businesses along its street ruffians, thugs, and cultists
short length. It can be a fascinat- over the years. As such, it is
ing place to watch skilled loaders regularly patrolled by the city
and unloaders, who can throw guard and the watch—but they
and catch heavy barrels and crates of ten encounter thugs, Dragon
with speed and accuracy. Cultists, or worshippers of
Except for those who look Loviatar “ministering” to some
threatening and have weapons at poor victim kidnapped from
the ready this is as safe as an alley somewhere nearby.
gets. Private guards belonging to There are also rumors of
the businesses and to the Fellow- something living under the
ship of Carters and Coachmen black water in the well that
guild are everywhere, vigilant comes out at night to snatch and
and armed with crossbows, clubs, feed on passersby.
and short swords.
Candle Lane
Black Wagon Alley

Sometimes called Candle Alley,


Running east off Book Street to this winding way links Book
the north of Candle Lane, this Street and the Way of the Dragon.
narrow way leads to a warren of Its name comes from its extreme
houses of the poor, including gloominess (it’s overhung by tall
some thieves. City watch patrols houses), which made bookish
are often busy cutting away sorts lit targets for thieves. It is
tripwires and stranglewires now heavily patrolled. The
from its more easterly stretches. Thirsty Throat tavern stands at
It is named for the ghostly appari- its eastern end.
tion of a black plague wagon that
is sometimes seen slowly and Caedermon’s Walk
silently moving up the alley,
without horses or a driver!
Linking Shipmasters’ Hall with
Black Well Court Wharf Street, this route is named
for the ghostly ship captain who
often walks up it, wooden clogs
Opening west off Book Street, echoing in the mist, leaving wet
across from the end of Drakiir footprints in his wake.
Street, this cramped courtyard is Caerdermon was drowned in
known for its long-polluted well the harbor by his mate, and rose
(the water is black!) and as the as a revenant to follow his killer

209
to Shipmasters’ Hall. A fearful way is home to many soothsayers,
wizard there blasted him to dust shady moneylenders, message
before he could slay the mate— runners, and fix-it-for-you thug
and ever since, Caerdermon’s bands. Avoid it if well-dressed or
phantom has walked this alley. carrying obvious wealth. Thieves
There are whispers that the sea are never far off.
captains ghost can slay or harm
those who block his path. Melinter’s Court
By day, this route is busy with
carts serving the businesses all
around. It is one of the alleys Behind (east of) the Hanged Man
dominated by muscular men tavern, this dark courtyard is
moving heavy barrels with one- of ten full of pipe smoke, as
man push-dollies. philosophers spill out of the
tavern, tankards in hand, to
Fishnet Alley continue debates begun inside.
Named for the evil mage who, a
decade or so ago, formed a gang
Linking Spice Street and Dock of thieves that met here to plan
Street in a dogleg west of Wharf their villainy, this courtyard
Street, this narrow crowded alley continues to be used from time
gets its name from the drying to time by the evil mages who
nets that are hung across it at were once Melinter’s apprentices.
various levels from wall hooks by Melinter is dead, but at times
night or for repair by day. mages arrive at night, sleep any
Down the years, these nets patrons in the courtyard, and
have broken the fall of many meet to plan dark deeds. I
thieves and lovers leaping from couldn’t find anyone willing to
windows, or have been dropped tell me very much about these
from above by thugs to entrap wizards, but I did hear the names
people passing along the alley. Azibar of the Seven Skulls,
Although it looks like the web- Felibarr Blacklance, and Onshall
choked lair of some giant spider, Goldcloak mentioned.
this alley is usually quite safe.
However. . . Philosopher’s Court

Manysteps Alley
Better known to locals by its
derisive name, the Foolsquare,
Running parallel to and between this sunny court has always been
Slut Street and the Way of the where old men, drunkards,
Dragon, this long, winding back young thinkers, and the more

210
daring of the city’s wealthy Round Again Alley
intellectuals have gathered when
the weather is good to argue,
flapping their jaws on a raised Paralleling Wastrel Alley on the
dais and weathered chairs. west, from north of Adder Lane
Drunks sleep under both the dais to Belnimbra’s Street, this narrow
and the chairs by night. alley doubles back on itself
Certain nameless nobles pay for (hence its name), and is the
torches and a standing city watch favored testing ground of some-
patrol to keep proceedings from one who can create magical
being interrupted by thieves, illusions of beholders.
ruffians, critics, or nightfall. Some Many Waterdhavians have
whisper that Piergeiron or Khel- seen silent, menacing eye tyrants
ben Arunsun or Mirt pay for the gliding along the alley eyestalks
arrangements, but many nobles writhing—only to fade away at
have been heard to say that “an the touch of hurled objects, or
afternoon stroll to hear the fools is upon reaching the end of the
better mirth than most shows way. What this means, and if it is
thrice the price.” dangerous, is not yet known.

211
best efforts have not yet suc-
Thelten’s Alley ceeded in destroying Thelten’s
strange remnants.

Running northwest off Watch- Three Thrown Daggers


run Alley, across from the end of Alley
Drawn Sword Alley this short
way is named for the crazed
wizard who dwelt here. Through Linking Blackstar Lane and
some arcane magic, he survives Spiderweb Alley this winding
62
as a wizshade, and can still be way is famous for the curse cast
encountered here or in Thelten’s here by the mage Arundoom.
Court, which opens off this alley Struck in the back by three
to the north. daggers hurled by a treacherous
This sometimes-seen magical apprentice, he survived to take
apparition may whimsically revenge. Once for each of his
ignore or aid folk, but more often eight years of apprenticeship, the
attacks. The Watchful Orders apprentice was driven by magi-
62
Detailed in Volume 7 of the Monstrous Compendium (the first SPELLJAMMER® Appendix).

212
cal fear to flee up the alley and north across itself to reach the
there face three animated dag- broad way of Fish Street. The
gers that swooped out of thin air back way into the Thirsty Sailor,
at random points up and down this still-dangerous passage is a
the alley. haunt of thieves, thugs, and ladies
The spell survives, despite the of the evening who defend
efforts of later wizards to eradi- themselves or fell would-be
cate it. Because of this, anyone customers with sleep-poisoned
using the alley must beware rings or long nailsheaths. Its
63
three random attacks. name comes from an old joke
Thugs sometimes lure or chase about needing to drink two
intended victims into the alley to flasks of wine to have the cour-
get them injured. This route is age to walk down it.
sometimes called just Thrown
Dagger Alley. Watchrun Alley

Trollcrook Alley
This northeast/southwest route
links Nelnuk’s Walk with Red-
Linking Snail Street and Slut cloak Lane and Gut Alley and
Street, this relatively open, safe gets its name from its frequent
passage is today much used by use by the city watch and the city
carters—rushing wagons are its guard to hurry across this part of
chief danger. Of old, it was fre- Dock Ward. Being in the path of a
quented at night by a vicious running (or mounted, and charg-
gang of trolls dwelling in the ing!) patrol is itself a danger—and
city’s sewers. They slew many carters at times race each other
citizens before being hunted along this route.
down. Some sages misname this Thieves and cruel pranksters
alley Troll crush Alley. have been known to stretch
tripwires and stranglewires
Twoflask Alley across this alley by night. It is
common knowledge in the ward
that major gangs in this area
Running due west from the have hired eyes watching this
midpoint of Bitter Alley, this way route to keep track of the 64city
turns south and then loops back guard and the city watch.
63
Make three Dexterity checks. Success means a gleaming dagger flashes out of nowhere, passing
close by, and vanishes again. Failure means it strikes the victim, hilt-deep, for a chilling 4 hp of damage,
and then fades away.
64
Persistent rumors tell of crossbows waiting behind sliding wall panels along this route-large
tripod-mounted weapons firing spear-sized quarrels (one per 3 rounds, range: S5, M10, L15 damage: 2d6
vs. S- or M-sized target, 1d8 vs. L-sized target).

213
Appendix I:
Folk of Waterdeep
s has been said before, Lost Ships— whose unlife enchant-
the people of Water- ments are flawed). Lady Alathene
deep are Waterdeep. can turn her undead attacks and
No guide to the city is powers on and off at will, can’t be
complete without a turned, can use all magic and learn
mention of the more new spells, and maintains her unlife
colorful and influential folk who by slaying two to three living, sen-
live there and shape Waterdeep into tient beings a year through energy
what the city is. drain spells. She has few friends and
With Elminster’s help, we’ve always seeks someone she can trust.
included a “best guesses” list here of ALBAERON HALEMBIC (LN hm F3).
the probable classes, levels, and Although Albaeron is grizzled and
alignments of some of the Water- elderly, he is a skilled helmsman and
dhavians Volo mentions. Adventur- navigator.
ers be warned: Much of what is said
here may be wrong! ALDAEGUTH. See Winestab.
This list is alphabetical by first ALEENA PALADINSTAR (LG hf W9; DEX
name (or only known alias) because 16, INT 18, WIS 16, CHA 16) Aleena is
so many citizens of Waterdeep lack the daughter of Piergeiron, and
surnames. Only ability scores of 16 or secretly apprenticed to Khelben
greater are listed, and the standard “Blackstaff” Arunsun. She dwells in
Realms character statistic abbrevia- the palace. She is grave, reclusive, and
tions are used.

AGLATHA SHREY (LN half-ogre female


F5; ST 18/74). Aglatha is an order
clerk for the Aurora’s Shop in Dock
Ward, and enjoys participating in
tavern brawls—her specialty is
throwing men bodily through doors,
windows, or tables.
ALARD BELAERL (NE hm F3/T4). A
tall, gaunt, hatchet-nosed man with a
nasal voice, Alard uses his dancers as
spies, selling information about rich
visitors to thieves.
LADY ALATHENE MOONSTAR (CG hf
W19; an archlich—detailed in SJR1
Aleena Paladinstar

214
tall—enough so that she once wore
her father's armor and deceived
people into thinking him present by
aping his stride and movements.
ALLET TZUNTZIN (CG half-elf f W9;
DEX 18, IN 18, CHA 17). Allet is a half-
owner of the Misty Beard tavern in
North Ward. She is slim, lithe, and
dark-eyed, and has many suitors. Her
will of steel is hidden under soft
speech. She is firmly loyal to her
sister, Vindara. She plans to marry
into a noble house or found her own
clan of magic-wielding half-elves,
someday Allet owns and wields
many wands (see Misty Beard
footnotes for a partial selection). Amasanna Vumendir
AMARATHA RUENDARR (NG hf F4; ST nobles to stay while their villas are
16, INT 16, WIS 16, CHA 16). Amaratha being rebuilt, repaired, or simply
is the charming and beautiful cleaned up after a particularly
proprietress of the Jade Jug inn in successful party.
Castle Ward. An adventuress who
AMASANNA VUMENDIR (NG hf F0 DEX
retired when a lich’s curse destroyed
18, INT 18, WIS 17). Amasanna is the
her right arm (her swordarm) and
proprietress of Dacer’s Inn in Sea
prevented any known magic, thus
Ward. She was born to slave parents
far, from regenerating it, she has put
from Chult, who escaped from
her money into running Waterdeep’s
Calishite slavery. This is why she has
most luxurious inn. Amaratha runs
dusky skin and a hatred of Calishites
the Jade Jug as the sort of place she’d
and slavers. She is agile and energetic,
like to stay in—and does, as a guest,
speaks seldom, but sees and knows
when it’s not full. She has a perfect
all. She uses hand gestures with her
memory and makes a point of
well-trained staff, who love her and
learning the names and details that
are utterly loyal to her.
guests want to give her, so that she
can take an interest in their doings ANSILVER THE LOCKSMITH (LG hm P5
and make them feel important on of Gond; DEX 18, INT 18, WIS 17).
their next visit. This ability has made Ansilver keeps his status as a priest
her very useful to the city watch on of Gond secret even from other
many occasions. Although her profit clergy of Gond. He is the proprietor
margin is small, she grows steadily of the Golden Key shop in Castle
wealthier, as word of mouth makes Ward. Although elderly Ansilver
the Jug a more popular place, despite remains alert. He wears thick
its prices, year after year. The Jade spectacles, and has a sharp-beaked
Jug is already the place for visiting nose and a habit of always humming
nobility to stay, or for Waterdhavian to himself. Ansilver is a wealthy

