Waterdeep Tables v.0.74
Waterdeep Tables v.0.74
Waterdeep Tables v.0.74
The Calendar of H
1 Hammer
2
Deepwinter The
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5
11 12 13 14 15 16 17 18 19 20 11 12 13 14 15
21 22 23 24 25 26 27 28 29 30 21 22 23 24 25
Midwinter
4 Tarsakh
The Claw of Storms 5
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5
11 12 13 14 15 16 17 18 19 20 11 12 13 14 15
21 22 23 24 25 26 27 28 29 30 21 22 23 24 25
Greengrass
7 Flamerule
Summertide 8
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5
11 12 13 14 15 16 17 18 19 20 11 12 13 14 15
21 22 23 24 25 26 27 28 29 30 21 22 23 24 25
Midsummer * Shieldmeet
10 Marpenoth
Leaffall 11
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5
11 12 13 14 15 16 17 18 19 20 11 12 13 14 15
21 22 23 24 25 26 27 28 29 30 21 22 23 24 25
endar of Harptos
Alturiak
3
The Claw of Winter
Ches
The Claw of Sunsets
6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
16 17 18 19 20 11 12 13 14 15 16 17 18 19 20
26 27 28 29 30 21 22 23 24 25 26 27 28 29 30
Mirtul
The Melting 6 Kythorn
The Time of Flowers
6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
16 17 18 19 20 11 12 13 14 15 16 17 18 19 20
26 27 28 29 30 21 22 23 24 25 26 27 28 29 30
Eleasias
Highsun 9 Eleint
The Fading
6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
16 17 18 19 20 11 12 13 14 15 16 17 18 19 20
26 27 28 29 30 21 22 23 24 25 26 27 28 29 30
HighHarvestide
Uktar
The Rotting 12 Nightal
The Drawing Down
6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
16 17 18 19 20 11 12 13 14 15 16 17 18 19 20
26 27 28 29 30 21 22 23 24 25 26 27 28 29 30
The Feast of the Moon
20
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Hammer / "DeepWinter" (January)
1 2 3 4 5 6 7 8 9
Seeing Justice
I (1st Day of
Month)
11 12 13 14 15 16 17 18 19
The Maiming Cold Counting
II (13th Day of Comfort
Month) (Hammer
15th)
21 22 23 24 25 26 27 28 29
The Blinding
III (22nd Day of
Month)
11 12 13 14 15 16 17 18 19
The Maiming •Spring
II (13th Day of Equinox
Month)
21 22 23 24 25 26 27 28 29
Fleetswake Fleetswake Fleetswake Fleetswake Fleetswake Fleetswake Fleetswake Fleetswake Fair Seas
III (Civic) (Civic)The (Civic)The (Civic)The (Civic)The (Civic)The (Civic)The (Civic)The Festival (Civic,
Blinding Blinding Blinding Blinding Blinding Blinding Blinding Umberlee)Fle
(22nd Day of (22nd Day of (22nd Day of (22nd Day of (22nd Day of (22nd Day of (22nd Day of etswake
Month) Month) Month) Month) Month) Month) Month) (Civic)
11 12 13 14 15 16 17 18 19
Sammardach The Maiming
II (Waukeen)Gu (13th Day of
ildsmeet Ball Month)
(Society)
21 22 23 24 25 26 27 28 29
The Blinding
III (22nd Day of
Month)
Flamerule / "Summertide" (JULY)
1 2 3 4 5 6 7 8 9
Founders' Sornyn Sornyn Sornyn Ball Lliira's Night
I Day (Waukeen) (Waukeen) (Society)Sorn
(Civic)Founde yn (Waukeen)
rs' Day
Viewing
Parties
11()Seeing 12 13 14 15 16 17 18 19
Justice (1st
Theater Theater Theater Theater Theater Theater Theater Theater Theater
Day of
Season Season Season Season Season Season Season Season Season
II Month)
(Society) (Society) (Society)The (Society)The (Society)The (Society)The (Society)The (Society)The (Society)The
Maiming Maiming Maiming Maiming Maiming Maiming Maiming
(13th Day of (13th Day of (13th Day of (13th Day of (13th Day of (13th Day of (13th Day of
Month) Month) Month) Month) Month) Month) Month)
21 22 23 24 25 26 27 28 29
The Blinding
III (22nd Day of
Month)
11 12 13 14 15 16 17 18 19
The The Maiming
II Penultimate (13th Day of
Thunder Month)
(Hoar the
Doombringer)
21 22 23 24 25 26 27 28 29
• Autumn The
III Equinox Pankration
(Another
sporting
event at the
Fields of
Triumph, the
Pankration is
made up of
wrestling-
Uktar / "The Rotting" (NOVEMBER)
and boxing-
matches)The
Blinding
1 2(22nd Day of 3 4 5 6 7 8 9
Seeing Justice Month) The Five
I (1st Day of Feathers
Month) Event
(Society)
11 12 13 14 15 16 17 18 19
The Five The Five The Maiming
II Feathers Feathers (13th Day of
Event Event Month)
(Society) (Society)
21 22 23 24 25 26 27 28 29
The Blinding
III (22nd Day of
Month)
Alturiak / "The Claw of Winter" (FEBRUARY)
10 1 2 3 4 5 6 7
Seeing Justice
Feast of Love I (1st Day of
Month)
20 11 12 13 14 15 16 17
The Maiming
Feast of Love II (13th Day of
Month)
30 Holiday: 21 22 23 24 25 26 27
•MidWinter The Blinding
III (22nd Day of
Feast of Love Month)
30 21 22 23 24 25 26 27
Highcoin The Blinding The Vernal The Vernal The Vernal The Vernal The Vernal
(Waukeen)Fai III (22nd Day of Trousseau Trousseau Trousseau Trousseau Trousseau
r Seas Festival Month) Festival Festival Festival Festival Festival
(Civic, (Society) (Society) (Society) (Society) (Society)
Umberlee)Fle
etswake
(Civic)
30 21 22 23 24 25 26 27
Brightbuckle The Blinding
III (Waukeen) (22nd Day of
Month)
Elesias / "High Sun" (AUGUST)
10 1 2 3 4 5 6 7
Ahghairon's
I Day
(Civic)Seeing
Justice (1st
Day of
Month)
20 11 12 13 14 15 16 17
Theater The Maiming Huldark
Season II (13th Day of (Waukeen)Th
(Society)The Month) e Annual
Maiming Garden
(13th Day of Parties
Month) (Society)
30 Holiday: 21 22 23 24 25 26 27
•Midsummer The Blinding The The The The
III (22nd Day of Gathering of Gathering of Gathering of Gathering of
Month) Harps Harps Harps Harps
(Society) (Society) (Society) (Society)
30 Holiday: 21 22 23 24 25 26 27
•The Feast of The Blinding
the Moon III (22nd Day of
Month)
8 9 10
18 19 20
Great Weave
(Waukeen)
28 29 30
8 9 10
Leiruin Waukeentide Spheres
()Waukeentid (Civic, (Glass
e (Civic, Waukeen, spheres are
Waukeen, Society) filled with
Society) gems and
gold to be
18 19 20paraded
around the
city)Waukeen
tide (Civic,
Waukeen,
Society)
28 29 30 Holiday:
•Greengrass
8 9 10
18 19 20
• Summer
Solstice
28 29 30
The
Gathering of
Quills
(Society)
8 9 10
The Harbor The Anvil
Spectacles (Marthammo
(Society) r Duin)
18 19 20
28 29 30
The
Gathering of
Harps
(Society)
8 9 10
18 19 20
28 29 30
8 9 10
18 19 20
• Winter
Solstice
28 29 30
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TABLE OF CONTENTS OF THIS
SHEET
Holidays
Months
Hours
HOLIDAYS
TOTAL NAME CHURCH / SOC
Great Weave (AlturiakGreat
20th): Waukeen.
Weave (Waukee
A celebration
Great Weaveof cloth-making
(Alturiak 20tWaukeen
and weaving, with cloth woven during th
Hammer
30 The Rallying
Hammer 30 The Putrescent Death Night
Calling Down the Thunder
Deep Fete
Endless Revel of Life
Holiday of Revelry
Midwinter
Renewal of Sanctity
Midwinter The Retreat
Festival of the Star Midnight
Masked Lord's Embrace Night
Midwinter Night
Night of Blood Night
Remembrance of the DarkNight
The Unveiling Night
1 Seeing Justice
10 Great Clang
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Great Clang
20 Great Weave
22 The Blinding
Alturiak 30 Great Clang
1 Seeing Justice
1 The Festival of the Pride
2 The Festival of the Pride
3 The Festival of the Pride
4 The Festival of the Pride
5 The Festival of the Pride
6 The Festival of the Pride
7 The Festival of the Pride
8 The Festival of the Pride
9 The Festival of the Pride
10 Great Clang
10 The Festival of the Pride
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
19 Endless Revel of Life Vernal Equinox
19 Four Feasts Vernal Equinox
19 Four Feasts Vernal Equinox
19 High Hunt Vernal Equinox
19 Holy Day of the Beast Tot Vernal Equinox
19 Last Storm Vernal Equinox
19 Rite of Pain and Purity Vernal Equinox
19 Song of Dawn Vernal Equinox
19 The Budding Vernal Equinox
19 The Dance of Swirling WinVernal Equinox
19 The High Hunt Vernal Equinox
19 The Shattering Vernal Equinox
19 Treasures of the Earth Vernal Equinox
20 Great Clang
22 The Blinding
30 Great Clang
Ches 30 High Coin
1 Queen's Gambit
1 Seeing Justice
10 Great Clang
10 Spheres
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
15 Windride
20 Great Clang
22 The Blinding
Tarsakh 30 Great Clang
Call to the Flowers
Calling Down the Thunder
Ceremony of the Sactified Cauldron
Coin Festival
Endless Revel of Life
Greengrass
Greening
Holiday of Birth
Orgy of Destruction
Planting Thanks
Sharpening of the Sword
Song of the Trees
The Chase
The Convocation
Time of Spawning
Greengrass Wild Ride
1 Ippensheir
1 Seeing Justice
1 Unwrapping
2 Ippensheir
3 Ippensheir
4 Ippensheir
5 Ippensheir
5 The Melding
6 Ippensheir
7 Ippensheir
8 Ippensheir
9 Ippensheir
10 Great Clang
10 Ippensheir
11 Ippensheir
12 Candle Rites
12 Ippensheir
12 Sammardach
13 The Communion of Laughter
13 The Maiming
20 Great Clang
22 The Blinding
Mirtul 30 Great Clang
1 Birthing
1 Seeing Justice
10 Great Clang
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Ceremony of IntrospectionSummer Solstice
20 Endless Revel of Life Summer Solstice
20 Four Feasts Summer Solstice
20 Four Feasts Summer Solstice
20 Great Clang Summer Solstice
20 High Hunt Summer Solstice
20 Holy Day of the Beast Tot Summer Solstice
20 Rite of Pain and Purity Summer Solstice
20 The High Hunt Summer Solstice
20 Treasures of the Earth Summer Solstice
21 Brightbuckle
21 The Newborn Celebration
22 The Blinding
22 The Newborn Celebration
23 The Newborn Celebration
24 The Newborn Celebration
25 The Newborn Celebration
26 The Newborn Celebration
27 The Newborn Celebration
28 The Newborn Celebration
29 The Newborn Celebration
30 Great Clang
Kythorn 30 The Newborn Celebration
1 Seeing Justice
3 Sornyn
4 Sornyn
5 Sornyn
10 Great Clang
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Great Clang
22 The Blinding
30 Celebration of the Moon
30 Great Clang
30 Dryad Dance Night
30 Endless Revel of Life Night
Flamerule 30 Midsummer's Eve Night
Axe Held High
Calling Down the Thunder
Endless Revel of Life
Grand Revel
High Forge
Holiday of Revelry
Midsummer
Midsummer
Midsummer
Singing of Praises
Song of Dawn
Wild Ride
Ceremony of Contagion Night
Ceremony of the Sactified Night
High Fete Night
The Chase Night
Midsummer Festival of the Ruby Twilight
Calling Down the Thunder
Ceremony of Honor to Helm
Conjuring of the Second Moon
Deeds of the Dead
Endless Revel of Life
Festival Day
Holiday of Revelry
Oath Making
Shieldmeet
Shieldmeet
Wild Ride
The Day of Corellon's PeacCinnaeloscor
The Day of Corellon's PeacCinnaeloscor
Shieldmeet The Melding of the Three Cinnaeloscor
1 Seeing Justice
1 Festival Day Only in years fe
2 Festival Day Only in years fe
3 Festival Day Only in years fe
4 Festival Day Only in years fe
5 Festival Day Only in years fe
6 Festival Day Only in years fe
7 Festival Day Only in years fe
8 Festival Day Only in years fe
9 Festival Day Only in years fe
10 Great Clang
12 Candle Rites
13 Divine Death
13 The Communion of Laughter
13 The Maiming
17 Huldark
20 Great Clang
22 The Blinding
Eleasis 30 Great Clang
1 Seeing Justice
7 Spryndalstar
10 Great Clang
11 Penultimate Thunder
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Great Clang
21 Endless Revel of Life Autumnal Equino
21 Four Feasts Autumnal Equino
21 Four Feasts Autumnal Equino
21 High Hunt Autumnal Equino
21 Rite of Pain and Purity Autumnal Equino
21 Runemeet Autumnal Equino
21 Song of Dawn Autumnal Equino
21 The Dance of Swirling WinAutumnal Equino
21 The High Hunt Autumnal Equino
21 The Transformation Autumnal Equino
21 Treasures of the Earth Autumnal Equino
22 The Blinding
Eleint 30 Great Clang
Calling Down the Thunder
Endless Revel of Life
Feast of the Stags
Harvest Thanks
High Prayers of the Harvest
Holiday of Fruition
Osiris's Bounty
Remembrance Ritual
Song of the Trees
Highharvestide The Convocation
1 Marthoon
1 Seeing Justice
10 Great Clang
11 Impending Doom
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
15 Ascension
15 True Resurrection
20 Great Clang
20 The Destruction
22 The Blinding
23 Starfall
Marpenoth 30 Great Clang
1 Seeing Justice
10 Great Clang
10 Tehennteahan
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Great Clang
22 The Blinding
30 Great Clang
Uktar 30 The Binding Night
Calling Down the Thunder
Ceremony of Remembrance
Coming of the Winter Cave
Commemoration of the Fallen
Deeds of the Dead
Endless Revel of Life
Feast of the Silver Coin
Holiday of Revelry
Honoring the Dead
Honoring the Dead
Mystic Rites of the Luminous Cloud
Rising of the Dark
The Vision
The Feast of the Moon The Feast of the Moon Night
1 Seeing Justice
10 Great Clang
12 Candle Rites
13 The Communion of Laughter
13 The Maiming
20 Ceremony of IntrospectionWinter Solstice
20 Endless Revel of Life Winter Solstice
20 Four Feasts Winter Solstice
20 Four Feasts Winter Solstice
20 Great Clang Winter Solstice
20 High Hunt Winter Solstice
20 Holy Day of the Beast Tot Winter Solstice
20 Rite of Pain and Purity Winter Solstice
20 The Coming Winter Solstice
20 The High Hunt Winter Solstice
20 Treasures of the Earth Winter Solstice
22 The Blinding
25 Orbar
30 Day of Drawing Down
Nightal
30 Great Clang
Nightal 30 Night of Another Year
Neap Tide First Quarter Mo
The Forest Communion of First Quarter Wa
Ceremony of the Sactified Full Moon
Earthrisings Full Moon
Endless Revel of Life Full Moon
Festival of Strength Full Moon
Gathering of the Hunting Full Moon
Gatherings Full Moon
Giving of Thanks Full Moon
Lunar Hallowings Full Moon
Midnight Gambol Full Moon
Secrets of the Heart Full Moon
Spring Tide Full Moon
Other
The Offering of Trinkets Full Moon
High Flow High Tide
Deep Ebb Low Tide
Brandobaris's Tithe New Moon
Chant in the Abiding Dark New Moon
Deepstone Triad New Moon
Gathering of the Hunting New Moon
Spring Tide New Moon
The Cloaking New Moon
The Marking of Time Sunset
Coin Festival The day after th
Coin Festival The day before t
Neap Tide Third Quarter M
HOLIDAYS
DESCRIPTION REGULARIDAY OF MISC1 TYPE
A celebration of cloth-making and weaving, Alturiak 20 REGULAR
with cloth woven during this month believed
to be truly blessed. The Most Excellent Order
of Weavers & Dyers and the Order of Master
Taylors, Glovers & Mercers consider this a very
important festival.
Before Avarenee became a lich, she was in command of the Xanathar’s kidnapping agents known as ‘the Hand’. S
GAWAIN BLUE (CULT OF THE DRAGON)
STEEL DRAGONS OF WATERDEEP Reye C. (Leaplow, Runewright and Sophraea’s mother) (Co
OTHER NOBLE HOUSES? Leaplow and Runewright C. (Sophraea’s brothers) (CotD 3
OTHER GUILDS? Bentnor and Cadriffel C. (Sophraea’s cousins, twins) (CotD
AGENTS OF NEVEREMBER? Perspicacity, Sagacious, Vigilant and Judicious C. (Leaplow,
LILTEN, FAYNE? Sophraea Carver (youngest in a mostly male family, 17 yea
SHADOWBANE? Gustin Bone
HERALDS?
REMNANTS OF CULT OF THE DRAGON?
THAYAN AGENTS?
AGENTS OF SHADOW THIEVES OF AMN?
MERCHANTS FROM BALDUR'S GATE (HOTDQ)
CONTACTS FROM RISyoungest Sisters of the family notorious for their shopping sprees. (BT 14)**As Ho
SURVIVORS FROM CULTS OF ELEMENTAL EVIL
OTHER CHARACTERS FROM POTA
FACTION MERCENARIES FROM OOTA
FACTION CONTACTS FROM OOTA
TRADERS&DROW FROM OOTA IN SKULLPORT
HOOKS FROM COS
SURVIVORS FROM NIGHTSTONE
OTHER CHARACTERS FROM SKT
HOOKS FROM HOOKS TO TALES FROM DNDADVENTURERSLEAGUE
NPCS FROM BEREGOST ?
DAGGERFORD CONTACTS
CITY WATCH
CiTY WATCH Swordcaptain , South Ward
CiTY WATCH Swordcaptain , South Ward
CiTY WATCH
Manshoon's Zhentarim
Xanathar's Guild After the beholder, Ahmaergo is th
DECEASED
BANE
Sir Ambrose Everdaw
CITY WATCH
High Road Charter Company
CiTY WATCH opera singer (LG female protector a
Order of the Gauntlet
CITY WATCH
Jergal
Zhentarim
Mystra
CITY WATCH
Flaw: “My loyalty is easily bought: s
exceeds my current fee.”
Candidate to Maske
Bepis Honeymaker i
Shard Shunners
him again.”
Emerald Enclave Flaw: “I sometime trust people a litt
CITY WATCH Bond: “The Yawning Portal is my ho
Flaw: “If you want sympathy you’ve
Unseen
CITY WATCH
Fellowship of Innkeepers
Zhentarim
Bregan D'aerthe rock gnome enginee
CITY WATCH
CITY WATCH
Lord Protector
Tam prizes the of Neverwinter arou
Dalesman's skill at m
Harpers Though Dahl is not active in the fie
Candidate to Maske
Zhentarim
(a.k.a. Harhoarguh), a plaguechang
CITY WATCH
really like them.
Flaw: I look for fights in the most u
Flaw: “I’m obsessed with cleanlines
tiresome rituals.”
CITY GUARD
CITY WATCH
Overwizard
Personality: of the to focus on th
I choose
Bond: Myyou
Flaw: “If husband and our busines
want sympathy you’ve
place.”
High Healers
Patron Dusk Lanvyl of High Healers Ev
Only recently made a full agent, Eb
Harpers Recently, Ebros has begun to suspe
Candidate to Maske
Manshoon's Zhentarim
Xanathar's Guild
UNMASKED LORD
CiTY WATCH Swordcaptain , South
Owns a Guidebook to Ward
Waterdeep*
** The guidebook may be a copy o
, a lich, SAY6
CITY WATCH
evil adventurer who
ASMODEUS
Xanathar's Guild
CITY WATCH
Candidate to Maske
Selune
Vintners’, Distillers’, and Brewers’ Guild
Guild of Butchers
CITY WATCH
Manshoon's Zhentarim
CITY WATCH
CITY WATCH
is a human veteran from Zhentil Ke
host, male half-elf
jathander
CITY WATCH
UNMASKED LORD
CITY WATCH
Lathander Watchskull, arrogant former cleric
Bregan D'aerthe
Nera Loudbuckles’,
‘Lady is nothing buta ahalf-elf
gruff tavern-
woman,
Harpers Nera's pastshould
Ideal: We is far behind
all workher, but of
smarter,
Flaw: My conscience sometimes ge
Xanathar's Guild
Xanathar's Guild
Unseen 3e info: Nylaersyn (CE female fey'ri
Baravar Cloakshadow
CITY WATCH
Unseen
Emerald Enclave
Sune
CITY WATCH
CITY WATCH
Manshoon's Zhentarim
UNMASKED LORD
Manshoon's Zhentarim
Order of the Gauntlet
Ilmater
hostess, female half elf, staff of Bar
Carpenters’, Roofers’ & Plasterers’ Guild Flaw: “I tend to lash out at people w
Bregan D'aerthe secrets.”
broadsheet
Bond: Thoughpublish
born elsewhere, we
Flaw: Shani doesn’t tolerate rudene
CITY WATCH
prestigious, the family has suffered various hardships over the years. Much of the family has left Waterdeep. Recent activity indicates
Sune
Harpers She guards the Harper Teleportatio
minotaur bouncer
ASMODEUS
Shard Shunners
Bregan D'aerthe drow mage, captain of Heartbreake
Magisters
Blackstaff tower
rakshasa
Flaw: “I’m always looking over my s
dagger in my back.”
Manshoon's Zhentarim
ASMODEUS
He speaks concisely,
Bregan D'aerthe drow gunslinger
Bond: Though born elsewhere, we
Flaw: Shani doesn’t tolerate rudene
Valkur
Zhentarim
ASMODEUS
Manshoon's Zhentarim
Xanathar's Guild
CiTY WATCH Armar, South Ward
Manshoon's Zhentarim
Bregan D'aerthe rock gnome engineer
The drow, Zaibon Ky
Bregan D'aerthe
Harpers
Xanathar's Guild
Zhentarim
CITY GUARD
d face surrounded by vibrant gold curls. ( DS 183)
ping agents known as ‘the Hand’. She was already a skilled mage and slaver of the Xanathar’s Thieves Guild. ( CoSp/WiW 89)
hopping sprees. (BT 14)**As House Ulbrinter seems to still exist, maybe only House Phul vanished through the merger?
WDH
LE female Mulan priest WDH
(LG male human Tethyrian knight WDH
le female L https://www.dndbeyond.com/monsters/ammalia-cassalanter
WDH
LG male veteran WDH:UW
(was resurrected after over a century, middle aged human female (HoU 44-45), yearns to reunited with her dead husband
ast to her husband, it might almost be fairly said that there is no social set in Waterdeep without Andraethra. She sets a great deal of the nobility's s
Guildmaster (E:DM 324)
a Zoar is a short, slender, dark-eyed woman with ankle-length black hair and a quiet, serene manner. She is a sorceress of accomplishment and an
s of the society, she’s known as Unicorn.
young son, studies a the House of Wonders.
y Thann is a wizard who has helped to cement her house's investment in magic as a trade. Though tall and straight-backed, she walks
, a raptoran sorceress is the landlady of the house, who lives in a sphere without a visible door floating 20ft. above the stat
adult gold dragon WDH
rful lich and crime lord (originally appeared in the 3.5 Waterdeep sourcebook as a member of the Xanathar's guild) (DS 183+)
WDH
water genasi, priest of Eldath, husband of Embric WDH
family members
Secret: Has a powerful enemy
A lifelong bachelor, Barnibus has a small, tidy e WDH
WDH
Barthelby, priest of Jergal (HoU 48)
sellsword WDH
Master Bastun Nesraan of Rashemen, his eyes are blue orbs of glowing ice set into a too-pale face, long braids cover his sh
(manages
My loyalty is easily the Sword
bought: so longCoast Trader's Bank in Daggerford) (SCAG 48)
the price
s my current fee.” ddal08-00
of Castle Ward, keeps hiring registry for caravan outriders and guards for costers using the city. Proposed by neutral lords
HOMEBREW
female orog
ke them.
look for fights in the most unlikely of places. DDAL08-09
’m obsessed with cleanliness and have many
e rituals.” ddal08-01
WDH
(E:DM 128)
Masked Lord https://forgottenrealms.fand WDH
HOMEBREW
http://forgottenrealms.wikia WDH
luskan WDH
a co-owner of Green’s Rest, husband of Zelphin DDAL08-01
possibly leader of https://forgottenrealms.fandom.com/wiki/Durnan
MASKED LORD, wealthy merchant investor, had been proposed by Cazondur loyalists
(truculent, burly, his beard a flowing, styled and scented redish-brown jaw-fringe (E:DM 286)
(Matriarch) (E:DM 324)
N male Illuskan human commoner, doesn’t like adventurers,
WDH but he likes their coin. This effete, well-dressed man is always
(LN male Illuskan human noble) - commander of SKT
spositioned and gregarious to a fault (although with a slight impulse control problem), Hosanna loves making friends. Unfortunately, she's realized t
Hrabbaz is a muscle-bound half-orc withttps://w WDH
femalebugbearchieftain WDH:UW
Gralhund's groundskeeper LE male Illuskan cult fanatic
WDH
Blue Alley
wdh
, a carefully expressionless lady, shrewd, grown very rich making and selling ointments and philters in beautiful blown glas
wererat WDH:UW
HOMEBREW
(E:DM 287)
WDH
bandit captain WDH
tiefling magistrate / , newly appointed tiefling WDH
cousin, Kymeera showed up in 1471 DR, when things were looking very bad for House Melshimber. The infusion of coin she brought with her prom
(human Paladin of Kelemvore (HoU 31)
Witch-Queen of the North. https://wwWDH
a frowning, restless, loud, take-charge sort, inherited mother's importation business , specializing in connecting guilds with
HOMEBREW
(daughter, sorcerer, skinny, pale, black hair, heir of the Blackstaff)
Sievers (younger brother of Larr)
LE archmage WDH
a former adventurer and friend of Lady Tennora Hedare and her late mother Liferna (TGC 5,20,35)
a female Amnian human bard, lover of Khafeyta MWDH
wdh
12-year-old boy WDH
d to shape-changing potions;Haramond Bandoun, Kalandras son, (SAY 6,19)
addicted to shape-changing potions SAY6,19
bard WDH
awakened draft horse WDH
lightfoot halfling wererat WDH:UW
deceased DDAL08-03
WDH
man grocer from the Sea Ward, who is visiting the tavern for thBlue Alley
(Sell-sword,
I’m always loyal Long blond
to my friend hair, pale blondhttps://w WDH
Grady.”
am deeply afraid of fire”. ddal08-00
deep scion WDH:UW
me ago, Miradoppleganger WDH:UW
became a fringe member of a Banite Zhentarim cell for the purpose of gaining access to ancient Netherese sites, but she
ent, the Zhentarim with whom Mira allies are distracted by theirDRAGON
organizations'
430 current shake- ups—a fortunate situation for Mira, who
SKT
masked lord https://forgottenr https://www.dndbeyond.com/monsters/mirt
r urban ranger, urban bounty hunter HOMEBREW
LE female lightfoot halfling martial arts adept WDH
currently resides in Mistshore. He is an old, bit WATE2-1
warven tattooist who is drinking away the pain of his recent divorce.
Blue Alley
He has a wire-brush beard and ink-stained fingers. As a Waterdee
South Ward
MASKED LORD a high-priest
(gnome, ancient huma
https://forgottenrealms.fandom.com/wiki/Omin_Dran
of Baravar Cloakshadow, studied together with Ahghairon in Silverymoon and helped him mak
Roywyn.
false identity of Hlaavin WDH:UW
exile SKT
shield dwarf cultist ce WDH
(SAY 4-5) DDAL08-09
Palonya, priestress of Jergal (HoU 47-48)
Philbin: Male Halfling, printer of ‘Pleased Toes’, gruff patriarch, one of the wealthiest merchants in Waterdeep (DS 40-41)
WDH
Celestite Unicorn Blue Alley
's firstborn son (Rank 1) • 21 years
CG female rock gnome WDH
female drow WDH
The Ralnarth absorbed the holdings of the Estelmer clan
n of House Grifstone, is somewhat arrogant and very naive. (WATE 1-1)
Ahghairon’s dragonstaff
doppleganger WDH:UW
WDH
http://forgottenrealms.wikia.com/wiki/Remallia_Haventree
(see Folk of Waterdeep) https://wwWDH
(BT) Coat of Arms: bear’s claw atop a diamond, all atop a field with three stripes from dexter to si
One of the greatesthttps://forgottenrealms.fan
landholders of the city. (BT 47)(BT 115)
All must acknowledge my greatness.
ntellectualism isn’t my strong point. DDAL08-09
of the Court of Summer’s End, Master of Wizardry, Head of Ritual Studies”, a sunelf wizard, blond hair, a ‘dreamkisser’ me
Risa Waylon, cleric of Sune, Heartwarden, a more mature, half-elven woman, quite fashionably dressed. She has a more se
neutral gold dragonborn mage, owner of Book WyWDH
HOMEBREW
The sunelves Ristlara and Shenan are well known dea
(MS 44-50)
WDH
WDH
My reputation is everything.” , elf (DS 171)
Another drink? Don’t mind if I do!” WDH
(HoU 18)
a retired sergeant of the City Watch WDH
female lightfoot halfling spy WDH
son of Snixxy
relocated from Tharsult importer and VERY rich investor, fast becoming a Deep landlord of note, Masked Lord
a half-elf female, independent, spirited
NE female
flying on a Tethyrian human, Manshoon's apprentiWDH
winged steed.”
Flaw: “My energetic demeanor masks my latent mania.”
WDH
Schonert, priest of Ilmater (HoU 57-58)
, female half elf, staff of Bard Nightclub
WDH
(LN female Calishite human), WDH
female drow swashbuckler WDH
Silverstar Rahyn is a large, muscular female watersoul genasi with angry green skin and deep blue lines of energy coursing
eeper of House of Dust
https://www.dndbeyond.com/monsters/skeemo-weirdbottle
WDH
proprietor of Harbor Holdings
unslinger, renegade WDH
r in Felzoun’s Folly
(IDWFR1)
(heiress, was caught in a bawdy boudoir, which led to a scandal in Tarsakh of 1479 DR, was called ‘brainless’ in Minstrel) (
Senechal of the Palace (E:DM 66)
WDH
a dragonborn butcher in the Field Ward WDH
Madame Khyret is the personal attendant to Ammalia
WDH
18-year-old , female WDH
Blue Alley
Long mahogany locks and full beard, collects bookBT
South Ward
My brother’safreedom hasstationed
dwarf magister made him weak.
at the South Gate.
am paranoid to my own detriment. DDAL08-09
WDH
halfling
(Priest of Valkur) (BT)
sellsword WDH
WDH
, short and stout older nobleman, somewhat handsome, gallant even if drunk, wastrel younger brother of Lungard (E:DM 9
Willifort dresses in a sharp black suit and wears thin-rimmed spectacles. He’s a doppelganger that usually takes the form o
As the Cassalanters’ chief butler and Lord Victoro’sWDH
personal attendant, Willifort Crowelle makes a point of knowing everyt
Le female Shou human bandit captain WDH:UW
son of Snixxy
(mage living in Silverymoon) (SKT),
WDH
South Ward
NG female Shou human bard; WDH
deep gnome WDH
drow pistoleer (gunslinger) female DDAL08-03
female half-orc thug WDH
NE female Tethyrian human noble https://w WDH
WDH
half-orc thug, NE WDH
ome engineer WDH
male drow WDH
false identity of Jarlaxle, Captain Zardoz Zord of L wdh
13-year-old boy WDH
eal abode is a damp, roof-leaking-when-it-rains fourth floor attic room
http://dnd.wizards.com/articles/features/eyes-dragon-part-3
in a rundown rooming house on westfront Bitter Alley in Dock Ward. From th
young bronze dragon WDH
a co-owner of Green’s Rest, gusband of Duric DDAL08-01
OOTA, COS
duergar WDH
MASKED LORD, wealthy investor and moneylender of Calishite heritage and trade connections, had been proposed by Caz
half-orc https://wwWDH
WDH
Lady Sharptongue', owns a score of shops across the city selling everything from lingerie to cheese, had been proposed by
a third son, officer of the guard, patrols the sewers, can be very sweet and eager around women, but is an utter bore and
WDH
WDH
the merger?
to uphold the values of Waterdeep (such as fighting corruption), and to aid the helpless.
ke their residence in Waterdeep in the future, they may join at that time.
a group that would provide back up for the City Guard for the defense of the City.
zards.com/dungeons-and-dragons/what-dd/heroes/alaeros
united with her dead husband Julain (HoU 51)** there might be l
sets a great deal of the nobility's standards of comportment and presentation, and a critical word from her has crushed reputations and futures with
ceress of accomplishment and an ever-increasing collection of seized magic items—and is also a calculating schemer who’s always prepared for trou
arver) (CotD 7-9, 15-16)
nd straight-backed, she walks with a pronounced limp, the result of a youthful magical mistake that cost her dearly. Her grandfather a
or floating 20ft. above the statues upward-reaching arm (TGC 6-7) It’s said that she can heal spellplague damages.
e face, long braids cover his shoulders, is unnaturally cold to the touch, wears dark robes covered in ancient barbaric runes, accented b
by Sarathra Serendragon.
GC 7)Their mansions room are named after magical beasts like Griffon Room and Phoenix Room.
ty charms to old maids and protections for young men with mischief on their minds”, most of Egetha’s stock is not for minors. (CotD 32
ir of the Blackstaff)
ws) Arrogant, hates elves and spellscarred
“jump” her through walls and closed doors and any other sort of obstacle intended to keep her out. She never says anything. She just
) served with the Watchful Order in his youth, where his divinatory talents shone. His first and only consort, Liadnos, was a fellow watch-wizard wel
en printed and sold exclusively by Halflings (DS 40)
ds. Unfortunately, she's realized that a good many folk don't wish to make friends with someone who looks like her. Though her relationship with he
vegetables from Secomber and the Dessarin to market stalls in the Deep. Proposed by neutral lords.
Silverhand, is turned over to the Black Robes for sentencing (E:DM 340, 381)
s/eyes-dragon-part-3
oon-head mace
f coin she brought with her prompted Lady Edura to overlook the stain on her name: her tiefling children Psalm and Hosanna.
round
es. He adventurers. Hasdestroyed
was apparently an exceptionally long
in a battle inbeard
whichfestooned with had
Volo Geddarm numerous starHis
a part of. shaped crystals
remains and under
are kept a single large
lock by moon. He believe
the watch.
p blue lines of energy coursing throughout her body. She is very curt and impatient with the PCs through most of the conversation, pun
called ‘brainless’ in Minstrel) (DS)
ding
deep.in the city.House Moonstar’s primary sources of income are running caravans, exploration, and cartography.(WATE 2-2)Stedd Mo
on Mount Waterdeep at dawn. (BT)
sonality. She dresses is pinks and greens and wears gold jewelry. Thelma is a native of Waterdeep. ( WATE 1-2)
ne). He lives in the small shop, whose many levels, staircases, and landings fill the hollowed-out interior of the head, and which is cram
y Cazondur loyalists
she remembers to, because she thinks pirates should growl, and because she was a dragonborn. She wears a cursed magical girdle —n
ents have gone missing along the trade roads. The other is four separate incidents of slaves fleeing Westgate and claiming to be from
threaded into each braid, impeccably cool manners, secretly a harper agent who uses the familiy's wine trade to run a network of harp
cheese, had been proposed by Cazondur loyalists Human female who owned a massive collection of small shops in Waterdeep. Her no
omen, but is an utter bore and smells of the sewers (TGC 8)
TO DO
MODULES
BLUE ALLEY
FAMILIAR FACES
MERCHANTS FROM BALDUR'S GATE (HOTDQ)
HARSHAG (SKT)
CONTACTS FROM RISE OF TIAMAT
SURVIVORS FROM CULTS OF ELEMENTAL EVIL
OTHER CHARACTERS FROM POTA
FACTION MERCENARIES FROM OOTA
FACTION CONTACTS FROM OOTA
TRADERS&DROW FROM OOTA IN SKULLPORT
HOOKS FROM COS
SURVIVORS FROM NIGHTSTONE
OTHER CHARACTERS FROM SKT
HOOKS FROM HOOKS TO TALES FROM DNDADVENTURERSLEAGUE
NPCS FROM BEREGOST ?
DAGGERFORD CONTACTS
, the result of a youthful magical mistake that cost her dearly. Her grandfather and mentor in the magical arts, Chalos Thann, insisted t
m (TGC 6-7) It’s said that she can heal spellplague damages.
old to the touch, wears dark robes covered in ancient barbaric runes, accented by guards of leather; carries a staff and a strange wavy
use Ralnarth
epreneur (only after she was widowed).
vinatory talents shone. His first and only consort, Liadnos, was a fellow watch-wizard well-regarded for his mastery of evocative magics. "The Eye an
t wish to make friends with someone who looks like her. Though her relationship with her cousins her age is still fraught, she has taken solace from
ondur loyalist
stooned with had
olo Geddarm numerous starHis
a part of. shaped crystals
remains and under
are kept a single large
lock by moon. He believes that adventures are savages who will strike out at hi
the watch.
), attended by his great-great-great-granddaughter
he drug haepthum, which he buys in Mistshore in the evening, going by carriage. (TGC 14-16, 30-32) Teaches scions of noble houses in
quite the collector of art. Risa moved from Cormyr to Waterdeep 15 years ago. ( WATE 1-2)
he is very curt and impatient with the PCs through most of the conversation, punctuated by occasional periods of utter calm and happ
ncome are running caravans, exploration, and cartography.(WATE 2-2)Stedd Moonstar from (WATE 1-1)
growl, and because she was a dragonborn. She wears a cursed magical girdle —not entirely by choice; because of the curse – which no
her is four separate incidents of slaves fleeing Westgate and claiming to be from far-off Damara. Vescaras plans to ride for Westgate w
ecretly a harper agent who uses the familiy's wine trade to run a network of harper spies along the merchant caravan routes, very good
an female who owned a massive collection of small shops in Waterdeep. Her nomination recommendation was that she would unders
Fences
Name Trade
Alathann RWeapons, Armor, Fine metalwork (40%)
Alek LentePoisons, Forbidden alchemical substances, Delivery systems of such
Thomor KrGems, Coins, Regalia & Uniforms
Chuldan HCarvings, Statuary
Haerlit T Furniture, Distinctive Household Goods
Jannaxil S Maps, Charts, Scrolls, Books
Lhund Dh Exotic Creatures, Exotic Plants, Slaves
Orlpar HuSpices, Scents, Wines, Drugs
Orsabbas "Tapestries, Wines, Perfumes
Phalantar Magic Items
Torst Urli Horses , Harnesses
Ulmar "thShips, Shipboard Equipment, Cargos
Although the assassin, drug, poison, and slave trades of Waterdeep are largely confined to Skullport, the City of Splendors
https //www.realmshelps.net/faerun/organizations/waterdeep4.shtml
arts, Chalos Thann, insisted that she retain the disfigurement, for which she never forgave him. Athue is herself a sharp and unforgivin
evocative magics. "The Eye and the Flame" their fellows dubbed their partnership, and the two solved many cases that surpassed the Watch. When
ught, she has taken solace from the welcome she has gotten from some of her aunts and uncles.
ages who will strike out at him for no reason. This fear is based on a bombastic column in the Mocking Minstrel broadsheet. (WATE 1-1
hes scions of noble houses in wizardry, his apprentices wear blue robes (TGC 12-13, 31). Was severly injured by the destruction of his t
riods of utter calm and happiness. Storm season plays havoc with her moods. (WATE 2-1)
to Thort by adventurers and other travelers.
ause of the curse – which not only grants an armor-like protection, but also kept her figure breathtakingly buxom…and as short as a ha
plans to ride for Westgate with the next caravan his family sends out.
ant caravan routes, very good at what he does (S:TA 39)
n was that she would understand the needs of Waterdeep's shopkeepers. Masked Lord
FACTION AGENT
Стовпець1 Contact Contact LoLocation NAME FACTION
40% One-Eyed the BloodyRed Sails Warehouse, Cod La Sandyse ThHARPERS
50% Thunna C Thirsty ThWaukeen's Wares, AdventurerRemallia HHARPERS
40% Kroft's Rare and Wonderful TrRian Night ZHENTARIM
35% Helmstar Warehouse, Dock StCaptain DrZHENTARIM
35% Felzoun T Felzoun's Thomm Warehouse, Sambril LLaerel Silv LORDS ALLIANCE
30% Serpentil Books & Folios, Boo Helvur TarnLORDS ALLIANCE
30% Hulfast Wharf Str Dhaermos Warehouse, Belnimb Maegla TarLORDS ALLIANCE
60% Hala MyrtGrinning LResidence, Golden Serpent St Arilosa Adarbrent: Owns the Coin To
30% Orsabbas' Fine ImpoOrsabbas' Fine Imports, Vella Captain Tazlan Rilzeer: Captain of Co
35% Phalantar's Philtres & ComponeTharkil Morn: Priest of the Coin Toss
40% Gentle Rest Inn, High Road, T Thora Nabal
40% Zhaegos Crommor'sCrommor's Warehouse, The Re Sylrien Havennor.
Olaf Renghyi
Elias Drako
Tamryn Tharke
Skullport, the City of Splendors is home to a fair share of illegal commerce. There is a large resale market for purloined goods, many of
Dasharra Keldabar: A dwarf who tea
herself a sharp and unforgiving mentor, insisting on near-perfection in her apprentices (although she does not quite verge on the crue
s that surpassed the Watch. When Liadnos died in the line of duty some thirty years ago, Gierobuco retired from the Order and is fairly reclusive, on
Minstrel broadsheet. (WATE 1-1)
ured by the destruction of his tower (which he destroyed in a drug induced panic) Faces trial due to his role in the kidnapping of Antou
gly buxom…and as short as a halfling child. Verity regards the world through lowered eyelids, looking perpetually bored, because she h
CTION AGENTS LOREMASTERS (3E)
DESCRIPTION Category Location (key) LOREMASTWARD BUILDING USAGE
Decipher ScShrines of $5 Mirrormul Sea Shrines of temple
Gather Inf Amcathra ViN34 Galinda RaNorth Amcathra noble villa
ZHENTARIM Gather Inf ask skum servitors of the Skum Lo #N/A #N/A #N/A
ZHENTARIM Gather Inf Cassalanter$48 CassalanteSea Cassalanternoble villa
LORDS ALLIANCE Gather Inf The QueenspH5 Meritid Ar DeepwaterQueenspir temple
LORDS ALLIANCE Gather Inf Ruldegost Vi
$29 Lord Bly RuSea Vouchsafe noble villa
LORDS ALLIANCE Gather Inf Myrna Cassa
$78 Myrna CassSea Myrna Cassresidence
darbrent: Owns the Coin Toss, a merchant shiARCANA Elfstone TaC32 Narthund DCastle The Elfsto tavern
azlan Rilzeer: Captain of Coin Toss, fearless ARCANA Font of KnC4 Ilighast C Castle Font of Kn temple
orn: Priest of the Coin Toss. Cheery, overwei ARCANA Tower of t C15 Castle Tower of Oguildhall
ARCANA House of W$21 Sea House of Wtemple
Elfstone TaC32 ask about Castle The Elfsto tavern
Selune’s SmD6 Jasmal Dock Selûne’s Smtavern
Font of KnoC4 Sulphon Castle Font of Kn temple
#N/A #N/A #N/A
KnowledgeElfstone TaC32 Narthund DCastle The Elfsto tavern
(architectuFont of KnoC4
purloined goods, many of which are sto Javroun Li Castle Font of Kn temple
LORE - dunYawning PoC48
Keldabar: A dwarf who teaches people to ride Castle Yawning Poinn
Knowledge (geography) #N/A #N/A #N/A
HISTORY AmmathairC83 AmmathairCastle Ammathairresidence
HISTORY Elfstone T C32 Haerun MhCastle The Elfsto tavern
HISTORY Font of KnoC4 Ilighast Ch Castle Font of Kn temple
HISTORY Zeltabbar IT50 Zeltabbar I #N/A #N/A #N/A
HISTORY Selune’s SmD6 Jasmal Dock Selûne’s Smtavern
HISTORY Melshimber $16 Melshimber Sea Wine's Wisnoble villa
HISTORY Irbryth Au N62 Irbryth A North Irbryth Au business/r
HISTORY Grinning Li N56 Vlorn KeenNorth The Grinni tavern
HISTORY - Irbryth Au N62 Irbryth Au North Irbryth Au business/r
HISTORY - New Olamn C72 Castle New Olam school
NATURE Font of KnoC4 BlackrabbaCastle Font of Kn temple
NATURE Selune’s SmD6 Jasmal Dock Selûne’s Smtavern
NATURE Shrines of N $5 Mirrormul Sea Shrines of temple
NATURE Warm BedsD15 Kromnlor SDock Warm Bedsinn
LORE - nobiFont of KnoC4 Javroun LitCastle Font of Kn temple
LORE - nobiMelshimber $16 Melshimber Sea Wine's Wisnoble villa
LORE - nobiNew OlamnC72 Castle New Olam school
RELIGION AmmathairC63 AmmathairCastle Syndra Wawizard's do
RELIGION Grinning LiN56 Vlorn Kee North The Grinni tavern
RELIGION Thongolir Vi $49 Thestus ThSea Scribeshallnoble villa
RELIGION Various temples #N/A #N/A #N/A
ARCANA - pFont of KnoC4 Ilighast C Castle Font of Kn temple
ARCANA - pTower of thC15 Castle Tower of Oguildhall
ARCANA - pZeltabbar IT50 Zeltabbar I #N/A #N/A #N/A
not quite verge on the cruelty of her own grandfather).
rder and is fairly reclusive, only seeing those who come to hire him as a sage. Only Uncle Giero seems to break Hlanta's constantly scheming demea
n the kidnapping of Antoum Mrays. He had two apprentices:
ually bored, because she has a lazy eye and preferred that not all the Realms knew that. She also had a purple peg leg because the skin
ERS (3E) loremasters
BUILDING NUMBER ONOTES NOTES 5E LOREMASTER FIELD OF LORE
B 2s 0 0 Irbryth Authamau Knowledge (local Waterdeep), speciali
A 2s & 4s 0 0 Ilighast ChamnabbKnowledge (arcana), specializing in ma
#N/A #N/A #N/A #N/A Narthund DelzhouKnowledge (arcana), specializing in a
A 3s & 4s 0 0 Jasmal Knowledge (architecture and engi-neeri
A 6 0 0 Vlorn Keenear Knowledge (history), special-izing in t
A 3s & 4s 0 0 Blackrabbas KhuuKnowledge (nature), specializing in th
A 2 0 0 Javroun Lithkind Knowledge (geography), Knowledge (hist
B 2 0 0 Haerun MhammastKnowledge (history), specializing in t
B 4 0 0
B 4 0 0 Kromnlor Sernar Healing and Knowledge (nature), speci
A 5 0 0 Mirrormul Tszul Knowledge (nature), specializing in t
B 2 0 0 Sulphon Knowledge (arcana), specializing in th
C 2 0 0
B 4 0 0 Chazlauth Yarghorn
#N/A #N/A #N/A #N/A
B 2 0 0
B 4 0 0 Known Usurists
C 3 0 0 Name Location
#N/A #N/A #N/A #N/A Ennin of Everlund Varies • Castle Ward
C 2 0 0 Eatiel Golden Serpent Street • North Ward
B 2 0 0 Lavah the Eldest Lavah's Triumphant Arms • Sea Ward
B 4 0 0 Hardo Sprouttiller Various • Castle Ward
#N/A #N/A #N/A #N/A Mare Diemhin The Gentle Mermaid • North Ward
C 2 0 0
A 4s & 5s 0 0
B 2 0 0
C 1 The Grinnin 0
B 2 0 0
A 4 0 0
B 4 0 0
C 2 0 0
B 2s 0 0
C 3 0 0
B 4 0 0
A 4s & 5s 0 0
A 4 0 0
B 3 0 0
C 1 The Grinnin 0
A 1s & 2s 0 0
#N/A #N/A #N/A #N/A
B 4 0 0
B 4 0 0
#N/A #N/A #N/A #N/A
s constantly scheming demeanor - it is obvious that she cares very deeply for him and is fiercely protective of him. In return, he is her constant adv
e peg leg because the skin of the gigantic red dragon she’d once slain had faded to a fetching purple hue, because as a matter of style
Optional rule.
rs Lore as Tools Proficiency.
BUILDING
N62
C15
C32
D6
N56
C4
C4
C32
C82
D15
$5
C4
Usurists
Appearance Description
A half-elven maleEnnin is a puppeteer who performs on the streets, and occasionally at events, usually to entertain childre
An elven women Eatiel
o husband,
Her is the proprietress of athe
Elmarq, tends shop called and
counter "Three Moves
books Ahead,"
to the where she sells her finely-wrought gamin
shop._x000D_
A human womanShe o will frequently invite handsome young men into her shop to talk business, asking them to try on som
A bright-temperedHardo is a tumbler and juggler, spending his days performing on the streets, and his evenings in various fe
A human womanMare of works as a soft-trader at the Gentle Mermaid.
Falconfree is invested with one of the Heraldic Titled Offices of the Heralds, becoming the chief hera
d her own right leg at the knee during their fight to the death. (SAY 6)
Other Phys
PersonalitContributor (for clarification purposes)
s, becoming the chief herald of Waterdeep and its environs. In addition to the various rights and responsibilities, the registration of her
ties, the registration of heraldry and the largess of the Lords of Waterdeep ensures that the Herald is capable of supporting himself in a
e of supporting himself in a Comfortable Lifestyle at no cost to him. He is also given use of the Falconfree Mantle as his symbol of offic
antle as his symbol of office.
|🔝| To main page
Vinen DEAD No
Wands No Yes mage schooling, magical refield: purple
Wavesilver No Yes Merchant shipping manche
field: red(sleeve): black royal b
(sky), waves:
Zulpair No Yes Merchant shipping field: purple, prow: gold, s
Zun No Yes Cattle farming, mercenary ffield: brown, sting & claw: me
Hasard Family Yes Yes
Mrays Family Yes Yes
Stormont Family Yes Yes
Raelantaver Family Yes Yes
Bandoun Family Yes Yes
Gildeggh EXILES No No EXILES, DECEASED red rose clutched in a silver g
Zoar EXILES No No EXILES, living in Luskan, E realistic, severed umber hu
Floshin Yes Yes
Dunflagon Yes Yes
Sardolphyn family Yes Yes
Belabranta MERGED, BelbrNo No griffon breeding & taming, field: white stream: light b
Brandath unknown, last Yes Yes
💰DONATE
The family villa in Waterdeep, as of 1374 DR, had lion statues adnorning the walls.
d: silver 35000 Hlanta none Khallos
rder (representing edge of helm): royal blue
e: white with green pupil
ld: royal blue The Moonsta32000 Helve Wylynd Rober
oon and stars:
d: sky blue silver Greatest la19000 Chostal none Horingar
dge: gray
ar’s claw atop a diamond,
According to some conflicting records, Nasher Alagondar, king of Neverwinter in the late years of the 14th cen
d: green 22000 Laskar Stelar Kastonop
wk-bell: white Youngest Sisters of the family notorious for their shopping
d: white stream: light bare a Waterdavian noble family that raises griffons for the Gr Huld "DaAlith Moedt
The Court
Morgan Estelmer currently resides in Mistshore. He is an old, bitter human wizard who drove himself mad tryin
Lady Branathleira Estelmer #REF!
(was attacked,#REF!
her head split and her wits suffered grievously, she is not expected to
The Dregs Lord Dresdark Kormallis, a shambling, squat round bear of a man,balding, favors dark silks and wears monocles
The Body Lord Harlbrittur Kothont (clean-shaven, long-jawed, sharp-nosed, features often twisted by sour disapproval (E
The Body Lady Kothont (E:DM 287)
The Court
Tehss Maerklos #REF! #REF!
The Court
The Thron Lord Harlond and Lady Melshimber, secretly worship of Asmodeus (E:DMCultists
43)of A
Lady Tasheene Melshimber, despises her parents for their worship of Asmodeus (E:DM 43)
willing to embark on a long sojourn on the Plane of Shad
The Court Lord Stedd Moonstar from (WATE 1-1) is proving to be a challenge.
The Body Lord Elegal Nandar (E:DM 8
Renaer ‘Ren’ Neverember (se
The Dregs
The Court ► Torlyn Wands - Long mahogany locks and full beard,dventuring
collects books,
in theespecially
Heartlands.
about dragons (BT)
► Nharaen Wands (Torlyn’s
The Body Lady Alondra 'Wildfire' Wave younger sister, always after
History:
the next
House
modern
Wandsfashion)
is one of Waterdeep’s oldest fami
Lady Hamaleiya Zulpair (M
The Dregs Lord WeverelLord Lungard
The Body Malaerigo Hasard Malaerigo Hasa of the Cellarers and Plumbers’Guild, paranoid, dislikes nobles) (BT)
(Guildmaster
Laraelra ‘Elra’ Hasard (daughter,
Nazra Mrays, ‘Lady Loudbuc sorcerer, skinny, pale, black hair, Heir of the Blackstaff) (BT)
Larr (might be a Masked Lor
Andramburt
Melautha Kalandra: addicte
Matriarch
helve is one of the older noble houses; traditionally their trade and business interest include guard
NOBLE HOUSES AND IM
Nobles* ALIGNMENT FAITH* Primary Classes Ethnicity* Founder
22 LG,NG,CG Valkur Chondathan
29 CN Talos Tethyrian
17 LG, NG, CG Tymora Tethyrian
45 NG Chauntea Chondathan
28 LN, LE Loviatar Tethyrian
31 CN, N, NE, CE Malar, Waukeen Illuskan
19 LG, LN Siamorphe Tethyrian
35
22 LN,
CG, CG,
NG, LG,
CN NG, CE Mystra
Tempus Tethyrian
Illuskan
17 CN, N, LN, LG, NE 0 Tethyrian
29 N, NG Silvarnus Illuskan
34 CG, NG, CN, N Waukeen Tethyrian
34 CG, CN Tymora Illuskan
19 CG, NG Lathander Chondathan
35 Tyr Illuskan
52 CN, N, LN, LG, NE 0Tyr TethyrianIlluskan
41 LN, N 0 Illuskan
0 0 0 0
LN Tethyrian
CG Sun elf
The Game
All nobles play the Game, whether they intend to or not. Indeed, the actions of those most contemptuous or abjurative of
The boardThrone
[edit]The upon which this Game is played is the Waterdhavian Social Season, a series of parties and other social events in
[edit]The Court
Houses that "bide the Court" are well-regarded, even if they're not on the very top of everything. These Houses are the mo
[edit]The Body
Most Houses occupy this position in the Game - they fail to stand out in any way, blending into the seething morass that is
[edit]The Dregs
These Houses are the true misfortunates within the game. They are at the very bottom of the heap: ridiculed, scorned, and
HOUSES AND IMPORTANT FAMILIES OF WATERDEEP
Enobled Criminal activHoldings* Holdings in Waterdeep
1317 DR N39, New Waterdeep N39
1116 DR N33 N33
1142 DR M34, Amphail, Silverymoon N34
1248 DR $27, Amphail $27
1248 DR N3 N3
1233 DR $26 $26
1273 DR 47 $47
1158 DR 22
53 $53
1248 DR 11
1220 DR N2
1248 DR $78, C71, $48 $78, C71, $48
1248 DR N13 N13
1222 DR N6, C51 C51
0
1230 DR $51, County of Starspur $51
1248 DR N28 N28
1248 DR $50, Amphail $50
1282 DR 33 $33
1167 DR 22
1205 DR 6 $6
1293 DR N29 N29
1097 DR 9 $9
1265 DR 36 $36
1190 DR 16 $16
0 0
ntemptuous or abjurative of the Game can often influence it all the more. In simplest terms, the Game is about which House has the m
ties and other social events intended to permit the Houses opportunities to show off, show up their rivals, and in general make an impr
ing. These Houses are the most dangerous to those that sit the Throne, for they are hungry to take that position for themselves. There
o the seething morass that is the population of little nobles in Waterdhavian society.
heap: ridiculed, scorned, and ignored. Those Houses that occupy this place are often those who have either earned the continued veh
EP
Holdings Waterdeep Name Ward of Holdings
Adarbrent Villa North
Agundar Villa North
Amcathra Manor North
Ammakyl Villa Sea
Pikesheight North
Artemel Villa Sea
The House of Chalices Sea
Eltorchul Villa (Sea Ward), Phylund Villa (North Ward)
Sea
De'Spri Villa
Dezlentyr Villa Sea
Durinbold Villa North
Highroost Sea
Eirontalar Villa Sea
Harte Villa
Haventree Villa
Hawkwinter Villa North
Hedare Villa
Helmfast Villa North
Hiilgauntlet Villa Sea
Hothemer Villa North
Hunabar Villa North
XXX Husteem's residence, Galeturrets North
Ilitul Villa Sea
Ilvastarr Villa North
XXX Ilzimmer's residence, Ilzimmer Villa
Irlingstar residence, "Sablehearth", Irlingstar Villa
Jardeth Villa North
Jhansczil Villa Sea
Sandhor Villa
Shieldwatch Sea
Snomemanse North
Stormtower North
Ashelton Heights North
Talmost Towers North
Tarmhold North
Arrowflight Sea
Tespergates Sea
XXX Thann's residence North
Scribeshall Sea
Thorp Villa North
Northvault Sea
Floshin manor
Dunflagon manor
Dolphynturrets
ame is about which House has the most social standing, relative to the other Houses. It is social currency, and those at the Crown of th
r rivals, and in general make an impression.
e that position for themselves. There are usually anywhere from ten to twenty or so Houses that occupy this spot
ave either earned the continued vehement scorn of one of the Throne Houses, or they are a House that actively ridicules the notion or
Print Name Holdings not
Adarbrent Villa (North Ward) New Waterde
Agundar Villa (North Ward)
Amcathra Manor (North Ward) Amphail, Sil
Ammakyl Villa (Sea Ward) Amphail
Pikesheight (North Ward) Anteos estate
Artemel Villa (Sea Ward)
The House of Chalices (Sea Ward)
Eltorchul Villa (Sea Ward), Phylund Villa (North Phylund hunt
Phylund hunt
Piiradost Villa (North Ward)
Ralnarth Villa ( Ward)
Raventree Villa (Sea Ward) New Waterde
The High House of Roaringhorn (North Ward) Amphail, Coun
ency, and those at the Crown of the Game are wealthy in it no matter their worldly coin.
hat actively ridicules the notion or has made enemies of the other Houses in some way.
Min profit per day Noble's lifestyle day* (Resource Limit per tenday
44 69
58 87
34 206
90 67
56 75
62 71
38 143
70 138
44 105
34 130
58 83
68 106
68 183
38 111
0
0 0
44 173
64 60
48 109
36 123
42 72
30 140
54 104
58 118
0
34 159
52 150
0 0
0 0
70 43
104 72
0
0 0
82 86
0 0
64 107
42 134
34 159
74 79
38 148
68 48
46 153
84 77
34 142
82 57
58 76
0 0
28 122
54 78
24 434
50 164
72 89
0
34 242
82 96
0 0
52 85
0 0
0 0
104 95
0
48 146
66 97
54 71
0 0
62 71
0 0
10
74 46
28 236
34 112
0 0
48 105
164 36
0 0
30 154
38 200
0 0
68 92
124 39
56 61
34 171
46 209
90 60
44 110
38 127
50 148
74 71
8 475
68 106
56 97
144 46
0 0
0
44 228
36 123
54 75
62 81
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
Aristocratic
Aristocratic
Wretched
Wretched
Aristocratic
http://oakthorne.net/wiki/index.php
Wretched
Aristocratic http://forgottenrealms.wikia.com/wiki/House_Hawkwinter
Wretched
Aristocratic
Aristocratic
Aristocratic
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/House_Husteem
Aristocratic
Aristocratic
Aristocratic
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/Jardeth
Aristocratic
Wretched
Aristocratic
Aristocratic
Aristocratic
Aristocratic
Aristocratic
http://forgottenrealms.wikia.com/wiki/Maernos
Aristocratic
Aristocratic
Wretched http://oakthorne.net/wiki/index.php?
Aristocratic
Wretched
Wretched
Aristocratic
http://oakthorne.net/wiki/index.php?
Aristocratic http://forgottenrealms.wikia.com/wiki/Melshimber
Aristocratic
Aristocratic
Wretched
Aristocratic
Wretched
Aristocratic http://forgottenrealms.wikia.com/wiki/House_Phull
Aristocratic
Aristocratic
Wretched http://oakthorne.net/wiki/index.php?
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/Roaringhorn_(Waterdeep)
Wretched
Aristocratic
Aristocratic
Wretched http://oakthorne.net/wiki/index.php?
Aristocratic
Aristocratic
Aristocratic
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/Talmost
Aristocratic
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/Tesper
Aristocratic http://forgottenrealms.wikia.com/wiki/Thann
Aristocratic http://forgottenrealms.wikia.com/wiki/Thongolir
Aristocratic
Aristocratic
Aristocratic http://forgottenrealms.wikia.com/wiki/Ulbrinter
Aristocratic
Wretched
Aristocratic http://forgottenrealms.wikia.com/wiki/Wands
Aristocratic
Aristocratic
Aristocratic
Wretched
Wretched
Wretched
Wretched
Wretched
Wretched
Wretched
Wretched
http://oakthorne.net/wiki/index.php?
http://forgottenrealms.wikia.com/wiki/Belabranta
SOURCE1 SOURCE
horne.net/wiki/index.php?title=House_De%27spri
e_Eagleshield
horne.net/wiki/index.php?title=House_Harte
e_Hawkwinter
horne.net/wiki/index.php?title=House_Marchenor
horne.net/wiki/index.php?title=House_Mendt
horne.net/wiki/index.php?title=House_Ralnarth
nghorn_(Waterdeep)
horne.net/wiki/index.php?title=House_Sandhor
horne.net/wiki/index.php?title=House_Dunflagon
№ GUILD GUILD LIST 5E
1 Baker's Guild Baker’s Guild (C27)
2 Carpenters, Roofers & Plasterers Guild Carpenters’, Roofer
3 Cellarers & Plumbers Guild Cellarers’ & Plumbe
4 Coopers' Guild Coopers’ Guild (D3
5 Council of Farmer-Grocers Council of Farmer-
6 Council of Musicians, Instrument-Makers, & Choristers Council of Musicia
7 Dungsweepers' Guild Dungsweepers’ Gui
8 Fellowship of Bowers & Fletchers Fellowship of Bowe
9 Fellowship of Carters & Coachmen Fellowship of Cart
10 Fellowship of Innkeepers Fellowship of Innk
11 Fellowship of Salters, Packers, & Joiners Fellowship of Salte
12 Fishmongers' Fellowship Fishmongers’ Fello
13 Guild of Apothecaries & Physicians Guild of Apothecar
14 Guild of Butchers Guild of Butchers
15 Guild of Chandlers & Lamplighters Guild of Chandlers
16 Guild of Fine Carvers Guild of Fine Carve
17 Guild of Glassblowers, Glaziers, & Speculum-makers Guild of Glassblow
18 Guild of Stonecutters, Masons, Potters, & Tile-makers Guild of Stonecutte
19 Guild of Trusted Pewterers & Casters Guild of Trusted P
20 Guild of Watermen Guild of Watermen
21 Jewelers' Guild Jewelers’ Guild
22 Launderers' Guild Launderers’ Guild
23 League of Basketmakers & Wickerworkers League of Basketm
24 League of Skinners & Tanners League of Skinners
25 Loyal Order of Street Laborers Loyal Order of Stre
26 Master Mariners' Guild Master Mariners’ G
27 Most Careful Order of Skilled Smiths & Metalforgers Most Careful Order
28 Most Diligent League of Sail-makers & Cordwainers Most Diligent Leag
29 Most Excellent Order of Weavers & Dyers Most Excellent Ord
30 Order of Cobblers & Corvisers Order of Cobblers
31 Order of Master Shipwrights Order of Master Sh
32 Order of Master Tailors, Glovers, & Mercers Order of Master Ta
33 Saddlers & Harness-Makers' Guild Saddlers’ & Harnes
34 Scriveners', Scribes', & Clerks' Guild Scriveners’, Scribes
35 Solemn Order of Recognized Furriers & Woolmen Solemn Order of R
36 Splendid Order of Armorers, Locksmiths, & Finesmiths Splendid Order of
37 Stablemasters' & Farriers' Guild Stablemasters’ & Fa
38 Stationers' Guild Stationers’ Guild (
39 Surveyors', Map & Chart-makers' Guild Surveyors’, Map &
40 Vintners', Distillers', & Brewers' Guild Vintners’, Distiller
41 Wagonmakers' & Coach Builders' Guild Wagonmakers’ & Coa
42 Watchful Order of Magists & Protectors Watchful Order of
Wheel Hall, River Street, Tr Orange robes with a black, spoked whe
ILDS OF WATERDEEP
Entrance Dues CONTACTS 5E MASTER 5E MEMBERS 5E
10 gp; by application to the Master Bakers: the
5 sp/month
ten senior (longest registered)
25 gp per indi10 gp/year guild members, plus the
5 gp; accepta 7 sp/mont Guildmaster MalHarug Shieldsunder (old dwarf tunneler of the guild)
30 gp; upon a3 gp/montthe Master DornXorandur
Guildmaster Belren Strongcraft
(E:D(dwarf, Harug’s nephew) (BT)
1 gp/year, or 5 sp/mont Guildmistress Felmaera Undrennet
30 gp 25 gp annu
1 gp; by appl 1 gp/year
5 gp to join; 8 sp/mont
25 gp (for the5 sp/mont
25 gp (by maj20 gp/year Miros Xelbrin,
5 gp; accepta 3 sp/mont
5 gp 2 gp/year
50 gp; accept10 gp/year
25 gp 3 gp/month
5 gp, upon ac3 sp/mont
10 gp (member 4 gp/year (member); 2 gp/year (prentice)
20 gp; accept15 gp/year
30 gp; upon e5 gp/mont Guildmistresses The Dyre Sisters (E:DM pg. 38)
20 gp; upon a 1 gp/mont BT 188
10 gp; upon a5 sp/mont Guildmaster GunSargasso the Water
40 gp 25 gp/yea
5 gp; registry 1 gp/mont
15 gp; upon a3 sp/mont
15 gp 5 gp/year
15 gp (membe 3 gp/month
25 gp (none r10 gp/year Master First Mariner, Guildmaster
30 gp 20 gp/year
15 gp (none r5 gp/year
30 gp 10 gp/year
25 gp (member 10 gp/year
30 gp; only u 15 gp/year
25 gp 12 gp/year
20 gp; accept7 gp/year
25 gp fee upon 2 gp/mont
10 gp 1 gp/mont
35 gp 2 gp/mont
15 gp 3 sp/mont Last Guildmaster T
15 gp 1 gp/mont
20 gp; accept1 sp/mont Guildmaster Andral Thaerendral (
30 gp; accept1 gp/mont
20 gp 1 gp/mont
35 gp; majori 7 gp/mont Bowgentra Summer
Guildsenior Maerla Windmantel (BT)
Guildsenior Eltalon Vaundrar (usually mutters, greyin
ge robes with a black, spoked wheel on the breast Malryn Lavalander (one of the two most independen
Master Rhinzen Halnian of the Court of Summer’s En
Cassian Lafornan: good-looking, brown hair and haze
Shava: elf-girl, Cassian's girlfriend (TGC 14)
Vaerentevor Qasmult (one of the two most independ
Deputy Master Imindur Glenmaur (Bowgentra's secon
Master Tallus, an archmage from the House of Wond
The grey robes of the wizard’s of the W.O., (BT 189)
All grey-robes have wands to either paralyze or slow
Humble blue robes (BT 147)
After Naomal’s treachery, the new Blackstaff Vajra Sa
Naxene Drathkala, wizard in Goldenfields
DESCRIPTION GOOD & SERVICES 5E NOTES GOALS
The Bakers' Guild is very wealthy. Its wares are known to be Last Guildmaster Brenlar Boltcavvan (fat,fringe-bea
This guild is extremely busy and extremely rich, with many members; (E:DM pg.even
38) casual labor hired by its members mu
Guild work is expensive: 1 gold piece per man per day on
This guild is small, highly trained, and somewhat scornful of the the site,
Wear plus 5 gold pieces
"thick-fingered
deep orange clods"forofat
clothes athe
guild
work.surveyor-chartist
Carpenters',
(CotD 165)Roofer
The
The Coopers' Guild is always kept busy. Many things that go aboard ships in Waterdeep's busy port, notablyfor
guild is engaged in constant small repair jobs in the sewersGuild
about
rule:
the
If something
city, but is no
washes
longeroutresponsible
of the City of th
re
pick
Long ago, is
This guild Waterdhavians (and others
a consortium whose on the Sword
membership Coast)
changes discovered
annu¬ally thatfortunes
with the one of the best waysmemberships
of harvest; to smuggle thing
exp
This guild elects its master every seven years, nominat¬ing only Thecandidates
House of Song,
from Rivon
withinStreet,
its membership,
Trades Ward and elim
This guild admits only skilled, accomplished artisans as full
This is a poor guild, consisting of those who clean the streets BT members,
(and, and its members enjoy a good reputa¬tion
18 for a fee, the stables of others) in Waterdeep
The Dungsweepers have a traditional right to "glean the sweepings,"
This guild is "free and easy" in its outlook. Its members are predominantly keeping anything
young, and notdiscarded for their own
overly concerned withu
This guild is an association for all native Waterdhavians who own carts, wagons, coaches, litters, and winter sleig
This
Mostorganization is one
major caravan of the oldest
companies of alloverland
operating the guildsinofthe
WNorth
Lastand
Guildmaster Tarelver
to the Inner Rashenstaff
Sea lands was murdere
have representatives
The operations
This andmany
guild employs jurisdiction
young of thisasguild
boys do not
runners, to extend
keep itsover water —harbormembers
constantly-moving conveyances are in the
in contact withprovince
each oth
This poor, friendly, informal Fellowship is run by a retired fisherman, Aybrauve "Farfisher," as he was known of o
Guild
This ismembers
one of thecan return
richest spoiled,
guilds unsold wares
in Waterdeep, andathastheaend of
somewhattheGuildmaster
Last day for 1 copper
checkered piece
Dardreth
history. On per bucket.