215
landowner, and has many holdings AULDENUTH ORBRYMM (NG hm F5
in South Ward and in the farmland [retired]) Auldemuth is a master
east of Waterdeep. forger, but is retired.
ARATHKA “RELLA” RUELL (CG hf P14 AZIBAR OF THE SEVEN SKULLS (NE hm
of Selune; DEX 16, INT 16, WIS 18). W9) Azibar is known for the en-
Arathka Ruell is the wife of Danda- chanted flying skulls that are always
lus Ruell, co-owner of The Old with him, darting and hovering—and
Xoblob Shop. She worships from her spitting spells at his foes.
rooftop bower and is the secret hand
BALAGHAST BRIGHTLINGAR (NG hm F8;
of the lady in Waterdeep (as opposed
ST 17, WIS 16, CON 16). The propri-
to the well-known priestesses of the
etor of the Pilgrims’ Rest inn in Sea
House of the Moon). She sponsors
Ward, Balaghast is a gruff, hard-
and aids many adventurers, and has
working retired mercenary. His
acted as den mother to such famous
manner conceals kindness and
bands as the Company of the Caltrop
willingness to help those in need.
and the Flamehurling Five.
BALARG “TWOFISTS” DATHEN (CN hm
ARLEETH HARMETH (NG hf F1; DEX 17, F5; ST 17, DEX 16, CON 16). Twofists,
CHA 17).
the proprietor of the Red-Eyed Owl
ARNAGUS THE SHIPWRIGHT (LG hm F7; tavern in Castle Ward, is prone to
ST 17, DEX 16, CON 17, INT 17, WIS 17, brawling and wenching with equal
CHA 16). The wealthiest, and prob- vigor and noise. He is bluff and
ably the most skilled, shipbuilder in bristle-bearded, with long, unkempt
Waterdeep, Arnagus is a very influ- red hair. His rough voice is often
ential member of not only his guild heard calling out coarse jests to
but of trade matters throughout the tavern patrons, and his arm has a
city. He is friendly to all, but says little, deadly aim with hurled platters or
and keeps out of the public eye as tankards. He is always willing to
much as possible. His sharp gaze pitch in to a fight.
misses little, and he has been known
BALTHORR “THE BOLD” OLASKOS (NE hm
to report thieves, smugglers, murder-
T8; ST 16, DEX 17, WIS 16, CHA 16).
ers, and the like to the city watch.
Balthorr is the loud-voiced and
(For shipbuilding fees and times, see
friendly proprietor of Balthorr’s
Waterdeep and the North.)
Rare and Wonderful Treasures in
ASIYRA BOLDWINTER (LE hf P3 of Castle Ward. His “hail-fellow well-
Loviatar). Asiyra eyes all guests for met,” sincere attitudes are belied by
possible converts/targets/fellow the fact that he secretly fences stolen
devotees, but otherwise keeps her goods and is sympathetic to the
faith secret (though some have heard Shadow Thieves (the outlawed
her whip in the cellars, late at night). Thieves’ Guild).
Her outward manner is one of
BARL SHARDRIN (CN hm F3). Barl is a
upper-crust, noble dignity but like
quiet, attentive, polite man who can
many devotees of the Mistress of
reveal much about Waterdeep to
Pain, she wears a blood-burrs belt
anyone who bothers to sit and talk
under her gowns that sometimes
with him.
betrays her devotion.
216
BELIARGE “OLD BOAR” MADUSKAR (LN Pampered Traveler inn in Castle
hm F8; ST 17, CON 16) Beliarge, Ward, is solemn, wary, and darkly
known as “Bel” to his friends, is the handsome. Brathan is the last
proprietor of the Swords’ Rest survivor of an adventuring band
tavern. This wary old warrior is slaughtered by a mage it attacked in
grizzled and stout, but still capable. a northern ruin. The mage, a horned
man in purple robes who called
BERADYX HALFWINTER (LN hm W9) A
himself Zulorr Thaeran, swore he’d
fat and lazy wizard who enjoys good
slay every last one of them slowly
wine, ale, and cheese, Beradyx
and painfully (though that was two
pursues “spellhurling for hire” in the
decades ago). Brathan is always alert
safe confines of a city. He hires out
for some sign that the mage has
for only noncombat and legal
found him at last and is coming to
situations. His spells are few and his
torment and slay him.
Art weak, earning him the contempt
of mages like Elminster. He works as BRAUM PELAUVIR (LG hm F6; ST 17,
the transportation mage for Aurora’s DEX 16). Braum is proprietor of
Shop in Dock Ward. Pelauvir’s Counter store in South
Ward. Braum, who is tall, beefy and
BLAZIDON “ONE-EYE” (CN hm F6
jovial, has a memory decades-long
[now]; ST 16). This veteran warrior
and sharp with detail. He has largely
comes out of retirement from time
retired from battle.
to time, but spends most of his days
uniting—for a small fee—hireswords BRAZAUN OF BALDUR'S GATE(CN hm
with caravan masters and others F0; DEX 18, INT 18, CHA 16) Brazaun, a
wishing to hire them. By day he’s feast cook for hire of brilliant skill, is
usually to be found sitting on a stool noted for his savory pastries and
in Virgin's Square, where the fight- wine-flavored ices. His lowest fee is
ing men have learned to gather. By 100 gp/night, payable in advance-
night, he’s busy in one of the private plus, of course, the cost of the ingre-
rooms of the Bowels of the Earth dients he requires. These ingredients
tavern in Trades Ward—which he typically cost about 10 gp/guest, and
owns, although few in the city know must be laid in by his client, not by
that-or making the rounds of other the quick-tempered, dashingly
taverns and inns, looking for war- handsome Brazaun himself. Brazaun
riors who need work. One-Eye is is given to dancing and singing as he
grizzled, hairy and stout with thickly works in the kitchen. He’s a lady-
muscled forearms that brand him as chaser and tippler of legendary
a fighter from far off. He always capacity.
wears a ring of the ram and a
vampiric regeneration ring and BULAEDO“FISTS”LEDGILEER (NE hm F5;
ST 18/l2, CON 18; 70 hp—the maxi-
carries at least one potion of super-
mum number possible). During
heroism and one of extra-healing.
Bulaedo’s career as a warrior, he was
BRATHAN ZILMER (LGhmF5;ST16, poisoned many times, so is 40% likely
INT 16, WIS 16, CHA 16). Brathan, to be immune to any poison used on
Guildmaster of the Fellowship of him.
Innkeepers and proprietor of the

217
CALATHIA FROST (CG hf F9; DEX 16, CHETH THANION (LN hm F4; ST 16,
CHA 17). The Mermaid's Arms is run INT 16, WIS 16). Cheth, proprietor of
by Calathia Frost, a handsome and the Wandering Wemic inn in Sea
winning lady with a gorgeous, Ward, devotes his life to building his
throaty voice. She usually keeps to inn into a special place. He is big and
herself and does her job, but will not burly with blond hair and broad
condone any activities that she shoulders. Although he conveys an
considers evil going on in the inn. easygoing nature, he is far more alert
She keeps her favorite long sword (a than he seems, and never forgets a
long sword +2) and a suit of chain face or any debts or cheating.
mail in a cedar chest at the foot of
CHULDAN HELMSTAR (CNhmT4).
her bed, underneath some blankets.
Chuldan is a sly man of many secrets.
CALLANTER ROLLINGSHOULDER (NE hm He reminds some of a fox or a
F1; ST 16, CON 17). Callanter is the weasel.
proprietor of the Sleepy Sylph tavern
DANDALUS “FIRE-EYE” RUELL (CG hm
in Castle Ward. He is tall, fat, and
F14; ST 18/02, DEX 17, INT 16, WIS 17,
dresses in Calishite silken finery,
CON 16, CHA 16).This fat, jolly balding
with gold bells on the ends of his
bearded proprietor of the Old
huge mustache.
Xoblob Shop always has bulging
CATHAL SUNSPEAR (LN hf F0; INT 17, pockets and always carries on his
WIS 16). This cultured, middle-aged person the following magic: a ring of
counter clerk of the Castle Ward free action, a ring of spell turning, a
outlet of the Aurora’s retail chain greenstone amulet, 2 potions of
was born to a wealthy family of extra-healing, an elixir of health, 2
Tethyr. Cathal is now an investor iron bands of Bilarro spheres, and 6
deeply interested in the behind-the- beads of force. He may well carry
scenes deals of guilds and noble more magic and definitely has an
families. invisible broad sword +3 somewhere
near at hand.
CATHALISHAERA (CN hf W10; DEX 17,
INT 18). Cathalishaera, the reclusive, DARION SULMEST (LN hm F0; DEX 18,
shy owner of the Jade Dancer, loves INT 17, WIS 17). While he is spokes-
to animate the famous dancing man for the Order of Cobblers &
statue for which her establishment is Corvisers, Darion is also the propri-
named, but would never dare to etor of his own very expensive, but
dance in public herself. She is a one- top-quality, shop in North Ward.
time apprentice of Kappiyan Flur- Darion is sometimes sarcastic,
mastyr who once sought adventure extremely wealthy, and handsome.
but withdrew in terror from the He is rumored to have several noble
dark magic of baatezu to a life of ladies as intimate companions and to
hiding and using her magic for small hold the ear of the Lords of Water-
things. She secretly dreams of deep. Darion is secretly a wistful
meeting a brave, loving, young would-be adventurer who always
wizard to protect her and to taste likes to hear tales of danger. He
adventure with him again. sometimes sponsors adventuring
bands.