Malasper
several wasAybrauve
occasions,
murdered varis
would
This guildhave to join theWaterdeep's
represents guild or cease providing
butchers: aid to
Those who theslaughter,
sick (eliminating
and cut any competition).
up for The Lords
sale, all manner have stre
of livestock, fro
including Waterdeep, have a taste for horseflesh). Guild law ensures that
This is the only guild in Waterdeep whose members are predominantly youths. Aside from the Master and six semeat is properly bled, hung, and smok
and-butter
Twenty-six money) and for and
Master Carvers private individuals,
73 Prentice usually
Carvers make nobles. Guild
up this members
guild, which aidsalsoitssellmembers
candles, in and,
manyfor ways.
a fee, No
wi
This
This year
guildhasis a been
small,goodhighly toprofessional
the Guild of organization
Fine Carvers.whose In recent years,
members
Last cleverly-carved
Guildmaster
take careTesker
to give wooden
Malverth toys
wasmade
fast, efficient, by servi
murdered
polite guild
by
A guild member convicted
This respected, busy guild has of deliberately breaking glass in place not belonging to him in any building in Waterde
over 200 members
This guild has over 400 (most of
members, those who cast (rather than forge) items from metal. The guild livery depicts th
whom employ three to
This guild is one of
twelve assistants), some of the busiest and most important in the City of Splendors. Its members keep the harbor clear o
Members
whom quarry of this small,
stone, some tightly-knit
of and secretive guild are wallowing Last Guildmaster
in money.Ismur They Klaveth
all have(short,
bodyguards
lond-nosed,
(the Lo
This guild conducts
whom cut,ofdress,
Members quiet
and lay
this guild but relentless vendettas against suspected gem thieves in Waterdeep.
are an overworked, underpaid lot, who labor around the clock (most are family businesse DMs should bea
stone,
A and some
launderer never ofguarantees
whom
This
makepoor,clay quiet guild
or earthenware has manythat your garment
members all aroundwill the city (as basketmaking can be carried on with ease in pri¬
be
This members;
guild
vessels he
or represents can
tiles, and lay also
those finish work for them in emergen¬cies,
tiles.who skin each animal slaugh¬tered by perfectly
a butcher.matching
Usuallytheir variousisstyles.
the animal sold toFelthauv
the but
Constantly
The Loyal Orderbusy of onStreet
the Laborers was formed not by trade but by necessity and a Lords' Edict. Answering an ou
rooftops
Members of Waterdeep,
This guild consists of allOrder
of the Loyal are among
ship captains andthe busiest workers
merchant in thewho
fleet owners city,are
with full members
based in, or whocutting,
often put dressing, and
into, Water
where
Ship tile
captains is slowly replacing
pilot themselves into Waterdeep's harbor, or signal from offshore that they require a guild pilot, by
This
thatchguild represents
(which rots toothe everyday blacksmiths who shoe horses and fashion such items as lamps, torch- and sign
Most
quickly)
The guild
vast and members
boards
amounts are strong
of(which
rope and many(Strength scores of
sails needed by16the and up),based
ships have inhigh Constitution
Waterdeep andscores (15 and
those who callup),
at itsand a
busy
too
Thiseasily
The guild catch
guild takes
is fire
andwhen
richpride in producing
busy and offends heavy-duty, long-lasting
few. Its wares are rea¬sonably priced and its dyes good—they bleed and s
sealed
The with
Order pitch,
has over and
2,000 too members, most human, and over
This guild
readily is water
leak a quiet, always
inside, andbusy, wealthy lot, who make andhalf
Most female.
repair Excellent
shoes, Itsboots,
current
Orderand of
master
Weaversis head
all forms &ofDyers
of the noble
footwear, fa
inclu
rot, when
This not), mem¬bers
guild collectively ownsof the construction sheds and dry-docks of Waterdeep (except for guild member Amagu
thisbring
to guildtheir
also metals
build most of
to Waterdeep, prefer the broad- beamed, massive cogs of Waterdeep's shipwrights over al
the
This city's new
busy guild buildings.
has The
This
Lordsguild
frownis led by aover
on dwelling- former 600thief
members, who import
and jockey cloth to
who turned and Order
other of
breeding supplies
Masterrather
horses (such
Taylors,
as thread),
thanGlovers
racingand
and
themuse
Mercers
much
after of w
severa
This
placesguild is abuilt
newly highly educated,
entirely of professional group of men and women who letter signs, draw pictures (sometime
timber,
This guild and restrict
is rich, longsuch established, and incredibly tight- fisted,Last becoming
Guildmaster
even moreAldemurso as Scrope
the guildwasmaster
murdered and(E:
th
structures
The to one of
"recognized" story
the with a title refers to the proud assertion that no member of the Order deals in second¬h
guild's
This guild represents
loft. Most buildings are thenowmost skilled smiths: Those able to craft Lastweapons,
Guildmaster shields,
Roysark
andCuthbarrel
armor superblywas killed
matched due
This guild represents
multistory, as Waterdeep all who hasbreed, train, capture, tame, house, and tend horses and other riding animals, includ
Guild
This member
filledguild
in almost
consists Jhalathan
all of
of the Ilzoond
those artisans is considered
who make both the finest
parch- griffon-tamer in the city, but owns only one such steed
available
ment
The term space
paper andwithin
"architect" isthe
the cheaper unknown rough-finished
in Waterdeep, variety known
though thatintype
Waterdeep
of work as "scrip."
is not. The guild
Members alsoguild
of this produces
designitsbuo
walls,
The and
guild is now expanding
This guild maintains,
upward. has only 44atmembers, the Map House,
Goods a large and
but it&produces
Services evergrowing
a prodigious collection
amount of drinkof maps and nautical charts,
for Waterdhavians and forwhich
export.th
Stone is cut
This guild and hauled
builds and repairs • Ales, Beers,
fromcoaches, wagons, Ciders & Stouts,
and other Fair: 4cp/jack,
conveyances 12-15cp/small
for overland trade and key,travel
6-8sp/cask,
(including,2gp/b
fo
the seacoast crags north of
Waterdeep, and brought by
ship from Port Llast and from
Mirabar, where dwarves
tunneling for new ores have
found it very rewarding to
The grey robes of the Goods & Services This guild
wizard’s of the W.O., (BT 189) • Scrolls: prices vary protects the
All grey-robes have wands to • Minor Magic Items: prices
This guild makes coach, cart, and carriage wheels, of specific BT
woods
49 **steamed less-powerful
as the Guild
and bent,
apparently
and wrapped
still exists
with
and
iron
is ca
b
either paralyze or slow their vary wizards (and
foes (BT 191) (nod to the • Fire Guard: 5 gp per night novices to the
Gray Hands?) • Spell Guard: 10 gp per day Art) of
Humble blue robes (BT 147) Waterdeep,
After Naomal’s treachery, the and attempts
new Blackstaff Vajra Safahr to influence
took control over the the powerful
remaining mages of the loners (wizards
Watchful Order for a time outside the
(BT) guild) of
magical power
in the city
(such as
Khelben
"Blackstaff"
Arunsun and
Maaril) to be
prudent and
conservative,
wielding magic
little in public,
so that mages
will be
respected and
looked up to,
rather than
feared and
actively
opposed. Guild
activities have
little effect on
the city's more
pow-erful
wizards who
are not guild
members and
who do what
they like
anyway
(although
Khelben's quiet
support in its
early years
allowed the
Order to
establish
itself). They are
effective in
policing mages
of low- and
mid-lev¬els
who visit the
city, in matters
of not
throwing spells
around to
influence the
populace, and
respecting
col¬leagues of
all power
levels.
DEITIES AND RELI
FR WIKI LINK DEITY CHURCH or ORGANIZATION
nlar Boltcavvan (fat,fringe-bearded, Lathander Clergy of Lathander
Lathander Order Of The Aster
othes at work. (CotD 165) Lathander Order of the Sun Soul
ng washes out of the City of the Dead, it hasthe
rdeep's busy port, notably pickled fishLoviatar
from to be replaced properly.
Fishmongers' (CotD
Fellowship and168)
the wares of the Vintners', Distillers', and Brew
sthe best waysmemberships
of harvest; to smuggle things
expireininand out
Hamme
Gond
of kingdoms is in sealed barrels, so the Guard inspects barrels at random, paying
ivon Street, Trades Ward Tymora
http://oakthorne.net/wik Mystra Clergy of Mystra
and not overly concerned with cutthrMystra Order of the Blue Moon
oaches, litters, and winter sleighs andMielikki
sledges, used in their business as a direct source of income. Most nobles and many w
elverlands
Sea Rashenstaff was murderedin(E:D
have representatives Waterdeep
Mielikki who are guild members, but the lowliest carter has the same guild rights as th
nveyances are in the
mbers in contact withprovince of the
each other andWatermen,
wit another guild. The typical "cheapest" carrying fare is 1 copper piece for a r
Tempus
arfisher," as he was known of old, who buys fresh fish from fishermen docking in the harbor. The fishermen themselves (inc
Selune
rdreth
pieceMalasper
per bucket.
was murdered by MaSunespoils to the Farmer-Grocers for fertilizer.
Aybrauve sells these
sale, all manner of livestock, from ankheg Helmto yeti (cattle and hogs are more common, although it should be noted that peop
properly bled, hung, and smoked or
ide from the Master and six senior (adult seasoned
male)inmembers,
Ibrandul
certain ways, soof
three that it is as
whom actclean and in as
as a mobile good condition
protection as possible,
squad for and
the younger
sellmembers
its candles, in
and, for ways.
many a fee, Notably,
will guideTyr
itthe way (or
procures provide
shipments
Clergy
light for a traveler who knows the way) through the city by night.
of Tyr of fine carving wood such as felsul-root, suthwood, and zalantar
ed wooden
ker Malverthtoys
wasmade by guildmembers
murdered by Mask Tyr have gained greatly in popularity in the
Holy Order Of The Knights Of Samular
Tyr Order of the Even-Handed
metal. The guild livery depicts their twShar
mbers keep the harbor clear of all litter (discarded crates, discarded seaweed from fishing nets, discarded bodies, etc.), run
Cyric
ur Klaveth (short, lond-nosed, heav Oghma
ock (most are family businesses, with Umberleethe family members working in shifts) to wash the dirty garments of Waterdhavians in
be carried on with ease in pri¬vate dwellings,
Malar above the shops), usually 1,400 or more. Its Master, aided by his family, mak
gllytheir various styles. Felthauvin is a major
the animal is sold to the butcher, aMilil landlord in the City, and has become personally influential as a result (thus able
a Lords' Edict. Answering an outcry toSiamorpheaid the constant cart and foot traffic of the city (made difficult due to heavy precipitati
members cutting, dressing, and laying
n, or who often put into, Water- deep.Sehaninestones forMoonbow
streets
It represents their(whether
interestssmooth-paved or cobblestone)
before the Lord's andthem
Court, provides prentices
with handling traffi
piloting train
at theyasrequire
items lamps, atorch-
guild and
pilot,sign-
by lower¬ing
brackets, all sails and running a red signal pennant up the main¬mast. Aside from the stand
Valkurgratings and barred window frames, fire-shields and other hearthware, and chain
ption
andscores (15 and
those who callup),
at itsand
busya high tolerance
harbor are made
Talona
for by
heat and noise.
members For guild,
of this the unknowing, here
who use the is a point
collective of etiquette:
buying Never touc
and bargaining pow
- -
of Weavers & Dyers
and all forms of footwear, including thick-soled
- -wooden clogs for use in rain and snow. This is not a profession for the lazy—
xcept for guild member Amagus, who has his own, and allows the city and fellow guild mem¬bers to use it for a fee) where
aterdeep's shipwrights over all other vessels for bringing their cargos safely through storms and with overly heavy loads to
rors,
thanGlovers
racingand Mercers
them after several bad falls, and thence to making her own tack, eventu
signs, draw pictures (sometimes in front of a party audience,
Owned uponofaDorn
by a cousin noble's hiring), (BT
Strongcroft compose
87) and write let-
emur Scrope was murdered (E:DM pg.20) ** a stubborn dwarf probably rebuilt after a dragon attack
sark Cuthbarrel was killed due to his part in the Masked Lords murders (E:DM pg.74)
and other riding animals, including aerial steeds (but not aquatic creatures, lizards, or great cats), and sets standards for suc
but owns only one such steed himself, which is housed at Castle Waterdeep and hired by the guard. The guard is the larges
." The guild
Members alsoguild
of this produces
designitsbuildings
own ink,and
blotters, colored
drawDeity waxes for seals, gilt ink for use in illu¬minating documents, metal pe
the required
or Deitiesblueprints for all new buildings in Waterdeep, and all renovatio
s and nautical charts, which they will purchase All from any who offer good specimens to them (at 1-5 gold pieces each). The g
deities
cp/small
d key,travel
trade and 6-8sp/cask, 2gp/barrel,
(including, for extra6-7gp/butt,
fees, c All10-15gp/tun
elven deities
Gond
apparently still exists and is called when dead Helm
Ilmater
Lathander
Mielikki, Silvanus
Mystra
Oghma
Selûne
Sune
Tempus
Tymora
Tyr
Umberlee
DEITIES AND RELIGIOUS ORGANIZATIONS IN WATERDEEP
BUILDING DESCRIPTION WARD
The Spires of Morning A walled garden compound with eight beautiful
Castle
gilded
Wardtowers that reflect Lathand
The Spires of Morning
Monastery of the Sun A monastic order of monks
House of Pain
The House of Inspired Hands Temple to Gond. An enterprising temple to Go
Sea Ward
The Tower of Luck The second largest temple in Waterdeep is aSea
large
Ward
walled tower, its clergy funnelin
The House of Wonder Temple to Mystra. The ornate tower for the Sea
f Ward
Hall of Reflected Moonlight The ornate tower for the faithful of Mystra with her holy symbol in
The Shrines of Nature Shrines to Mielikki and Silvanus. A walled and
Seaforested
Ward complex that holds unpret
Temple of Good Cheer (Waterdeep)
The House of Heroes: The largest of the temples in the city is ded Sea Ward
House of the Moon and Selûne's Smile A silver-gilded temple of fine white and blu Sea Ward
The Temple of Beauty Temple to Sune. A lavish temple of marble, Sea
goldWard
and silver with many statues of th
Helm's Hall
Dark Gateway
Halls of Justice
Summit Hall (Sumber Hills, southeast of Red Larch), Halls of Justice
House of Two Hands
Vanrakdoom
Mount Waterdeep as holy place
Font of Knowledge Keeper Gordryn Haeront of Waterdeep (EFR 159) Printed menues in
The Queenspire
none, Deep Hunting Grounds Undermountian, benea
Temple of Good Cheer (Waterdeep)
The Chapel and Chalice of the Divine Right (Waterdeep)
Pantheon Temple of the Seldarine (Waterdeep)
Sailor's Last Request [Shrine] (Waterdeep)
Plague Rats (Rat Hills, Waterdeep)
The Plinth: Interdenominational Temple. The tallest building in the Trades Ward at six stories, which acts as an open temp
Starry Cradles Orphanage: A Selûnite-sponsored orphanage.
Shrine of Jergal In Downshadow (HoU 48)
Shrine of Selvetarm In Downshadow (HoU 80)
Temple of Baravar Cloakshadow Part of the Warrens. Home of Omphar Daegrech (see Folk of Waterdeep) ** Proba
ngcroft (BT 87)
ebuilt after a dragon attack
izards, or great cats), and sets standards for such care. The guild also provides its members with veterinary aid, and cheap r
and hired by the guard. The guard is the largest owner of griffons in the city; it stables over 20 in the eyrie on Mount Wate
nk for use in illu¬minating documents, metal pen
Temple Name
nibs, and the like. It also imports many large feathers from the South for u
Location
Holyhands House North Ward
Temple of the Seldarine Castle Ward
House of Inspired Hands Sea Ward
Helm’s Hall Southern Ward
Hospice of St. Laupsenn North Ward
Spires of the Morning Castle Ward
Shrines of Nature Sea Ward
House of Wonder Sea Ward
Font of Knowledge Castle Ward
Tower of the Moon Sea Ward
Temple of Beauty Sea Ward
House of Heroes Sea Ward
Tower of Luck Castle Ward
Halls of Justice Castle Ward
The Queenspire Beach
ATERDEEP FAC
MEMBERSHIP DUES / MONTH Стовпець1 NOTES FACTION
320 2 Dues 2 gp/month
High Radiance, Dawnbringer Temple
Harpers
Prior.High Dawnknight
80 50 Dues 50 gp/mon- Zhentarim
144 2 Dues 2 gp/mont(SCAG 130) Order of the Gaun
150 10 Dues 10 gp/mon- Emerald Enclave
340 5 - - Lords Alliance
192 5 Dues 5 gp/mont- Xanathar's Thieve
212 25 Dues 25 gp/mon- Gray Hands
64 50 Dues 50 gp/mon- Bregan Daerth
- - - -
- - - -
- - - -
240 5 Dues 5 gp/mont-
- - - -
- - - - Harpers
By 1486 DR, the Harpers of Wat
- - - - The
The Harpers
tattoo is here have
applied to reorgani
a design
217 10 Dues 10 gp/mon- In addition to the pin or tattoo,
508 50 Dues 50 gp/month
- A coterie of High Harpers leads
32 1 Dues 1 gp/mont-
112 25 Dues 25 gp/m-
- - - -
172 5 Dues 5 gp/mont-
24 20 Dues 20 gp/mon-
- - - -
- - - -
- - - -
- - - -
- - - The tallest building in the Trades Ward at six stories, which acts
- - - South Ward
- - - -
- - - -
olk of Waterdeep) ** Probably was deserted like the rest of the Warrens. (BT)
terinary aid, and cheap rates on feed by buy¬ing in bulk. The guild maintains a registry of pedigrees and brands to discoura
he eyrie on Mount Waterdeep, and another six (plus Jhalathan's beloved "Firebeak") at the castle. There are perhaps three
hers from the South for use as fine quill pens. All guild members have their own secret recipes for preparing special paper,
FACTIONS GANGS
HQ ALLIES OTHER INFO GANG
o Details: Jhandess wants to find a defensible spot in the Dungeon Level of Undermo
The Waterdhavian Moonstars, LaeraRewards: Faction Renown, other
The unstated
Adders rewards
- Gangs, fencers, "dirty" City Watch The Basilisk Boys
Temple of … Church of Tyr, Helm, Torm, Lathander, Holy OrThe Blackcoats
- The Caravan Boys
- City Watch, City Guard, Watchful Order of Magi
The Fire Kings
The Xanathar Thieves' Guild maintains scattered "safe ho Grambar's Blades
Blackstaff Tower The Marrowsons
n/a 3 drow mages, 9 drow elite wThe Minotaurs
The Red Readers
The Seawolves
The Six Hands
The Tusk Street Boys
Kerrigan's Sons
86 DR, the Harpers of Waterdeep possess a network of agents whose reach hearkens back to that of the Harpers of old. But unlike the
Harpers
attoo is here have
applied to reorganized
a designatedalong
area their
of theold lines.
body A coterie
(agent’s of High
choice, but Harpers leads
it must be the
easy togroup,
reach).meeting infrequently,
The process but an
takes about regularly com
hour and m
dition to the pin or tattoo, each Waterdhavian Harper carries a small kit containing a modified ritual scroll and components, so that eve
erie of High Harpers leads the group, meeting infrequently, but regularly communicating by using secret messages both magical and m
d at six stories, which acts as an open temple for all faiths, as well as a landing place for the Guards' griffon steeds.
s and brands to discourage theft and aid the watch in tracing ani¬mals if they are stolen. Prices for guild members' mounts a
There are perhaps three dozen known aerial steeds regularly in Waterdeep in the private hands of resi¬dents, including peg
preparing special paper, but the guild does supply its members with fine parchment (made in Stationers' Hall) and the other
GANGS globa
WARD DESCR BADGE ENEMIES NAME TYPE HQ
Dock Ward A stunningly vicioSnake tattoThe Red Re Gnawbone agents
Dock Ward A gang well-known Simple chokThe Seawol The Kraken Society
Dock Ward • Castle Ward
Possessing a sinisTrue to theThe Fire Ki Knights of the Shield
South Ward Made up of the soA pendant The Marro ARCANE BROTHERHOOD
Dock Ward So named for theiX-style lea The Six Han Black Boar Tribe The Black Boar tribe
Dock Ward A gang that formeThe curvedNone Bregan D’FACTION
South Ward A gang that mostlThe Marrows The Carava Bull Elk Tribe The Bull Elk tribe h
Trades Ward A gang originally The Minotau
The Tusk S Church ofCHURCH
Dock Ward • Sea Ward • Trades
Originally Ward
based Red Readers
The Adders, Church of CHURCH
Dock Ward One of the oldestSeawolves The
a Six Han Church of CHURCH
Dock Ward Though their symboA deep greeThe Fire Ki Church of CHURCH
Trades Ward A gang originally A leather cThe Minota Church of CHURCH
South Ward A gang with its r The badge Tohe Adders Church ofCHURCH
ck to that of the Harpers of old. But unlike the Harpers of yesteryear and those basedCity Watc ARMED
elsewhere, FO
the organization 0 cannot count C
here
oup, meeting
each). infrequently,
The process but an
takes about regularly communicating
hour and by usingby
must be per¬formed secret messages
one of Cultmagical
both of En
the skinscriveners whoCULT
and mundane.
work for the Several
Harpers.spymasters
The agent wo
cho
dified ritual scroll and components, so that even on the other side of the continent, heCult of th
or she CULT completely cut off from support.
is never
by using secret messages both magical and mundane. Several spymasters work withCult the High
of thHarpers,
CULT taking charge of agents and dir
Cult of th CULT
Cult of th CULT
Cult of th CULT
Emerald EFACTION
Enclave of Red Magic
Fangshields
Force GreARMED FOBlackstaff tower
Griffon CaARMED FOPeaktop Aerie
Halaster’s Heirs
he Guards' griffon steeds. Harpers FACTION
House Cassalanter
Bravos from one of Luskan’s major gangs (or “
Lords’ All FACTION
Luminous Lightning League
Order of tFACTION
People of the Black Blood
Plague Rats
Savants of the Dark Tide
Sewer Snakes
stolen. Prices for guild members' mounts are given in the AD&D® 2nd Edition game Shadow rules. Such businesses
ThTHIEVES GUILD do take exhauste
private hands of resi¬dents, including pegasi, hippogriffs, and wind steeds. Mem¬bers of
The Confluence this guild trained almost all of the
nt (made in Stationers' Hall) and the other products of their trade, at a discount. The Unseen
Thralls of Artor Morlin
Underdark Anarchists’ Fellowship
Wharf Rats
Xanathar THIEVES GUILD
ZhentarimFACTION
Old Gnawbones
Heralds
Fists of hextor
Red SasheVIGILANTIES
Tel Teukii REMNANTS OF FACT
DragoneyeTRADE CONSORTIUM
FirehandsTRADE CONSORTIUM
HighmoonTRADE CONSORTIUM
Iron Thro TRADE CONSORTIUM
Merchant'TRADE CONSORTIUM
Red ShieldTRADE CONSORTIUM
Seven SunTRADE CONSORTIUM
Stags Car TRADE CONSORTIUM
Six Coffer TRADE CONSORTIUM
Surefeet TRADE CONSORTIUM
Trail LordsTRADE CONSORTIUM
ThousandhTRADE CONSORTIUM
WindridersTRADE CONSORTIUM
The AdderGANG
The Basili GANG
The Blackcoats
GANG
The CaravGANG
The Fire KGANG
Grambar'sGANG
The Marr GANG
The MinotGANG
The Red RGANG
The SeawoGANG
The Six Hands
GANG
The Tusk SGANG
Kerrigan'sGANG
Navy ARMED FOThe navy is based in
Grey HandARMED FORCES OF WATERDEEP
Eltorchul Academy
Arcane schools and practitioners
Blackstaff academy
New Olamn
The Heirs of Mirt A hall in
//www.realmshelps.net/f
//www.realmshelps.net/f
Blackstaff tower
Peaktop Aerie 100
A hidden academy for dark arcanists, situated on the first
sts’ Fellowship Anarchic rebels sworn to smash the tyrannical status quo
360 60 300 The Xanathar Thieves' Guild maintains
A bardic education centre
worth formed
of the after Iriador
adventurers, it is "Garnet"
hoped thaW
As we prove thehttp://forgottenrealms.wikia.com/wiki/New_O
Founded by Renaer Neverember It is possible that the membership
(WATE 1-6) might decide to undert
Roarke House Symbol: Golden signet ring marked with a crescent moon
Criminals, operate from Downshadow, many are spellsca
This evil cult is dedicated to one of the
Ghaunadar's main agents appear to be
There have been rumors for ye
Dock Ward. xxx
Dock Ward. A gang that claims they get their name from some
Dock Ward. xxx
Dock Ward. xxx
Dock Ward (+ South Ward). x
Dock Ward. A gang based out of the Pressbow neighborhood i
South Ward. xxx
South Ward. xxx
: Trades Ward (+ Sea Ward) Supposedly founded thirty ye
Trades Ward (+ South Ward). Hard pressed between the S
: Dock Ward. A gang based out of the Pressbow neighbor
Castle Ward (+
Hides below theDock Ward
illusion of and South Ward).
a youthful, A gang wom
well rounded that
Before Avarenee became a lich, she was in command of t
When one of the Heraldic Offices is vacated - whether by death or promotion - the High Heralds look to the apprentices of that office
The current holder of the Falconfree title has held his title only since 1352 DR. His appointment was cause for a great deal of bravado
LINK
http://forgottenrealms.wikia.com/wiki/Kraken_Society
http://forgottenrealms.wikia.com/wiki/Harpers
t barbarians
http://forgottenrealms.wikia.com/wiki/Enclave_of_Red_Magic
ves and assassins operating mainly in the Dock Ward The Rat's Maw of the Rat Hills, Deloun Alley, an
boleths deep in the Waterdeep sewer system, Drain of Madness.
http://forgottenrealms.wikia.com/wiki/Shadow_Thieves
//forgottenrealms.wikia.com/wiki/Shadow_Thieves
http://forgottenrealms.wikia.com/wiki/Unseen
realmshelps.net/faerun/organizations/fistshextor.shtml
http://forgottenrealms.wikia.com/wiki/Red_Sashes
http://forgottenrealms.wikia.com/wiki/Moonstars
on Reach area, the Dragoneye now operates more often out of Irieabor and Elturel. This oldest of th
(1357 DR.) out of Daerlun, the Firehands had a rough go of it in its early years trying to establish
mmon (N male Tethyrian War9), this flourishing concern dominates the Sword Coast overland routes from i
ve merchant company with the publicly stated aim of controlling trade of transportation and comm
League promotes merchant safety through good roads, regular patrols, defensive way stations, as we
e Tethyrian human Ftr7) has transformed the Red Shields from a mercenary company into a well-armed
ers to the widely separated partners who formed the group, converting their own small merchant comp
fallen-from-former-greatness outfit of rugged adventurers (now mostly dead or gone on to other a
merchants who sponsored it, this priakos is run by Thelve Baruinheld of Berdusk and has bases in that c
erchants Pheng Thelombur, Aramma Dulve, and Prist Thelmip) and based in Scornubel, the Surefeet spe
tfit recently revealed to be backed by the Red Wizards of Thay, the Trail Lords have the exclusive con
rer Bharavan Bhaerkantos (N male Tethyrian human Rog9) from his stronghold east of Riatavin, this cost
merchants with a wild reputation for fierce competition, but they have learned the hard way about ho
ent gang, the Adders are fond of using poison and are frequently hired as torturers. They are said t
astery of Waterdeeps sewers, the Basilisk Boys were on the verge of being wiped out by enemies to ei
tion, the Blackcoats are masters of violent crime, from mugging and home invasions to assassination.
e caravan-workers who settled in the area south of Caravan Court, the Caravan Boys are known for t
proximity to Castle Waterdeep, the Watch has successfully driven the Fire Kings back over the years
e mercenary company by the same name lost its official commission twenty years ago, the Blades have
of fairly dangerous thugs and leg-breakers, the Marrowsons are said to have gained their name beca
nd the Court of the White Bull, the Minotaurs are made up of smugglers, muggers, and burglars, for
ok Street, the Red Readers have earned their nickname by maintaining the largest number of wizards a
Waterdeep, the Seawolves have made a number of enemies in their time. They also dabble in nearly eve
rly sinister-appearing circle of six hands (fingers outward), their name comes from their founders: si
nd the Street of Tusks in the Trades Wards, the Tusk Street Boys do extensive sales of drugs, as we
nturing, this gang sprang out of the force of minions once used by the wizard Kerrigan, in the 1240
esp Eltorchul.
enrealms.wikia.com/wiki/New_Olamn
marked with a crescent moon and a star, each bearing a smooth garnet inside the ring below the sign
wnshadow, many are spellscarred, lead by the lich Avaereene (DS 197)
his evil cult is dedicated to one of the oldest (and most vile) gods of the Realms: Ghaunadar, the Elder Eye, the god of slugs, oozes, slimes, and jellies (see FOR2
haunadar's main agents appear to be shapeshifters known as ghaunadan (see the MONSTROUS COMPENDIUM® pages in this boxed set). Several ghaunadan
here have been rumors for years about a certain god from the South that watched over and protected humans and adventu
s they get their name from some tactic or technique they employ to "blind the Eye," a reference to the Xanathar. They have a street rep
Supposedly founded thirty years ago by a pair of bored nobles, the Griffins are a gang who focus their e
). Hard pressed between the Squires and the Auld Hornies, the Redwatch is rapidly losing both territ
out of the Pressbow neighborhood in the Dock Ward
nd South Ward).
youthful, A gang women,
well rounded that has made
with aas its headquarters
heart-shaped the buildingsbyatvibrant
face surrounded the feet of the
gold Honorable
curls. (DS 183)
ich, she was in command of the Xanathar’s kidnapping agents known as ‘the Hand’. She was already a skilled mage and slav
to the apprentices of that office, and choose the best of them to assume the responsibilities of the office. This
ause for a great deal of bravado by the city's nobility - the old Falconfree was not one of them and held them
Guild Portfolios - guilds relevant to goods & services Стовпець1 Baker'sCarpent
Cellar CooperCounci
Trade go Guilds 1 2 3 4 5
accounting 34
aerial steeds 37
animal training, breeding, capturing, taming 37
animals, slaughtering of 14
armor, fitting 36
armor, leather 24
armor, metal 36
arrows 8
art 34
baked goods 1 1
bars (windows, grates) 27
barrels, making & repair 4 1
baskets, making & repair 23
beer 40
bells 19
belts, etc. 24
blacksmithing 27
bookkeeping 34
boots 30
bottles 17
bows 8
boxes 11
branding (animals) 37
building construction 2, 18
building design 39 (2)
building repair 2 1
candles, making 15
cargo handling 20
carpentry 2 1
caulking and sealing 3 (not ships) 1
chain 27
chain, fine 21
charts, nautical 39
cleaning (streets & stables) 6
clerks 34
cloth 29, 32
clothing 22, 32
coach building 41
composing (poetry & music) 6
counterfeiting 34
court records 34
crates 11
crystal balls 17, 42
dictation 34
digging 3, 25 1
distillation 40
docks, loading & unloading 20
documents 34
drugs, medicinal 13
drydocks 31
dung removal 7
dyeing 29
engraving 19, 21
eyeglasses 17
ferrying 20
fertilizer 5, 7, 12 1
finesmith-work 36
firefighting 42
fish, fishermen, fish-sellers 12
flowers
food, preservation and packing of 11
footwear, making & repair 30
frames, metal 27
furniture 16, 23
furs 35
garbage removal 7, 20
gems 21
glass, making & installation 17
gloves 32
gold 21
guiding through streets 15
harness 33
healing 13
horseshoeing 27
horse breeding & training 37
housing ("who lives where" information) 23
ink 38
inns 10
jewelry 21
lamplighting 15
latches 27
laundry 22
leather (winter only) 33
letters (written) 34
lighting, night 15
liquor 40
livestock 14
locks 36
longshoremen 20
magic (including protection against) 42
magnifying glasses 17
maps (purchased, drawn, and sold) 39
masks 36
masonry 18
material components (for spellcasting) 42
meat 14
medicine 13
metal, precious 21
metal-work, design & repair 27
metal casting 19
mounts, "trade-in" 37
music 6
musical instruments 6
nautical charts 39
needles 27
packaging, construction of 11
packing 11
parchment, fine 38
paper-making 38
pastries 1 1
pedigrees, animal 37
pens 38
pewter-work 19
piloting (harbor) 26 (20)
pipe laying 3 1
plans (building) 39
plaster work 2 1
plumbing 3 1
portraits 34
pottery 18
preservatives, making & using 11
"problem patrons," information 10
quarrying 18
quills 38
record-keeping 34
renovations, building (plans) 39
rental coaches & wagons 9
repairing buildings 2 1
roofing 2, 18 1
rope 28 (26)
saddles 33
sail 28 (26)
sand 17, 18
sandpaper 17, 18, 21
scabbards 25
scribes 34
scriveners 34
seals 36 (see also 38)
seasonings 14
secret compartments 41
sewer work 3, 6 1
shipbuilding 31
ship-loading & -unloading 20
ship-captaining 26
ship-owning 26
ship-repair 31
signers 36
silver 21
singing 6
skinning, animals 24
slaughtering, animals 14
sleighs & sledges, rental 9
smithy-work 27
smuggling 4, 13, 41 1
soap-making 22
spectacles 17
"spell-guard" 42
stable cleaning 7
stamps, business 36
stolen animals, tracing 37
stone polishing 18
stone cutting 18
street cleaning 7
street construction 25
street repair 25
tack 33
tailors 32
tanning, hides 24
thieves o guild (see 21)
tile making 18
tools 19, 27
toys 16, 36
"trade-in" mounts 37
transportation (within city), land 9
transportation (within city), water 20
veterinary aid 37
wagons, making & repair 41
"wanted" likenesses 34
warehouse rental 5 1
waxes 38
weapons , finest quality)
weaving 29
wheels 43
wicker-work 23
wine 40
wire 21, 36
woodcarving 16
wool & woolens 35
work clothing 32
zzar 40
CounciDungsw
FellowFellowFellowFellowsFishmoGuild Guild Guild Guild oGuild Guild oGuild Guild
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1
1
1
1
1
1
1
1 1
1 1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1 1
1 1
1
1
1
1
1
1
1
1
1
1
1
1
JewelerLaundeLeagueLeagueLoyal OMasterMost CMost DMost EOrder Order Order SaddleScrivenSolemn
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
1
1
1
1
1
1
1
1
1 1
1 1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1 1 1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
SplendStablem
StationSurveyVintnerWagonm
WatchfThe Wheelwrights' Guild
36 37 38 39 40 41 42 43
1
1
1
1
1
1
1
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Armed forces
NAME HQ QUANTITY DESCRIPTION
City Watch 1600
City Guard 1205
They are supported by twenty-four small lateen-sail
Navy The navy is based i 2000 At least two naval rakers are always on patrol outsi
Griffon Cavalry Peaktop Aerie 100
Grey Hands Blackstaff tower 50
Force Grey Blackstaff tower 10
Palace Guards 700
1600 FEMALE 2 OF 10
City Watch Salary
25 gp upon joining, plus a free uniform, a pair of
Initial payment boots, training, and one weapon
free room and board is assigned to him or her at a
Watch
1 gp perbarracks.
day plushis benefit
4 sp includes
per patrol a bunk, aAmd
for private. small1
After mustered in beer,
gp
The simple
per meal
day plus
Watch fare,
5-10
wears bath access,
sp inofdependance
a suit and weapon
a blueoil.
of officer's
chainmail with
Salary Asurcoat
replacement uniform,
emblazed rank areplacement
withper boots,of
patrol. version
simplified and
thean
Replacement additional
"crescent moon reflected in the water" arms ofthe
weapon are given to each member of
equipment Waterdeep onWatch once and
the breast per year
back-a crest more
Uniform commonly known as the double moon.
d10 d6
1 1. A farm boy. 1 1. The steady pay.