218
DAUNT BUIRUNE (CN hm T13, ST 16, al,) Guild. She resides at their head-
DEX 18, INT 16). Daunt Buirune is quarters, the House of Good Spirits.
retired from thieving and is now the Sharp-tempered and sharp-witted,
proprietor of the Red Gauntlet she is quick to size up a person and
tavern. He is silent, watchful, and to smell deceit. Her hobbies are
always pleasantly wary. breeding cats and racing horses. (She
likes to be in the saddle.)
DELBORGGAN THE BLADE (CG hm F9;
ST 17, WIS 17, CON 17). Delborggan is DOBLIN GOUNAR (CN hmT3; DEX 16,
a grizzled, one-eyed ex-adventurer. IN 16). Doblin, proprietor of Gounar’s
Formerly he was a famous hero of Tavern in Sea Ward, is a cold, self-
northern exploration who led the important, cruel and arrogant man
men of Lith through many monsters of cutting manners and an open lack
and icy perils to reach isolated of caring for others.
Snowkeep. He is a man driven to
adventuring by grief (as he says, “For EAENGUL SKULLCROWN (NG hm F4; ST
it is an ill thing—a heavy thing—for a 17, CON 18). A gentle, balding giant of
a man, Eaengul Skullcrown is
boy to be not loved by his father”),
who now views the world with descended from a now-fallen noble
buoyant, if cynical, good humor. As family of Amn. He is now the propri-
etor of the Friendly Flounder in
the proprietor of the Riven Shield
Shop in Trades Ward, he’s always Dock Ward. He’s reputed to have a
natural talent for seeing the auras of
armed with magic items, including
magical items and enchantments.
(under his eyepatch) a waiting
magical eyecusp that can spout EIRAKLON MARIMMATAR (LNhmF9;
beams of fire when he desires ST 17, DEX 17). As housemaster
(details of this item left to the DM). (security chief) of the Gentle Mer-
maid in North Ward, Eiraklon
DESSRA OF THE DARK DESIRES (CN hf
oversees the daily running of the
F2; DEX 16, CHA 16).
place, but is seldom seen by patrons.
DHAUNRYL ZALIMBAR (NG hm W10; He suspects that shady money backs
INT 18). Dhaunryl Zalimbar is the tall, the Mermaid, but dares not try to
kindly, gangling and rather shy investigate. His suspicions have
service-mage of the Trades Ward arisen because there’s so much
outlet of the Aurora’s retail chain. A money passing through the Mer-
studious sort with little taste for maid, and its spending is never
danger or adventure, Dhaunryl is a questioned by anyone. Eiraklon also
collector and student of heraldic has the constant feeling of being
devices. He sketches all badges, crests, watched. Xanathar (the beholder
and escutcheons he sees in Water- crime lord of Waterdeep) wants an
deep, as well as noting down and unwitting, respectable agent doing
memorizing most of the mottoes he his best for the Mermaid, and so
encounters. Eiraklon has a free hand in hiring
and managing in order to make the
DLARNA SUONE (LN hf F2; ST 16, INT
Mermaid the best possible place of its
17). Dlarna Suone is the chief guild
kind. His efforts make the Mermaid
buyer and seller for the Vintners’ (et

219
profitable in its own right and a red face and red beard.
means of attracting into the city
FILIARE (LN hm F5 [now]; ST 16, INT
wealthy folk who can then be
16, CHA 16). Filiare, a jovial ex-merce-
fleeced.
nary, is the proprietor of the Inn of
ELGUTH IRAMBLIN (CG hm F1). Elguth the Dripping Dagger in Trades Ward.
is the stableboy at the House of Good He has been known to show kind-
Spirits, and an expert guide to the ness to adventurers and mercenaries
gambling houses and festhalls of down on their luck. He is also the
Waterdeep. He is a member of the father confessor to, and sometime
Vintners’ (et al.) Guild. intimate friend of, many unhappy
noblewomen of Waterdeep.
EVETHE UNTUSK (CG half-elf f F4;
DEX 18, CHA 17). Evethe is a dancer, LADY GALINDA RAVENTREE (CN hf F0;
bartender, escort, and part-owner of DEX 16, INT 16, CHA 16). This catty
the Copper Cup. She is known for young noble is devoted to festive
her love of music, especially elven frivolity, fighting with her social
songs and human ballads about rivals, and sampling as many young
elves. men as she can entice into her reach.
Lady Galinda can briefly be seen at
FELDYN GOADOLFYN (NE hm T8; DEX
this work in the novel Elfshadow.
17, INT 17). Feldyn is the nondescript-
looking, cold strategist who is the GELFURIL THE TRADER (CG hm P6 of
owner of the Old Monster Shop. He Tymora). Gelfuril is a retired priest.
has been described as a dangerous,
GORDRYM ZHAVALL (LNhmF4;ST16,
patient enemy.
DEX 16, WIS 16). Gordrym is a calm,
FELIBARR BLACKLANCE (CE hm W12). expressionless man who is second
Felibarr Blacklance is the developer guild buyer (after Dlarna Suone) for
of the blacklance “blast beam” spell. the Vintners’ (et al.) Guild. He resides
He is a cruel killer. at their headquarters, The House of
Good Spirits. He is secretly a gambler
FELSTAN SPINDRIVVER (CG hm F4; ST
and heavily in debt. Gordrym is a
16, INT 16). Felstan is the amiable
known master blender of wines.
keeper of the Cliffwatch Inn in
North Ward. He is quick to help- GOTHMORGAN ILIBULD (CGhmF2;INT
adventurers and a great fund of free 18). Gothmorgan is the proprietor of
lore to lodgers on the talk of the city the Singing Sword tavern in Castle
and adventuring deeds. Ward. He is a likable former adven-
turer who retired when he found
FELZOUN THAR (CN dwarf m F6; ST
the sword (of the tavern's name) in a
17, WIS 17, CON 18). Felzoun is the monster-haunted ruin. Gothmorgan
proprietor of Felzoun’s Folly tavern
is tall and polite. While he is always
in Trades Ward. He is a loud-voiced, watchful, he is known primarily for
incredibly energetic host who is his dry humor. His wealth increases
always bustling about. He fears no daily.
one and always carries two throwing
axes under his apron. Felzoun is GULTH DJANCZO (NE hm T7; DEX 17).
bristle-bearded and balding, with a Gulth is the proprietor of the Full

220
Cup tavern. A nasal-voiced, coldly
polite weasel of a man, he probably
has hidden magic items on his
person for defense.
GUTHLAKH “HANDS” IMYUR (LN hmF7;
ST 1B/00, CON 16). Guthlakh stands
more than six-and-a-half feet tall,
with corded muscles and a battered,
sword-scarred face. He is the propri-
etor of the Sailors’ Own, a dockside
tavern in Castle Ward. His demeanor
is slow and deliberate, and he seldom
smiles.
HAHSTOZ BAERHULD (NE hm T6 [now];
DEX 18). Hahstoz is the crooked
proprietor of the Golden Horn
Hilmer
Gambling House in Trades Ward. A
dark-haired and complexioned,
HILMER (LN hm F9; ST 1B/00, DEX
habitually expressionless man, he
18, INT 17, CON 16, CHA 16). Hilmer is
moves with a silent grace.
a master armorer and proprietor of
HALA MYRT (NE hm F5; ST 16). Hala his own shop in Castle Ward. Al-
Myrt, a fat, resentful man, spends though he is now retired, as an
most of his days sitting on a barstool adventurer he was known to have
at the Grinning Lion tavern, as a explored Myth Drannor and much
contact for the fence Orlpar of Undermountain. He is tall with
Husteem. He is a wary man and broad shoulders. He is known to be
carries a capsule of dream sauce in just, honest, and soft-spoken. He is a
his hair. If he bites it, he’ll fall in- close friend of suspected Lords
stantly into a slumber of wild, Durnan and Laeral.
swirling dreams from which he can’t
HLONDAGLUS SHRIM (NGhmW9;INT
be roused for ld6 days. During this
18, WIS 18). Hlondaglus is a short, shy
time, even magical means won’t
ugly little man with misshapen
arouse him or enable others to learn
features and one wooden leg. He is
things by compelled questioning or
fiercely loyal to the Ruells (Arathka
mind-reading.
and Dandalus).
HALIDARA URINSHOON (LNhfF1;DEX
16, CHA 15). Halidara, who is the ILDAR ORSABBAS (CE hm F0). Ildar, the
stout, fun-loving, slightly pompous
owner of the Three Pearls Nightclub,
proprietor of Orsabbas’s Fine Im-
an exotic dancer and a shrewd
ports in Trades Ward, is nicknamed
investor, lives a life of luxury and
the “Duke of Darkness” for the
party-going in the city’s North Ward
masked, sinister guise he wears to
and partakes often and heavily of
nobles‘ feasts. While he is wearing
chocolates and amberjack sherry
this costume, he loves to threaten,

221
dance, and seduce. He goes to such
feasts partly to sample the tapestries,
wines, and perfumes that he has
been known to fence—a trade that
has earned him his other nickname:
Fingers.
ILINTAR BELERETH (CG half-elf m F6;
ST 17, DEX 17, CHA 16). Ilintar is a
dancer, escort, bartender, and part-
owner of the Copper Cup. He sees all
but says little.
ILITEL HARMETH (CG hf F1; DEX 18,
CHA 16).
ILMAIREN ARNSKULL (LN dwarf m F6;
ST 17, CON 17). Ilmairen, a fat, dark-
eyed dwarf, acts as a contact with his Jathaliira Thindrel
friend Jaerloon for dwarves visiting whittler and wrestler. Jaerloon is
Waterdeep. He works from the uncannily adept at striking missiles
dining room of the Raging Lion inn out of the air or catching them
in North Ward. He is a skilled (consider his DEX to be 21 when
whittler and mimic, and has often dealing with missiles).
been known to sing as sweetly as any
human soprano as he parodies a JATHALIIRA THINDREL (CN hf F0; DEX
singer’s performance. 18, INT 17, CHA 16). Jathaliira is the
petite, pert, and always-bustling
IMMITHAR “THE GLOVE” (CN hm T6; proprietress of the House of Purple
DEX 17, INT 17, CHA 16). Immithar Silks festhall in Sea Ward. She is
owns and runs the Blue Jack tavern sharp-tempered but passionate,
in Castle Ward. He is a fast-moving middle-aged, and wealthy. She has
and quick-witted fellow who is built up a large fortune (almost a
known as a joker, a good strategist, million gp in ready cash) by shrewd
and a good judge of character and investments in Waterdhavian
consequences. He is also an expert companies and by carefully purchas-
mimic. He retired from thieving, and ing valuable city real estate. (The real
now invests in shipping and rental estate’s value is close to another four
rooms. million gp.) She has arrangements
JAERLOON BUCKLEBAR (LG dwarf m with the Watchful Order to rescue
F7; ST 16, DEX 16, CHA 16). Jaerloon, her in the case of kidnapping and
with his friend, Ilmairen, acts as a ransom, when she calls them by
contact for dwarves in Waterdeep means of a certain magical bell that
from a base in the dining room of she wears in her hair. Each use of the
the Raging Lion inn in North Ward. bell costs her 40,000 gp, but she’s only
He is a white-bearded, weather-faced had to use it twice. Each time she
but kingly dwarf, who is a skilled seized more than the fee from her
would-be captor. Jathaliira can also