2 2. The son of a mi 2 2. A chance to deal
3 3. A veteran of wa 3 3. Gold to repay de
4 4. A foreigner. 4 4. Gold to aid a fa
5 5. The son of a p 5 5. A chance to esca
6 6. A drunk. 6 6. Patriotic devotio
7 7. A reformed criminal.
8 8. A thug.
9 9. A failed craftsman.
10 10. A favorite among the ladies.
Dasharra Keldabar
retired civilar (captain) of Waterdeep's Griffon Cavalry
COST
72000
54225
120000
18000
3000
10000
42000
319225
Ward Number of Watchmen in patrol
Castle 8-12
North 8
Sea 8
Trades 8-12
South 12
Dock 12
City of the Dead 2-3
Field
d12 On the guard’s face is...
d12 d10
1 1. A large wart. 1
2 2. An unsightly scar. 2
3 3. A look of determination. 3
4 4. A foolish grin. 4
5 5. A stupid stare. 5
6 6. A look of confusion. 6
7 7. A bulbous nose. 7
8 8. Bushy eyebrows. 8
9 9. Fearsome sideburns. 9
10 10. An unruly beard. 10
11 11. A neatly-trimmed mustache.
12 12. A waxed mustache.
ffon Cavalry
RACE NUMBER %
Humans 1020 63.75%
Dwarves 160 10.00%
Halflings 130 8.13%
Half-elves 110 6.88%
Elves 80 5.00%
Half-orcs 55 3.44%
Gnomes 35 2.19%
Other 10 0.63%
TOTAL 1600 100.00%
Salary (1,5 gp / day) 72000
d12
1. A blade with soft leather t 1 1. A religious zealot.
2. A blade with an inscription. 2 2. A scion from a prominent fa
3. A highly polished blade. 3 3. An outcast from a prominent
4. A token from a favorite harl 4 4. A dashing swashbuckler.
5. A trophy from a criminal. 5 5. A brutish thug.
6. A ribbon from a noble maid 6 6. A celebrated war hero.
7. A silk handkerchief. 7 7. An anointed knight.
8. A flask of wine. 8 8. A career soldier.
9. A lucky charm (d4): 1. rabbit’ 9 9. A grizzled veteran.
10. A grocery list. 10 10. An adept investigator.
11 11. An erudite detective.
12 12. A devoted public servant.
N1: Guard Barracks (city building, C, 3)
N78: Northgate (city building, A, 4)
N79: Farwatch Tower (city building, A, 5)
N80: Endcliff Tower (city building, A, 3)
N81: Cliffwatch Ruins (ruined inn, n/a)
N82: Upper Towers (city building, A, 4)
City guard (3E)
RACE NUMBER
Humans 770
Dwarves 130
Halflings 70
Half-elves 55
Elves 110
Half-orcs 25
Gnomes 35
Other 10
TOTAL 1205
Salary 1,5 gp / day
xxx
xxx
xxx
xxx
xxx
xxx
xxx
Melias Kaldumdrymm Vhezoar St. Watchpost
xxx
xxx
xxx
xxx
xxx
Saldreen Ujueral Castle Waterdeep • 5th Floor
xxx
xxx
xxx
Castle Waterdeep • 5th Floor
xxx
xxx
xxx
xxx
xxx
Holden Solidflow Castle Waterdeep • 5th Floor
xxx
xxx
xxx
xxx
xxx
xxx
Amren Dulaern Castle Waterdeep
Klenna Hlaer Orsar Daliler the Stout
xxx
xxx
xxx
xxx
xxx
xxx
Castle Waterdeep
xxx
xxx
xxx
C1 Guard Barracks
D46 Guard Barracks
$15 Guard Barracks
D73 Guard Smithy
N64 Guard Tower
h’s captain is... d6 The watch’s attitude toward their captain is...
d6 d10
1 1. Friendly and loyal. 1
2 2. Respectful and business-like 2
3 3. Completely indifferent. 3
4 4. Cautious and uncertain. 4
5 5. Terrified and tight-lipped. 5
6 6. Disappointed and disrespect 6
7
8
9
10
(3E)
%
63.90%
10.79%
5.81%
4.56%
9.13%
2.07%
2.90%
0.83%
100.00%
54225
1. High morals.
2. Efficiency.
3. Reliability.
4. Brutality.
5. Taking bribes.
6. Shaking down shopkeepers and artisans.
7. Frequenting brothels.
8. Cowardice.
9. Incompetence.
10. Intoxication.
Type of shipes Quantity Analog Crew Cost, gp Total crew Total cost
Raker 2 Warship 36 25000 72 50000
Striker 9 Sailing Ship 44 10000 396 90000
Transport 8 Transport 40 10000 320 80000
The Kissing MermaRaker Raker, an old and patched veteran of many sea-battles that groa
The Sword of Stor Raker Raker, the slowest and largest ship in the navy, its upperworks r
The Ready GauntleStriker Striker, a “small but fast and energetic, pouncing” ship of the cit
Sarran’s Sword Striker Striker, named for a long-ago bold captain of Waterdeep, who l
Blackasyre’s RevenStriker Striker, named for a long-ago member of the City Guard who de
The Floating Axe Striker Striker, sailed by an all-shield dwarf crew (the lone one-race shi
The Gallant Lady Transport (cog) Transport (cog), newest and largest of the naval transports, the
The Mount Waterdeep
Transport (cog) Transport (cog), the closest thing to a “typical” transport the nav
The War Whelkin Transport (cog) Transport, a shallow-draft, broad-beamed, wallowing vessel tha
most elite reputation in the fleet, due to superb performance in boarding and battling pirates. Its crew are swaggering “seabloods” (vet
of many sea-battles that groans and yaws when under sail, but somehow weathers the fiercest storms and keeps on battling. Its crew
in the navy, its upperworks rusty-red and sheathed in overlapped, hammered-down old shields and armor plate because it’s still fitted
etic, pouncing” ship of the city’s navy, battered but many-times-repaired, and typical of the bulk of Waterdeep’s strikers. A veteran cre
captain of Waterdeep, who loved to chase down, board, and slaughter pirates. An unlucky ship, with a history of sideswiping docks an
ber of the City Guard who desperately wanted to captain a naval ship. When he got the chance, he was so disabled by uncontrollable,
f crew (the lone one-race ship in the navy; Admiral Hornwynd frowns on “single-race crews” and the heightened rivalries that might d
t of the naval transports, the Lady was built as a supply ship only, although one cabin roof was reinforced to take a mounted catapult if
o a “typical” transport the navy has, marginally the largest and sturdiest of eight very similar ships built at the same time by Arnagus th
eamed, wallowing vessel that’s almost a barge (once it was a huge “sterncastle cog,” but it was topheavy, kept heeling over and capsiz
ggering “seabloods” (veteran sea fighters with “masts” [“kills”] under their belts), and they are captained by Master Amandas Talkurr (
eps on battling. Its crew has a reputation for lawbreaking, roguery, and reckless tactics - - but they also have a reputation for victory, an
te because it’s still fitted with a lone heavy catapult constructed to hurl loads of rocks coated in flaming pitch. The Sword bristles with
p’s strikers. A veteran crew of casually-dressed misfits is captained by Master Araskro Minthul (CG male Chondathan human Ftr5), a gri
of sideswiping docks and moored vessels, crew deaths from rigging falls at sea, and a crazed sailor who stealthily murdered comrades
abled by uncontrollable, nigh-constant seasickness (“lying on his face retching onto the decks from beginning to end of the voyage, exc
ed rivalries that might develop in his ranks because of this, but Piergeiron accepted this donation from a wealthy Waterdhavian dwarf
ke a mounted catapult if one was ever needed in future. Veteran Lady Master Valla Dorminthar (LG female Chondathan human Clr4[V
ame time by Arnagus the Shipwright for the navy, at a time when blockades had been threatened by both Luskan and Amn, some sage
t heeling over and capsizing, and was abandoned by its foolish Amnian owners [who’d ordered all the extra decks be built atop what th
TABLE OF CONTENTS OF
THIS SHEET
Number of City Watch
Number of City Guard
CITY WATCHERS
Rsnks of Watch and Guard
Generator of Guard
10 random guards (todo)
Master Amandas Talkurr (CG male Illuskan human Ftr9/Rog4). A fast, sleek, newly-rigged, dark-hulled ship.
a reputation for victory, and for appearing when most needed to aid sister ships and “win the day.” Lady Master Baerestra Mooncast
h. The Sword bristles with railings, has a ram reinforced by more timber bracing than any other ship in the fleet that has pierced far m
ndathan human Ftr5), a grizzled and garrulous sort who is of the firm opinion that if he fell overboard, the crew would just carry on wi
althily murdered comrades aboard for most of a season before being caught (and executed). A fast vessel, captained by Master Haltho
g to end of the voyage, except when he tried to get up and fell right back down again,” as one seahand put it), that he had to give it up
ealthy Waterdhavian dwarf merchant, Lorlan “Stonesides” Duraxe, because it was politically expedient to do so. Thus far, the dwarves
Chondathan human Clr4[Valkur]/Exp3: sailmaker and rigger; Str18), a huge, beefy woman of prodigious strength but kindly, motherly
Luskan and Amn, some sages were warning of an imminent orc horde, and the Masked Lords wanted to make certain that Waterdeep
decks be built atop what the shipwright had given them] in Waterdeep harbor, upside down and full of water; the authorities claimed
ady Master Baerestra Mooncastle (CG female Tethyrian human Ftr 7/Ari2) captains a crew of misfits, from disfigured former slaves to h
the fleet that has pierced far more enemy vessels than the rest of the navy combined, and a crew of old stiffnecks and gray-tusks (a te
the crew would just carry on without him, as “they’re all more than ready to captain or helm any ship in this fleet.”
ssel, captained by Master Halthos Belkairel (LG male Tethyrian human Ftr6, of a fast-rising, wealthy, “wannabe-noble” merchant family
d put it), that he had to give it up. Heartbroken, he resigned from civic duty, hurled himself into mercantile trade, and in a bare three ye
to do so. Thus far, the dwarves have proven to be clumsy but fast-improving sailors, and the best board-and-brawlers in the navy, und
s strength but kindly, motherly disposition (affectionately known around the navy as “the Cow,” but never to her face) calmly and pati
o make certain that Waterdeep could provision itself by sea if it was beseiged. Like its sister ships (which include The North Wind, The
f water; the authorities claimed it, dragged it to a city shipwright, and had it cut down to its lowest deck, to yield the Whelkin of today
sfigured former slaves to half-orc “shes” to mongrel folk. “Lady Castle” is scarred and homely, but dresses like the most beautiful of fa
ffnecks and gray-tusks (a term equivalent to saying in our real-world terms “stiff-upper-lip, walrus-moustachioed stalwarts”). They con
be-noble” merchant family specializing in horsebreeding, cured meats, and brass musical instruments).
ade, and in a bare three years had assembled a profitable merchant shipping fleet. Whereupon Usmro Blackasyre commissioned shipw
-brawlers in the navy, under their captain Torsan “Burntbeard” Hailstone (LG male shield dwarf Ftr7).
o her face) calmly and patiently trains (and retrains) crew after crew of recruits, taking them out into the teeth of line squalls and gails
ude The North Wind, The Mount Sar, The Mount Araddyn, and The Mount Hellimbrar), this cog is usually bristling with catapults as it s
yield the Whelkin of today) . The “Wallop” (as all the navy calls it) has metal-clad crenellated sidewalls for troops to fire from behind, m
ke the most beautiful of fashion-conscious nobles, and cursed and jests and plays pranks as outrageously as any legendary pirate of mi
ioed stalwarts”). They consider themselves the iron backbone of the navy and the true “best ship,” and are encouraged in this belief b
asyre commissioned shipwrights to build three “fighting caravels,” and gifted them to the navy. Both he and they are gone to graves w
th of line squalls and gails to give them experience in rough-seas fighting and escort work. The Gallant Lady rolls worse than any other
stling with catapults as it sits docked in the naval harbor, or wallows along the shore participating in mock battles. It is captained by M
oops to fire from behind, metal plates hammered at odd overlapping angles all over its decks to inhibit fire (from enemy incendiaries),
any legendary pirate of minstrels’ tales.
encouraged in this belief by the “Old Rock” who captains them the monacled, grizzled, wintry-eyed Master Izidd Rocklar (LN male Cho
they are gone to graves with the passing years, but this new striker was named in their honour. Master Rhantaeros Naullaer (LG male
rolls worse than any other ship in the navy, but has two sealed sidehulls (pontoons) mounted on arms thrusting out from either side of
attles. It is captained by Master Ghorkan Daznar (LN male Calishite human Ftr6), who is typical of the capable, laconic naval men prom
rom enemy incendiaries), and six light catapults mounted on its decks. Admiral Hornwynd recently gave orders (after it almost sank in
zidd Rocklar (LN male Chondathan human Ftr10/Exp4 maker of catapults and bombards).
ntaeros Naullaer (LG male Illuskan human Ftr6) captains it ably; he’s a calm-in-battle veteran of more pirate skirmishes and chase-dow
ting out from either side of the ship (Valla’s innovations), that (like a catamaran) check the worst of its rolls and keep it from capsizing.C
e, laconic naval men promoted from the ranks for their calm competency.
ers (after it almost sank in rough seas) that it was never to sail out of the harbor again (in some of the naval defense plans, it is to sail in
skirmishes and chase-down-smuggling-ships-and-board actions than anyone else currently on active navy service.
defense plans, it is to sail into a “sea gap” in the breakwaters and anchor there, blocking passage for other vessels, and it carries six an
essels, and it carries six anchors and chains for this purpose; these orders still stand). Its crew is a mix of the rawest recruits and the mo
rawest recruits and the most ailing, leathery old salts, captained by Dallance Askalur (NG male Illuskan human Ftr5) a foppish wannabe
n Ftr5) a foppish wannabe-noble of great good looks and elegant wardrobe and manners, who’s in disgrace with Admiral Hornwynd fo
with Admiral Hornwynd for running a fast raker onto rocks during a mock battle, and has been reassigned to the Wallop as punishmen
o the Wallop as punishment. His drawling ease hides his rage and frustration well, but the entire navy knows it’s there.
|🔝| To main page
VOLO GUIDE TO WATERDEEP
NAME C - COINS - A - TANKARDS - P - PIPES - D - DAGGERS -
Balthorrs Rare and Wondrous Treasures 4
Golden Key 4
Halambar Lutes & Harps 4
Halls of Hilmer, Master Armorer 4
Olmhazans Jewels 4
Phalantar's Philtres & Components 4
Blue Jack 3 2
Crawling Spider 4 3
Dragons Head Tavern 3 3
Elfstone Tavern 4 4
Red-Eyed Owl 3 3
Sailors Own 3 2
Singing Sword 4 4
Sleepy Sylph 4 3
Jade Jug 5 5
Pampered Traveler 4 4
Mother Tathlorn's House of Pleasure & Healin4
Smiling Siren Nightclub & Theater 4 3
Fiery Flagon 4 3
Halazars Pine Gems 5
Selchoun's Sundries Shop 4
Gounar'sTavern 4 3
Ships Wheel 4 3
Dacers Inn 4 5
Maerghouns Inn 4 4
Pilgrims Rest 4 4
Wandering Wemic 4 4
House of Purple Silks 5
Gentle Mermaid 4 4
Misty Beard 4 4
Maerados Fine Furs 4
Hriiat Fine Pastries 3
Sulmests Splendid Shoes & Boots 5
A Maidens Tears 4 4
Grinning Lion 4 2
Cliffwatch 3 3
Galloping Minotaur 4 3
Raging Lion 4 4
Bowels 3 2
of Earth
Inn of Dripping Dagger 3 4 4
Belmonders Meats 3
Golden Horn Gambling House 4
Thentavvas Boots 4
Orsabbass Fine Imports 4
Riautars Weaponry 4
Riven Shield Shop 3
Felzouns Folly 3 3
Gentle Rest 4 4
Gondalims 3 5
Grey Serpent 4 5
Unicorns Horn 5 4
Moon Sphere 2
Old Monster Shop 4
House of 2 5 2
Good Spirits
Jade Dancer 4 4
Nueths Fine Nets 4
Pelauvirs Counter 3
Spouting Fish 3 2
Red Gauntlet 2 3
Swords Rest 3 4
Full Cup 2 1
Hanging Lantern 4
Old Xoblob Shop 4
Serpent Books & Folios 4
Three Pearls Nightclub 4
Thirsty Sailor 3 1
Ship's Prow 3 5
Blushing Mermaid 4 3 3
Copper Cup 4 3 2
Red Sails Warehouse 4
Gelfuril Trader 3
Rouse of Pride 4
Blue Mermaid 3 2
Friendly Flounder 3 3
Hanged Man 3 4
Sleeping Wench 3 3
Sleeping Snake 4 2
Thirsty Throat 2 2
Bloody Fist 2 1
Warm Beds 2 2
Blackstar Inn 4 3
Rearing Hippocampus 4 3
Mermaids Arms 3 3 3
Purple Palace 4
Asmaghs Alley 2
Buckle Alley 1
Cat Alley, a.k.a. Cats Alley 3
Cats Tail 1
Duirs Alley 2
Elsambuls Lane 2
Howling Cat Court 4
Jesters Court 3
Lemontree Alley 2
Lhoril's Alley 1
Prowl 4
Reach 3
Sevenlamps Cut 1
Shadows Alley 1
Turnback Court 1
Zeldan's Alley 2
Cloaksweep Alley 1
Ghostwalk 1
Gondwatch Lane 1
Kulzar's Alley 1
Moarinskoar Alley 1
Moonstar Alley 1
Pharra's Alley 3
Prayer Alley 1
Roguerun Alley 1
Rook Alley 1
Runers Alley 1
Sabbar's Alley 1
Satchel Alley 1
Seawind Alley 1
Shank Alley 1
Sharras Flight 1
Skulkway 1
Sniff Alley 2
Wagonslide Alley 1
Black Dog Alley 1
Catchthief Alley 1
Manycats Alley 1
Shattercrock Alley 1
Stabbed Sailor Alley 1
Trollskull Alley 2
Watch Alley 1
Atkiss Alley 2
Blackhorn Alley 2
Brindul Alley 4
Chelors Alley 1
Dark Alley 5
Deloun Alley 4
Hunters Alley 1
Lathins Cut 1
Mhaers Alley 1
Spendthrift Alley 3
Quill Alley 2
Quaff Alley 2
Spoils Alley 2
Theln Lane 1
Tsarnen Alley 2
Tuckpurse Alley 4
Urcandle Alley 1
Blacklock Alley 2
Forcebar 1
Ilisar's Alley 1
Mouse Alley 1
Rednose Alley 3
Ruids Stroll 1
Aruns Alley 1
Black Wagon Alley 4
Black Well Court 5
Candle Lane 3
Caedermons Walk 2
Fishnet Alley 2
Manysteps Alley 4
Melinters Court 3
Philosophers Court 1
Round Again Alley 1
Theltens Alley 4
Three Thrown Daggers Alley 4
Trollcrook Alley 1
Twoflask Alley 5
Watchrun Alley 4
Stormcloak Inn 1 1 1
Street of Curtains
Candle Lane
Book Street
Sumptuous Masque 2 3
Cathalishaera's Rooming House
Crown & Heron
Sapphire House 4 3 4
Lazy Dragon 3 3 3
Flagon Dragon
Cliffwatch 3 3 3
Vintner's Crown Fairgrounds
Crow's Nest 3 2
Empty Keg: 2 2
Quaffing Quaggoth 3 4
Sleepy Sylph
Blushing Nymph 3 3
Mother Salinka's House of Pleasure: 3
Twilight Hunters
House of Good Spirits 2 5 2
Shipmaster's Hall:
Genmura's Stage 2 1
Jhural's Dance 4 3
Pilgrims Rest 4 4
Golden Harp Inn 3 4
Silken Sylph 5 4
Tymora's Blessing
Grog House 1 1
Mother Athue's 2 2 3
Mother Marra’s House
Pamhael’s Inn
Stag and Hawk
Zarlhard’s Swordsmithy
Filleted Filliar Hearthouse
Hall of Portal
Many Masks
Moneylender Alrasklan
Maerammon's Net's and Tassels
Sword Coast Trader's Bank
Castlegate
Dragon's Head
Slaked Sylph
Demondraught
Storm's Front
Knight’n Shadow
Bloody Fist
Skewered Dragon
Wanton Weredolphin
Arrowclad Jester
Laughing Lass
Dancing Mermaid
Knotted Rope Tavern
Thirsty Sailor
Inn of Spirits
Drunken Bard Nightclub & Theater
Egetha
Sleeping Dragon's Den
Foamy Smile
Swordshire House
Baltorr's Rare & Wondrous Treasures: Shop (Curios) and Warehouse (4c). A curio and coin shop owned by an expert on co
Crommor's Warehouse: Warehouse
Curious Past: Shop (Historical Curios & Books)
Danimar Fine Wines: Shop (Wine) (3c - 4c). Danimar family are one of oldest holders of licenses by House Melshimber to s
Dathchant Engravings: Shop (Eyeshop)
Diloontier's Apothecary: Shop (Apothecary)
Golden Key: Shop (Locks) (4c) Ansilver Locksmith (Southern Street of Sword)
Halambar Lute & Harps: Shop (Stringed Musical Instruments) (4c) premiere place to find any stringed instrument of Realm
Halls of Hilmer: Shop (Armor) (4c). Master Armorer Hilmer's shop is hard to miss due to its front of polished plate armor. H
Hilmer Warehouse: Warehouse (Halls of Hilmer) (Southern Street of Sword)
Kreis' Fine Wine and Spirits: Import/Export (Spirits) An import business run by [{Tyrannus Adarbrent]].
Mother Tamra's House of Graces: School (Grace, Etiquette, Comportment) A "finishing school" that caters to young ladies
Market: largest open area of city that plays host to hundreds of stalls and camped vendors able to sell nearly anything in R
Nureene's Marvelous Masks: Shop (Masks)
Old Knot Shop: Shop
Olmhazan's Jewels: Shop (Jewelry) (4c)
Paethier's Pipeweed: Shop (Tobacco)
Phalantar's Philtres & Components: Shop (Herbs and Medicines) (4c). A small shop for medicinal herbs and ingredients for
Rebeleigh's Elegant Headware: Shop (Hats)
Sorynth's Silverware: Shop (Silver Goods)
"Sharkroar" Horth Sharlark's Broadsheets: Printer (Broadsheets)
Velstrode Venturer's: Shop (Adventuring Goods)
Kulzar’s Alley, a short alley close to Heroes’ Walk that allegedly hides both buried treasure of Kulzar and
Wagonslide Alley, a loose-stone paved alleyway that causes as many to trip over its cobbles as wagons us
Court of White Bull, an open plaza of packed dirt and straw where livestock can be bought and sold and w
Virgin’s Square, a cobblestone courtyard where mercenaries of all types gather to await hire (and many ot
Blackhorn Alley, known and named for Alsible Blackhorn cobbler, now haunt of a number of large, brown
Brindul Alley, lair of Hand that Sings, a magical phantasm of a hand with a mouth in its palm, which sna
Chelor’s Alley, used often by watch and nighttime passersby due to Chelor merchant’s effusive lanterns h
Dark Alley
Lathin’s Cut, named after former landowner who had his house destroyed upon his death to provide this
Mhaer’s Alley, a street with a great collection of shops on all sides along its length, and includes suc
Quill Alley, thoroughfare for primary neighborhood of clerks, scribes, and cartographers (recent rumors tel
Spendthrift Alley, a street with an ever present supply of vendors in a local street bazaar that goes on all
Theln Lane, an echoing chamber framed by tall buildings with balconies from which hard currency girls ca
Tsarnen Alley, a once-favorite place for thieves and cutthroats that was defended by Tsarnen ranger quite v
Urcandle Alley, alley to visit if in need of spare parts or repairs on your wagon or cart, and also a mee
Blacklock Alley, named after a long-suffering obelisk placed at its center that, locals believe, brings good
Caravan Court
Mouse Alley
Ilisar’s Alley
Rednose Alley
Ruid’s Stroll, short avenue from Caravan Court to Trollwall Tower that, while often safe due to constant
Fishgut Court:
Smuggler's Dock:
Black Well Court:
Manysteps Alley:
Melinter's Court:
Golden Key
Millomyr Harps
Aurora's Whole Realms Shop Catalogue Counter
Balthorr's Rare and Wondrous Treasures 4
Golden Key 4
Halambar Lutes & Harps 4
Halls of Hilmer, Master Armorer
Olmhazan's Jewels 4
Phalantar's Philtres & Components 4
Goral’s Way parallel to and one block east of Tybrun Ridge (BT)
Trellamp Court: Between Sulvan’s Way and Three Lord’s Crossing (BT)
(Down) Shyrrhr’s Steps, northeast on Garmarl’s Dash over to (dark-bricked) Windless Way (BT)
Cliffride, a gravelpath up Mt. Waterdeep’s northern spur and Mount Melody Walk, a tunnel through moun
MOUNTAINSIDE STREETS
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Street
2c3a Festhall
Row house
4c3a4p
3c3a3p
3c3a3p
3c2a
2c2a
3c4a Tavern
Tavern
3c3d Festhall
3c Festhall
Inn
2c5a2p Inn
Inn
2c1a Festhall
4c3a Festhall
4c4p Inn
3c4p
5c4p Inn, Festhall
Tavern
1c1p Tavern
2c2a3p Festhall
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Tavern
Business
Bank
Inn
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Tavern
Tavern
Festhall
Tavern
Festhall
Inn
Alley
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Alley
Alley
Alley
Alley
Alley
Alley
Alley
Alley
Alley
Alley
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Alley
Alley
Alley
Alley
Alley , one of the most dangerous alleys of Trades Ward, its gloom
Alley
Alley
Alley
Alley
Alley
Alley
Alley
Alley
Alley , an open, packed-dirt courtyard and general assembling are
Alley , considered a sacred spot by those who worship Mystra, w
Alley , once known as Grave Alley for the itinerant poor buried th
Alley , an alley lined by empty warehouses that plays host to you
Alley
Alley A cobblestone court off Sail and Dock Streets where many s
Alley The most isolated corner of the ward and also its safest, un
Alley The small back-alley home to a polluted, monster-infested
Alley A narrow alley that is the habitat of soothsayers, fortune te
Alley A dark courtyard often thick with the pipe smoke of curbsid
Alley
Alley
Alley
Alley
Business
Business
Business The Castle Ward
Proprietor: Aurora's
Balthorr outletOlaskos,
"the Bold" is the first shopfront
a hearty, west o
loud-voice
4c Business Location#28onthecolormap.Balthorrisafencef orstolengood
Proprietor: Ansilver the Lock-smith, a white-haired, elderly
4c Business Location #21 on the color map. Ansilver has at least four ga
4c Business Location #28 on the color map. Hilmer's guardians are battl
Business They
hazan,are INT High (14);
Gentleman AL LN;
Speaker forAC
the2;Jewelers'
MC 12, Fl12 (A)owns
Guild, plus dim
an
4c Business Location #38 on the color map. Add 15-25 gp to the base
Location #33 on the color map. Phalantar is a fence for stolepr
4c Business Proprietor: Phalantar Orivan, a man of soft, smooth movem
Mandarth Lane/ Ambergrislide seawards slopes
Goral’s Way parallel to and one block east of
Trellamp Court: Between Sulvan’s Way and Thr
(Down) Shyrrhr’s Steps, northeast on the Garm
The Cliffride, a gravelpath up Mt. Waterdeep’
NOTES LAYOUT
One of the largest gambling houses in all of Faerun, and a luxurious place to see and be seen among the fabulo
A spectacular tavern for thrill-seekers, since the staff is made up of rare and exotic monsters all carefully contro
A raucous tavern favored by less adventurous young nobles who dare not visit the Dock Ward.
An inn well-favored among visiting merchants that has had to expand its operations to two other buildings and
The Gentle Rest is an old, large, comfortable inn on High Road, where it bends to meet Waterdeep Way. The inn
Provender
• Thorl Deldarakul ("Old Trickster" dwarven ale: 5 sp/handglass or 1gp/tall flagon
• Shondath elven mint icewine: 5 sp/handglass or 1gp/tall flagon
• Al & Tal's Slurp Syrup (spiked cherry syrup): 5 sp/handglass or 1gp/tall flagon
A loud, rambunctious tavern that owes•its Fool's Thirst
success Quencher
to its (mix
relentless of six beers
street-cryer and winterand
advertising wine): 5 sp/handglass
its location by S or 1gp/
Mercenary and caravan guard tavern. • Zzar (double strength): 5 sp/handglass or 1gp/tall flagon
• Bowls of well-salted nuts: Free
A tavern for strong drink, strong arms and
• Hotthick skulls (for when
garlic-buttered that2 burly
bread: fighter cracks a mug over your head -
sp/roundloaf
• Skewered Roast Fowl: 3 sp/skewer
A festhall famed for its stunning escorts•and
Other "Fees":matchmakers,
its skilled 2 cp per glass asor well
flagonas thrown or broken,
a side business 1 sp per rental
in costume plant eaten or d
Services
• Room Key: 1 gp per hour (max 10 gp)
• Escorts: 6 - 12 gp per half-hour (room included)
A popular festhall with nightly stage actsStaff
such as comedians, trained animal acts, illusionists' displays, recitals
• Cathalishaera, proprietress (hf)
Tavern on the corner of Fish and Ship Streets. This decrepit
• Selcharoon old tavern has(hm)
Nrim, watch-wizard boarded-up windows and careless repairs. The i
The patrons divide their time here by drinking, singing bawdy songs (off-key)
An inn well known among sailors of the Sword Coast and easily found as it isand
• Khalou Mazestar, head bartender andchief
brawling.
actually agossipNo
(hf)female
converted ship'sstaff
prowor that
patrons grac
• 20 female, 12 male escorts (half of whom are on-shift on any given night)
• 10 bar & kitchen staff
Three old three- and four-story warehouses linked and converted into one of Waterdeep's busiest and most famo
The Blue Mermaid tavern is a respectable establishment with decent food at a good price whose clientele is no
A local tavern that thrives on simple seafood fare, favored by the locals and almost unknown to visitors.
Provender
•Found
Ales &
onstouts on tap:
the corner of2Candle
cp/tankard
Lane and Slut Street, this ramshackle assembly of wood amazes all by not fallen
hrough the interior of the long city block between the Street of Silver and Warriors' Way, this long, winding alley is considered to end w
cary who Thieves’
Shadow flourished (if that's
Guild the word)
territory, in Waterdeep
city guardsmen were warned to buckle on their blades before entering it;
row twisting, turning passage was frequented years ago by a masked, rapier-wielding man of wealth who scared young w
y, this passage runs behind two guildhalls, the Blue Jack tavern, and the Jade Jug, whose stables stand across it. The influ¬ence of the m
o be brightly lit by glowing globes by night that are firmly fixed in high wall brackets and on roof overhangs and patrolled by private gu
-dead priest of Mask and now one of the few areas with graffiti on its walls (they say Elsambul himself still leaves enigmatic
ented now by hard-currency girls and minstrels—that has also been a performance stage for jugglers and comics as well as a
fancy magical lamps placed here long ago by Ahghairon himself, this safe alley is the place to hire spellcasters (apprentice
alley at the end of Selduth Street that is used as a rallying point for watch and guard patrols both day and night.
duroy lane at the southern entrance to the House of Inspired Hands where many Gondsmen’s inventions are tested.
Magistress of the House of Wonder but infamous for the Circle of Skulls that spew either helpful news or deadly spells.
o Phastal Street that is the location of a vanishing mages’ shop.
of the Rook, an infamous thief from 50 years agone, and the entry location to numerous tunnels and burial crypts that hold
y cats that feed on the scraps from the surrounding butcher shops, and also known for carved stone heads that line its walls (some say
e Watch patrols of the ward where single, severed, bare human feet are occasionally found at odd times. Notably, this is a mark of pu
Sometimes called Candle Alley, this winding way links Book Street and the Way of the Dragon. Its name comes from
Also known by natives as "the Foolsquare", a daily (and often nightly) meeting place for intellectuals, old sages and drunke
An alley that doubles back on itself and provides a testing ground for many apprentices' illusions.
Three Thrown Daggers Alley An alley that suffers from a magical curse that causes three random blades to fly fr
Linking Snail Street and Slut Street, this relatively open, safe passage is today much used by carters rushing wa
The singular destination for scribes, scriveners and other sorts, Book Street is so named for the many shops along its length
First Floor
Cathalishaera's Rooming House
A favorite evening haunt of some of the local nobles, the Crown & Heron is very "highnose" - they turn away those who ar
An expensive rooming five-story house Inn across
& Rooming
Swords Street
Housefrom Blackstaff Tower that has provided room and board for
•Provender
Ale, Cider & Stout: 5cp/tankard
•Flagon
Breakfast: A small
Dragon Inn bit of baked goodness, with a side of cheese and fruit, awaits hungry patrons in the morning.