222
call on her bouncers and her friend,
Khelben Arunsun, for support and JHANDRIL NETH(NGhf F2; DEX 17,
protection. CHA 14). Jandril is a dancer, escort,
bartender, and part-owner of the
“MOTHER” JALYTH HLOMMORATH (NG Copper Cup. She is known for her
hf F1). Mother Hlommorath is fat, frequent changes in her (rather
bustling, and gossipy. Any secret told impassioned) relationships with her
to her is all over the city within the intimate friends, which usually end
day. in tempestuous fights in which
JANESS IMRISTAR (CN hf F3; INT 16). many things get broken.
Janess Imristar owns and runs the JHANT DAXER (LE hm T9; DEX 18,
Spouting Fish tavern. She is a short, INT 17, CHA 16). Jhant, a wary, sharp-
mousy loud-voiced woman who is featured, fox-like, unpleasant and
always bustling. She is quite fearless. ruthless man, is officially owner of
JANNAXIL SERPENTIL (NE hm W14; INT the Gentle Mermaid in North Ward.
18). This cold, much-hated bookseller He is actually a front man for the
and fence is a coward born long ago beholder crime lord Xanathar Before
in rural Amn who early on discov- becoming Xanathar’s agent, Jhant
ered how to make potions of longev- was a caravan owner and money-
ity— and then killed the man he lender operating out of Baldur’s Gate,
learned that lore from. He’s gathered although it is not a well-known fact
much magical lore over the years, in Waterdeep. Jhant runs smuggling,
and has summoned baatezu, trained money drop, kidnapping, and goods
and magically bound various guard- reallocation errands for Xanathar,
ian creatures, and collected the and is seldom at the Mermaid.
following magical items that he KAEROVEN “SIMILES” YULUTH (NE hm
carries on his person or keeps near F8).
at hand in his office: a wand of
paralyzation, a brooch of shielding, a KAPPIYAN FLURMASTYR (NG hm W11;
bag of dust of tracelessness, a pair of INT 18, CHA 16). At over 90 years of
eyes of minute seeing lenses, a pair age, Kappiyan is tall, thin, and distin-
of gauntlets of ogre power, a pair of guished. He is known as Waterdeep’s
gauntlets of swimming and climb- “potion wizard” and is the kindly
ing, a hat of disguise, several jars of tutor to a succession of female
Keoghtom's ointment, a necklace of apprentices. A noted maker of
adaptation, a periapt of proof potions and periapts, Kappiyan is also
against poison, and a collection of an always researching the better
unknown number of Quaal's feather spellcasting of low-level magics. He is
tokens. Jannaxil also possesses an moved to anger by the misuse of
unknown number of spellbooks and magic. He always wears robes, with a
other magical items, hidden in a wand of paralyzation up one sleeve,
cache somewhere underground in a wand of magic missiles up the
Waterdeep. other (in forearm sheaths), and a
wand of negation down one boot. At
JHAMBROTE HARKHARDEST (LN hm his belt he carries a plain, non-
W9). magical dagger, a light purse, and at
least three potions of healing.
223
KATHLIIRA SALARTH (CG hf T4; DEX
17, INT 18, CHA 16). Kathliira is a
famous hire cook who goes to a
client's kitchen and whips up the
food for a feast with ingredients
already laid in. Her sweets are
legendary up and down the Sword
Coast, but Elminster and Khelben
“Blackstaff” Arunsun both agree her
soups are her true masterpieces.
They’re the best they’ve ever had on
any world! Kathliira’s fee is always
200 gp/night. Often common folk
join purses together to hire her for a
house party, whereas most hire cooks
only cater to the wealthy and noble.
KHALOU MAZESTAR (CG hf F3; ST 16, Loene
INT 16). Khalou is the fat, talkative, LEILATHA SUBRAIRA (CN hf T6; DEX
wise-cracking lady bartender of the 17, CHA 15). Leilatha is an escaped
Jade Dancer. She loves to talk to slave from Chult who gave her
guests, and is known as a great Calishite masters the slip in Water-
source of jokes, information on deep long ago and killed them when
current fads and interests among the they came looking for her. Her entire
young, and gossip about Waterdeep’s body is covered in tattoos. She keeps
rich and noble folk—especially her skin oiled except when creeping
envious talk of gems and extrava- around rooftops at night to go
gance. thieving.
KRIIOS HALAMBAR (LN hm F0; DEX 18, LHAERHLIN MASRAM (LN hm F8; ST
INT 18). Kriios, guildmaster of the 16). Lhaerhlin is the affable but stone-
Council of Musicians, Instrument- faced proprietor of the Raging Lion
Makers, and Choristers, is a match- inn in North Ward. A tall, stout man
less lutemaker and a skilled of many secrets, he always wears a
harpmaker. He is the proprietor of ring of spell turning and a ring of
Halambar Lutes & Harps in Castle lightning (equal to a wand of light-
Ward. Kriios is habitually expression- ning).
less and has unusual, large, black-
pupiled eyes. He is a very wealthy LOENE (CG hf F9 [now]; ST16, DEX
snob and a severe critic of musicians. 17, CHA 16). Loene, a graceful, sensu-
He holds himself as too exalted to ous former pleasure girl, was res-
arrange music for a noble’s feast, but cued from slavery by the Company
is a supplier of instruments to many of Crazed Venturers. She won a place
musicians who must play at such in their ranks, and later became a
feasts to make a living. gambler, adventuress for hire, and
the lady love of Mirt. Today she is a
rich landlord in the city. She still

224
trains warriors and can be hired as
an adventuress for 2 gp/day. She
wears a ring of spell storing holding
dispel magic, fly sending, and wall
of force. She has large hazel eyes, a
magnificent tawny body and dark
blonde hair. She will use the sending
to call on the [now 14th level] mage
Nain Keenwhistler for aid when her
life is in peril.
LOGROS HLANDARR (LN hm W9; DEX
16, INT 18 CHA 16). Logros is service-
mage to the South Ward Aurora’s
outlet. Arrogant and given to acting
important and mysterious, he
desperately wants to be part of real
intrigue—with a minimum of Mhair Szeltune
danger.
reputed (correctly, Elminster says) to
THE MASKED MINSTREL (CG hf B4; be a staff of the magi. Mhair often
DEX 17, INT 16, CHA 17). None know wanders the city in the magical guise
the true name of this mysterious of an old crone leaning on her stick
lady of the evening who frequents (the staff) in order to see what
Jesters’ Court in Castle Ward. She can treatment she’ll get and what’s going
be found there on warmer evenings, on when there’s no one important to
playing a harp, lyre, or lute. She has a see. She has been known to teach
pleasant singing voice, and always adventurers who tease or torment
appears masked. She entertains the ugly old lady a sharp lesson.
clients nearby on the wooded slopes However, Mhair can be a kind, loyal
of Mount Waterdeep. Some say she’s a friend.
Harper agent, others that she’s
MORATHIN “HOOKS” BELMONDER (LN
demented or some sort of spy for a
hm F0; ST 17, DEX 17). Morathin is a
foreign realm. Her true origins, aims,
burly hearty man skilled at butchery.
and past remain obscure.
He is an expert, strong-stomached
MHAIR SZELTUNE (NG hf W17; DEX judge of musculature, and the type,
17, INT 18, CHA 16). Lady Master of age, and condition of meat. (He can
the Order Mhair Szeltune is head of tell diseased meat with 88% accuracy
the Watchful Order of Magists & and tainted/poisoned meat 94% of
Protectors. A serene, efficient, petite the time.) Morathin is Second Knife
lady of iron will, she is an uncom- of, and public contact for, the Guild
monly good judge of character. She is of Butchers. He makes over 400 gp
friend to Khelben “Blackstaff” clear profit on a typical business day
Arunsun, has long, glossy black hair, and is considered a very rich man.
and very, very blue eyes. She usually
MRIL JUTHBUCK (CG half-elf f F4; INT
carries a staff when in public—
16, CHA 16). Mril is the counter clerk

225
at the South Ward Aurora’s outlet. sword, hilt uppermost, that runs
She loves drinks, jokes, and dancing, down her front from throat to
and is friendly to all. crotch. It is not actually a tatoo, but a
brand, forcibly bestowed on her by
MRORN “BLACKBRACERS” HALDUTH (LN orc slavers intending to sell her to
hm F6; ST 17,DEX17,CON17). Thayan buyers. She escaped them
Mrorn’s nickname comes from the years ago.
bracers he never removes, which are
NARTHINDLAR OF THE NINE SPELLS (LN
black-hued bracers of defense AC2.
hm W12; INT 18, WIS 16, CON 16).
He leads the seven bouncers at the
Narthindlar is a wizard who loves
House of Good Spirits, and is a calm,
magic concerned with growing
no-nonsense, untalkative man of
things and has a fondness for
quiet voice and iron strength.
lemons. He installed the lemon trees
MUNZRIM MARLPAR (LN lizard man in Lemontree Alley and magically
m F6; ST 16, IN 16). Rare among his nurtures them. A shy retiring, rather
kind for his intellect and nine foot paranoid fellow, he is known as
height, this dignified, fearless indi- Narthindlar of the Nine Spells
vidual tends bar at the Misty Beard because he worked with a priest of
tavern in North Ward. Munzrim is Silvanus to develop a special contin-
sensitive and caring. He’s a keen gency spell that triggers nine precast
study of human life, and is great first level priest spells upon his
friends with a spectator named person when he is brought to 4 hp
Thoim Zalamm. Human females or less or when he speaks a secret
have begun to interest him—and he activation word. These spells are
has befriended not only his employ- bless, cure light wounds, pass
ers, but several regular patrons. without trace, protection from evil,
and sanctuary. He has used this spell
MYRMITH SPLENDON (LN hm F9 [now];
twice—once when beset by raiding
ST 18/04, WIS 16). This noted weap-
orcs in the wilds and once when
ons tutor makes a good living
attacked by brigands in an alley in
training all who pay his fees in the
Waterdeep—so most of the city folk
expert use of weapons. Myrmith is
have heard of it.
always alert, and it is said he never
sleeps and can see behind him. NLEERA TARANNATH (CG hf W10; DEX
Myrmith, who is a very strong man, 18, INT 18, CHA 16). Nleera is a Harper
is an ex-adventurer and mercenary mage who has recently begun to act
who accumulated quite a few magic as a contact for Those Who Harp by
items and gold pieces before settling impersonating one of the Tesper
down in Waterdeep. He also picked family ghosts—with the aid of the
up many powerful wizards up and ghosts themselves—during public
down the Sword Coast North as parties at the Tespergates villa in Sea
friends. Ward. She is demure, cautious, and
well armed with magic items and
NANEETHIL OF THE SWORD TATTOO (NG spells, including one that will sum-
hf T3; DEX 16, CHA 16). Naneethil is
mon the city guard at full speed
famous for the tattoo of a vertical
should she need them.

226
OLHIN SHALUT (LN hm F4; ST 16, WIS
17). Olhin Shalut, a wealthy investor
and retired adventurer, is the
proprietor of the Ship’s Wheel tavern
in Sea Ward. He is old, affable, and
pompous. He always wears or carries
a ring of blinking, a ring of protec-
tion +3 a rod of lordly might, an iron
bands of Bilarro sphere, and a short
sword of quickness (+2). He also
owns other magic items, which he
will use when expecting trouble.
ONGAMAR TATHLOON (LN hm F9; ST
18/00, CON 17). Ongamar tends bar in
the Bowels of the Earth tavern and is
the friend and confidant of the
owner, Blazidon One-Eye. He is even- Orlpiir Hammerstar
tempered, bald, and incredibly
Harper contact and one of many sets
muscular He wears two gold ear-
of eyes for Piergeiron.
rings—an earring of spell turning,
which functions as the magical ring ORLOTH THELDARIN (NG hm F0; DEX
of the same name, and an earring of 17, INT 17, CHA 17). Orloth is the
protection +3 which also functions counter clerk for the Sea Ward outlet
as the ring of the same name. of the Aurora’s retail chain. He is a
man of effeminate manners (tem-
ONSHALL GOLDCLOAK (LE hm W11).
pered with tact and courtesy) who
Onshall works with tanar’ri. He is
has superb taste and the knack of
known for always working revenge
recalling colors precisely even when
on those who deal him even the
seen only once and long ago.
slightest of setbacks.
ORLPAR HUSTEEM (CE hm T4; DEX 17,
ORBLAER THROMMOX (NE hm F6; ST
INT 17). Orlpar is the bored, thrill-
18/04). Orblaer is fat and wears a full
seeking, cunning younger brother of
beard.
Orbos, head of the Husteem noble
ORGULA SAMSHROON (LG hf F0; INT 17, family. From his house on Golden
WIS 17). Orgula is the counter clerk Serpent Street, he operates as a fence,
of the Trades Ward outlet of the dealing largely in spices, scents,
Aurora’s Realms Shop catalogue wines, and various potions, but
retail chain. She is a stout, middle- occasionally in large and unique
aged motherly sort, whose easy thefts. Unbeknownst to almost
manner and encyclopedic knowl- everyone in Waterdeep, Orlpar has
edge of the Realms—and of Aurora’s connections to the beholder Xana-
stock—have made her famous among thar, who has given him a small
patrons. She never forgets a face and death tyrant (an undead beholder,
has a perfect memory for details of missing several of its eyes) to defend
dress and description. She serves as a his vaults, which have sewer tunnel