Corner of Tharleon Street, Three Stories high, stone dragons at the base of the walls are all gouting fire, two dragon helme
Provender
• Stew and Bread: Poor Meal The Cliffwatch always
The Guild offers a relatively cheap meal that makes it tempting to folk who work
Stands
The party is
A modest a midday
but partytavern;
comfortable in the courtyards
Each vintage
a favorite of the Spires
among represented
the of the
clerks, Morning
by the Vintners',
temple.
bureaucrats, It
Distillers,
is without
and visitors anda Brewers'
of nearby doubt the
Castle Guild
socialis event
Wate given of
its
A rough-and-tumble beer-hall. Later in the eve, it often sees visits from some of the unattached ladies from Mother Salink
A dwarf-owned tavern and a growing favorite among the city's sailors, merchants and young nobles. The tavern is well-kno
A popular tavern for visitors to Waterdeep, featuring driftglobe lights and scantily clad waitstaff dressed as fairies. (Southe
An upscale brothel known for its exotic pleasures. (Southern Castle Ward) Festhall, an alley near it leads to a tunnel to Dow
A shabby, low-coin festhall.
An inn decorated with various adventuring equipment and battle trophies, the Twilight Hunter is named for the company t
A brewery, winery and inn noted for its Vintners' Distillers' & Brewers Guild, Inn, Tavern (2c•5p•2a)
A private inn and dining club for captains, first mates and ship owners and their guests, with an interior eleganc
A bawdy burlesque palace with two floors of small, cheap, stinking rooms above its taphall, Genmura's sees plenty of seed
Nowhere near as raucous as many festhalls, Jhrual prides himself on the seductive, intimate environment he fosters in his
A comfortable but modest inn that provides affordable stabling and lodgings for many visitors of Waterdeep's temples.
A comfortable two-story stone and slate inn, cheery and well lit at all times and noted for the magical harp that appears in
A seedy dive frequented by caravan drovers and noted for all-too-frequent brawls.
Often called a "swill hall" by those who've heard of it, it is a place that literally does nothing else but serve terribly cheap a
A clean but clearly quite old establishment, Mother Athue's is a favorite among sailors and those who crave variety: Mothe
BT227
BT227
BT227
BT227
BT115
(S:TA pg.68-69) Looks a little bit like a temple, connects Waterdeep to Suzail and vice versa. The service to use the gate is
Mansion turned brothel, where one may only enter disguised (E:DM pg. 331)
far from the first choice of people in need of a loan(E:DM pg. 306)
Meldar Merammon(E:DM pg. 37)
Magicaly connected to similar locations in Baldur's Gate and Daggerford) (SCAG pg. 47-48)
**
big,probably supervised
impressive orfurnished
and richly owned by(E:DM
Housepg.31)
Anteos, probably located in South or Trade Ward
near Ahghairon's Tower (E:DM pg. 343
(Tavern in Darselune Street, near Gulzindar Street)
at the edge
Taverne, of the
Corner ofsea and CastleWay,
Morningstar wards, patron’s areStormstar
(Grey-stoned) a wide array of Aurrenar
Ride, Waterdhavians, dark ale, BT88
Street crossing) night black loaves, shelves w
tavern, a popular gathering place for the young and wealthy, near the corner of Stormstar's Ride and Street of Glances, on
Corner of Fish and Snail Streets DS14
Two-story tavern,
Untidy tavern on northwestern
on the the site of the corner
formerofSea
theKnight
moottavern
of Snail(which
Street,collapsed in 1425DR
Shrimp Alley due toStreet
and Presper spellplague
(E:DMorpg.mage-duel
228)
A festhall, Jard le Karn, proprietor of the festhall, is a relative newcomer to the city. His festhall has been open six months
The Club uses local and traveling entertainers. Originally a warehouse, the main floor includes three different entertainme
Tavern, somewhere midway of north front Ironpost Street (E:DM pg. 308)
brew-tavern.converted into festhall. Formerly known as 'The Foaming Tankard' Du184
Inn, new and rather spartan (E:DM pg.)
of Trades Ward, its gloomy depths—shadowy even at highsun— make it a favorite lurking place for cutpurses and thugs.
nd general assembling area for caravans that is always noisy with both draft animals and whip-happy drovers (and a ready su
e who worship Mystra, where Ahghairon pursued and caught the goddess while she was disguised as a mouse.
e itinerant poor buried there, and now rumored to hold dangerous undead spirits and the hidden wealth of a local tailor w
ses that plays host to young drifters and thieves eager to rob passersby (out of need or boredom) and dole out the bloody no
ock Streets where many strange happenings occur during nights of the full moon. Many say the owner of a nearby tavern of
ard and also its safest, under the watchful eyes of Mirt's Mansion and the Watching Tower, used often for lovers' rendezvous.
olluted, monster-infested well that is now sealed by order of the Lords with magic and masonry.
of soothsayers, fortune tellers and thieves galore.
he pipe smoke of curbside philosophers and corner sages (and sometimes the plotting of wizards).
the first
askos, shopfront
a hearty, west of the
loud-voiced, Jade Jug,
bubbling on the
fellow withnorth sidesmile
a ready of Waterdeep Way. It provides
and firm handshake, is the home delivery for patrons by means of a coa
proprietor.
orrisafencef orstolengoods
h, a white-haired, —alert
elderly but at40man,
% of streetvalue — especially
is the proprietor. coins,
He wears thickgems, and regalia
spectacles, has a(see Waterdeepnose,
sharp-beaked and the
andNorth pagesof
has a habit 31-32).
humm
silver has at least four gargoyle guardians in his shop to prevent thefts. He also wears a magical master key around his neck, that he tr
mer's guardians are battle horrors, which are variant helmed horrors (detailed in FA1 Halls of the High King). His helmed horrors are la
2;Jewelers'
MC 12, Fl12 (A)owns
Guild, plus dimension door
and runs this 1/day,
shop. He isupa to 60 yards;
sneering, HD 16;sort,
superior THAC0who12;dismisses
#AT 1 plus
all two 2-5 hp
country folkdmg
andmagic
those missiles
who dwellevery 3 roun
around o
d 15-25 gp to the base prices of all gemstones to arrive at Olmhazan's selling prices.
alantar 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 spons
n of soft, smooth movements, who always seems to be gently smiling, is the proprietor. He is said to deal with adventurers and mages
MOUNTAINSIDE STREETS
MOUNTAINSIDE STREETS
MOUNTAINSIDE STREETS
MOUNTAINSIDE STREETS
MOUNTAINSIDE STREETS
ADDRESS WARD
CASTLE WARD Coins
CASTLE WARD : Very inexpensive. Goods tend to be very ch
CASTLE WARD : Inexpensive. Goods tend to be very reason
CASTLE WARD : Fairly priced. Goods tend to be of average p
CASTLE WARD : Spendy. Goods tend to be of higher cost, ra
CASTLE WARD : Extravagant. Goods tend to be 125 - 150%
aitlasses & companions (df) CASTLE WARD
d Dagg Tuskson (hom), bouncers CASTLE WARD
CASTLE WARD
TABLE OF CONTENTS OF THI
CASTLE WARD
ssive local ale-house that is a favorite of the av CASTLE WARD
many areas along the Sword Coast and around the known Sea of Swords for 45 gp each and up. A good or rare one will run into the h
ow to smile, but not surly by any means. CASTLE WARD
CASTLE WARD
lights and scantily clad waitstaff dressed as fairi CASTLE WARD
orth the expensive price. CASTLE WARD
and somehow inviting, on the northeast corner CASTLE
of the meeting
WARD of Selduth Street and the Street of Bells. Room rates here run from 6 g
to your large and well-furnished rooms, which are kept warm but not over¬warm, and come within breaths if you ring for them. Each
t off Waterdeep Way, and across from the foot of CASTLE
the road
WARDdown from the Grain Gate of Castle Waterdeep, it's a large, five-floored bu
r (made of silver- painted padding, to lessen inju¬ries), and barbarian berserker garb. There are several rooms full of jungle plants, wit
s in small plays and the hosting of traveling troupes
CASTLE
(burlesque
WARD and otherwise).
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
ous place to see and be seen among the fabulo NORTH WARD
of rare and exotic monsters all carefully contro NORTH WARD
NORTH WARD
NORTH WARD
NORTH WARD
NORTH WARD
o dare not visit the Dock Ward. NORTH WARD
NORTH WARD
xpand its operations to two other buildings and NORTH WARD F
NORTH WARD
TRADES WARD
TRADES WARD
TRADES WARD
Performance venues filled with music, festhalls ra
to high-energy places filled with light, color and bo
their performers are courtesans, eagerly sought-aft
with the coin to catch and keep their attention. Th
and winning the affection of a truly popular and ta
Waterdhavian society. Festhall courtesans are nev
Performance venues filled with music, festhalls ra
TRADES WARD to high-energy places filled with light, color and bo
TRADES WARD their performers are courtesans, eagerly sought-aft
TRADES WARD with the coin to catch and keep their attention. Th
TRADES WARD and winning the affection of a truly popular and ta
Waterdhavian society. Festhall courtesans are nev
TRADES WARD the seediest such establishments - they often must
TRADES WARD just difficult enough to be exciting, rather than trul
where it bends to meet Waterdeep Way. The innTRADES WARD Ni
TRADES WARD There are several establishments in Waterdeep tha
TRADES WARD dance. Most such establishments permit ladies of t
TRADES WARD provide dancing partners and solicit those whom t
also house courtesans who provide elegant, flirtati
SOUTH WARD with such folk, rather than the any-with-the-coin a
SOUTH WARD
SOUTH WARD
SOUTH WARD
Trickster" dwarven ale: 5 sp/handglass or 1gp/tall flagonWARD
SOUTH
cewine: 5 sp/handglass or 1gp/tall flagon
spiked cherry syrup): 5 sp/handglass or 1gp/tall flagon SOUTH WARD
(mix
ess of six beers
street-cryer and winterand
advertising wine): 5 sp/handglass
its location or 1gp/tall
by S SOUTH WARDflagon
5 sp/handglass or 1gp/tall flagon SOUTH WARD
uts: Free
n that2 burly
ead: fighter cracks a mug over your head -SOUTH WARD
sp/roundloaf The majority of spas provide ample pampering and
3 sp/skewer SOUTH WARD physical company as well. These lasses and lads are
glass or flagon thrown or broken, 1 sp per plant eaten
kers, as well as a side business in costume rentalDOCK WARD or destroyed, 1 gp per spa of
piece itself, whichsetsimply
furniture charges
afire or the patron in a sing
destroyed
advantage of.
ur (max 10 gp) DOCK WARD
alf-hour (room included) DOCK WARD
ined animal acts, illusionists' displays, recitals DOCK WARD
tress (hf)
tavern
h-wizard has(hm)
boarded-up windows and careless repairs. DOCKTheWARD
interior is smoky and the repulsive odor of tar, stale beer, sour wine, sweat,
ngs (off-key)
bartender and
and brawling.
chief gossipNo female
(hf) staff
found as it is actually a converted ship's prow that or patrons
DOCK WARDthe Thirsty Sailor, not even female sailors or dockworkers. WATE1-1
grace
orts (half of whom are on-shift on any given night)
DOCK WARD
ed into one of Waterdeep's busiest and most famo DOCK WARD
DOCK WARD Gamb
DOCK WARD Gambling houses rarely have in-house companions
DOCK WARD Far more frequently, however, gambling houses in
ecent food at a good price whose clientele is no DOCK WARD their patrons, offering the courtesans a small fee fo
(usually wealthy) new patron. Likewise, it is not un
e locals and almost unknown to visitors. DOCK WARD establishments themselves, paying a bit of coin at
DOCK WARD potential new clients.
DOCK WARD
DOCK WARD
ckle assembly of wood amazes all by not fallen DOCK WARD
DOCK WARD
DOCK WARD
does permit boarders to bring food in. DOCK WARD B
DOCK WARD Brothels are invariably the domain of coin-lasses a
DOCK WARD provide entertainment for patrons. They usually fe
DOCK WARD workers not currently in assignation with a patron
a "mother", often a former coin-lass herself. Many
arriors' Way, this long, winding alley is considered CASTLE
to endWARD
when it meets PalfreyladsLaneandto the south.
lasses of the brothel who walk the streets
their blades before entering it; CASTLE WARD in order to protect his charges. Such street walkers
r-wielding man of wealth who scared young w CASTLE WARD to their rooms in the brothel (though of course a fe
e Jug, whose stables stand across it. The influ¬ence CASTLE
of the money and power inclinations, like assignations in alleys or parks).
WARD
brackets and on roof overhangs and patrolled by CASTLE private WARD
guards, who are armed with warning horns, clubs, and daggers. Patrons from
in order to protect his charges. Such street walkers
to their rooms in the brothel (though of course a fe
inclinations, like assignations in alleys or parks).
Book Street is so named for the many shops along its length that produce some of the more malodorous goods required by those who
& Heron is very "highnose" - they turn away those who are dressed too shabbily and have a very high opinion of their services. Of cou
CASTLE WARD
e trophies, the Twilight Hunter is named for the company that own it. The tropies are actually those gathered by the company from its
ewers Guild, Inn, Tavern (2c•5p•2a)
wners and their guests, with an interior eleganc DOCK WARD
ng rooms above its taphall, Genmura's sees plenty of seedy sorts, criminals, dock hands, and sailors just come a'shore. (Old Temple).
lf on the seductive, intimate environment he fosters in his hall. Plenty of alcoves and nooks to hide in with someone in close company,
and lodgings for many visitors of Waterdeep's temples.
at all times and noted for the magical harp that appears in mid-air at odd times to sing and play ancient ballads by itself.
o-frequent brawls.
e that literally does nothing else but serve terribly cheap alcoholic swill for sailors to drink away their coins. It offers no accommodatio
favorite among sailors and those who crave variety: Mother Athue hires her soft traders from all over Faerûn.
eep to Suzail and vice versa. The service to use the gate is quite expensive, the portal was used to help Cormyr during it's war with Net
:DM pg. 331)
ay of Aurrenar
ide, Waterdhavians, dark ale, BT88
Street crossing) night black loaves, shelves with broadsheets, Tavernmaid Arlanna BT11-17
ar the corner of Stormstar's Ride and Street of Glances, on northwestern corner (CoS pg. 52-53)
DOCK WARD
hich collapsed
Street, in 1425DR
Shrimp Alley due toStreet
and Presper spellplague
(E:DMorpg.mage-duel)
228)
the place Fzoul Chembryl groomed his mustache a time or two’. SAY6
or SAY9
wcomer to the city. His festhall has been open six months and has been very successful, considering it sticks to entertainment and dini
house, the main floor includes three different entertainment halls, a spacious entry hall, a cloak room, a series of privies and a kitchen.
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
Sea Ward
North Ward
Trades Ward
South Ward
Dock Ward
Deepwater Harbor
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
CASTLE WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SEA WARD
SOUTH WARD
animals and whip-happy drovers (and a ready suSOUTH WARD
hile she was disguised as a mouse. SOUTH WARD
spirits and the hidden wealth of a local tailor w SOUTH WARD
of need or boredom) and dole out the bloody noSOUTH WARD
SOUTH WARD
moon. Many say the owner of a nearby tavern ofDOCK WARD
Watching Tower, used often for lovers' rendezvous. DOCK WARD
magic and masonry. DOCK WARD
DOCK WARD
he plotting of wizards). DOCK WARD
DOCK WARD
DOCK WARD
DOCK WARD
DOCK WARD
Street of the Sword CASTLE WARD
Golden Serpent Street North Ward
ay. It provides
dshake, is the home delivery for patrons by means of a coach and a six-man team within Castle Ward only. It also has four guards who
proprietor.
s, and regalia
ectacles, has a(see Waterdeepnose,
sharp-beaked and the
andNorth pagesof31-32).
has a habit humming continually.
lso 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
ed 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
12; #AT 1 plus
o dismisses all two 2-5 hp
country folkdmg
andmagic
those missiles every
who dwell 3 rounds;
around Dmg
or east by weapon
of the or 1d4;
Sea of Fallen SD as
Stars spell immunities; SZ M; ML 20; see Halls of t
barbarians.
g prices.
-32 of Waterdeep and the North). He is very rich. He sponsors some adventuring bands in return for a share of their loot (substances h
e proprietor. He is said to deal with adventurers and mages regularly and to be fabulously rich.
: Very inexpensive. Goods tend to be very cheap, up to 50 - 75% the normal cost of such goods, with a corresponding drop in quality,
: Inexpensive. Goods tend to be very reasonable, ranging between 80 - 90% of the normal cost of such goods. Quality is near or even
: Fairly priced. Goods tend to be of average price and quality.
: Spendy. Goods tend to be of higher cost, ranging between 110 - 125% of normal cost. Quality may be somewhat higher than norma
: Extravagant. Goods tend to be 125 - 150% of normal cost, and are always of better quality. Such establishments inevitably boast a fi
Festhalls:
ance venues filled with music, festhalls range from the rustically bawdy to the dark and sensuous
nergy places filled with light, color and bombast. All of them have one thing in common, however:
formers are courtesans, eagerly sought-after beauties who offer their affections to those patrons
coin to catch and keep their attention. Their company is most-often sought after performances,
ing the affection of a truly popular and talented courtesan performer is a mark of distinction in
avian society. Festhall courtesans are never simply for hire to anyone who comes along, save in
ance venues filled with music, festhalls range from the rustically bawdy to the dark and sensuous
nergy places filled with light, color and bombast. All of them have one thing in common, however:
formers are courtesans, eagerly sought-after beauties who offer their affections to those patrons
coin to catch and keep their attention. Their company is most-often sought after performances,
ing the affection of a truly popular and talented courtesan performer is a mark of distinction in
avian society. Festhall courtesans are never simply for hire to anyone who comes along, save in
est such establishments - they often must be wooed and won, although the chase is frequently
ult enough to be exciting, rather than truly difficult.
Nightclubs:
e several establishments in Waterdeep that feature music and a large open space for patrons to
Most such establishments permit ladies of the coin to pay a fee to enter the establishment, to
dancing partners and solicit those whom they dance with. A few of the upper-crust establishments
se courtesans who provide elegant, flirtatious company, but who must be wooed in the usual way
h folk, rather than the any-with-the-coin attitude of coin-lasses.
Spas:
ority of spas provide ample pampering and relaxation regimens, which frequently include intimate
company as well. These lasses and lads are paid well for their services not by the patron, but by the
, which simply charges the patron in a single lump sum for the whole of the services they take
e of.
Gambling Houses:
g houses rarely have in-house companions, though when they do, they are inevitably courtesans.
frequently, however, gambling houses invite local courtesans to visit their establishments with
rons, offering the courtesans a small fee for each visit, in return for ensuring the patronage of a
wealthy) new patron. Likewise, it is not unusual for both courtesans and coin-lasses to visit these
ments themselves, paying a bit of coin at the door in return for the opportunity to mingle with
new clients.
Brothels:
are invariably the domain of coin-lasses and -lads, domiciles in varying degrees of opulence that
entertainment for patrons. They usually feature a large salon, often with a bar, where those
not currently in assignation with a patron can be seen and approached. Brothels are usually run by
er", often a former coin-lass herself. Many of them also have a "father" who accompanies those
lasses of the brothel who walk the streets for trade; he is frequently armed and adept at violence,
to protect his charges. Such street walkers either retire to a patron's domicile, or bring them back
ooms in the brothel (though of course a few indulge in patrons' desires for wild or simply lazy
ns, like assignations in alleys or parks).
n in their dwellings to keep out the dust from the ample cart traffic that courses along this alley most times of the day.
ore malodorous goods required by those who make books. Though the goods here can often be purchased elsewhere, it is almost alwa
ve a very high opinion of their services. Of course, this opinion is somewhat well-deserved, with the quality of the provender they serve
ore to the less-than-noble class. BT19 A modest neighborhood pub renowned for its zzar (Waterdhavian mulled wine) and talyths (a p
rth Ward, but cannot generally afford to eat at North Ward places. His specialties are oxtail and mushroom stew, and an artichokes-an
in a great circle that is entered via an arch. Everyone within wears the livery of the guild. Stands serve:
ome of the drinkers back to their boudoirs. (Southern Castle Ward)
thick-brewed stout mixed with an unknown liquor that is called the Quaggoth for its rumored ability to cure every hair on a quaggoth a
ually those gathered by the company from its days of adventuring. The inn's taproom is gaining some notice for its "orangeberry wine
and sailors just come a'shore. (Old Temple).
ks to hide in with someone in close company, all surrounding a stage where his festhall workers dance to advertise their wares. His fes
k away their coins. It offers no accommodations, but no one cares if its patrons pass out under their tables.
from all over Faerûn.
Arlanna BT11-17
he years many have seen him use it and have deduced that it opens all normal locks on contact. If it encounters mechanical or magical
alty to him. Rumor has it that he acquired them in the ruins of Myth Drannor in his early adventuring days.
D as
spell immunities; SZ M; ML 20; see Halls of the High King, page 42, for details.
barbarians.
n 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
rich.
esponding drop in quality, of course.
ds. Quality is near or even at average for those goods.
mewhat higher than normal, but may also simply be because of more luxurious location or clientele.
hments inevitably boast a fine location and exclusive clientele, as well.
Cost (CoinsProvender
A small meal
Swill.
is usually A
( 1-2
The drinkccommodation
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cp/meal,
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larger mealsdrinksmay arerun
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1 Accommodations
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are is cp for
usuallylikely
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2 Accommodations
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A small meal is food
Decent. are
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2-4
drink 2-3
but
rooms
cp/meal,
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is cp
filling
worth for
included are
aand
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common
having:
in unlikely
meals
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run rooms
drinks
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are (tho
5-8issec
he
3 Accommodations
The
A small meal is food
Good. areisCommon
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The usually
good,
Baths
drink with
3-4
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5-6 cp/meal,
isare cp
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delightful:
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and ws
4 Accommodations
The
A small meal food
Renowned.areis
is usuallyNoCommon
usually
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The memorable,
6-8common5-6
rooms
cp/meal, cp for
drink is rooms, are
divine:a and
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largerandalmost
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5 Accommodations
The food areisusually
remarkable,
7-8 cpand
for its
a space
head in
cook
the(orcommon
"chef" room
in th
of the day.
elsewhere, it is almost always more expensive to do so, making it common to find clerks, sages, wizards, priests and all other sorts who
of the provender they serve. There are always minstrels on hand in the small corner stage, as well, hoping to not just earn coin for thei
ulled wine) and talyths (a palm-sized cracker with a thin slice of sausage on top, and a mixture of cheese, herbs, mashed root vegetable
stew, and an artichokes-and-peppers soup, all served with piping hot cheese-filled rolls
ters mechanical or magical traps on a lock, it reveals this to the wielder without triggering them, but does not open the lock or deactiva
don't want) and bankrolls some mercenary companies in the Sword Coast lands, too, in return for a share of their profits.
lmost common, and private rooms unlikely to be offered.
extra.
n the price,asbut
common arewashing
rooms (though
is extra.they usually place multiple beds in a single room).
less
kelylikely here,and
in-room, andother
therewashing
is a splitisbetween
done forprivate
free as and
well.multiple-bed rooms.
almost
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a few single-room servants or guards),
accommodations; mostand most
of the rooms
rooms areare private.appointed
elegantly There are suites.
some suites as well.
s Broadsheets (C65); Melvar’s Chapbooks & Folios ($63); Street of Glances; Street of Lances; Street of the Singing Dolphin; Street of Wh
ndow’ shops
not just earn coin for their playing here, but to also perhaps land a noble patron.
bs, mashed root vegetables and other ingredients whose recipe is a house secret) (Northern Swords Street) The local tavern for most
thern Swords Street)
nt singing at parties and whenever he wants to impress a good-looking lady.
t open the lock or deactivate the traps. Its precise powers are not known to any in Waterdeep except Ansilver.
f their profits.
ging Dolphin; Street of Whispers; Stormstar’s Ride
rge amounts of ink, finely crafted quills and the like.
The local tavern for most of Northern Swords Street, it's not unusual to find apprentices from Blackstaff Tower, a priest or two from th
er.
wer, a priest or two from the Spires of Morning and a couple of local craftsmen and other workers from around the neighborhood in he
nd the neighborhood in here on any given night.
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BUILD
BUILDING3 BUILDING NAME
Spires of the Morning (temple, A, 3) Spires of Morning
Fair Winds (villa, B, 2) Fair Winds
Silavene's (festhall, B, 3) Silavene's
The Font of Knowledge (temple, B, 4) Font of Knowledge
The Halls of Justice (temple, C, 5) Halls of Justice
Blackstaff Tower (wizard's domicile, B, 4) Blackstaff Tower
The Cynosure (city building, A, 2) Cynosure
The Market Hall (guildhall, B, 2) Market Hall
The Singing Sword (tavern, C, 3) The Singing Sword
The Smiling Siren (festhall, C, 2) The Smiling Siren
The Pampered Traveler (inn, B, 3) The Pampered Traveler
Mighty Manticore Tavern (tavern, C, 1) Mighty Manticore Tavern
Diloontier's Apothecary (business, C, 1) Diloontier's Apothecary
Balthorr's Rare & Wondrous Treasures (busiBalthorr's Rare & Wondrous Treasures
Tower of the Order (guildhall, B, 4) Tower of Order
Palace Paddocks (city building, C, 2) Palace Paddocks
Palace Stables (city building, C, 2) Palace Stables
Palace Storage (warehouse, C, 2) Palace Storage
Guard Barracks (city building, C, 2) Guard Barracks
The Crawling Spider (tavern, C, 2) The Crawling Spider
House of the Fine Carvers (guildhall, B, 3) House of Fine Carvers
Hilmer Storage (warehouse, C, 2) Hilmer Storage
Halls of Hilmer, Master Armorer (business, CHalls of Hilmer, Master Armorer
The Dragon's Head Tavern (tavern, C, 2) The Dragon's Head Tavern
Halambar Lutes & Harps (business, B, 2) Halambar Lutes & Harps
The Golden Key Locksmiths (business, C, 2) Golden Key Locksmiths
The Master Bakers' Hall (guildhall, B, 2) Master Bakers' Hall
Velstrode the Venturer's Row house (house,Velstrode Venturer's Row house
Olmhazan's Jewels (business, B, 1) Olmhazan's Jewels
The Asp's Strike (tavern, C, 2) The Asp's Strike
Rebeleigh's Elegant Headwear (business, C, Rebeleigh's Elegant Headwear
The Elfstone Tavern (tavern, B, 2) The Elfstone Tavern
Phalantar's Philtres & Components (business
Phalantar's Philtres & Components
Pewterers' and Casters' Guildhall (guildhall,Pewterers' and Casters' Guildhall
The Blue Jack (tavern, D, 1) The Blue Jack
Guildhall of the Order (guildhall, B, 1) Guildhall of Order
Aurora's Realms Shop, Waterdeep Way CatAurora's Realms Shop, Waterdeep Way
Fellowship Hall (guildhall, B, 3) Fellowship Hall
The Map House (guildhall, B, 2) Map House
Shyrrhr's House (row house, B, 3) Shyrrhr's House
Loene the Fighter's House (row house, A, 3)Loene Fighter's House
Mother Tathlom's House of Pleasure (festhal
Mother Tathlom's House of Pleasure
The House of Gems (guildhall, C, 2) 1 House of Gems
Lady Naneatha Lhaurilstar's residence (row Lady Naneatha Lhaurilstar's residence
Bell Tower (city building, C, 3) Bell Tower
Guard Smithy (city building, C, 2) Guard Smithy
Gilliam’s Haberdashery
Aldremand’s Finest Quaffs and Broths
Mother Marra’s House
Pamhael’s Inn
Stag and Hawk
Zarlhard’s Swordsmithy
Filleted Filliar Hearthouse
Hall of Portal
Many Masks
Moneylender Alrasklan
Maerammon's Net's and Tassels
Telfeathers Coaches
Wintertals' Paints
Maskalan Blount
Sharsassa's House
Gralkyn's Tankard
Rarknal’s Whitesmiths
Old Knot Shop
Mouths On Melshar's Street
Lord's Respite
Lantanna Embassy
Crypt of Chauntea
Estella's Famous Pies
The Griffon
Danimar Fine Wines
Velstrode the Venturer's
Dathchant Engravings
Kreis' Fine Wine and Spirits
The Crow's Nest
The Empty Keg
Genmura's Stage
Mother Salinka's House of Pleasure
Mother Tathlorn's House of Pleasure & Healing
Baltorr's Rare & Wondrous Treasures
The Leone House
Fair Winds
Marblehearth
Stormwatch
Banderly Rooming House
Heroes' Rest
The Jade Jug
Hawk man
Market
Deepwinter Vault
Roads' End (vault, C, 1) Roads' End
The House of the Homeless (tomb, C, 1) House of Homeless
Ahghairon's Statue (tomb, A, 1) Ahghairon's Statue
Merchants' Rest (tomb, B, 1) Merchants' Rest
Warriors' Monument (tomb, B, 1) Warriors' Monument
Lords' Respite (tomb, A, 1) Lords' Respite
The Hall of the Sages (tomb, B, 1) Hall of Sages
The Hall of Heroes (tomb, A, 1) Hall of Heroes
Mariners' Rest (tomb, C, 1) Mariners' Rest
Deepwinter Vault (tomb, B, 1) Deepwinter Vault
Watchway Tower (city building, A, 4), Watchway Tower
Guard Tower (city building, A, 4) Guard Tower
Beacon Tower (city building, A, 7) Beacon Tower
Sultlue Vault (tomb, B, 1) Sultlue Vault
Weeping Gate
Coffinmarchgate
Andamaargate
Portal to Coinscoffin Graveyard
Dead End Gate
Wildhound Court
Home of Parlek Lateriff
Downgiant Row
College of New Olamm
Guard Barracks (city building, C, 3) Guard Barracks
Brossfeather Villa (noble villa, A, 2s & 3s) Brossfeather Villa
Anteos Villa (noble villa, A, 1s & 2s) Pikesheight
Phull Villa (noble villa, A, 1s & 3s) Phull Villa
Snome Villa (noble villa, A, 2s) Snomemanse
Crommor Villa (noble villa, A, 2s) Crommor Villa
Piiradost Villa (noble villa, A, 1s & 2s) Piiradost Villa
Thunderstaff Villa (noble villa, A, 2s & 4s) Thunderstaff Villa
Talmost Villa (noble villa, A, 2s & 3s) Talmost Towers
Thann Villa (noble villa, A, 3s) Maresgate
Hawkwinter Villa (noble villa, A, 3s & 4s) Hawkwinter Villa
Sultlue Villa (noble villa, A, 2s) Ashelton Heights
Cragsmere Villa (noble villa, A, 2s & 3s) Cragsmere Villa
Massalan Villa (noble villa, A, 1s & 2s) ' Massalan Villa
Kothont Villa (noble villa, A, 1s & 2s) Kothont Villa
Holyhands House (inn/temple of many faiths/
Holyhands House
Lanngolyn Villa (noble villa, A, 1s & 3s) Lanngolyn Villa
Ulbrinter Villa (noble villa, A, 2s & 3s) Ulbrinter Villa
Jardeth Villa (noble villa, A, 2s) Jardeth Villa
Gralhund Villa (noble villa, A, 3s) Gralhund Villa
The Raging Lion (inn, B, 3) The Raging Lion
Maerklos Villa (noble villa, A, 1s, 2s, & 4s) Maerklos Villa
Nandar Villa (noble villa, A, 2s & 3s) Nandar Villa
Stormweather Villa (noble villa, A, 2s & 5s) Stormtower
A Maiden's Tears (tavern, B, 1) A Maiden's Tears
Twilight Hunters (tavern, C, 2) Twilight Hunters
The Gentle Mermaid (festhall, B, 4) The Gentle Mermaid
Durinbold Villa (noble villa, A, 3s & 4s) Durinbold Villa
Estelmer Villa (noble villa, A, 2s & 3s) Estelmer Villa
Tarm Villa (noble villa, A, 3s) Tarmhold
Majarra Villa (noble villa, A, 3s & 4s) Majarra Villa
The Misty Beard (tavern, C, 4) The Misty Beard