227
connections to areas used by Xana- mercenaries, and guards himself
thar’s organization. Orlpar probably with magical dusts and poisonous
also has a hired mage and magic gases. He has become partially or
items to defend himself with. wholly immune to many. He is the
proprietor of Phalantar’s Philtres &
ORLPIIR HAMMERSTAR (LGhmF2). A
Components shop in Castle Ward.
onetime city guardsman, Orlpiir is
Phalantar always smiles gently and
now proprietor of the Grey Serpent
moves smoothly and quietly.
inn in Trades Ward. Orlpiir is a man
with dwarven blood in his remote PHANDALUE TARINTHIL (NG hf F0;
past (hence the family name), but he CHA 17). Phandalue is the breathtak-
himself is almost seven feet tall. He is ingly beautiful counter clerk of the
thin and austere, with a cultured North Ward Aurora’s outlet. Despite
voice and a beaky nose. Orlpiir is her sharp tongue and short toler-
very rich. He always wears a ring of ance for fools, she is constantly
spell turning, which is his only pursued by half the young noble
magical treasure. males of Waterdeep.
OSBRIN SELCHOUN (LN hm F3; ST 16, QUENDEVER ILISTRYM(LN hm F0; CHA
WIS 16). Osbrin is the fat, very short, 16). Quendever Ilistrym owns and
red-faced proprietor of Selchoun’s operates the Unicorn's Horn inn in
Sundries Shop in Sea Ward. He Trades Ward. A haughty effete, very
always seems out of breath, but has a rich man of Amnian descent and
rolling gait and an energetic, cheer- noble airs, he likes to gamble and
ful nature. puts on disguises to go tavern
crawling in Dock Ward for excite-
PELDAN THRAEL (LN hm F2). Peldan is
ment. He is indolent and unskilled,
middle-aged, of middling height,
but exceedingly handsome and well-
nondescript, and mustachioed.
mannered.
Overall, he is the type who blends
well into crowds. QUIRTAN ONDEVER (CN hm W10; INT
18). Quirtan is the service-mage of the
PERENDEL WINTAMER (NG hm W6;
North Ward Aurora’s outlet. He is
DEX 16, INT 18). Perendel is the
secretly a timid fan of adventurers
proprietor of the Smiling Siren
and high-living nobles, and he always
theater and nightclub in Castle Ward.
acts mysterious and sinister, as if at
He is a slim, young, intense lover of
the heart of all intrigue in Water-
the arts, and the bearer of a dapper
deep. This manner amuses many, but
thin mustache. Perendel dreams of
also gets him invited to a lot of
meeting and marrying a beautiful
parties. To an adventurer, Quirtan is
female bard. He is hopelessly smitten
useful only as a source of informa-
with the Simbul, whom he saw once
tion overheard at such feasts.
from afar. She was using spells to
blast a band of orcs to so much REETHA (CG hf F9; ST 18/04, CON 16).
smoking meat. A barbarian of gentle humor with
an impish derision for cultured ways
PHALANTAR ORIVAN (NE hm T7; DEX
and snobbery, Reetha has a love of
18, INT 16). Phalantar is a rich man
wrestling with men as large and as
who sponsors adventurers and

228
strong as herself, particularly SELCHAROON NRIM (LN hm W6, INT
adventurers. 17). Selcharron is the bouncer at the
Jade Dancer. An alert, grimly serious
RELCHOZ HRIIAT (CN hm F1; INT 17,
man who has gone bald young, but
WIS 16, CHA 16). Relchoz is the short,
retains a ratty red beard, Secharoon
jolly, gluttonous proprietor of Hriiat
is proud of his large, ornate (and
Fine Pastries in North Ward. He is the
enchanted—just what they do, he
public contact for the Bakers’ Guild
keeps secret) golden earrings. When
and—though most Waterdhavians
on duty, he wears a ring of invisibil-
would be astonished to learn it—one
ity and a ring of jumping and wields
of the wealthiest investors in the city
a wand of paralyzation.
who has a share in almost a fifth of
all current nonguild-exclusive SHABRA THE BEGGAR QUEEN(CG hf P7).
business concerns. Shabra was once a priestess of
Tymora—until she grew too cautious.
RUUFDEIDEL “ROOVE” RESSATAR (CE hm
She’s still a 7th—level priestess because
T6; DEX 17, WIS 17). Ruufdeidel is a
Tymora still remembers her youth-
short, imp-like man who is always
ful adventuring exploits fondly.
smiling and is good at hiding, moving
Shabra will fight or attempt any-
silently, and passing unnoticed.
thing dangerous only in an emer-
Roove is one of the best eavesdrop-
gency and has now 54 winters. The
pers in Waterdeep, and can usually
disarrangement that a specially
be found for hire in Mouse Alley.
enchanted invisible mace +4 hang-
SABBAR (CE hm W17?). Elminster ing at her belt causes is concealed by
has no idea if this infamous wizard is a ragged half-cloak.
still alive or not. He had learned the
SHALANNA DUTHMERE (LN hf F1).
means to travel the planes when he
Shalanna Duthmere is a pale, worn-
disappeared, and his sanity was not
looking lady from Daggerford who
then what most folk would call
directs her six daughters in running
stable, either. He is probably dead, but
the inn. She is a widow and is very
may yet reappear.
tight with money. She secretly
SAERGHON “THE MAGNIFTCENT”ALIR (LN dreams that a dashing, handsome
hm W10). Saerghon the Magnificent adventurer will ride in someday and
is the service-mage for the Sea Ward make her happy for the rest of her
outlet of Aurora’s. A pompous man days. The beauty of her teen-aged
of airs and flourishes, Saerghon daughters makes it more likely that
hasn’t mastered half the magic he any dashing heroes will go for them
owns, and depends for his safety on instead.
the rings of spell turning and spell
SHALARA MALARKKIN (CG hf W2; DEX
storing that he wears. (The ring of
16, INT 18, CHA 16). Shalar is the 16-
spell storing contains: invisibility
year-old current apprentice of
fly, Evard's black tentacles, wizard
Kappiyan Flurmastyr. She is an
eye, and feeblemind). Along with
earnest and emotional lass who
these two rings, Saerghon wears
keeps house for Kappiyan and wears
many other sparkling begemmed
breeches, boots, tunic, and a periapt
rings, so that every finger is adorned.

229
deep to which she comes only in
magical disguise. Her nickname
comes from spells she’s developed
that allow her to duplicate many
dragon powers, so that lesser mages
have sworn she had an invisible
dragon present to aid her. Elminster
doesn’t know what she’s up to these
days. She has been known to send
warnings and information to local
Harpers from time to time.
SHRYNDALLA “WERE-EYE” GHAULDUTH
(CG hf W16).
SHULMEIRA GONDALIM (CG hf F0; DEX
17, INT 17). Shulmeira Gondalim is
the proprietress of Gondalim’s inn in
Shyrrhr Trades Ward, and the granddaughter
of its founder. She is young, short,
of protection +1 (equal in effects to a slim, and plain, but charming. She
magical ring of protection). runs the inn with quiet expertise.
SHALATH LYTHRYN (LN hf F1). Shalath SHYRRHR (NG hf F0; DEX 16, CHA 16).
is kindly plain, middle-aged, and very; Shyrrhr is a lady of the court who
very observant. works for Piergeiron chaperoning-
and spying on-diplomats and other
SHALRIN MERAEDOS (LN hm F6 [now];
important visitors. She was born in
ST 16, INT 18, WIS 16). Shalrin, Gentle-
Deepingdale, but is now ranked as a
man Keeper of the Solemn Order of
noble in Waterdeep. A tall, perceptive
Recognized Furriers & Woolmen, is
woman with green eyes and long,
the careful, observant, soft-spoken
straight bronze-hued hair, Shyrrhr is
proprietor of Maerados Fine Furs.
elegant, kind, soft-spoken, and can
The fur half-cloak he always wears
drink great amounts without
conceals twin shoulder-sheathed
becoming intoxicated. She is also
swords of dancing that fly back to
very learned about elven customs.
him when he calls them. He is
known to use other protective SIMON THRITHYN (NG hm F3, ST 17,
magics and is rumored to have CON 16). The stolid innkeeper of the
recently begun a stellar adventuring House of Good Spirits, Simon is a
career in Undermountain and the member of the Vintners’ (et al.) Guild,
Realms Below. He will not speak of and a timid, but capable, fighter.
such matters.
SMILES. See Kaeroven.
SHARRA OF THE INVISIBLE DRAGON(CG
STROMQUIL HALAZAR (CE hm W6
hf W21?). This wizardess dwells
[now]: Illusionist; DEX 18, INT 18).
somewhere in the North, but is
This tall, aristocratic, and sneering
rumored to have an abode in Water-
man is a master jeweler, Guildmaster

230
of the Jewellers’ Guild, and the bespectacled, and always calm
proprietor of Halazar’s Fine Gems in proprietor of Thentavva’s Boots in
Sea Ward. He speaks softly and is Trades Ward, is a contact for the
always watchful. Stromquil is no mysterious Red Sashes (detailed on
doubt involved in smuggling and page 35 of FR1 Waterdeep and the
probably an agent for the Shadow North). He is armed with a set of iron
Thieves (the outlawed Thieves’ Guild). bands of Bilarro.
TATHLA “FLAMEHAIR” NIGHTSTAR (CG TIIRLON WINDSTAR (NG half-elf m F5;
hf F4/T5;DEX18,INT18,CHA16). ST 16, DEX 16, CHA 16). Tiirlon is a
Flamehair Nightstar is one of the dancer, escort, bartender, and part-
shrewdest investors in Waterdeep owner of the Copper Cup. A digni-
today and a friend to good-aligned fied fellow Tiirlong is a skilled piper
adventurers (as a retired adventurer and harpist, and very tall for his
herself). race—almost seven feet.
"MOTHER” TATHLORN(NG hf F0; DEX TORST URLIVAN (LE hm T4; ST 17,
17, INT 16, WIS 18, CHA 16). Mother DEX 17, CON 16). A tall, withdrawn,
Tathlorn is the proprietress of dignified man who dresses richly
Mother Tathlorn’s House of Pleasure but smells of the stables, Torst is a
and Healing in Castle Ward. She is lover of horses, who—unbeknownst
old, stout, charming skilled at to Volo—fences stolen horses and
massage, and perceptive of her harness. He is the proprietor of the
customers’ needs. She is a wise old Gentle Rest inn in Trades Ward.
lady who enjoys the company of folk
UGLUKH VORL (LE half-orc m F6).
and hearing about them—though she
Treat Uglukh’s double axe as a
never passes on what she hears.
halberd. If hit by it, a character must
THOIM ZALAMM (LN spectator). successfully save vs. poison or fall
Stranded in Faerun by long-ago
magic, this calm individual enter-
tains itself by observing life in
Waterdeep, while taking care to
avoid surprising adventurers and
wizards who might attack it out of
hand. The spectator likes to help
adventurers, as their activities
furnish it with much entertainment.
THUMIR AINGAHUTH (CE hm T4; DEX
17, INT 16). Thumir is the rat-faced
proprietor of Nueth’s Fine Nets shop
in South Ward. (Nueth has been dead
for a dozen years.) He is alert and has
a sarcastic tongue.
THURVE THENTAVVA (LN hm F0; DEX
18, INT 17). Thurve, the balding,
“Mother” Tathlorn

231
asleep in 1-4 rounds. This slumber tions “down below”—in other words,
lasts for 2-5 turns despite any with Skullport.
physical stimuli applied.
VINDARA TZUNTZIN (NG half-elf f W8;
ULSCALEEZ ANBERSYR (NE hm F9; ST DEX 17, INT 18, CHA 16). Vindara is
17, WIS 17). Ulscaleer is a retired sea the half-owner of the Misty Beard
captain and pirate who is now tavern in North Ward. She is slim,
owner and keeper of the Fiery lithe, sarcastic, and quick to spurn
Flagon in Sea Ward. Fat, old, and would-be suitors. She plans to make
weather-beaten, he seems to know herself a mage of great might and a
every sailor who enters the place. He power in Waterdeep, or failing that,
is the owner of a not-so-secret to build and head a half-elven
connection to subterranean Skull- community perhaps in nearby
port and a busy sponsor of smug- Ardeepforest. She owns and wields
glers. many wands (see the Misty Beard
footnotes for a partial selection). She
ULTHLO RELAJATYR (LN hm F7; ST 17, is firmly loyal to her sister, Allet.
DEX 17, WIS 17). Ulthlo is the floor
manager and deputy security chief. VIVAELIA SUNDER(CN hf T6; DEX 17,
of the Gentle Mermaid in North CHA 15). Vivaelia is a dancer, escort,
Ward, and the second-in-command to bartender, and part-owner of the
Eiraklon Marimmatar. Ulthlo is Copper Cup. She is well known for
dedicated to making the Mermaid a her coldly planned revenges and
safe, relaxed, wonderful place to visit. investment acumen.
He is a careful, courteous man who’s
VOLOTHAMP GEDDARM (CG hm W5;
always thinking several steps ahead
INT 18, CON 17). Volothamp, or Volo,
in any situation of potential danger.
as he is more commonly called, is the
He is quite skilled at anticipating the
author of this guide and of Volo's
tactics and attacks of skilled thieves
Guide to All Things Magical, a
and adventurers who use magic,
suppressed work. He was born in a
accomplices, or the like. He directs a
bog somewhere in Faerun. He is
staff of bouncers, some of whom
widely traveled, learned in rare or
look deceptively like charming
strange spells of low to middling
waitresses or escorts not suited for
power (those he can cast), and is
or used to any sort of fight.
believed to have devised several
UNGER FARSHAL (NE hm F6; ST 17). minor but interesting spells con-
Unger is the bald, close-mouthed, cerned with the recording and
sinister proprietor of the Grinning snooping out of information. Volo is
Lion tavern in North Ward. He also a sage, with primary expertise in
knows, tolerates, and says nothing of the spells and doings of human
criminal activities in the ward wizardkind and a secondary exper-
(which keep him in profits). Unger tise (now occupying most of his
has been known to conceal much- energy and study) in the geography
wanted goods and folk for a short and lore of the known human
time in exchange for exhorbitant realms of Faerun. Volo must conceal
fees, and to have smuggling connec- his identity from certain wizards

232
WELVREENE THALMIT (CN hf F2, ST 16,
DEX 18, CHA 16). Welvreene, propri-
etress of the Crawling Spider tavern
in Castle Ward, is a romantic who
loves adventurers. She is petite, with
a low purring, raw voice and allur-
ing dark eyes. Danger is the spice she
seeks, and she has been known to
seek out the company of known
thieves, slavers, maniacs, lycan-
thropes, and killers.
WHISTLEWINK (CN hm W24?).
Elminster does not know this mage’s
true name or powers, but believes
him to be part human and part
Arcane, and a veteran traveler of
Volothamp Geddarm many planes and worlds. He is
whose spells he recently revealed—in eccentric, giggling and old, with a
the FORGOTTEN REALMS®Adven- long, white beard. He wields many
tures sourcebook—or part company magic items and sells both major and
with his head (after he’s spent “most minor magics. In Faerun, his shop
of eternity as a dung beetle crushed has been known to appear atop the
under a rock at the bottom of a Earthspur mountain on the Dragon-
cesspool," to quote the (smiling) mage isle, in the Sea of Fallen Stars, and
Snilloc). near Tashluta, as well as in Water-
deep. The shop is seldom seen, and
VORN LASKADARR (NG hm F0). As the Elminster believes Whistlewink’s
proprietor of the Dragon’s Head more concerned with events on
tavern in Castle Ward, Vorn is a fast, other worlds.
efficient, and considerate host who
also happens to be short, ugly, and WINESTAB (CE hm T6). Winestab is a
stubble-faced. Vorn knows most of thief who has at least two psionic
Waterdeep’s officials, visiting diplo- wild talents: the psychometabolic
mats, and their servants and agents devotions catfall and displacement.
by face and name. XANATRAR HILLHORN (NG hm W11;
WAESDEL UTHRUND (NE hm T3; DEX INT 18, CHA 16). Xanatrar is the
16, INT 17). Waendel is the beady-eyed, service-mage of the Castle Ward
always watchful proprietor of the Aurora’s chain outlet. A handsome
Galloping Minotaur Inn in North man with an eye for ladies, he is
Ward. A sardonic and grasping known for his excellent singing. He is
individual, he is a noted hard blade a regular at nobles’ feasts.
(merciless) moneylender who XANDOS WAEVERYM (LN hm F1; INT
secretly backs smuggling slaving 15, WIS 15). Xandos is manager of the
kidnapping’ and thieving deals up Three Pearls Nightclub and is known
and down the Sword Coast. as “the Dandy” around the city for his

233
pompous manner. He has a good ZALANTHESS-DAUGHTER-OF-ZALANTHAR
sense of humor and feel for current (NG hf B4; DEX 14, INT 14, CHA 16).
public taste. Zalanthess is the house bard of the
Three Pearls Nightclub. She is a
YAEREENE ILBAERETH (CG elven f W9;
skilled singer and harpist, and hails
DEX 18, INT 18, WIS 16, CHA 16).
from Neverwinter.
Yaereene is the proprietress of the
Elfstone Tavern in Castle Ward. She is ZARONRAR [OR ZORONDAR, he uses
tall, charming and regal, with silvery both] “THE NIMBLE” RIAUTAR (LN hm F6
eyes. She is always armed with a ring [now]; ST 16, DEX 18, CHA 16).
of shooting stars and a wand of Zarondar has a weapon specializa-
magic missiles, and always accompa- tion in light crossbow. He is propri-
nied by a blue-green (old) faerie etor of Riautar’s Weaponry shop in
dragon named Pyrith (see Volume 3 Trades Ward, and a scowling, always
of the Monstrous Compendium), wary man. He says little, but is
who sits on her shoulder It will use nevertheless the public contact for
its spells to protect her and the the Fellowship of Bowyers and
tavern. Fletchers.
YULULEE LANTANNAR (NG hf T4; DEX ZOBIA SHRINSHA (pronounced SHRIN-
18, CHA 16). Yululee is a dancer escort, shaww, CG hf W9; DEX 17, INT 18).
bartender, and part-owner of the Zobia is the quiet, but alert, propri-
Copper Cup. She grew up as a etress of A Maiden's Tears tavern in
Lantannan orphan child, stealing on North Ward. Her shy manner
the streets of Waterdeep. She stole conceals a fearless nature and a
the deed for the land on which the curiosity about all her guests. She’s
Cup now stands from the home of a been known to magically eavesdrop.
merchant as he was being killed, She is a friend to the city watch and
downstairs, by another band of the Lords. She’s always armed with at
thieves. She acts simple and wide- least two wands, and two rings as
eyed, but is not, having the eyes and well, but what powers these have is
reactions of a hawk and the memory not reliably known.
of a grudge-holding goddess.
ZYGARTH “SLAYER” SAERN (LG hm F7;
YUTH SAMMARDOUN (LN hm T7; DEX DEX 18, INT 18, WIS 16). Zygarth is the
16, INT 16). Yuth is middle-aged and proprietor of Saern’s Fine Swords
retired from thieving, but with the shop in Trades Ward. He has ac-
hair on his head (only) turned quired the ability to determine with
prematurely snow white. He is the 96% accuracy the age, quality, and
proprietor of Maerghoun’s Inn in condition of steel at a glance. He is
Sea Ward. A cynical, cunning man 76% likely to realize that a blade
who prides himself on his extreme carries a magical dweomer merely
discretion, Yuth is involved in by looking at it. He is tall, gaunt,
smuggling and in keeping many smiling, and unassuming. Few know
many secrets, including hiding he is a warrior, as his nickname was
certain valuable items until they are bestowed by a noble in jest.
reclaimed.

234
Appendix II:
Index of Places
The abbreviations in parentheses Kulzar’s Alley (SeaW) ................................ 68
following each entry represent the Lathin’s Cut (TW) ................... ................... . 130
ward the location is found in. Lemontree Alley (CW) ................... .......... 43
Lhoril’s Alley (CW) ...................................... 44
Abbreviation Ward Manycats Alley (NW) .......................... .... 101
(CW) Castle Ward Manysteps Alley (DW) .......... ................ 210
(SeaW) Sea Ward Melinter's Court (DW) .......................... 210
(NW) North Ward Mhaer’s Alley (TW) ............................ ....... 131
(TW) Trades Ward Moarinskoar Alley (Sea W) .................. 68
(SW) South Ward Moonstar Alley (Sea W) .......... ............. ..... 69
(DW) Dock Ward Mouse Alley (SW) ................................... ..... 165
Pharra’s Alley (SeaW) ...............................
Alleys Philosopher’s Court (DW) ................. 210
Arun’s Alley (DW) .... .. ... ........ ....... .. . 208 Prayer Alley (SeaW) ............. ............ . .... 71
Asmagh’s Alley (CW) ................................. 37 Prowl, The (CW) .............................. .............. 45
Atkiss Alley (TW) .................. ...................... 129 Quaff Alley (TW) ............... ......................... 131
Black Dog Alley (NW) ........... ................. 100 Quill Alley (TW) ........................................... 131
Black Wagon Alley (DW) ................... 209 Reach, The (CW) ...... .................... .................. 46
Black Well Court (DW) ........................ 209 Rednose Alley (SW) .................................. 166
Blackhorn Alley (TW) ........................... 129 Roguerun Alley (SeaW) .......................... 71
Blacklock Alley (SW) ............................... 163 Rook Alley (SeaW) ............ ............................ 72
Blue Alley—See Unique Sights Round Again Alley (DW) .................. .211
Brindul Alley (TW) ................................... 129 Ruid’s Stroll (SW) ............................ ............ 166
Buckle Alley (CW) ................. ........................ 38 Runer’s Alley (Sea W) ........... ................... ... 73
Caedermon’s Walk (DW) ................... 209 Sabbar’s Alley (SeaW) ............................... 74
Candle Lane (DW) ..................................... 209 Satchel Alley (SeaW) .................................. 74
Cat Alley, a.k.a. Cats Alley (CW). ..... .39 Seawind Alley (SeaW) ........... ................... 75
Cat’s Tail, The (CW) ..................... .............. 40 Sethma’s Court (SW) ......................... ....... 167
Catchthief Alley (NW) .................. ......... 100 Sevenlamps Cut (CW) ............................... 47
Chelor’s Alley (TW) .................................. 130 Shadows Alley (CW) . .................................. 47
Cloaksweep Alley (SeaW) ..................... 66 Shank Alley (SeaW) ................ ..................... 75
Dark Alley (TW) ............ .............................. 130 Sharra’s Flight (SeaW) .............................. 76
Deloun Alley (TW) ..................... ............... 130 Shattercrock Alley (NW) .................... 102
Duir’s Alley (CW) .............. ............... .............. 41 Skulkway, The (SeaW) ............................ 77
Elsambul’s Lane (CW) ...... ........................ 41 Sniff Alley (SeaW) ...................................... ... 78
Fishnet Alley (DW) .............. ..................... 210 Spendthrift Alley (TW) ...................... ..131
Forcebar, The (SW) ............. .................... 164 Spoils Alley (TW) ...................... ................... 131
Ghostwalk, The (SeaW) .......... ................ 66 Stabbed Sailor Alley (NW)................ .102
Gondwatch Lane (SeaW) ...................... 67 Theln Lane (TW) .................... .................... 132
Howling Cat Court (CW) ....................... 42 Thelten’s Alley (DW) ........................... .... 212
Hunters’ Alley (TW) ...................... .......... 130 Three Thrown Daggers
Ilisar’s Alley (SW) . ........................ ............... 165 Alley (DW) ....................................................212
Jesters’ Court (CW) .......... ............................ 43 Trollcrook Alley (DW) ...................... .... 213