Agundar Villa (noble villa, A, 1s & 3s) Agundar Villa
Amcathra Villa (noble villa, A, 2s & 4s) Amcathra Manor
Hunabar Villa (noble villa, A, 2s) Hunabar Villa
Thorp Villa (noble villa, A, 3s) Thorp Villa
Lathkule Villa (noble villa, A, 3s) Lathkule Villa
Kormallis Villa (noble villa, A, 1s & 2s) Kormallis Villa
Adarbrent Villa (noble villa, A, 3s & 4s) Adarbrent Villa
Phylund Villa (noble villa, A, 2s & 3s) Phylund Villa
Margaster Villa (noble villa, A, 2s) Margaster Villa
Roaringhorn Villa, "The High House of Roariri
The High House of Roaringhorn
Ragathan Furriers (business, C, 2) Ragathan Furriers
Zun Villa (noble villa, A, 2s & 4s) Overlook House
House of Crystal Storage (warehouse, C, 4) House of Crystal Storage
The House of Crystal (guildhall, B, 2) House of Crystal
The Galloping Minotaur (inn, B, 2s & 3s) The Galloping Minotaur
Meraedos Fine Furs (business, C, 2) Meraedos Fine Furs
Sulmest's Splendid Shoes & Boots (business,Sulmest's Splendid Shoes & Boots
Aurora's Realms Shop, High Road CatalogueAurora's Realms Shop, High Road Catalogue Counter (b
The House of Healing (guildhall, C, 3) House of Healing
Hothemer Villa (noble villa, A, 3s) Hothemer Villa
Ilvastarr Villa (noble villa, A, 2s & 3s) Ilvastarr Villa
Fallen Stars Fish (business, C, 1) Fallen Stars Fish
Wands Villa (noble villa, A, 3s & 5s) Eldrusanctum
The Grinning Lion (tavern, C, 1) The Grinning Lion
Gost Villa (noble villa, A, 3s & 4s) Gost Villa
Helmfast Villa (noble villa, A, 3s) Helmfast Villa
Orlpar Husteem's residence (row house, B, XXX Husteem's residence
Downybeard Tobacconist (business, B, 2) Downybeard Tobacconist
Hriiat Fine Pastries (business, C, 2) Hriiat Fine Pastries
Irbryth Authamaun's residence (business/roIrbryth Authamaun's residence
Danilo Thann's residence (row house, A, 3) XXX Thann's residence
Maerik Thaelcloak's residence (row house, AMaerik Thaelcloak's residence
Silent Shield (inn/storage, B, 4) Silent Shield
Taurntyrith Adornments (business, A, 2) Taurntyrith Adornments
Bhephel's Bottles/Exotic Wines and CordialsBhephel's Bottles/Exotic Wines and Cordials
Sarsantyr's Tapestries & Draperies (businessSarsantyr's Tapestries & Draperies
Tirelessly Turning Wheel/Caravan Curios FroTirelessly Turning Wheel/Caravan Curios From All Far
Millomyr Harps (business, A, 2) Millomyr Harps
Greenglade Tower (rooming house, A, ) Greenglade Tower
Obelos "The Only" Braeril's residence (busi Obelos "Only" Braeril's residence
Hospice of St. Laupsenn (temple, A, 3) Hospice of St. Laupsenn
Simon Ilzimmer's residence (row house, A, XXX Ilzimmer's residence
Brianne's Tower (residence, A, 6) Brianne's Tower
Firesong Villa (villa, A, 4) Firesong Villa
The Bent Nail (business, B, 3) Bent Nail
Farwatch Tower (city building, A, 5) Farwatch Tower
Endcliff Tower (city building, A, 3) Endcliff Tower
Cliffwatch Ruins (ruined inn, n/a) The Cliffwatch
Upper Towers (city building, A, 4) Upper Towers
Nandartowers
Swordshire House
Corondorr’s Countinghouse
Lock Sisters Home
Ten Bells
Dailantha’s Herbs and Exotic Plants
Hedare Mansion
Pages Curious
Mrayvren's Bountiful Rest
Thantilvur Investments
Tymora's Fancy
Thort’s Findings
Firesong Villa
Steam and Steel
Corellon’s Crown
Tiger’s Eye
Book Wyrm’s Treasure
Trollskull Manor
Swordmaiden
Minuet
House of Dusk
Moza's Maske Shop
Sword Coast Trader's Bank
Three Moves Ahead
Tsathree’s Comforts
Amendsfarm
Snobeedle Orchard and Meadery
The Marching Grounds
Undercliff Village
Woodcutter Teahouse
Sated Satyr (tavern, C, 2) Sated Satyr
Wyvern's Rest (inn, C, 2) Wyvern's Rest
Selchoun's Sundries (business, B, 2) Selchoun's Sundries
Golden Harp Inn (inn, B, 2) Golden Harp Inn
The Shrines of Nature (temple, B, 2s) Shrines of Nature
Emveolstone Villa (noble villa, A, 2s & 3s) Emveolstone Villa
Hiilgauntlet Villa (noble villa, A, 3s) Hiilgauntlet Villa
The Blue Alley (wizard's domicile, C, 1) Blue Alley
Gauntyl Villa (noble villa, A, 1s & 2s) Gauntyl Villa
The Temple of Beauty (temple, A, 3) Temple of Beauty
Brokengulf Villa (noble villa, A, 4s & 3s) Brokengulf Villa
Raventree Villa (noble villa, A, 3s & 2s) Raventree Villa
Rosznar Villa (noble villa, A, 5s & 2s) Rosznar Villa
Jhansczil Villa (noble villa, A, 1s & 3s) Jhansczil Villa
Naingate (wizard's domicile, B, 4) Naingate
Melshimber' Villa (noble villa, A, 4s & 5s) Wine's Wisdom Hall
Ilitul Villa (noble villa, A, 2s) Ilitul Villa
Aurora's Realms Shop, Singing Dolphin CatalAurora's Realms Shop, Singing Dolphin Catalog Counter
The Tower of Luck (temple, A, 2s & 3s) Tower of Luck
Wavesilver Villa (noble villa, A, 2s & 4s) Moonsgrace Towers
The House of Wonder (temple, A, 5s) House of Wonder
Eltorchul Villa (noble villa, A, 1s & 3s) Eltorchul Villa
Nesher Villa (noble villa, A, 1s & 2s) Nesher Villa
Gundwynd Villa (noble villa, A, 2s & 3s) Gundwynd Villa
Tessalar's Tower (wizard's domicile, B, 4s) Tessalar's Tower
Artemel Villa (noble villa, A, 2s) Artemel Villa
Ammakyl Villa (noble villa, A, 1s & 2s) Ammakyl Villa
Silmerhelve Villa (noble villa, A, 3s) Shieldwatch
Ruldegost Villa (noble villa, A, 3s & 4s) Vouchsafe House
The Dragon Tower of Maaril (wizard's domici
Dragon Tower of Maaril
Husteem Villa (noble villa, A, 3s & 4s) Galeturrets
Zulpair Villa (noble villa, A, 3s) Thousandsails Hall
Eirontalar Villa (noble villa, A, 2s) Eirontalar Villa
Tesper Villa, "Tespergates" (noble villa, A, 2Tespergates
Irlingstar Villa (noble villa, A, 3s & 4s) Irlingstar Villa
Manthar Villa (noble villa, A, 1s & 3s) Manthar Villa
The Fiery Flagon (tavern, B, 1s) Fiery Flagon
The House of Inspired Hands (temple, B, 3s House of Inspired Hands
Dacer's Inn (inn, B, 3s) Dacer's Inn
Ilzimmer (noble villa, A, 1s & 2s) Ilzimmer Villa
The Ship's Wheel (tavern, C, 2) Ship's Wheel
The Pilgrim's Rest (inn, B, 3) Pilgrim's Rest
The Wandering Wemic (inn, B, 3) Wandering Wemic
Tchazzam Villa (noble villa, A, 1s & 2s) Arrowflight
Maerghoun's Inn (inn, B, 3) Maerghoun's Inn
Urmbrusk Villa (noble villa, A, 2s & 3s) Northvault
Assumbar Villa (noble villa, A, Is & 3s) The House of Chalices
Cassalanter-Villa (noble villa, A, 3s & 4s) Cassalanter-Villa
Thongolir Villa (noble villa, A, 1s & 2s) Scribeshall
Eagleshield Villa (noble villa, A, 2s & 4s) Highroost
Dezlentyr Villa (noble villa, A, 2s & 4s) Dezlentyr Villa
Belabranta Villa (noble villa;, A, 3s & 5s) The House of Drakes
Bladesemmer Villa (noble villa, A, 1s & 3s) Bladesemmer Villa
The House of Purple Silks (festhall, B, 4) House of Purple Silks
Gounar's Tavern (tavern, B, 2) Gounar's Tavern
The House of the Moon (temple, A, 4) House of Moon
Moonstar Villa (noble villa, A, 2s & 4s) Moonstar Villa
The House of Heroes (temple, A, 3) House of Heroes
The Broken Lance (tavern, C, 1) The Broken Lance
Halazar's Fine Gems (business, B, 2) Halazar's Fine Gems
The Silken Slyph (tavern/inn, A, 4) The Silken Slyph
Gerin's Breads (business, B, 2) Gerin's Breads
Melvar's Chapbooks and Folios (business, B,Melvar's Chapbooks and Folios
Velatha's Delights (business, B, 2) Velatha's Delights
Tammerbund's Glasswares (business, B, 3) Tammerbund's Glasswares
Mystra's Arms (asylum, A, 6) Mystra's Arms
Furjur the Flippant's residence (house, A, 3)Furjur Flippant's residence
Hlethvagi Anteos's residence (villa, A, 5) Hlethvagi Anteos's residence
Stagdown Manse (villa, A, 3) Stagdown Manse
Heroes' Garden (city building, n/a) Heroes' Garden
Seaseyes Tower (city building, A, 5) Seaseyes Tower
West Gate (city building, A, 3) West Gate
Seawatch Tower (city building, A, 5) Seawatch Tower
North Tower, "The Trolltower" (city buildingNorth Tower, "Trolltower"
Armory (city building, A, 3) Armory
High Flagon Gambling House (business, B, 3High Flagon Gambling House
Field of Triumph (city building, A, 5) Field of Triumph
Myrna Cassalanter's residence (house, A, 2)Myrna Cassalanter's residence
Trollfort (city building, A, 4) Trollfort
Mermaid on a Dolphin
Valkur’s Tempel
Slaked Sylph
Brandarth Hall (formerly Neverember Hall)
Demondraught
Roarke House
Halaerim Club
Kendall’s Gallery
Gildenfires Festhall
Great Drunkard
Hearth-House at God Catcher
Queen of Hearts Bathhouse
Sparaunt Tower
Storm's Front Tavern
Ohmtalakar's Fine Gems
Chanszobur's Manywares
Brightboots cleaning service
Raventree Manor
Saerfynn Manor
The Sumptuous Masque
Tartel’s House of Sword
Ki-Rin’s MagicTheater
Harpstone
The Chapel of the Divine Right
The Crown & Heron
Sarenda's Triumphant Arms
Antonyn's Imports
Twice as Nice
Thauntle’s Good Heels and Soles
The Swords' Rest (tavern, C, 1) The Swords' Rest
The Stone House (guildhall, D, 1) Stone House
The House of Good Spirits (guildhall, B, 3) House of Good Spirits
The Redbridle Stables (business, C, 2) Redbridle Stables
The Coach and Wagon Hall (guildhall, B, 3) Coach and Wagon Hall
Saddlers' & Harness-Makers' Hall (guildhall,Saddlers' & Harness-Makers' Hall
Brian the Swordmaster's Smithy (business, CBrian Swordmaster's Smithy
The Old Monster Shop (business, D, 4) The Old Monster Shop
Midnight Sun (tavern, D, 1) Midnight Sun
Flurmastyr residence (row house, C, 2) Flurmastyr residence
Builders' Hall (guildhall, B, 2) Builders' Hall
Nelkaush the Weaver (business, C, 1) Nelkaush Weaver
The Road House (guild house, B, 2) Road House
The Full Cup (tavern, D, 1) Full Cup
The Jade Dancer (festhall, B, 3) Jade Dancer
Tehmak's Coaches (business, B, 3) Tehmak's Coaches
Hlakken Stables (business, C, 2) Hlakken Stables
The Spouting Fish (tavern, C, 4) Spouting Fish
Nueth's Fine Nets (business, C, 1) Nueth's Fine Nets
Metalmasters' Hall (guildhall, B, 3) Metalmasters' Hall
Aurora's Realms Shop, South High Road Cata
Aurora's Realms Shop, South High Road Catalogue Cou
The Red Gauntlet (tavern, D, 2) Red Gauntlet
Pelauvir's Counter (business, C, 5) Pelauvir's Counter
Bellister's Hand (business, C, 2) Bellister's Hand
Bellister's House (warehouse, C, 3) Bellister's House
Orm's Highbench (business, D, 4) Orm's Highbench
Athal's Stables (business, D, 2) Athal's Stables
Essimuth's Equipment (business, C, 2) Essimuth's Equipment
Temple of Good Cheer (row house, C, 3) Temple of Good Cheer
Madame Garah's Boarding House (row house
Madame Garah's Boarding House
Lone Rose
Inn of Spirits
Kolatch'(not actuall name)
The Drunken Bard Nightclub & Theater
Legendary Pottery
Temple of Umberlee
Foamy Smile
Ten Trolls Fallen
Mrayvren's Superior Castings
Weirdbottle’s Concoctions
Undiber's
Diabel's Potions & Curatives
Caer Bannog
Chuki's Moneylenders
Oblerthar & Heirs Fine Steel
Huer's Sundries
Marie's Dry Goods
Meiroth's Fine Silks
The Honorable Knight
Blue Olyphont
God Catcher
Frewn's Brews
Zarlhard's Swordsmithy
Halaerim Club
Deepwater Harbor
Pink Flumph
Maldiglas's Refuge
T'Quession
Tharqualnaar
The Lady Dreaming
Demondraught
De'Spri Villa
Grifstone Villa
Ralnarth Villa
Ruins of Master Halnian’s Tower
Portal to Hall of Heroes
Crimson Brush
Gray Serpent
Little Hostel (halflings
Unicorn’s Horn V
Mother Digdown’s \
Mendt Villa
Hart’s Head
Last Refuge
The Galloping Minotaur
Harte Villa
Rat Hills
Pellamcorpse Woods
Tym Waterdeep Limited
Harte Villa
Haventree Villa
Tomb of Sareal 'Trollscourge' Arunsun
Mandarth Villa
Sandhor Villa
Hasard manor
Mrays manor
Stormont manor
Raelantaver manor
Randoun manor
Floshin manor
Dunflagon manor
Dolphynturrets
WATERDEEP SEWERS
SEWER LOCALE DESCRIPTION
Surface Shaft entrance located under trees in interior of block west (and slightly north) of Seatrees Shrin
Surface Shaft entrance located in northernmost corner of Sabbar's Alley.
Surface Shaft entrance located in center of Shank Alley, just southwest of warehouse that stands in inter
Surface Shaft entrance located just south of tree in Sniff Alley, south off Street of Glances.
Surface Shaft entrance located in central stand of trees in southern end of Heroes' Garden. Note that hal
Surface Shaft entrance located under a lone tree in alleyway west of Eltorchul Villa ($22), south of Ivory S
Surface Shaft entrance located in mouth of alleyway that opens north off Chasso's Trot, just west of Sul S
Junction Room with Surface Shaft entrance located in a cul-de-sac due south of Jhansczil Villa ($14), across road.
Surface Shaft entrance located under tree in alleyway just south of Brossfeather Villa (N2).
Surface Shaft entrance located at northern end of a dead alley that opens off Grimwald's Way, just south
Surface Shaft entrance located in easternmost cul-de-sac opening off alleyway that bounds Nesher Villa (
Junction Room with Surface Shaft entrance located in alleyway just west of gates of Manthar Villa ($36), off Delzorin Street b
Surface Shaft entrance located in large clump of trees in interior alleyway of block bound by Vordil Stree
Surface Shaft entrance located in southeastern corner of Trollskull Alley, closest to intersection of Whael
Surface Shaft entrance located in a cul-de-sac opening north off Horn Street, between Tower March and
Surface Shaft entrance located under trees in dead-end alley in southern interior of block bounded by De
Surface Shaft entrance located in mouth of Sharra's Flight, where it joins Street of Whispers.
Surface Shaft entrance located in a cul-de-sac opening northeast of Toalar's Lane.
Junction Room with Surface Shaft entrance located where Gothal Street meets Calamastyr Lane.
Surface Shaft entrance located in southwestern corner of Runer's Alley.
Junction Room (no surface connection) located under southern mouth of Cloaksweep Alley.
Surface Shaft entrance Ideated in trees at center of block bounded by Hassantyr's Street, High Road, Jult
Surface Shaft entrance located at western end of Marlar's Lane (by alleyway parallel to Tharleon Street).
Surface Shaft entrance located behind (due south of) Blackstaff Tower (C6) at base of rocky cliff-face.
Surface Shaft locked entrance opens onto surface near top of rocky slope of Mount Waterdeep, at a poin
Junction Room with Surface Shaft entrance located in Turnback Court.
Surface Shaft entrance located in southwest corner of an alleyway opening south of Cymbril's Walk, betw
Junction Room with Surface Shaft entrance located in southwest corner of a dead-end alley in block bounded by Lamp Street
Surface Shaft entrance located in northwesternmost junction of alleyways in block bounded by Lamp Str
Surface Shaft entrance located in southeasternmost corner of an alley opening off of High Road (first nor
Junction Room (no surface connection) located under Grinning Lion tavern (N56). Note that it is possible to reach surface by mean
Surface Shaft entrance located in northwest corner of an alleyway that opens off Golden Serpent Street a
Surface Shaft entrance located halfway down Belzound Street.
Surface Shaft entrance located in northern mouth of an alleyway opening south off Sevenlamps Cut.
Surface. Shaft entrance located at intersection of Shadows Alley and Lemontree Alley.
Surface Shaft entrance located in alleyway just north of Pampered Traveler Inn (C11).
Surface Shaft entrance located in wide alleyway between High Road and Street of Bells, north of Buckle A
Junction Room with Surface Shaft entrance located under House of Fine Carvers (C21).
Surface Shaft entrance located in Spindle Street, just south of Selduuth Street.
Surface Shaft entrance located in lane that parallels Irimar's Walk on north, west of Theln Lane.
Surface Shaft entrance located in alleyway of three trees that opens west off Wall Way, just south of And
Surface Shaft entrance located in alleyway just north of Ironpost Street, that opens west off Wall Way, at
Surface Shaft entrance located in trees in a dead-end alley just north of Costumers' Hall (T11).
Surface Shaft entrance located in mouth of a dead-end alley opening east off Street of Tusks, just south o
Junction Room (no surface connection) located under alleyway that opens south off of Spendthrift Alley, just behind (east of) Then
Surface Shaft entrance located in cellar of Unicorn's Horn (T15).
Surface Shaft entrance located in alley just behind (west) of Olmhazan's Jewels (C29) between High Road
Surface Shaft entrance located at end of a deadend alley opening south off Nelhuk's walk (just north of in
Surface Shaft entrance located in southwestern corner of a dead-end alley that opens off Shesstra's' Stre
Junction Room (no surface connection) located under westernmost intersection of alleyways off Snail Street, north of Shesstra's St
Surface Shaft entrance located in a cul-de-sac opening off of Belnimbra's Street, in block bounded by Soo
Junction Room with Surface Shaft entrance located in westernmost dead-end of Quaff Alley (off High Road).
Surface Shaft entrance located just east of Bell Tower (C46), on Soldiers' Street just southeast of Watchm
Surface Shaft entrance located at intersection of alley ways just north of Three Pearls Nightclub (D18).
Junction Room (no surface connection) located under wide part of Candle Lane, west off Way of Dragon.
Junction Room with Surface Shaft entrance located in westernmost end of a dead-end alley opening south off Simples Street.
Surface Shaft entrance located at intersection of Tsarnen Alley and Burdag Lane.
Surface Shaft entrance located in mouth of a dead end alley, where it joins Quill Alley between Wide Wa
Surface Shaft entrance located in western end of a dead-end forked alley that opens east off Rivon Stree
Surface Shaft entrance located in a cul-de-sac opening east off north end of Drovers' Street.
Surface Shaft entrance located halfway down Beacon Street.
Junction Room (no surface connection) under Grocer's Lane where it meets Snake Alley.
Surface Shaft entrance located in Rednose Alley, just east of Saddlers' & Harness-Makers' Hall (S6)
Surface Shaft entrance located in a cul-de-sac opening off Rising Ride between Juth Alley and Caravan Co
Surface Shaft entrance located in wide part of alley that opens south off Olaim's Cut.
Surface Shaft entrance located in wide alley north of'Coach Street, just west of High Road.
Surface Shaft entrance located in alley just east of former Prestar's Furniture (S54), east of Carter's Way a
Surface Shaft entrance located in cellar of Spouting Fish (S18).
Surface Shaft entrance located in wide area of second alleyway north of Bellister's House (S25)-
Surface Shaft locked entrance located under Piergeiron's Palace (C75). This shaft opens into a cellar guar
Secret Door connects secondary passage leading south from SF32 to Dungeon of Crypt.
Lair of the Xanathar located directly beneath Philosopher's Court, just east of Snail.Street and north of Street of
North Entrance to the Citadel of the B connects secondary passage west of SF53 with once-secret northern entrance to Citadel of
South Entrance to the Citadel of the B connects secondary passages running north and west of SF48 with once-secret southern en
Drain of Madness a collapsed section of sewer floor in dark, flooded depths of SF21 leads down to a set of no
BUILDINGS
WARD ADDRESS USAGE BUILDING CLASS
Castle temple A
Castle rental villa B
Castle festhall B
Castle temple B
Castle temple C
Castle wizard's domicile B
Castle city building A
Castle guildhall B
Castle tavern C
Castle festhall C
Castle inn B
Castle tavern C
Castle business C
Castle business C
Castle guildhall B
Castle city building C
Castle city building C
Castle warehouse C
Castle city building C
Castle tavern C
Castle guildhall B
Castle warehouse C
Castle business C
Castle tavern C
Castle business B
Castle business C
Castle guildhall B
Castle row house B
Castle business B
Castle tavern C
Castle business C
Castle tavern B
Castle business B
Castle guildhall C
Castle tavern D
Castle guildhall B
Castle Waterdeep Way business
Castle guildhall B
Castle guildhall B
Castle row house B
Castle row house A
Castle Gem Street festhall B
Castle guildhall C
Castle residence B
Castle city building C
Castle city building C
Castle inn C
Castle tavern D
Castle tavern C
Castle warehouse C
Castle residence A
Castle tavern C
Castle tavern D
Castle business B
Castle business A
Castle business B
Castle festhall C
Castle Corner of Tharleon Street tavern C
Castle rooming house/inn B
Castle residence B
Castle residence B
Castle wizard's domicile B
Mountainside xxxxxx
Mountainside xxxxxx
Mountainside residence
Mountainside xxxxxx
Mountainside xxxxxx
North city building C
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North temple A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North inn B
North noble villa A
North noble villa A
North noble villa A
North tavern B
North tavern C
North festhall B
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North tavern C
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa A
North noble villa C
North No 6 Tarsar Street business C
North noble villa A
North warehouse C
North guildhall B
North inn B
North business C
North business C
North business C
North guildhall C
North noble villa A
North noble villa A
North business C
North noble villa A
North tavern C
North noble villa A
North noble villa A
North row house B
North business B
North business C
North business/row house B
North row house A
North row house A
North inn/warehouse B
North business A
North business A
North business B
North business B
North business A
North rooming house A
North business/row house A
North temple A
North row house A
North residence A
North villa A
North Trollskull Alley, 2 business B
North city building A
North city building A
North inn B
North city building A
North noble villa
North inn
North business
North residence
North festhall
North Copper Street business
North business
North alley
North residence
North residence
North business
North inn
North business
North festhall
North business
North rental villa
North Trollskull Alley, 3 business
North Trollskull Alley, 4 business
North Trollskull Alley, 5 business
North Trollskull Alley, 6 business
North Trollskull Alley, 1 tavern
North Landmark
North Suldown Street festhall
North Mhalsymber's Way Temple
north
North business
North Business
North Tsathree's Comforts was located on Golden Serpent Street in the North Ward of Waterdee
business
Outside
Outside
Outside
Outside
Sea business
Sea tavern C
Sea tavern C
Sea business B
Sea inn B
Sea temple B
Sea noble villa A
Sea noble villa A
Sea wizard's domicile C
Sea noble villa A
Sea temple A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea wizard's domicile B
Sea noble villa A
Sea noble villa A
Sea business B
Sea temple A
Sea noble villa A
Sea temple A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea wizard's domicile B
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea wizard's domicile A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea tavern B
Sea temple B
Sea inn B
Sea noble villa A
Sea tavern C
Sea inn B
Sea inn B
Sea noble villa A
Sea inn B
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea noble villa A
Sea festhall B
Sea tavern B
Sea temple A
Sea noble villa A
Sea temple A
Sea tavern C
Sea business B
Sea tavern/inn A
Sea business B
Sea business B
Sea business B
Sea business B
Sea city building A
Sea residence A
Sea residence A
Sea rental villa A
Sea city building n/a
Sea city building A
Sea city building A
Sea city building A
Sea city building A
Sea city building A
Sea festhall B
Sea city building A
Sea residence A
Sea city building A
Sea Tavern
Sea Sul Street Temple
Sea (Tavern in Darselune Streettavern
Sea noble villa
Sea Corner of Morningstar Way,
tavern
Sea residence
Sea xxxxxx
Sea Khulzar’s Alley xxxxxx
Sea festhall
Sea Landmark
Sea rooming house
Sea festhall
Sea rooming house
Sea tavern
Sea business
Sea business
Sea business
Sea noble villa
Sea noble villa
Sea festhall
Sea business
Sea festhall
Sea Heroes' Walk Landmark
Sea Temple
Sea tavern
Sea Business
Sea business
Sea Street of Lances business
south business
South tavern C
South guildhall D
South guildhall/inn/tavern B
South business C
South guildhall B
South guildhall B
South business C
South business D
South tavern D
South row house C
South guildhall B
South business C
South guildhall B
South tavern D
South festhall B
South business B
South business C
South tavern C
South business C
South guildhall B
South business C
South tavern D
South business C
South business C
South warehouse C
South business D
South business D
South business C
South row house C
South row house B
South business C
South business C
South row house B
South business B
South wizard's domicile B
South city building B
South house/business B&C
South business C
South business B
South business D
South inn B
South warehouse C
South tavern C
South noble villa A
South business C
South temple/house C
South tavern D
South business B
South business C
South business D
South business B
South city building A
South city building A
South ruined building D
South tavern
South business
South business
South business
South inn
South business
South festhall
South business
South temple
South Rising Ride Business
business
Kulzar’s Alley
Landmark
settlement
settlement
Landmark
Corner of Morningtavern
noble villa
noble villa
Vhezoar Street noble villa
xxxxxx
xxxxxx
xxxxxx
xxxxxx
xxxxxx
xxxxxx
xxxxxx
noble villa
xxxxxx
xxxxxx
inn
noble villa
Other
business
Tavern
xxxxxx
Business
Establishment
Street of the Lances xxxxxx
city building
Landmark
Landmark
noble villa
business
noble villa
noble villa
City of the Dead
noble villa
noble villa
residence
residence
residence
residence
residence
noble villa
noble villa
westfront Mendever Streetresidence
Sewers dungeon
Sewers dungeon
Sewers dungeon
Sewers dungeon
Ilzantul Street, near Delzorin Street.
broadsheet
noble villa
Trades business
South festhall
Trades Gondalim's Court
North Hassantyr's street School
block west (and slightly north) of Seatrees Shrine in Shrines of Nature ($5).
of Sabbar's Alley.
just southwest of warehouse that stands in interior of block.
Alley, south off Street of Glances.
in southern end of Heroes' Garden. Note that halfway down this shaft is a secret door leading to Catacombs of Yintros.
yway west of Eltorchul Villa ($22), south of Ivory Street and north of Pharra's Alley.
t opens north off Chasso's Trot, just west of Sul Street.
h of Jhansczil Villa ($14), across road.
st south of Brossfeather Villa (N2).
d alley that opens off Grimwald's Way, just south of Ilitul Villa ($17).
c opening off alleyway that bounds Nesher Villa ($23), just west off Mendever Street.
gates of Manthar Villa ($36), off Delzorin Street between Sul Street and Shield Street.
interior alleyway of block bound by Vordil Street, High Road, Delzorin Street, and Copper Street.
f Trollskull Alley, closest to intersection of Whael-gund Way and Delzorind Street.
orth off Horn Street, between Tower March and Whaelgund Way.
alley in southern interior of block bounded by Delzorin Street, Vhesoar Street, Sulmoor Street, and Ilzantil Street.
ht, where it joins Street of Whispers.
ortheast of Toalar's Lane.
ets Calamastyr Lane.
of Runer's Alley.
k bounded by Hassantyr's Street, High Road, Julthoon Street, and Copper Street.
r's Lane (by alleyway parallel to Tharleon Street).
ackstaff Tower (C6) at base of rocky cliff-face.
op of rocky slope of Mount Waterdeep, at a point due southwest of Turnback Court.
n alleyway opening south of Cymbril's Walk, between Street of Silver and Warriors' Way.
dead-end alley in block bounded by Lamp Street, Street of Bells, Cymbril's Walk, and Street of Sword.
nction of alleyways in block bounded by Lamp Street, High Road, Selduth Street, and. Street of Bells.
ner of an alley opening off of High Road (first north of Lamp Street, just to west of Andamaar's Street).
Note that it is possible to reach surface by means of a secret door from this junction room leading to secret stair that connects Fireplace Level to G
n alleyway that opens off Golden Serpent Street and Nindabar street, just east of Mhalsymber's Way.
1 4
4 Watchful Order of Magists & Protectors
2 Lords
2 Lords
2
2 City Guard
2 4 3
3 Guild of Fine Carvers
2
1 4
2 3 3
2 4
2
2 Baker's Guild
3
1 4
2 2 2
1 2
2 4 4
2 4
1 Guild of Trusted Pewterers & Casters
1 4 3
1 Solemn Order of Recognized Furriers & Woolmen
3 Fellowship of Innkeepers
2 Surveyors', Map & Chart-makers' Guild
3
3
5
2 Jewelers' Guild
3
3
2 City Guard
3 3 3 4
2 3 3
2 4 3
4
3
1 3 4
1 3 2
2
3 4
2
3 4 3
3 2 3
5
4
4
3 Wands
Neverember
5
Ornliir Lalthlussz
Emmerlund "Brighthands," a retired adventurer-turned-wine m
3 2
2 2
2 1
3
4
5 5
1
1
1
1
1
1
1
1
1
1
4 City Watch
4
7
1
4 City Watch
4
3
3
6
1
3 Nav
1 1
3 2
3
2
2 Splendid Order of Armorers, Locksmiths, & Finesmi
5
1
2
2 Astar Vice, a curious tiefl 4 3
3 3 2
3 4 3
3
4 3 5
3 3 1
2 2 2
2
3 Owned by “Grandmother Guntild 2 2
2
1 2 1
1 4
2 Order of Master Shipwrights
2
2 Dungsweepers' Guild. The tavern barkeeper, a hum
6 4
3 3 3
3
4 4
3 3 3 3
2 3 2
2 Fellowship of Salters, Packers, & Joiners
3
4
2 Coopers' Guild
1 3 4
1
3
3 Most Diligent League of Sail-makers & Cordwainers
b. Katisa an older blonde mermaid who's been in the biz the longest. She takes her job very ver
2s & 3s c. Lixeine a younger brunette mermaid
4 who's
3 just
3 scrapping by for her family. She fidgets and ta
d. Theseisa the youngest brunette mermaid who uses her money to collect various trinkets obe
1
1
2 Fishmongers' Fellowship
2
1 3 2 2
3
3 Guild of Watermen
3 Master Mariners' Guild
2
2 League of Skinners & Tanners
2 Guild of Butchers
1
4
2
4
2
2
4s & 5s 4 2 3
1 3
3
2 lords
2
2
2
1
2
1
3 3
4
2 2 3
1 1
4
3
2s & 3s free
1s & 2s
1s & 3s Phulbrinter
2s
2s
1s & 2s
2s & 4s free
2s & 3s
3s
3s & 4s
2s
2s & 3s
1s & 2s
1s & 2s
3s & 4s
1s & 3s
2s & 3s Phulbrinter
2s
3s
3 Owned by a female fire gen 4 4
1s, 2s, & 4s
2s & 3s
2s
1 4 4
2
4 4 4
3s & 4s
2s & 3s Ralnarth
3s
3s & 4s
Spectator: Thoim Zalamm, some call him a philosopher, sometimes drifts out over the rooftops of the ci
4 Bartender: Driss Marlpar (daughter of
4 Munzrim), highly
4 intelligent, oddly tall, likes to talk to Thoim as he
1s & 3s
2s & 4s
2s
3S
3S
1s & 2s
3s & 4s
2s & 3s Belbrundel
2s
4
2
2s & 4s
4
2 Guild of Glassblowers, Glaziers, & Speculum-maker
2s & 3s
2 4
1 5
1
3 Guild of Apothecaries & Physicians
3s
2s & 3s
1
3s Wands
1 Argupt 4 2
3s & 4s who mans the bar along with a human barmaid (Helia Damsav)
3s
3
2
2 3
2
3
2
4
2 4
2 5
2 4
3 4
2
Female High Elf. 5'9, athletic build, 117 years old. Waist-high curled blonde hair, golden eyes, s
5 Is always serene, very generous to her patrons yet still courteous to non-patrons.
3
3
4
6
4
3
5 City Watch
3
3 3 3
4
Elaith Craulnober
Vincent Trench
2 3 3
2 2 4
2 4
2 Owned by the Gnomish by Gnature co-op lead by a fore
2s
2s & 3s
3s
1
1s & 2s
3
4s & 3s Gundgulf
2s
2s
1s & 3s
4
4s & 5s
2s
1
2s & 3s
2s & 4s
5
1s & 3s Belbrundel
1s & 2s
2s & 3s Gundgulf
4s
2s
1s & 2s
3s silmerhelve
3s & 4s ruldergost
4
3s & 4s husteem
3s zulpair
2s
2s & 3s
3s & 4s
1s & 3s
1s 4 3
3s
3s
1s & 2s
2 4 3
3 4 4
3 Damakos Wonderlust, Male T 4 4
1s & 2s
3
2s & 3s
3s
3s & 4s cassalanther
1s & 2s
2s & 4s
2s & 4s
3s
1s & 3s Gralleth
4 5
2 Gounar Siltshift, an 80 year old earth genasi, has has own
4
2s & 4s
3
1
2 5
4 5 4
2
2 4
2 5
3
6
3
5
3
n/a
5
3
5 City Watch
4
3
3 4
5
2 cassalanther
4
Neverember
Raventree
Saerfynn
2 3
Bard: Claws in the Wind, Tab 4 3
4
1 3 4
1 Carpenters, Roofers & Plasterers Guild
3 Vintners', Distillers', & B 2 2 5
2 4
3 Wagonmakers' & Coach Builders' Guild
2 Saddlers & Harness-Makers' Guild
2 3
4 4
1 Draeli Hornieth, Male Wood Elf. Barkley, awakened mast
2
2 Guild of Stonecutters, Masons, Potters, & Tile-make
1
2 Fellowship of Carters & Coachmen
1 2 1
3 4 4
3
2 2
4 3 2
1 4
3 Most Careful Order of Skilled Smiths & Metalforger
4
2 2 3
5
2
3
4
2
2
3
2
1
1
2
2s 3
4s
2 City Watch
3 4
2
2
2 2
3 Antonia Duvalla, Female Human.
2
2 A kenku wizard named Cork Pop has animated all of the
2s & 3s
3 2
3
1
2 3
2
1 3
2
4
5
1
Jastra Blynthard, a tiny woman of good humor, dancing green eyes, and a slowly
Nera
2
1
4 3 4 4
2 3
2
5
2 4
3 3 5
2
3 Fellowship of Bowyers & Fle 4 5
2 Order of Master Taylors, Glovers & Mercers.
1
2
1 League of Basketmakers & Wickerworkers
6 5 4
4
3 4
2
2 Council of Musicians, Instrument-Makers
3 4& Choristers.
2
1
1 Launderers's Guild
1 3
2
3 Scriveners, Scribes & Clerks Guild. A
3 Cellarers and Plumbers Guild
2 Most Excellent Order of Weavers & Dyers
3 4
3 Chandlers' & Lamplighters Guild
2
2 Stationers' Guild
5 3 2
2
2 Stablemasters' & Farriers' Guild
3
2 The owner, a female human na 4 2
2 Cobblers' & Corvisers' Guild
6 Lords
3 3 3
1
3 Wands
2 Wheelwrights' Guild
3 4 5
4
3
4
3
4
2 Guy Robinet, Male Human
3
2
to sewers - one leading north from secondary passage leading southeast from SF49, one leading west from primary passage running roughly north-
end Castle Waterdeep from attack from below and now used to keep living spell legacies of Halaster's Higharvestide trapped within.
otten merchant. These chambers are now home of Savants of Dark Tide.