235
Trollskull Alley (NW) ............................. 103 Cliffwatch, The (NW) .............................. 97
Tsarnen Alley (TW) ..................... ... ....... 132 Copper Cup, The (DW) ........................ 197
Tuckpurse Alley (TW) . ... .......... . ..... 133 Dacer’s Inn (SeaW) .......................................6 1
Turnback Court (CW) ............................. 48 Galloping Minotaur, The (NW).....98
Twoflask Alley (DW) ............................. 213 Gentle Rest, The (TW) ....................... 126
Urcandle Alley (TW) ............................... 133 Gondalim’s (TW) ......................................... 127
Wagonslide Alley (SeaW) ..................... 79 Grey Serpent, The (TW). ................... .128
Watch Alley (NW) ...................................... 103 House o f Good Spirits,
Watchrun Alley (DW) ........................... 213 The (SW) ......................................................152
Zeldan’s Alley (CW) ..................................... 49 Inn of the Dripping Dagger,
The (TW) .......................................................111
Festhalls Jade Jug, The (CW) .....................................3 1
Blushing Mermaid, The (DW) .....193 Maerghoun’s Inn (SeaW) ..................... .62
Copper Cup, The (DW) . . . . . . . . . . . . . . . . . . . . . . . . 197 Mermaid’s Arms, The (DW) ......... .207
Gentle Mermaid, The (NW) . . . . . . . . . . . . .83 Pampered Traveler, The (CW) ......32
Hanging Lantern, The (DW) ........ .171 Pilgrims’ Rest (SeaW) ................................6 3
House of Purple Silks, Raging Lion, The (NW) ........................... 98
The (SeaW) ............................... . .................. 64 Rearing Hippocampus,
Jade Dancer, The (SW) ........................ 155 The (DW) ......................................................206
Mermaid’s Arms, The (DW) ......... .207 Ship’s Prow, The (DW) ......................... 190
Mother Tathlorn’s House of Splintered Stair, The (DW)............. .206
Pleasure and Healing (CW) .......... .34 Unicorn’s Horn, The (TW) ........... .128
Purple Palace, The (DW) .................. .208 Wandering Wemic, The (SeaW) ..64
Smiling Siren Nightclub Warm Reds (DW) ... . . . . . . .. . . . . . . . .. . 205
& Theater, The (CW) ........................... 36
Landmarks
Gambling Houses Castle Ward Landmarks ......................... 7
Gentle Mermaid, The (NW) .............. .83 Sea Ward Landmarks ............................. 52
Golden Horn North Ward Landmarks ..................... .81
Gambling House, The (TW)......120 Trades Ward Landmarks ................ 105
South Ward Landmarks ................... 135
Homes Dock Ward Landmarks ..................... 170
Dragon Tower of Maaril (SeaW) .54
Hawkwinter House (NW) .................... 87 Nightclubs
House of Loene (CW) ............................. 13 Smiling Siren Nightclub
House of Roaringhorn, & Theater, The (CW) ........................... 36
The High (NW) ....................... ... ............... 93 Three Pearls Nightclub (DW) .......184
House of Shyrrhr (CW) ........ .. .............. 14
Kappiyan Flurmastyr’s Shops
House (SW) ...................................................138 Aurora’s Realms Shop “High Road”
Mhair’s Tower (TW) ............................... 106 Catalogue Counter (TW)............... 120
Naingate (SeaW) .............................................54 Aurora’s Realms Shop
Piergieron’s Palace (C W) .. .. .................... 8 “Singing Dolphin” Catalogue
Snookery, The (TW) ............................... 118 Counter (SeaW) ....................................... 58
Tespergates (SeaW) ................... ... .............55 Aurora’s Realms Shop Catalogue
Tessalar’s Tower (SeaW) ....................... 54 Counter (DW) ...........................................200
Aurora’s Realms Shop Catalogue
Inns Counter (NW) ................................ ... ..........93
Blackstar Inn, The (DW). ........ ... . .206 Aurora’s Realms Shop Catalogue
Blushing Mermaid, The (DW) . ..193 Counter (SW) .............................................159

236
Aurora’s Whole Realms Shop Fiery Flagon, The (SeaW).................... .56
Catalogue Counter (CW) .................. 14 Friendly Flounder, The (DW) .....201
Balthorr's Rare and Wondrous Full Cup, The (SW) ...................................161
Treasures (CW) ........................................ 15 Gentle Mermaid, The (NW) .............. .83
Belmonder’s Meats (TW) ................ 120 Gounar’s Tavern (Sea W) .......................6 0
Gelfuril the Trader (DW) ................ 199 Grinning Lion, The (NW) ....................96
Golden Horn Hanged Man, The (DW) .................... .202
Gambling House, The (TW)......120 House of Good Spirits,
Golden Key, The (SW) ........................................................152
The (CW) (locksmith) ...........................1 5 Inn of the Dripping Dagger,
Halambar Lutes & Harps (CW) .... ..16 The (TW) .......................................................111
Halazar’s Fine Gems (SeaW) ............. 5 9 Jade Dancer, The (SW) ........................ 155
Halls of Hilmer, Maiden’s Tears, A (NW) ..........................95
Master Armorer, The (CW)..........17 Mermaid’s Arms, The (DW) ..........207
Hanging Lantern, The (DW) ........ .171 Misty Beard, The (NW) ...........................90
Helmstar Warehouse (DW) ............. 173 Red Gauntlet, The (SW) ......................160
House of Pride, Red-Eyed Owl, The (CW) ......................2 5
The (DW) (perfume) ...................... .200 Sailors’ Own, The (CW) ..........................2 6
Hriiat Fine Pastries (NW) .................. 94 Ship’s Wheel, The (SeaW) ....................61
Maerados Fine Furs (NW) ................... 94 Singing Sword, The (CW) ....................28
Nueth’s Fine Nets (SW) ........................ 159 Sleeping Snake, The (DW) . . . . . . . . .. 202
Old Monster Shop, The (SW)........ .146 Sleeping Wench, The (DW)............202
Old Xoblob Shop, The (DW) .......... .176 Sleepy Sylph, The (CW) ........................ 31
Olmhazan’s Jewels (CW) .......................1 9 Spouting Fish, The (SW) .....................159
Orsabbas’s Fine Imports (TW) ... 121 Swords’ Rest, The (SW) ........................ 161
Pelauvir’s Counter (SW) .....................159 Thirsty Sailor, The (DW) ................... 187
Phalantar’s Philtres Thirsty Throat, The (DW) ...............203
& Components (CW) ............................1 9
Red Sails Warehouse (DW) .............. 199 Unique Sights
Riautar’s Weaponry (TW) ................ 123 Ahghairon' s Tower (CW) ........................8
Riven Shield Shop, The (TW)........123 Blue Alley (SeaW) ..........................................54
Saern’s Fine Swords (TW) ................. 125 Caravan Court
Selchoun’s Sundries Shop (SeaW) 60 (TW and SW) .......... .......................116,135
Serpentil Books & Folios (DW) ....180 Court of the White Bull (TW) .......116
Sulmest’s Splendid Shoes Dancing Court (SW) ................................1 42
&Boots (NW) ............................................. 94 Field of Triumph (SeaW) ......................5 1
Thentavva’s Boots (TW) ......................121 Heroe’s Gardens (SeaW) ................ 51
Moon Sphere, The (SW) .....................142
Taverns Plinth, The (TW) .........................................105
Bloody Fist, The (DW) ..........................204 Virgin’s Square (TW) ..............................116
Blue Jack, The (CW) ...................................21 Walking Statue
Blue Mermaid, The (DW) ................ .200 of Waterdeep (CW) ...................................9
Blushing Mermaid, The (DW) .... .193 Zoarstar, The (TW) ................. ................. 107
Bowels of the Earth, The (TW) ...108
Copper Cup, The (DW) ........................ 197 Warehouses
Crawling Spider, The (CW) .............. .21 Helmstar Warehouse (DW) ............. 173
Dragon’s Head Tavern, Red Sails Warehouse (DW) ..............199
The (CW) ..........................................................23
Elfstone Tavern, The (CW) .............. .24
Felzoun’s Folly (TW) .....................125

237
Appendix III:
Color Map Key
Castle Ward 23. The Crawling Spider Sea Ward
Mount Waterdeep: Harbor (tavern) 49. The House of Heroes
defense for Waterdeep, 24. The Elfstone Tavern (temple complex of
topped by lookout tower. 25. House of Velstrode the Tempus)
Castle Waterdeep: Four Venturer 50. Halazar’s Fine Gems Shop
hundred feet high at the 26. Halambar Lutes & Harps 51. The Ship’s Wheel (tavern)
highest point, walls 60 feet 27. Hilmer Warehouse 52. Pilgrim’s Rest (inn)
thick, fully prepared to 28. The Halls of Hilmer, 53. The Wandering Wemic
defend and sustain the Master Armorer (inn)
population of the city. 29. Balthorr’s Rare and 54. The House of Purple Silks
Ahghairon’s Tower: Wondrous Treasures (festhall)
Landmark’ magically 30. Tower of the Order (HQ: 55. Gounar’s Tavern
protected, unenterable The Watchful Order of 56. The House of the Moon
ever since its owner’s Magists & Protectors) (temple complex of Selune)
death. 31. The Smiling Siren 57. Tchazzam family villa
1. Mirt’s Mansion (Home of (nightclub) 58. Maerghoun’s Inn
Mirt “the Moneylender”) 32. Blackstaff Tower (home 59. Dacer’s Inn
2. Crommor’s Warehouse of Kelben “Blackstaff” 60. The House of Inspired
3. The Sailors’ Own (tavern) Arunson) Hands (temple complex of
4. The Yawning Portal (inn) 33. Phalantar’s Philtres & Gond)
5. The Red-Eyed Owl (tavern) Components 61. The Fiery Flagon (tavern)
6. The Sleepy Sylph (tavern) 34. Guildhall of the Order 62. Ruldegost family villa
7. Barracks of the Guard (HQ: The Solemn Order of 63. The Dragon Tower of
8. Smithy of the Guard Recognized Furriers & Maaril
9. Bell Tower Woolmen) 64. Ilzimmer family villa
10. House of Naneatha 35. The Jade Jug (inn) 65. Urmbrusk family villa
Lhaurilstar, Lady of 36. The Blue Jack (tavern) 66. Moonstar family villa
Waterdeep 37. Pewterers’ and Casters’ 67. Assumbar family villa
11. The House of Gems (HQ: Guildhall (guild HQ: 68. Cassalanter family villa
The Jeweller’s Guild) 38. Olmhazan’s Jewels 69. Zulpair family villa
12. Mother Tathlorn’s House 39. House of the Fine Carvers 70. Husteem family villa
of Pleasure (festhall and (HQ: The Guild of Fine 71. The Tower of Luck
spa) Carvers) (temple complex of
13. House of Loene the 40. The Pampered Traveler Tymora)
fighter (inn) 72. Wavesilver family villa
14. House of Shyrrhr, Lady of 41. The Singing Sword 73. “Naingate” (tower of Nain
the Court (tavern) the wizard)
15. The Map House (HQ: The 42. The Market Hall (HQ: The 74. Melshimber family villa
Surveyors', Map & Chart- Council of Farmer- 75. Iltul family villa
Makers’ Guild) Grocers) 76. Shrine of Mielikki (The
16. Fellowship Hall (HQ: The 43. The Spires of the Lady’s Hands)
Fellowship of Innkeepers) Morning (temple complex 77. Shrine of Silvanus
17. Palace Warehouse of Lathander) 78. Emvoelstone family villa
18. Palace Stables 44. Usual location of the 79. Hiilgauntlet family villa
19. Palace Paddocks Walking Statue of 80. The Temple of Beauty
20. The Dragon’s Head Waterdeep (temple complex of Sune)
Tavern 45. Fair Winds (rental villa) 81. Gauntyl family villa
21. The Golden Key (lock- 46. Marblehearth (rental 82. Eltorchul family villa
smith) villa) 83. The House of Wonder
22. The Master Bakers’ Hall 47. Stormwatch (rental villa) (temple of Midnight—
(HQ: The Bakers’ Guild) 48. Heroes’ Rest (rental villa) formerly Mystra)

238
84. Eirontalar family villa 130. Thorp family villa 166. Ahghairon’s Statue
85. Selchoun’s Sundries Shop 131. Estelmer family villa 167. The House of the
86. Thongolir family villa 132. Maerklos family villa Homeless (all who do not
87. Eagleshield family villa 133. Ulbrinter family villa merit or cannot buy
88. Dezlentyr family villa 134. Hriiat Fine Pastries another tomb)
89. Tesper family villa 135. The Grinning Lion
90. Nesher family villa (tavern) Trades Ward
91. Brokengulf family villa 136. Gost family villa Virgin’s Square: Traditional
92. Belabranta family villa 137. Lathkule family villa hiring place for mercenar-
93. Irlingstar family villa 138. Nandar family villa ies and legendary
94. Gundwynd family villa 139. Thann family villa sacrificial spot.
95. Tessalar’s Tower 140. Thunderstaff family 168. The Inn of the Dripping
96. Raventree family villa villa Dagger
97. Bladesemmer family villa 141. Anteos family villa 169. The Riven Shield Shop
98. Manthar family villa 142. Phull family villa 170. House of Myrmith
99. Artemel family villa 143. Snome family villa Splendon (fighter)
100. Ammakyl family villa 144. Helmfast family villa 171. Mhair’s Tower
101. Silmerhelve family villa 145. Roaringhorn family 172. Dunblast Roofing
102. Rosznar family villa villa Company
103. Jhansczil family villa 146. Kormallis family villa 173. Gondalim’s (inn)
147. Majarra family villa 174. The Citadel of the
North Ward 148. Tarm family villa Arrow (HQ: The Fellow-
104. The House of Crystal 149. Stormmweather family ship of Bowyers &
(HQ: The Guild of villa Fletchers)
Glassblowers, Glaziers, & 150. Jardeth family villa 175. Saern’s Fine Swords
Speculum-Makers) 151. Hawkwinter family villa 176. Costumers’ Hall (HQ: The
105. House of Crystal 152. Gralhund family villa Order of Master Taylor,
Warehouse 153. The Raging Lion (inn) Glovers, & Mercers)
106. Adarbrent family villa 154. A Maiden's Tears (tavern) 177. Thentevva’s Boots
107. Agundar family villa 155. The Misty Beard (tavern) 178. The Unicorn’s Horn (inn)
108. Kothont family villa 156. The Cliffwatch (inn) 179. Orsabba’s Fine Imports
109. Sultlue family villa 157. Cliffwatch inn stables 180. Riautar’s Weaponry
110. The Galloping Minotaur 158. Zun family villa 181. The House of Song (HQ:
(inn) 159. Ilvastarr family villa The Council of Musicians,
111. Sulmest’s Splendid Shoes 160. House of Orlpar Instrument-Makers, and
& Boots Husteem, noble Choristers)
112. Meraedos Fine Furs 182. Patient Fingers Fine-
(shop) The City of work
113. Phylund family villa the Dead 183. Office of the League of
114. The Gentle Mermaid Basketmakers & Wicker-
Unkeyed tombs are of workers (guild HQ)
(tavern and festhall) individual noble or
115. Maernos family villa 184. Warehouse of the
wealthy families. In League of Basketmakers &
116. Cragsmere family villa several cases nobles
117. The House of Healing Wickerworkers
families share a tomb, 185. The House of Cleanli-
(HQ: The Guild of which usually leads to
Apothecaries & Physi- ness (HQ: The Launderers’
separate crypts beneath, Guild)
cians) and several floors above.
118. Amcathra family villa 186. The Old Guildhall (HQ:
161. Mariner's Rest (those The Cellarers and
119. Lanngolyn family villa drowned at sea and ship
120. Mascalan family villa Plumbers Guild)
captains) 187. Thond Glass and
121. Talmost family villa 162. The Hall of Heroes
122. Piiradost family villa Glazing
(warriors’ tomb) 188. Belmonder’s Meats
123. Crommor family villa 163. The Hall of Sages (sages)
124. Brossfeather family villa 189. The Zoarstar
164. Monument to the 190. The House of Textiles
125. Wands family villa warriors of Waterdeep
126. Hunabar family villa (HQ: The Most Excellent
165. Merchants’ Rest (“The Order of Weavers and
127. Durindbold family villa Coinscoffin” tomb, resting
128. Hothemer family villa Dyers)
place of only those who 191. The Gentle Rest (inn)
129. Margaster family villa prepay for the honor)

239
192. Gentle Rest Inn stables 222. The Road House (HQ: The Most Diligent League
193. Felzoun’s Folly (tavern) The Fellowship of Carters of Sail-Makers and
194. Surtlan’s Metalwares and Coachmen) Cordwainers)
195. The Guild Paddock (HQ: 223. Prestar’s Furniture 252. Arnagus the Shipwright
The Stablemasters’ and 224. Hlakken Stables 253. The House of Tarmagus
Farriers’ Guild) 225. Metalmasters’ Hall (HQ: (warehouse)
196. The Golden Horn The Most Careful Order of 254. The Fellowship of
Gambling House Skilled Smiths & Salters, Packers, and
197. Meiroth’s Fine Silks Metalforgers) Joiners warehouse
196. The Bowels of the Earth 226. Bellister’s Hand (shop) 255. Coopers’ Rest (HQ: The
(tavern) 227. Bellister’s House Coopers Guild)
199. Cobblers’ and Corvisers’ (warehouse) 256. Shippers’ Hall (HQ: The
House (guild HQ) 228. Orm’s Highbench Fellowship of Salters,
200. The House of Light (HQ: (trading company) Packers, and Joiners)
The Guild of Chandlers & 229. Athlal’s Stables 257. The Blue Mermaid
Lamplighters) (tavern)
201. Chandlers & Lamplight- Dock Ward 258. The Hanged Man
ers’ Guild warehouse Waterdeep Harbor: Patrolled (tavern)
202. Stationers’ Hall (HQ: The by hired mermen against 259. The House of Pride
Stationers’ Guild) invaders, predators, and (perfume shop)
203. The Plinth (interdenomi- hazards to shipping. 260. The Purple Palace
national temple) 230. Cookhouse Hall (festhall)
204. The Grey Serpent (inn) 231. Gelfuril the Trader 261. The Sleeping Wench
205. Wheel Hall (HQ: The 232. The Copper Cup (tavern, (tavern)
Wheelwrights’ Guild) inn, festhall) 262. The Hanging Lantern
233. Thomm Warehouse (escort service)
Southern Ward 234. Melgard’s Fine Leathers 263. Muleskull Tavern (HQ:
235. The Butchers’ Guildhall The Dungsweepers’ Guild)
206. The Stone House (HQ: 264. The Mermaids Arms
The Carpenters’, Roofers’, (HQ: The Guild of (inn, tavern, festhall)
and Plaisterer’s Guild) Butchers) 265. Red Sails Warehouse
207. Brian the Swordmaster 236. House of Jemuril 266. Shipwrights’ House (HQ:
208. The Jade Dancer (tavern (adventurer) The Order of Master
and festhall) 237. Fish Warehouse (belongs Shipwrights)
209. Nueth’s Fine Nets to the Fishmongers’
Fellowship) 267. Helmstar Warehouse
210. The Spouting Fish 268. The Ship’s Prow (inn)
(tavern) 238. Smokehouse (belongs to 269. The Thirsty Sailor
211. The Red Gauntlet the Fishmongers’
Fellowship; also used by (tavern)
(tavern) 270. Warm Beds (inn)
212. Pelauvir’s Counter butchers or a fee)
239. Telethar Leatherworks 271. Lanternmaker Zorth
(goods store) Ulmaril
213. The Swords’ Rest (tavern) 240. Torpus the Tanner
241. League Hall (HQ: The 272. The Bloody Fist (tavern
214. The House of Good [“dive”])
Spirits (HQ: The Vintners’, League of Skinners &
Tanners) 273. Three Pearls Nightclub
Distillers’, and Brewers 274. The Thirsty Throat
Guild and a working 242. Mariners’ Hall (HQ: The
Master Mariners’ Guild) (tavern)
tavern and inn) 275. Serpentil Books & Folios
215. The Redbridle Stables 243. Shipmasters’ Hall
216. The Coach & Wagon 244. Watermen’s Hall (HQ: 276. The Blackstar Inn
Hall (HQ: The The Guild of Watermen) 277. The Splintered Stair
Wagonmakers’ and Coach 245. The Sleeping Snake (inn)
(tavern) 278. The Rearing Hippocam-
Builders’ Guild) pus (inn)
217. Saddlers’ & Harness- 246. Nestaur the Ropemaker
Makers’ Hall (guild HQ) 247. Khostal Hannass, Fine 279. The Metal House of
Nuts Wonders (HQ: The
216. House of Kappiyan Splendid Order of
Flurmaster (wizard) 248. Felhaur’s Fine Fish
219. Builders’ Hall (HQ: The 249. The Blushing Mermaid Armorers, Locksmiths,
(inn, tavern, festhall) and Finesmiths)
Guild of Stonecutters and 280. Turnstone Plumbing
Masons) 250. Seaswealth Hall (HQ: The and Pipefitting
220. Nelkaush the Weaver Fishmongers’ Fellowship) 281. Dhaermos Warehouse
221. The Full Cup (tavern) 251. Full Sails (tavern; HQ:
240

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