D
20%
0%
0%
30%
30%
30%
hieves, intrigue groups, monsters, or adventurers);
C|A| P|D
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Waterdeep’s most infamous are known to
4C | 4A | P | D Spectators can place bets on the various c
C|A| P|D
C|A| P|D
C|A| P|D
4C | A | 4 P | D
C|A| P|D An inn decorated with
4C | A | 4 P | D Gambling House (4c•4p
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D
The interior of the Misty Beard is a well-li
4C | A | 4 P | D The Beard has a more varied and well-sto
C|A| P|D
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C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D Shop (Furs)
C|A| P|D
C|A| P|D
Glassblowers Guild Leader - Liliana Garfer
C|A| P|D Glassblowers Assistant - Dosoman Mirtht
C|A| P|D An inn well-favored
4C | A | P | D Shop (Furs) (4c). The furs shop of the Gentleman Kee
5C | A | P | D Shop (Shoes) (5c). A frighteningly expensive shop for fo
Rings, holy symbols (good, evil, neutral), n
C|A| P|D http://forg Magic items Torches, lanterns, medical supplies, track
C|A| P|D The Guild of Apothecaries & Physicians. T
C|A| P|D
C|A| P|D
C|A| P|D Shop (Fish) . A small shop that sells fresh fish "from th
C|A| P|D A raucous tavern favored by less adventu
4C | A | 2 P | D The Grinninghttp://forgottenrealms.wikia.com/wiki/Grinning_L
Propriator Argupt, good food, favourite p
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D Shop (Tobacco) . A small, aromatic shop with a wide varie
3C | A | P | D Shop (Bread) A wondrous bakery run by a family long o
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D Inn/storage. The Silen
4C | A | P | D Shop (Jewelry & Accessories)
5C | A | P | D Shop (Wines & Alcohol) (5c). One of the finest spirits shops in Wa
4C | A | P | D Shop (Tapestries)
4C | A | P | D Shop (Curios from around Faerûn) The Tirelessly Turning Wheel (4c). A vast a
C|A| P|D Shop (Stringed Musical Instruments) Reception: The reception leads directl
C|A| P|D First Floor: The first floor contains com
Other Floors: Upon stepping in the imp
C|A| P|D
C|A| P|D The faithful of Ilmater erected this hospic
C|A| P|D
C|A| P|D
C|A| P|D Building owned by the dragon Jalanvaloss
C|A| P|D Talisolvanar “Tally” Fellbranch, the owner and chief artisan of Tally sells wooden weapons and shields a
C|A| P|D Sentry Tower
C|A| P|D Sentry Tower
An inn of tremendous size that caters mo
3C | 3A | P | D http://oakthorne.net/wiki/index.php?title=CliffwaThe Cliffwatch Inn was recently engulfed
C|A| P|D Sentry Tower
Family Mansion of House Nandar, fills an
C|A| P|D was recently rebuilt from villa to mansion
C|A| P|D Inn, new and rather spartan (E:DM)
C|A| P|D School (Finances). A school that caters to
C|A| P|D The sunelves Ristlara and Shenan are wel
C|A| P|D Festhall? On Brondar’s Way. Has female d
C|A| P|D Copper Street, linked through a footbridg
C|A| P|D On Copper Street (MS 51)
C|A| P|D Street. Infamous Alleys. This passage cros
C|A| P|D On Sammarin Street, Home of the late go
C|A| P|D Home of Lord and Lady Hedare, The mans
C|A| P|D Bookshop on Suldown Street, owned by M
Feature: the Gryphonsar Room
C|A| P|D (additional from Ed): “Gryphonshar” was
C|A| P|D a former wealthy citizens private mansion
Races - mice or tiny gem colored lizards ra
C|A| P|D http://forgottenrealms.wikia.com/wiki/Tymora%27s_Fancy
Clockwork Castle - miniature foot high clo
C|A| P|D This curiosity shop in the North Ward of W
C|A| P|D
C|A| P|D Armor. Weapons. The genasi couple sells all metal weapons
C|A| P|D Potions In addition to nonmagical herbal remedie
C|A| P|D Trench can discover any secret in Waterd
C|A| P|D The shop contains books of all sorts. In ad
C|A| P|D
C|A| P|D The head of the Swordmaiden sits in a stand of tall trees in t The head of the Swordmaiden sits in a sta
C|A| P|D A well-kept two-story stone building. The
C|A| P|D A newly-established shrine of Kelemvor, l
C|A| P|D MozaAisshop
(4c). a Batiri (Chult Goblin) who was on
filled
**
withprobably
trinketssupervised
both or owned by Hou
C|A| P|D A relatively recent
useful (twine, flint, endeavor sponsored b
C|A| P|D Shop (Games) etc) and owned
. A shop useless by the elven artisan Eatie
(childrens' tabards
C|A| P|D https://forgottenrealms.fandom.com/wiki/Tsath Tsathree's Comforts was a boutique o
marked as "Junior
C|A| P|D Watch Member" or
a City Guard-run labor camp among the farms o
"Waterdeep Griffon
C|A| P|D Cub Patrol").
Snobeedle Orchard and Meadery, owned and r
C|A| P|D A shop
of a largefilled with
and well-protected training camp for th
C|A| P|D trinkets both useful
(twine, flint, etc)
C|A| P|D and uselessof this charming restaurant are
The doors
(childrens' tabards
3C | A | 3 P | D marked as "Junior
2C | A | 4 P | D Mercenaries. Watch
A former Member" or a
Watch-post
"Waterdeep Griffon
4C | A | P | D Shop (General Goods) Cub Patrol")
C|A| P|D A comfortable two-s
C|A| P|D The Shrines to Nature, just a block away f
C|A| P|D
C|A| P|D
C|A| P|D A large, windowless stone building that h
C|A| P|D
Thelma Flametop, cleric of Sune, Heartwa
C|A| P|D Risa Waylon, cleric of Sune, Heartwarden
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D http://forgottenrealms.wikia.com/wiki/Naingate A walled enclosure around a famous wiza
C|A| P|D
C|A| P|D
Rings, holy symbols (good, evil, neutral), n
C|A| P|D http://forg Magic items Torches, lanterns, medical supplies, track
C|A| P|D If you’re looking for some good fortune, y
C|A| P|D
This is surely the most splendid temple de
C|A| P|D
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C|A| P|D
C|A| P|D
C|A| P|D Private Home of Archemidal Sulfontis (Ma
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D A wizard's tower in the shape of a dragon
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D . Haunted nobel house at the southern En
C|A| P|D
C|A| P|D
4C | A | 3 P | D A tavern that is famous among sailors the
C|A| P|D Dedicated to Gond, presents an altogethe
C|A| P|D
C|A| P|D
4C | A | 3 P | D
4C | 4A | P | D A comfortable but modest inn that provid
4C | 4A | P | D The hanging sign above the door depi
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5C | A | P | D Lodging. Food.
C|A| P|D A well known tavern
hangs, she presents a calm and pleasant d
C|A| P|D Silverstar Rahyn is a large, muscular fema
C|A| P|D In truth, Lord Vanrak Moonstar and his fe
Large selection of mundane weapons
C|A| P|D Armor. Weapons. Training area for followers of Tempus
C|A| P|D https://dri Mercenaries. A cozy tavern frequen
5C | A | P | D Shop (Jewelry) (5c). A jewelry shop that prides itself as m
5C | 4A | P | D Inn, Festhall (5c•4a) (now part of Melshim
C|A| P|D Shop (Bread) Food
4C | A | P | D Shop (Books) • (4c). An upscale tomeshop, with a wide
5C | A | P | D Shop (Luxuries) (5c). A Sea Ward landmark, Velatha's has
C|A| P|D Shop (Glass)
C|A| P|D Inn, Festhall (3c•3p•3a)
C|A| P|D
C|A| P|D
C|A| P|D
C|A| P|D Unknown to all but a few, part of the Tow
C|A| P|D Sentry Tower
C|A| P|D One of the four gates through the Trollwa
C|A| P|D Sentry Tower
C|A| P|D Sentry tower; also called "The Trolltower.
C|A| P|D Armory of the City Guard. Extensive colle
4C | A | P | D Drugs Gambling House .
C|A| P|D The Field of Triumph was the venue for m
C|A| P|D
C|A| P|D The oldest keep in the city. Rumors have
Cleaning service (1
C|A| P|D gp)
C|A| P|D Clothing. Shop (Garments)
C|A| P|D
3C | A | P | D Mounts and related gear. Stables Work:
C|A| P|D
Watchpost
C|A| P|D Work:
Torches and brooms
4C | A | P | D Shop (Grocer) Eggs, flowers, fish, meats, peppers, nuts,
C|A| P|D Silversmith
C|A| P|D Shop (Maps) Waterdeep city map
2C | A | P | D Second hand merchandise (cheaper but w
C|A| P|D Ale, wine and spirits
Bread and cheeses
C|A| P|D Warehouse
C|A| P|D Ale, wine, and spirits
Pipe and pipe weed
C|A| P|D Noble villa. A villa owned jointly by the Ph
A seedy dive
frequented by
caravan drovers and
noted for all-too-
frequent brawls.
ading west from primary passage running roughly north-south between SF55 and SF56. It can also be reached by way of three different passages lea
Halaster's Higharvestide trapped within.
WEALTH (IF APPLDM Notes Descriptions Owner/Specific NAdditional Notes
rbel courtyard walls (BT 18)
pink marble, this three-story cathedral was capped by seven spires of copper, gold, and silver that gleamed with the reflected glory of dawn's first li
0 0 0
t of Knowledge is a temple to Oghma, yes, but also the ci
of Tyr. Holy Order of the Knights of Samular. Overseen
amark]’s like his mentor Ashemmon at all, we'll need a lot more gravediggers." (BT 116)
tion (BT 242) ** Might be the son of Ashemmi and Sememmon.
und on which the Cynosure was built falls within Myrkul's Ruins, so named for the brown murk that settled on the area after Myrkul's disintegration
of Farmer-Grocers.
Wealthy The Singing Sword has
Odorr Reezam, Male Half-Orc
Wealthy 0 0
Wealthy 0 0
Modest 0 0
ot, cassil, bastit, archangelica, attanar, bing lang, wintersalve and juniper berry
kit and cranial drill
urios) and Warehouse • (4c). A curio and coin shop owned by an expert on coins and military markings.
op stands on the east side of the Street of the Sword, south of Selduth Street. The wealthy shopper can buy a wide selection of curios here, especial
story stone tower surrounded by a fence of sparkling green lights that coalesce into Azuth's and Mystra's symbols, with the hand of Azuth over the
ems. Scrolls. Watchful Order of Magists & Protectors. On the Street of Bells, near the middle of the block between Selduth Street and Buckle Alley.
ks for Piergeiron's Palace
for Piergeiron's Palace
Modest 0 0
habidasher that has seen better days, most of what is in here is second-hand goods, and the original pieces are somewhat shabby, sad to say.
Wealthy 0 0
tine, alchemist fire, acid flasks, holy water and medicine bags
ottles, pen and ink, paper and rags
Trusted Pewterers & Casters.
Wealthy 0 0
Order of Recognized Furriers & Woolmen.
oly symbols (good, evil, neutral), necklaces, pipes
, lanterns, medical supplies, tracking kits, and pipe weed.
hip of Innkeepers. The headquarters of the Fellowship o
rs', Map & Chart-makers' Guild.
he city of Waterdeep on Gem Street south of Waterde
ane Gallery
greater than 5th level
l cut through Mount Waterdeep, to New Olamn’s academy of music and other arts
few short years, New Olamn has become a prominent center of education and bardcraft in Waterdeep and up and down the Sword Coast. It can be
Comfortable 0 0
dquarters of the Order of the Even-Handed, a monastic
Map Collection (EFR 20)
rd's lodgings occupy the two northern
Senechal
towers
of the
of the
Palace
northern
Talenwing
Telfeather
of the (E:DM
Palace.66)
Also in the northern wing are various guest quarters for visiting d
tle can house approximately three thousand Mediumsize creatures in comfort, and three times that number if every corner is used for accommoda
The Timehands (Clock
Interior: The sound of low conversation and dice mingle in the dim, lamp-lit common space.
Modest Rooms: Modest overnight
Nyagaya.
rooms,
A Chultan
usuallynative
used bywhothose
madetooadrunk
name or too shamed to go hom
Now topped by a Walking Statue in the form of a stone griffin, making the tower the tallest b
marble sculpture is an incredibly lifelike depiction of the
Guildsenior
bearded, robed
Khondar
mage
‘Ten-Rings’
as he appeared
Naomal,atTraitor
age seventy
to the (his
Watchful
prime).
Order,
Ahghairon
died instands
1479 DR
atop
whc
Comfortable 0 0
or: Emmerlund "Brighthands," a retired adventurer-turned-wine merchant. Emmerlund is darkly handsome, with a close-trimmed moustache and a
nsive four-story stone and wood inn at the southwestern
omatic residence houses the Welcome Gate, a large, cle
nderful scent of meat pies fills the street from this lit
king statue called the Griffon is shaped like the beast
imar family was once the oldest holders of licenses by House Melshimber to sell its wines in the city of Waterdeep. With the plunge of Melshimber
ugh a bit spendier than most caravans and mercenary companies are usually willing to entertain, Velstrode's is a good place to get high quality goo
Export (Spirits)
3c•2p) A modest but comfortable tavern; a favorite among the clerks, bureaucrats, and visitors of nearby Castle Waterdeep.
Modest 0 0
Modest 0 0
Poor 0 0
A surprisingly upscale spa that features relaxation luxuries for all discerning tastes, Mother Tathlorn (the name has evolved over the years into a tit
arehouse • (4c). A curio and coin shop owned by an expert on coins and military markings.
iature castle originally established by Leone of the C
Aristocrat 0 0
y has been hollowed out and turned into a tower shared by several wealthy tenants, which is officially known as Sparaunt Tower after its owner. Th
s
medicinal items
all tomb is the final resting place for travelers who die
vast mausoleum with a row of low steps leading up to
marble sculpture is an incredibly lifelike depiction
own as "the Coinscoffin," this resting place is reserved
icate, sixty-foot-high sculpture depicts a circle of women and men striking down trolls, orcs, hobgoblins, bugbears, and barbarians, all of which are
all, black marble tomb is the final resting place of thos
spe¬cial tomb for sages, a small, dusty tomb with only
he official warriors' tomb of Waterdeep, for fighters and all who fall in battle. Its blue marble walls enclose a trophy hall with many remembrances o
eton of an asp). At the far end of the hall from the entrance is one of Anacaster's gates to pleasant rolling fields on an "empty," grassy plane, where
ed with coral carvings and built of green marble, the Mar
orthern end of the Dungeon of the Crypt, far from the areas reached by the Deepwinter Vault, is a chain of quite palatial rooms, the last of which is
0 0 0
Exterior: A subdued stone exterior with minimal signage is only recognized by those that hav
Wealthy Interior: Psychedelic patterns and
Astar Vice, colors adorn
a curious themanages
tiefling, walls of the
t magically lit interior, offering
Wealthy 0 0
n of arcane scrolls
rolls (for scribing)
he’s long been a staple of the Dock Ward.
e doesn’t attract the best and brightest.
rons divide their time here by drinking, singing bawdy songs (off-key) and brawling. No female staff or patrons grace the Thirsty Sailor, not even fem
the Fishscale Smithy building and the neighboring Thirsty Sailor lies an abandoned gladiatorial arena once owned (indirectly) by Elaith Craulnober.
2c•2p). A ramshackle dive known for its massive tankards of cheap ale and its taproom full of quiet drinking men. Found on the corner of Candle La
2a) A quiet, homelike inn with little more than what it
buy lanterns pretty much anywhere, but this shop founded
2c•1p) Untidy tavern on the northwestern corner of the
Wealthy 0 Owner: Mevril Novae, a Tiefling with Dark
f Master Shipwrights
Outside: Nondescript, one-story stone building with the crest of the Dungsweepers’ Guild on
Modest Inside: Boasting a spotless interior, the walls
0 of the tavern are adorned with the famous bro
Wealthy VTtW 0
Comfortable 0 0
thall (4c•3p•3a)
nin Felhaur is a dwarf who has long held a position of resp
ngers' Fellowship
0 0 0
where ‘Mirt underwent his unexpected pregnancy, and the place Fzoul Chembryl groomed his mustache a time or two’. (SAY 6)
r-performing minstrels at the door and a tasteless interior (SAY 9)
el on Ship street. (Du 184)
npost Street. (ED)
nto a fortress of sorts after being broken into. Three ground floor shops occupy the space beneath her living quarters. (ED)
est and best store for books, charts, and maps in Waterdeep. Although Gannon is not a sage as such, he is reputed to be a follower of Oghma. Some
memorial in the dedicated to those captains who’ve died from sea wraiths attacking Waterdeep’s harbor. (WATE 1-4)
0 0 0
he four gates through the Trollwall, heading southeast.
warehouse on the corner of Dock and Odd Streets that is
ee Towers
3c•3p). is a performance
A local club inon
tavern that thrives thesimple
Dock Ward of Waterdeep.
seafood f It is known for hosting traveling minstrels, singers and storytellers, including Rymr
b was the host of a notable performance of Crying To My Harp by the traveling minstrel Nymbrar "Nighteye" Shatterslee. It was extremely popular w
web.archive.org/web/20090602131710/http://www.wizards.com/default.asp?x=dnd/wdn/20061206a
Poor 0 0
te-sponsored orphanage.
quare of greenery located at the southern end of Coin
or: The Water Club was known to have been owned by a consortium of shadowy investors, now commonly believed to have been a front used by e
or: Baershin Talnu. [ See "Who's Who in Waterdeep," p.9
that face each other across the top of Wastrel Alley. Th
Comfortable 0 0
inal gate built into the Trollwall. Made from the same L
by a cousin of Dorn Strongcroft (BT 87)
bborn dwarf probably rebuilt after a dragon attack
DR the city is approached with a proposal of growing a t
he four gates through the Trollwall, heading northeast.
0 0 0
Inside: Blazing lamps illuminate an open floor space with scattered tables on the periphery.
Wealthy Rooms: Well equipped rooms can be found 0 on the second floor of the inn. Opulent beds, de
Wealthy 0 0
0 0 0
Wealthy 0 0
Wealthy 0 0
Aristocrat The official building 0
Wealthy 0 0
e furs shop of the Gentleman Keeper (Guild Contact) of
righteningly expensive shop for footwear, but their gu
oly symbols (good, evil, neutral), necklaces, pipes
, lanterns, medical supplies, tracking kits, and pipe weed.
d of Apothecaries & Physicians. This guildhall function
shop that sells fresh fish "from the Sea of Fallen Star
Outside: Prints of upcoming acts are plastered on the stone walls outside the one story tave
Comfortable Inside: Red leather booths line the back walls,
0 with small, round tables (adorned with cande
0 0 0
Third Floor Room: Is always serene, very generous to her patrons yet still courteous to no
Wealthy Penthouse: VIEW OF She
MARKET
proudly worships Chauntea, Goddess of agriculture, farmers, garde
hful of Ilmater erected this hospice as a refuge for lepers, the poor, and the cursed. Charitable contributions and tithes from the Church of Tyr keep
Ruins 0 0
d of the Swordmaiden sits in a stand of tall trees in the center of the block of the North Ward bounded by Hassantyr's Street, Tarsar's Street, Whae
ept two-story stone building. There are two rooftop tow
-established shrine of Kelemvor, located on Mhalsymber's
a Batiri (Chult Goblin) who was once the maker of warm
ably supervised or owned by House Anteos, probably located in South or Trade Ward
ely recent endeavor sponsored by Lord Urbezsath some twenty years ago, the business model for the Bank is simple: in addition to serving as a nor
owned by the elven artisan Eatiel, a well-known crafts
e's Comforts was a boutique owned by Jhamanthra Tsathree. This shop gained brief notoriety when Jhamanthra began selling a new s
ard-run labor camp among the farms of Undercliff.
le Orchard and Meadery, owned and run by the Snobeedle halflings. They have a delightful drinking hall and a shop sized for larger patrons, and you can pick your own fru
Rooms: Located on the second story, the 10 rooms are typically occupied by the vegan gnom
Comfortable Owned by the Gnomish by Gnature co-op l
nes to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to nature gods like Mielikki and Silvanus. The park is cl
Flametop, cleric of Sune, Heartwarden, a young red-haired beauty with a bubbly personality. She dresses is pinks and greens and wears gold jewelr
ylon, cleric of Sune, Heartwarden, a more mature, half-elven woman, quite fashionably dressed. She has a more serious demeanor and is quite the
urely the most splendid temple dedicated to the gods of magic — with Mystra foremost among them, of course — in all the world. Although your e
Wealthy 0 0
Inside: Low lamplight bathes the laquered wood pillars and walls in a warm glow. A dozen lo
Wealthy The passphrase to s Gounar Siltshift, an 80 year old earth gena
he presents a calm and pleasant demeanor) (WATE 2-3)
r Rahyn is a large, muscular female watersoul genasi with angry green skin and deep blue lines of energy coursing throughout her body. She is very
Lord Vanrak Moonstar and his fellow Shaaran worshipers destroyed the High House of Stars before retreating into the Underdark. However, the un
lection of mundane weapons
area for followers of Tempus
Modest https://drive.goog The interior of the tavern is separated into
0 six segments - three to each floor - that are them
ewelry shop that prides itself as much on its expensive pr
thall (5c•4a) (now part of Melshimber compound)
thall (3c•3p•3a)
n to all but a few, part of the Tower of Yintros still exists. The catacombs beneath the tower, used for spell research and magical experimentation, s
d off the Street of Lances, the building was in a constant state of disrepair. In the basement, there was a wooden door leadi
forgottenrealms.fandom.com/wiki/Thauntle%27
Comfortable 0 0
ers', Roofers' & Plasterers' Guild. An easily spotted eyes
0 0 0
ables owned by the Redbridle family out of Amphail, th
makers' & Coach Builders' Guild.
s' & Harness-Makers' Guild. Mounts.
or its well-crafted (though high-priced) swords and armor.
rs:
hulks, troll, ettins and yaun-tis, shadow mastiffs, quasits and nymphs
Modest This rather unusual bDraeli Hornieth, Male Wood Elf. Barkley,
0 0 0
's Shop (3c). This shop has changed hands many times over the years. Today it is a place that provides carved goods on commission, with the sculpt
rers's Guild
e most popular butcher shop in the city with its wide var
p sells and contracts for glasswork, both clear and stai
ers, Scribes & Clerks Guild. Guildhall, temple. The ever-busy headquarters of the Scriveners', Scribes', & Clerks' Guild which enjoys co
rs and Plumbers Guild
xcellent Order of Weavers & Dyers
0 0 0
ers' & Lamplighters Guild. A constantly bright row house, complete with a huge four-foot candle out front that is lit at night. It is one of th
•2a) A five-story structure with a nice central location and good views, the Gentle Rest used to be a bit more upscale than it is today. A handful of th
tle Rest is an old, large, comfortable inn on High Road, where it bends to meet Waterdeep Way. The inn has five floors and a stable located on an a
Outside: Single story, wooden exterior, with a door that is perpetually off its hinges, howeve
Modest Inside: A poorly lit interior
The owner,
contributes
a female
to the
human
unsavory
namedatmosphere
Esvele Ambof the tavern. One is usu
rs' & Corvisers' Guild
nominational Temple. The tallest building in the Trades Wa
s Folly Tavern is on River’s Square. The staff is a mix
wrights' Guild
Wealthy In truth, this buildi This Tavern is almostGuy Robinet, Male Human
temple, formerly a streetshop and two floors ofliving suits, since 1372 DR (EFR 146)
nmarch, wizard, old woman, some think she is a crazy mad witch, “never did much more than sell beauty charms to old maids and protections for y
somewhere midway of north front Ironpost Street (E:DM 308)
rmor&Weapons)
s Alley. A rumored fence and contact for thieves
Wealthy 0 0
a of rolling grassland and small wooded areas east of the city is a rural community focused on farming and animal husbandry, and which caters to tr
ble families have estates in Undercliff. The Amcathra estate is used for the housing and final training of horses bred in the town of Amphail, many o
this legendary dungeon below Waterdeep are told well by many in the city, but I’ll provide you with the basic truths here.
the plateau of Waterdeep lies the largest and deepest dungeon in the world. It sprawls out under the city, said to plunge as many as twenty levels
aterdeep Limited was a large publishing business located in the city of Waterdeep. The publishing company was a large, converted wa
The Sardolphyn famil
way of three different passages leading up into basements of buildings above and a pair of tunnels that lead down into Cavern of Eyes (UM LI). None
VOLO'S GUIDE TO WAT
NOTES 5E SOURCE СтоCOINS TANKRDS PIPES DAGGERS TYPE5
Temple of Amaunator, Julthon
(BT 18)Street
Pink marbel courtyard walls
(BT 20)
Festhall, well lit windows, (BT 20) Visited by gurdsmen (DS 49, 88-89
)
4 0 0 0 Business
4 0 0 0 Business
4 0 0 0 Business
https://www.realmshelps.net/faerun/portals/moonst
Bardic college, located in two Cliffside villas overlooking the sea near Waterdeep, can be reached via the Cliffride, a gravelpath up Mt.
Streets:
(DS 14)
(BT 115)
(S:TA 68-69)
Mansion turned brothel,(E:DM 331)
far from the first choice of people in need of a loan (E:DM 306)
Meldar Merammon (E:DM 37)
Urdreath Telfeather, sells and repairs coaches (E:DM 37)
Caxlant Wintertal, merchant of paint and dye (E:DM 37)
proud owner of five sausage and savory pie shops (E:DM 36)
Newly opened, massage(E:DM 75)
Three Stories high, ston (BT 19)
Backside? Silkanth’s Cut, (BT 19)
DDAL08-03
functions, CotD61
CotD10
CotD10
CotD10
Leads from Mhalsymber's Way into the City of the Dead, Haunted by an sobbing, unidentified ghost on the new moon BT
CotD40/58, guarded by the Watch
CotD40, guarded by the Watch
functions, CotD61
CotD, Carver family’s private Gate CotD9
(actually outside the City of the Dead)
In front of the Dead End Gate, public gate leads to Zendulth Street) CotD2,13
4 0 3 0 Inn
3 0 5 0 Inn
Tavern on the corner of Fish and Ship Streets. This decrepit old
3 tavern has boarded-up
1 windows
0 and careless repairs. The interior is sm
0 Tavern
The patrons divide their time here by drinking, singing bawdy songs (off-key) and brawling. No female staff or patrons grace the Thirst
Found on the corner of Candle Lane and Slut Street, 2 2 0 0 Tavern
Untidy tavern on the nor(E:DM 228) 2 1 0 0 Tavern
4 0 0 0 Nightclub
3 3 0 0 Tavern
3 4 0 0 Tavern
4 2 0 0 Tavern
3 0 0 0 0
Dragon Mag 190
4 0 0 0 0
on Ship Street,SAY3,4
Patron Dusk Lanvyl of High Healers Everywhere, a weary-looking—but smiling—man. SAY5
on Ship Street , near the Velvet Tentacles Festhall. Melvar ‘the Mouth’ is a halfling who sells information SAY11
On Ship Street, raw-fish-balls eatery, largely notorious for being owned by a mind flayer. SAY
(SAY 5)
Tavern, where ‘Mirt underwent his unexpected pregnancy, and the place Fzoul Chembryl groomed his mustache a time or two’. (SAY 6
Has poor-performing minstrels at the door and a tasteless interior (SAY 9)
On Sternpost Street. ED
Turned into a fortress of sorts after being broken into. Three ground floor shops occupy the space beneath her living quarters. ED
the largest and best store for books, charts, and maps in Waterdeep. Although Gannon is not a sage as such, he is reputed to be a follo
The Blue Mermaid tavern is a respectable establishment with decent food at a good price whose clientele is normally sailors and dock
Southernmost cavern of the complex was a shanty-town DS25
DS272-276
as described in the 3.5 Return to Undermountain sourcebook, except the floor functions intermittently as a result of long-ago tamper
were home to many gnomes, halflings, and dwarves. The district is completely underground and consists of 5-foot high ceiling rooms
Part of the Warrens. Home of Omphar Daegrech (see Folk of Waterdeep) ** Probably was deserted like the rest of the Warrens. BT
In Downshadow (HoU pg. 48)
** Probably was deserted like the rest of Downshadow.
in Downshadow (HoU pg. 80)
Carved from the marbel cliffs of Mount Khimbarr amid the Lonely Hills, actually no tomb but a safehold of the Blackstaff BT
BT, Once a pleasant little wood good for hunting game within a short walk from Northgate, it was corrupted by the Spellplague into a
Located in the middle is a stonecircle that’s connected to the portal-network of Varad (Brandarth Manor, Varadras, Ordalth House, Pe
BT188-189
Runs down the eastern slope of Mount Waterdeep to Mountainside)
The initial straight run-stair was reworked into angled stairs with four resting platforms along the way.
Cursed place where all stray dogs gather at night and turn into a wild pack, no matter how good-natured the dogs might be at other ti
Side-alley of Windless Way
Sage, sorcerer and smith of the highest order BT
A former Walking Statue, depicting a warrior, became a series of houses. (TGC pg. 61)
Bardic college, located in two Cliffside villas overlooking the sea near Waterdeep, can be reached via the Cliffride, a gravelpath up Mt.
Ulbrinter family's city Mansion, stands on Delzorin Street, soaring towers, conical turret-tops (E:DM pg. 115)
3 0 0 0 0
Family Mansion of House Nandar, fills an entire city block (E:DM 78)
was recently rebuilt from villa to mansion (E:DM 85)
Inn, new and rather spartan (E:DM)
(Aveen Street, North Ward)
Clientele: Young guild members and unguilded shopkeepers desiring to learn number skills and “how business is really practiced” from
The sunelves Ristlara and Shenan are well known dealers in antipuities and magic. Their private mansion resembles more of a museum
Festhall? On Brondar’s Way. Has female dancers. BT82
Copper Street, linked through a footbridge with Breerdil’s Fine Wines, the stream below the bridge is enchanted to appear midnight b
On Copper Street, MS 51
A very grand neighbourhood, only the finest families of Waterdeep have mansions here. The mansions are remodelled in the newest s
On Sammarin Street, Home of the late gold-elf merchant Cerest Elenithil. The elf merchant, who died in 1479 DR during an confrontati
Home of Lord and Lady Hedare, The mansions room are named after magical beasts like Griffon Room and Phoenix Room. (TGC pg. 8,1
Bookshop on Suldown Street, owned by Maranyuss, called Mara, a night hag exiled to live among mortals, who maintains an illusion o
Ilzantul Street, near Delzorin Street.
Called the Bountiful by locals. Feature: the Gryphonsar room (additional from Ed):
a former wealthy citizens private mansion, recently renovated, the third building in from the High Road, on the South side of Tarnath S
http://forgottenrealms.wikia.com/wiki/Tymora%27s_Fancy
DRAGON 430
4 3 0 0 Tavern
4 0 4 0 Inn
5 0 0 0 Festhall
Temple of Selune, collapsed during the Spellplague, Volam Roarke financed it's restoration BT45
Jhessail Eveningfall (High Priestess of the House of the Moon, female half-moonelf, She has silver hair and lime green eyes. Dressed in
The Moonstars are a noble family and faithful followers of Selune. Once prestigious, the family has suffered various hardships over th
House Moonstar’s primary sources of income are running caravans, exploration, and cartography.
Has fallen into disrepair, well known spot to hire s
expensive restaurant on the southeastern corner of the moot of Vondil and Feather Streets (E:DM pg. 305)
2 1 0 0 Tavern
4 4 0 0 Tavern & Fes
3 2 0 0 Tavern
2 3 0 0 Tavern
Way of the Dragon/Blacklock Alley
Tavern Keeper Sintus Farlhor , MS
Propritor Brant Tearn was murdered in 1479 DR, MS
Tulmaster’s street, Two streets north of High road? MS
Currently empty flower shop, but someone is watering the violets outside the shop. Next to Shureene’s Clothiers, MS
Two ‘condemned’ warehouses, made unstable through Spellplague workings, separate the Inn from the Lone Rose shop. MS
Shop near south gate in or near street of silver (between way of dragon and snail street?) DS 7/12
Ellis Kolatch , a fat, greasy unpleasant man,
A festhall, Jard le Karn, proprietor of the festhall, is a relative newcomer to the city. His festhall has been open six months and has bee
The Club uses local and traveling entertainers. Originally a warehouse, the main floor includes three different entertainment halls, a sp
The shop is filled with quite unusual and ornate pottery. The Sembian shopkeeper, Narvin, is a short, thin, black-haired man with a go
He bargains over the value of each pot. WATE1-2
Mainly staffed by widows of sailors lost at sea (SCAG pg.41)
Note: Location guessed, but probably Queenspire from before the Spellplague.
Temple of Selune, collapsed during the Spellplague, Volam Roarke financed it's restoration (BT 45)
The old inn stands on the east side of High Road. Was formerly know as the Inn of the Dripping Dagger The walls of the inn are fieldst
The food is tasty and plentiful. Notable are pan-fried lout (a local small brown fish) and baked shalass (a local trout-like fish). Notable d
3 0 0 0 0
4 0 0 0 0
The Gentle Rest is an o (WATE 1-1) 4 0 4 0 Inn
The Plinth was destroyed during the chaos of the Spellplague.(FRCG pg.196)
Felzoun’s Folly Tavern is on River’s Square. The s
The walls of the inn are fieldstone at street level and timber for three upper floors. The owner of the inn, a former adventurer named
The food is tasty and plentiful. Notable are pan-fried lout (a local small brown fish) and baked shalass (a local trout-like fish). Notable d
modest temple, formerly a streetshop and two floors ofliving suits, since 1372DR (EFR pg.146)
On Coffinmarch, wizard, old woman, some think she is a crazy mad witch, “never did much more than sell beauty charms to old maids
A tavern in Trades Ward. Has named rooms such as the Brazen Doors room. ED
Given to four younger sons so that Mrayvren's Bountiful Rest could be opened. ED
a large beaver statue with a wooden placard identifies an ornate stone two-story building as
the Guildhall WATE1-3
Tempel of Beauty, On Greengrass, annual costume ball (30 of Tarsakh), DS39,158
d down into Cavern of Eyes (UM LI). None of these connections is direct; each leads through a warren of trapped and warded passages just large en
LO'S GUIDE TO WATERDEEP RELIGIOUS ORGANIZATI
NOTES6 WARD7 СтоGUILD СтоLOREMASTER СтоCHURCH Стовпець11
Council of Farmer-Grocer
0 CASTLE WARD
0 CASTLE WARD
Baker's Guild
Narthund Delzhour
0 CASTLE WARD
Guild of Trusted Pewtere
Fellowship of Innkeepers
Surveyors', Map & Chart-
Jewelers' Guild
0
Ammathair Hawkfeather’
Ammathair Hawkfeather
per day with another 100 gp as a security deposit. A hippogriff may be purchased for 4,200 gp. If one wishes to buy a griffon it’s possible for 9,000 g
ndwynd, who both caught and trained exotic animals.
Meritid Archneie
Jasmal
0 DOCK WARD
0 DOCK WARD
A popular festDOCK WARD
Order of Master Shipwrig
Dungsweepers' Guild
0 DOCK WARD
Coopers' Guild
0 DOCK WARD
Fishmongers' Fellowship
Guild of Watermen
Master Mariners' Guild
0 DOCK WARD
0 DOCK WARD
ue or mage-duel)
is normally sailors and dockworkers looking for a quiet place to eat. The manager is a man named Stevian. WATE1-5 &1-7
a result of long-ago tampering by a thief attempting to disable it, DS 69-71
of 5-foot high ceiling rooms and suites opening off a few winding street tunnels. The district was in the process of expanding under the City of the D
he rest of the Warrens. BT
the Blackstaff BT
ed by the Spellplague into a spell-warped forest, home to strange animals like six-legged bears with white manes, perytones, green owls, two-heade
Varadras, Ordalth House, Pellamcopse) Also found within the forest is the Lair of the Nameless Haunt (see Folk of Waterdeep).
Vlorn Keenear
0 NORTH WARD
Irbryth Authamaun
ness is really practiced” from a cynical, veteran clerk-of-coin retired from Piergeiron’s palace.
esembles more of a museum, stocked with artifacts either stolen or recovered from tombs across Faerûn, all carefully tagged and catalogued. MS 4
anted to appear midnight blue. MS 51
remodelled in the newest style, gatehouses and courtyards completely enclosed so people entering here are not plagued by rain. CotD 114
479 DR during an confrontation with the adventuress Icelin Tearn, is believed to have had ties to Waterdeeps underworld. The blocky stone structur
Phoenix Room. (TGC pg. 8,11)
who maintains an illusion of beauty among the citizens of Waterdeep (CoS pg. 22-23,81)
n the South side of Tarnath Street, secret hideout for the traitor Masked Lord Cozandur, was destroyed durind the Open Lord's spell duel with two m
Mirrormul Tszul
Melshimber
0 SEA WARD
0 SEA WARD
Cassalanter
Thestus Thongolir
0 SEA WARD
Myrna Cassalanter
Guild of Stonecutters, Ma
Mercenary and
SOUTH WARD
one Rose shop. MS
open six months and has been very successful, considering it sticks to entertainment and dining (no gambling).
ent entertainment halls, a spacious entry hall, a cloak room, a series of privies and a kitchen. A veritable warren of access corridors allows waiters a
black-haired man with a goatee. He is a high-energy, nervous individual who strokes his goatee when thinking.
0 TRADES WARD
League of Basketmakers
Council of Musicians, In
Launderers' Guild
Zeltabbar Iliphar
beauty charms to old maids and protections for young men with mischief on their minds”, most of Egetha’s stock is not for minors. CotD32
arded passages just large enough for a beholder to make its way.
GIOUS ORGANIZATIONS LIVING WATERDEEP
Стовпець12 Стовпець13 СтоCONTRIBUTOR WEALTH DM NOTES LW Descriptions2
0 0 0 0
0 Comfortable 0 0
0 Modest 0 0
0 Wealthy 0 0
0 Comfortable A comfortable, unim 0
0 Wealthy 0 0
Sevren Modest A modest neighborho 0
The third and fourthOwner's
floors have
Suite:
medium
The firstsized
roomrooms
seem
JL Wealthy The fifth floor has small
Storage:
suites
This
with
room
twocontains
bedrooms vario
an
A modest but comfortable tavern; a favorite among t
0 Comfortable Was previously The Crow's Nest. 0
griffon it’s possible for 9,000 gp. Griffons are not available for rent. (WATE 2-3)
0 Modest A rough-and-tumble 0
0 Modest 0 0
0 Poor A shabby, low-coin f 0
0 Wealthy 0 0
Nekomancer Comfortable 0 Merfolk tavern on t
0 Comfortable 0 0
0 0 0 0
0 0 0 0
0 Modest A clean but clearly 0
tones, green owls, two-headed deer and the tentacled buarala whose limbs are coved with maws and who fear light, Plants like conifers with blazin
erdeep).
JL Wealthy 0 0
Nekomancer Aristocrat 0 The official buildin
0 Wealthy An inn well-favored 0
0 0 0 0
0 Ruins 0 0
0 Comfortable 0 0
0 Modest A former Watch-post 0
0 Wealthy 0 0
0 Comfortable A nightclub-style f 0
Has a pet draco (flying lizard) named Jack that li JL Aristocrat The Crown & Heron is 0
0 0 0 0
0 0 0 0
Outside: Single story, wooden ext
Skuzz Modest 0 Inside: A poorly lit interior contrib
0 0 0 Random building of WD
inn/storage
inn/temple of many faiths/former noble villa
monastery
noble villa
residence
rooming house
Merrich Shadowquik,
One can pay 5 gp tohttp://beyond-there-be-dragons.blogspot.com/201rooming house/inn
row house
ruined building
ruined inn
0 0 0 school
shop
tavern
tavern&inn
tavern/guild
tavern/guildhall
0 0 0 tavern/inn
temple
0 0 http://forgottenrealms.wikia.com/wiki/Elfstone_T temple/house
tomb
vault
0 0 0 villa
warehouse
wizard's domicile
wizards' domiciles
0 0 0
Basic beverages cost a simple 1 cp per mug while the house special cost 1 sp.
The tavern owner, 0
Owner: Milo Mountainowk. A human male with bright blue eyes, with a slightly receding hairline, although it seems as if he’s grown hi
Barmaid: The barmaid is a changeling0who prefers to take
0 a feminine form. Their name is Kendyl Forestdown. It’s a bit alarming as the
0 0 0
http://forgottenrealms.wikia.com/wiki/Tavern_of_the_Flagon_Dragon
0 Has floorplans http://beyond-there-be-dragons.blogspot.com/2014/03/the-tavern-of-flagon-dragon-waterdee
She openly worships Akadi, Goddess of air, movement and speed (True Neutral). She is very good at defusing tensions. She is very quic
She is bisexual, although tends to prefer women of a slightly brawnier build. She is single, and is not seeking commitment as she would
0 http://forgottenrealms.wikia.com/wiki/Sapphire_House
0 0 0
0 0 0
http://forgottenrealms.wikia.com/wiki/Griffon%27s_Grog
0 0 https://books.google.ca/books?id=crmmRfrMBx4C&pg=PT84&lpg=PT84&dq=griffon%27s+grog&
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 http://forgottenrealms.wikia.com/wiki/Selûne%27s_Smile
Astar Vice, a curio Entrance is granted 0
0 0 0
Owner: Mevril Novae
The Three Pearls is 0
0 0 0
d. Theseisa the youngest brunette mermaid who uses her money to collect various trinkets obessively. She mostly just stares at weird
e. Nieles Arres a human man who traveled
0 across Faerun
0 to just see a mermaid, was a patron for so long he now works there. Tasked
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 http://oakthorne.net/wiki/index.php?title=Stormcloak_Inn
0 0 0
0 0 0
0 Spectators can plac 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
Is always serene, very generous to her patrons yet still courteous to non-patrons.
She proudly worships Chauntea, Goddess
0 of agriculture, 0farmers, gardeners and summer.
0 0 0
0 No location on map 0
0 0 0
0 0 0
0 0 0
0 0 https://drive.google.com/file/d/1Q6qS80J0RX8lxTwv8PMc5x3WPB5fQDE9/view?usp=sharing
0 0 0
0 0 0
0 0 0
Bard: Claws in the W
Claws in the Wind i 0
0 0 0
0 0 0
Draeli Hornieth, Ma 0 0
Antonia Duvalla, F 0 0
0 0 0
0 0 0
0 0 0
The owner, a female
Newcomers are imme 0
Business type
e of many faiths/former noble villa Adventuring gear
Armor, magic
Armor, normal
Assassins
Broadsheet
Chapbooks
Clothing
Constructs
Drink
Drugs
Entertainers
Extraordinary natural items
Food
Lodging
Magic items
Mercenaries
Mounts and related gear
Poisons
Potions
Scrolls
Slaves
Special substances and items
Spellcasting Services
Stolen property
Tools and skill kits
Weapons, normal
Weapons, magic
n_Dragon
tavern-of-flagon-dragon-waterdeep.html
&lpg=PT84&dq=griffon%27s+grog&source=bl&ots=_DuTSrfGsI&sig=-uUUCu0tQGnq9syHmsUpdDKoKxA&hl=en&sa=X&ved=2ahUKEwj62O7u577dA
3WPB5fQDE9/view?usp=sharing
ce of business (many with apartments above) Err:504 Err:504 #N/A #N/A #N/A
ce for guard, watch, Lords’, and public use Err:504 Err:504 #N/A #N/A #N/A
ce of entertainment (most with tavern facilities) Err:504 Err:504 #N/A #N/A #N/A
ld headquarters (many also act as Business) Err:504 Err:504 #N/A #N/A #N/A
vately owned abode of noted/wealthy person Err:504 Err:504 #N/A #N/A #N/A
ern with beds and meals provided Err:504 Err:504 #N/A #N/A #N/A
mplex of buildings owned by noble family Err:504 Err:504 #N/A #N/A #N/A
lti-story building with rented living space Err:504 Err:504 #N/A #N/A #N/A
ablishment for drinking with some food Err:504 Err:504 #N/A #N/A #N/A
gular place of worship or confined complex Err:504 Err:504 House Thann is one of Wa #N/A #N/A
rage for saleable/raw goods Err:504 Err:504 #N/A #N/A #N/A
wer or home of wizard (danger imminent) Err:504 Err:504 #N/A #N/A #N/A
Err:504 Err:504 #N/A #N/A #N/A
** The 'Haven' is one of the nice public faces of the Order of Blue Fire. It isn't necessarily as peaceful as it sound
Olimbur Dardulph
Volo’s fat and cigar-chewing publishe
Lord BonesCrime-Lord, visits seedy festhalls. An
The Bandoun FamiMatriarch ** a plaguechanged creature?
Haramond Bandoun, a lich, SAY6
Emily Bandoun, Bandouns’s much younger siste
Verity Morninglady
Gordryn HaDragonborn pirate captain in the em
Adventurers Quarter
See also: AG p. 36-64, and SC 1-16.
AQ1 Business:
2-story Class C buildin
CG p. 94; WW p. 28, 6
Hespheira (ruin) Centuries ago, the village of Hespheira lay in the shadows of Mount Sar, but in the Year of Lathander’s
Nasaqh Estate (fort) In thecfYear
East of the
the High Shadowkin
Road, Returnbetween
in the valley (1136 DR), the ruined
Mount Sar andvil¬lage
Mount of Hespheira
Helimbrar, liereturned to Faerun,
the Nasaqh Estates.wF
MereofDeadMen Within the holdings of Lord Nasaqh lies the Agrivar estate. Consisting of more than 100 acres of fertile
Mere of Dead Men
Khelben the Elders To Carved from the marbel cliffs of Mount Khimbarr amid the Lonely Hills, actually no tomb but a safehold
The Pellamcopse Once a pleasant little wood good for hunting game within a short walk from Northgate, it was corrupte
Wardragon (Sell-sword, Long blond hair, pale blond beard, tall, musclar, wields the axe Azur Laraelra ‘Elra’ Hasard (daughter, sorcerer, skinn
Harug Shieldsunder (old dwarf tunneler of the g
eriff (sage, sorcerer, smith ) Eiruk Weskur (wizard of the Watchful Order, bla
uck (Halfling, grandson of Madrak) Vorgan Drulth
uthcutter (dead, posthumous member, buried beneath Roarke House) Lord Torlyn Wands (see Folk of Waterdeep)
ram (dead, posthumous member, buried beneath Roarke House)
(BT 266, Lord’s Champion, the bodyguard of the Open Lord Neverember, giant bulldog of a man, wear’s many weapons on his person, am
e and other magical maladies. Cellica, Shadowbane’s helper, was a member prior to her death and Lady Ilira Nathalan is a patron. (DS 140
sn't necessarily as peaceful as it sounds. On paper, they're all about relieving suffering, but scratch the surface...and even then you probab
Volo’s fat and cigar-chewing publisher. Publisher of Broadsheets. A journalist even in the face of dire danger. SAY1, 3
Crime-Lord, visits seedy festhalls. An intelligent undead formed by a conglomerate of crawling claws and dretches. SAY4-5
** a plaguechanged creature?
d Bandoun, a lich, SAY6
doun, Bandouns’s much younger sister who trails around after him all the time—and wears magical boots that could “jump” her through w
Dragonborn pirate captain in the employment of the lich Haramond Bandoun. She always growls, if she remembes to, because she thinks
ms.fandom.com/wiki/Reluraun%27s_Tomb
ms.fandom.com/wiki/Floshin_Estates
’s ride north and east of Daggerford (17). It is home to Ghelimar Firefrostarr (NG male Tethyrian human bard 1/fghter 10), current holder o
rn Faerun, keeping track of intrigues, changing attitudes, treaties, and shifting balances of power. He also keeps records of all peace treatie
nown as Elembar, after the kingdom that once claimed them. In the Year of Risen Towers (146 DR), humans founded Elembar and its capit
ion of an orc horde shattered the realm. One notable exception, however, is the Moon Tower of Elembar, an ethereal spire visible only on
mansion that once stood proudly amid fanciful gardens adorned with fountains and pools. The house sprawled along a curving ridge in th
th scrub woods The weathered staircase, made of green-veined white marble, rises six or so steps into the air from a dark hole at its base.
a Brightaxe. The place is well known among the Stout Folk of the North for the all-dwarf and mixed-race adventuring companies its inhabi
lls beneath the eastern end of the Watchers of the North (24)— the line of tors that marks the northern edge of the Forlorn Hills.
above sea level before drifting down to the lower elevations of the Mere of Dead Men. The cliffs along this stretch of coast are known as th
Red Rocks. Most of these landforms are sea stacks carved by the relentless waves of the Sea of Swords, but some are little more than bou
n his boat was dashed apart against it during a storm. The tiny island lies off the coast just north of Waterdeep, so close to Mount Sar that
e¬water
gged spurcavern
of rockthat oncethe
amidst served
Red as the home
Rocks, cf Gaulauntyr
just north (FRCS).
of Waterdeep. TheAlthough
fortressthis complex
is quite small,nocapable
longer of
holds the dragon’s
holding fortune
at most sixty in gems,
persons, butitt
sed by of
east a triangle of inner
Waterdeep’s wallsGate.
South and encircled
Originally by a roughly
owned by theoval outer wall.
crimelord Landbound
Carril Byndraeth,creatures
the estatemust approach
passed to his across the sandbar
wife Brianne (CoS:W)andafter
clim
epeated theft
¬rounded by aattempts.
stout stone Rumors
wall isspeak of a vast
the Roaring fortune
Dragon in gems
House— and magic accumulated
Waterdeep’s by the
newest gambling crimelord
den. Built toduring his lifetimebrawl¬ing,
allow gambling, and hidden andso
bridge spans the River Dessarin, extending the main caravan road south from Waterdeep toward Amn and the Caravan Cities of the Weste
¬tain
southa of
guardpost there—a
Zundbridge. double-walled
Lizardfolk castle
occasionally lurksituated on a rocky
in the mouth of its outcropping
marshy source, above
but the
the river gorge
merfolk whojust southeastin
congregate ofthis
Waterdeep.
area haveThelargi
of ancient Ardeep’s tombs. Overgrown and forgotten even by the Fair Folk and the Stout Folk, these tombs have yielded their smaller riche
ves Guild in Waterdeep has laired for more than three decades beneath the base of Mount Helimbrar, undiscovered by Waterdeep’s city g
nt Sar, but in the Year of Lathander’s Light (1024 DR), unknown magics shifted the village and all its inhabitants to the Plane of Shadow. Ma
t of Hespheira
Helimbrar, liereturned to Faerun,
the Nasaqh Estates.wrapped in a cloying
Four generations cloud oflords
cf Nasaqh blackness. Shadowy,
have ruled wraithlike
this valley, creatures
but the currentbegan attacking
Lord Nasaqh inhabitants
(LN of t
male Illuskan
ting of more than 100 acres of fertile fields, old woodlands, and a stone manor house set on a rise overlooking the land, the Agrivar estate
20 вересня 2017 р.
7:44
20 вересня 2017 р.
rganisation has since gone underground again, their relations to the 7:44
ra’ Hasard (daughter, sorcerer, skinny, pale, black hair, heir of the B20 вересня 2017 р.
ldsunder (old dwarf tunneler of the guild) 7:44
kur (wizard of the Watchful Order, black hair, worn as skullRavencourt
Mouth of Scarlet’s Well Street
n Wands (see Folk of Waterdeep)
20 вересня 2017 р.
7:44
ar’s many weapons on his person, among them metal sleeves over his index fingers, both shaped like claws.
dy Ilira Nathalan is a patron. (DS 140)
e surface...and even then you probably wouldn't notice, that it's c 20 вересня 2017 р.
7:46
danger. SAY1, 3
and dretches. SAY4-5
oots that could “jump” her through walls and closed doors and any other sort of obstacle intended to keep her out. She never says anythin
he remembes to, because she thinks pirates should growl, and because she was a dragonborn. She wears a cursed magical girdle —not en
Encounter
2-12 Land Lampreys
1 Mimic
1-6 Skeletons
5-20 Rot Grubs (in carrion)
1 Otyugh
1-4 Jackalweres
4-16 Wild Dogs
4-24 Wererats
5-50 Giant Rats
2-24 Giant Centipedes
2-20 Animal Skeletons
1-12 Huge Spiders
1-2 Nyth
1-4 Leucrotta
1 Shambling Mound
2-12 Poisonous Frogs
1-12 Zombies (or 2-8 Sea Zombies)
1 Neo-Otyugh
1 Catoblepas
Special Encounter: DM's choice
Key:
BT (Blackstaff Tower & Candelkeep-Forum replies by Steven E. Schend)
Starlight** 10 *Note: The sourcebook draws on material from different times, so I include
Total dark Impossible*** HoU (Halls of Undermountain)
*+5 bonus on Spot check if the spotter has low-light
*Note:vision or ifthe
I left out headventures
or she hasadversaries,
darkvision considering
that extends farto
them enough.
be dead,
***Unless the spotter has darkvision that FRCG (Forgotten Realms Campaign Guide 4ed)
Dra2 (Draconomicon2)
vered by Waterdeep’s city guard. Although he spends the bulk of his time in the City of Splendors, Marune still returns to his longstanding
to the Plane of Shadow. Many villagers were rescued by the paladin Dahaerlin of the Burning Brand and the Brotherhood of Light after fier
dn Nasaqh
attacking inhabitants
(LN of the
male Illuskan surrounding
human region,
aristocrat drawing
9) may be the out
last the Knights
of his of the Aster.that
line, considering In the shadows
he is growingofolder
the village,
and hasmembers of the orde
not yet produced a
he land, the Agrivar estate is held in trust for Priam Agrivar (LG male Illuskan human paladin 10 of Tyr), a noted adventurer and part of the
ke six-legged bears with white manes, perytones, green owls, two-headed deer and the tentacled buarala whose limbs are coved with ma
ne. DS 304 (Probably a fey’ri).
thara had three succubus servants, who occasionally took her place, so the Cythara Ilira killed could have been an imposter. Or someone e
Fox-at-Twilight/Lady Ilira)He might also be the person Fox-at-Twilight called ‘Uncle Nemesis’.
out. She never says anything. She just sits and watches with her huge dark eyes, and listenes.
sed magical girdle —not entirely by choice; because of the curse – which not only grants an armorlike protection, but also kept her figure
SHIPS
plies by Steven E. Schend) SHIP CAPTAIN Descriptio Activities CREW SOURCE
Bottom Feeder Bottom Feeder was Bumpo Thunderp
Bottom Feeder plied
as 20-foot-long Джерело:
the waters <http://forgottenrealm
(6.1 meters)
of the River
square-bottomed
Chionthar from
riv
Free Dragon The Free Dragon was a magical shipThomas
owned J.byScott
Captain
(2012-10-04).
Ghedrinn Lass
A Li
Moon Maiden The Free Dragon was a magical vessel, created for Baranaar Lassan,[2
Seabreaker
Coin Toss
Koalinth Klarz
Ravenous
Kelpie's Kiss
from different times, so I included onlLost Cause Captain Drashk 6 Zhents merceSKT
Eyecatcher Haramond Bandoun 3 drow elite warriors, 17 warriors
s, considering them to be dead, and HeartbreakerMansion on Vhezoar Street (BT 238) 3 drow elite warriors, 17 warriors
andlekeep Forums)
Play Title Date Written Author Musical Title Date Written
And So They 1300 Ilphel Zarghar A Dove At Dawn 1329
Argonyar in ? Unknown Another Battle ?
Bold Hearts ? Nargustarus Grithym Ballad of the Gal?
Broderick Be 764 Unknown Ballad of the S ?
Hearts & Dag? Sperrus of Athkatla Ballad of the Wa?
Lord Alurmal 1346 Unknown Dark Lass Gone 1364
Much Ado In 1357 Malarkin Norlbertusz Death To All Ma 975
rd, Taeros became a school of arcane
Sevenstudy for young lasses
Dragon seeking
1035 to master
Tilshamber sorcery under
of NeverwEver the direction
Is Weather ? of his widow, the sorceress Ybr
d as extensive cellars The fore chambers are home to the maddened ghost of one of the attacking wizards and some sort of crea¬ture—p
Shards & Sw 163 Unknown Fall of the Comp?
The Elf Queen 1352 Unknown Great Changes A 1332
The Fitting 241 Avelthar Echorn Helms Full of Bl ?
The Gilded U 1369 Raulivan Torthtra In a Dark, Dark ?
The Leaping 900 Aukh Rammantle Jonstan the Rove?
The Red Rage? Unknown Last Lament ?
The Shattere 1370 Annadas Athlo Lost and Hapless?
The Stormy K 762 Unknown Lost Princess Ro ?
The Terrible ? Unknown Many Meetings c. 1115
Three Black 1357 Ivryn Olindarr, Bard My Lady of Sha 1364
Windbag of 1355 Tholdomor “the WiseMy Lady of the ?
Nine Stars Aroun 1338
Oh, Come Let Me?
, Raise Another Gl?
the centuries, so sailors tend to give the area a wide berth. Fishermen frequent these waters, however, since they are home to an endles
Rhyme of the Ro 1359
Safe Behind Blac?
cavernsvisible
andbar, thanksonly
to the watery
at low tide,entryway. Theupmon¬sters
which links this creature
with a narrow trail thatbirths include
eventually roth
joins the(FRCS),
High deer, and boars, plus various other prey a
Road.
Salute to Victor ?
se
in bends
the cityback andshe
(N75), forth and passes
returns to the through
ByndraethfiveEstate
gatesat
before
least reaching
once everythetenday
lower to portions
rest andof think.
the structure. Waterborne creatures can appr
She Walked Out?
oeyrooms,
do serve
anda apurpose
menu ofbyoverpriced
allowing Brianne
drinks. to observe
Even Waterdeep’s
so, however, it doesmost skillful
not lack forrogues in action.
Song of the Bord 1327
e roaring, spring floods of the Dessarin, with¬out requiring any repairs. Starfall Pool ?
d where caravans can rest while their wares are inspected by Waterdhavian customs officers. In fact, most trading costers own permanent
Tears Never Cea 1330
the streambed, but most of the more valuable treasures are still trapped in the now-submerged tombs.
Tears On a Crysta 1366
The Ballad of Bl ?
The Ballad of t c. 1320
The Bold Knight ?
The Cormyte's B?
The Dragon Crie?
till returns to his longstanding lair from time to time, usually to craft new magic itemsThe Dryad and t ?
The Fireside Son?
Brotherhood of Light after fierce battles with a powerful shadow dracolich named Umbralax, The Knightswhoofdwelt
? in one of that plane’s mysterious
e village, members of the order battled Umbralax and the wraiths. But although
er and has not yet produced an heir. The Nasaqh holdings are known for producing “seawine,” the shadowy invaders
a potent were destroyed at great cost, thank
The Last Ride of ? liqueur popular among Waterdee
ed adventurer and part of the crew of Dwalimar Omen’s Realms Master.
The Lonely Hunt?
The Ride of the ?
The Rider O'er ?
hose limbs are coved with maws and who fear light, Plants like conifers with blazing rThe Shining Cro ?
The Sun Comes ?
The Wandering ?
ction, but also kept her figure breathtakingly buxom…and as short as a halfling child. Verity regards the world through lowered eyelids, loo
рело: <http://forgottenrealms.wikia.com/wiki/Bottom_Feeder_(ship)>
mas J. Scott (2012-10-04). A Little Rebellion (ABER4-3) (ZIP/PDF). Living Forgotten Realms. Wizards of the Coast. p. 12. Retrieved
17 warriors
17 warriors
17 warriors
te merchantman; captained by Borul Chanrael of Amn The Defender: naval raker Endless Horizon: merchant caravel captained by the mer
Listed by Author
rchant caravel captained by the merchant-mage Enebryl of Tharsult The Fleetwind: naval raker, captained by Phaelar Roaringhorn Golden
? Urkitbaeran of Calimport
? Bulgoz of Sudolphor
? Unknown
? Unknown
? Rindala Shardroon, Sage of Immilmar
1293 Mespert of Baldur's Gate
? Unknown
937 Ortharros of Zazesspur
? Dalimblas Thurm
? Tuth Malgul, Doompriest of the Sun's Shadow Shrine
c. 1280s Anonymous Court scribe of Tethyr
? Maglas the Seer
? Unknown falconers in the employ of the Crown of Cormyr
? Iyrauthar the Seersage
c. 1300 Smerdiuk Dragonbane of Arabel
1327 Cirian, Master Chronicler of Candlekeep
? Aserglan Burtrann
? Unknown
ince the Fall of Netheril Prespaerin Cadathlyn, Loremaster Most Exalted of Oghma
1321 Alaphondar Emmarask, Sage Most Learned of the Royal Court of Cormyr
? Halgar "Deepwalker" Ankarkyn of Tethyr
576-580 Delblood of Silverymoon
1356 Tuorn, Sage of Sarshel
c. 960s Sarmallin of Yhaunn
1312 Yarynous Whaelidon
1348 Dhynthar of Kormul
676 Jalduth Mimbraer
974 Belmast Thaurondur, Scrollmaster of Suzail
1333 Blorgar Hanthaver of Myratma
? Alaphondar Emmarask, Sage Most Learned of the Royal Court of Cormyr
1372 Myrindas of Port Kir
1354 Ortin Blaer, Master Historian of Memnon
? Akabar ibn Hrellem of Keltar
1370 Jenelle Einhorn, Acolyte of Oghma
c. 900s "A Mariner" (Anonymous)
1370 Terrance Balancehand of Scornubel
c. 1356 Edwin Narlok of Waterdeep
1018 Malivur Stonecastle
1344 Khelben "Blackstaff" Arunsun
1346 Unknown
1359 Harbalor “SnowSage” Ilthon
1344 Tellar Moendath of Luskan
c. 1250 Glasgert Himlothrith, scribe of Iriaebor
? Malchor Harpell
1340 Lyonar “Lightmane” Huntsilver
1365 Zanthravas Rolovantar, Lord Chamberlain of Castle Waterdeep
1363 Gaurdront Elmithar
1363 Unknown
? Donstan of Athkatla, Master Adventurer
? Artur Shurtmin, Loremaster of Berdusk
1341 Hural Artseeker of Rawlinswood
c. 993 Elminster of Shadowdale
902 Storm Silverhand
? (c. 1330s) Antarn the Sage
1366 Shahaerynus the Drow Sage
c. -200 Amphyr the Venerable
1170 Daskalos of Candlekeep
1348 Valarand the Scholar
? King Haedrak III (Rhindaun) of Tethyr
1370-1371 Uldon Saertluth of Turmish
? Solonor Thelandira (recorded by anonymous priests of that god)
? Aernstag Oeblym of Starmantle
? Abranthar "Twoquills" Foraeren
1365 Unknown; only exists in Common and dwarven translations, not original text
? Linnaeus Gozzling, professor of the University of Suzail, Cormyr
? Ilygaard Stormhawk, Druid of the Tall Trees Circle
1357 Maerlun the Scholar
? Beldrim Bessart of Baldur's Gate
? Lorth Blaenarry
? Ulblood Rathtin, "Royalslayer" of Tethyr
1345 Srusstakur Thond, Master Mapmaker
c. 450s "Taarnal Swiftdagger" (viable ID of Iltkazan)
c. –400s Dazratha Alaemalarr, Sage of Mimph
1339 Unknown
? Arivant, Sage of Ormath
1236 Iana Robinsong of Silverymoon
c. 900s Aglasz Jhavildar, Sage of Teziir
? Oblut Thoim, Master Merchant of Teziir
(c. 1310s)
? Vangerdahast of Cormyr
1316 Various authors
? Anonymous (from Inner Sea lands)
1369 Rebrum of Sheirtalar
c. 1210 Shavryn Ilidar, High Priest of Ilmater
1355 Mirt the Moneylender
650 Hommil Dundreth, Merchant-Mage of Hlintar
? Duke Bhereu (Huntsilver?) of Cormyr
1328 Unknown
? Irigoth Mmar, High Sage of Baldur's Gate
1223 Geonos of Crimmor
? Aglasz Jhavildar, Sage of Suzail
? (c. 1360s) Elbruth Torlim, Red Wizard of Thay (retired)
? (c. 1290s) Zatan Arrowswift, Herald of Athkatla
1038 Unknown
? Bowgentle
1231 Kirkabey (scribe of Cormyr)
? Naneetha Shinalstar, War Mage of Saelmur
1355 Unknown
? Flamsterd of the Moonshaes
c. 1340s Helsuntiir of Athkatla
? Selbryn the Sage
1356 Loremaster Hardolan Myrinter
1357 Lady Citta Hothemer of Waterdeep
1357 Athaeal of Evermeet
? Oren bel Dannar, Sage of Triel
? Dathlyr "The Hammer" Greybold
? Dauthin Maer, Master Merchant of Baldur's Gate
1349 Nelve Harssad of Tsurlagol
1298 Kylae Aglundar
1351 Tessaril Winter, Lady Lord of Eveningstar
1336 Alabaer Dree, Scourge of Undead
? Ondam Moray of Dilpur
1359 Lord Rayburton of Cormyr
c. 1353 Unknown
? Various anonymous court scribes of Cormyr (and personal reminisces by various Obarskyrs themselves)
1308 Unknown
? Bryth Tolar of Clan Ironhelm in Mirabar
Early 1100s Rhaugilath “the Ageless”, Lich-King of Orbedal
? Ali Binwar, Elementalist professor at the School of Wonder (Amn)
1247 Albaerum the Sage of Neverwinter
c. 1320s Melthras of Semphar
1285 Khelben Arunsun ("the Elder")
1336 Brathmur Engelstone, Sage of Saerloon
1179 Azlundar, Lion of Neverwinter
? Bhelorn Shavarr
1237 Dunkelzahn of Candlekeep
1354 Unknown
? Destrar Gulhallow
1350 Delder Morgablade, Sage of Telflamm
? Magus Firewand (scribe and mage of Cormyr)
? Edygulph Erremore, naturalist & Sage
? Leaontar Dlarvin, Bargemaster of "the Black Boat"
? Halvidon Maeraed, Bard of Elturel
? Nenemith the Sage
? Thaelrythyn of Thay
1345 Revendro of Everlund
1361 Iyritar Sarsharm, Sage of Tashluta
1360 Anonymous
1359 Guldom Tchar of Mirabar
1283 Naurglaur the green dragon
895 Annath of Neverwinter
? Faeranduil of Neverwinter, Sage
? Arkanuirr Tchellem, Sultan of Tulmon
?-? Chelm Vandor (scribe of Cormyr)
? Khollas Tandrymson of Myratma
1314 Iwann
? Glarthlyn of Silverymoon, Scribe
? Ammathair Hawkfeather, Sage of Waterdeep
1359 Syluné of Shadowdale
c. 1330s Storm Silverhand
1302 High Scribe Blaeruityn of Ankhapur, priest of Oghma
? Thargrin "Threeboots" Ammatar
? Hlammaster Urlyn, Sage of Elmwood
1239 Her Royal Highness Princess Alusair Nacacia Obarskyr of Cormyr
1364 Tammarast Tengloves, Bard of Elupar
1342 Raulavan Emmertide of Suzail
1304 Elvryn Auraunt, Sage of Everlund
1347 Farlaethil of Beregost
c. 1340s Seroun of Calimport
? Mualak yn Dulahyn Abbas
139 Korin of Neverwinter
1334 Halivon Tharnstar, Avowed of Mystra
? Tasagar Winterwind, Scribe to the Guilds of Selgaunt
? Amhritar the Tall
? Jerenneth Ghalvin of Neverwinter
1349 Theldaun "Firehurler" Ieirson
? Thorndar Erlin, High Priest of Lathander
? Myrintar Hasantar, Sage of Suzail
1307 Claddart of Candlekeep
1364 Trelaphin
? Almer Galarthund
? Alairtelle Mistrym, lady of Llorbauth
1347 Bowgentle
1228 Albryngundar of the Singing Sword
1340 Laeral of the Nine
1335 Mirt the Moneylender
1343 Halidar Thundershield, Lord of Yhep
1346 Taldan the Minstrel
778 Alustriel, High Lady of Silverymoon
1294 Alustriel, High Lady of Silverymoon
1271 Storm Silverhand
1224 Annath of Kurtyl (old hamlet in Amn)
c1280s Halaster the Mad (proposed author though manuscript is anonymous)
? Torgyl Bulter, renegade Red Wizard
c1310 Ralderick Hallowshaw, Jester
1346 Ithlom Dhaunart
442 Saibh yi Saelmur
1358 Elenaril Nharimlur
855 Aumtevel Dlarryn of Elembar
228 Jhalivar Thrunn
? Lhaeo of Shadowdale, scribe
1354 Araugh of Oslin
c350 Fairin Icemantle
c. 600s Wiivalax, Netherese Absolutist
? Miriam Buttercake of Ashabenford
1298 Thardon Ilvynner
520 Gaspaeril Gofar of Arabel
1313 His Royal Highness King Azoun Obarskyr IV of Cormyr
1350 Tulrun of the Tent
1356 Estimyra of High Horn
? Shalindoth Laurgoren
? Anonymous clerics & priests of Bhaal
c. 200s+ Glimmerdarth Gulprin, "the Gnome Sage"
? Sambrin Ulgrythyn, Lord Sage of Sammaresh
1341 Reld Barunenail, Sage of Histories
1361 Aubaerus “the Ravenmaster”
1313 Anonymous priets of Azuth
1358 Volothamp Geddarm (Original text)
c. 1356 Volothamp Geddarm (Rewrite with aid of Elminster)
1367 Volothamp Geddarm; unreleased
1360-1362 Volothamp Geddarm; notes & old draft; all final drafts destroyed by pashas and Rundeen agents
1364-1365 Volothamp Geddarm
1367-1368 Volothamp Geddarm
1368-1369 Volothamp Geddarm (excerpts and partial draft of which released by Elminster to chroniclers as “Volo's Guid
1369- 1370 Volothamp Geddarm; unreleased and suppressed by Zhentarim agents
1357-1358 Volothamp Geddarm
1365-1366 Volothamp Geddarm
1366-1367 Volothamp Geddarm; unreleased
1358-1360 Volothamp Geddarm
1363-1365 Volothamp Geddarm; unreleased
1362-1363 Szuszalan “the Warrior Maid”
1352 Mirt the Moneylender
1349 Sundral Morthyn
1344 Thaldeth Faerossdar
1329 Imgaun Cordelvur, Master of Platters
? Jeremmer Hardree, “the Mad Jester”
1340 Arathur “Wise Eyes”, Sage of Athkatla
1339 Rathrol of Scornubel, Merchant Lord of Sebben
1310 Belbradyn Tralaer
1354 Her Royal Highness Princess Alusair Nacacia Obarskyr of Cormyr
756 Hanjack Thallowblade, “The Farfaring Minstrel”
1366 Anonymous prophets of Eldath
? Khelben "Blackstaff" Arunsun
1328 Salhmitarr "Sage" Sorndar
? Arthaeuil Nrensam, High Trident of Onthalasp
992 Hamairathgauraundon, High Wyrm of the Crags
1016 Melliyechorl Varast, Master Teacher of the Archmages of the Inner Fire
1347 Ithryn Halast
? Khelben "Blackstaff" Arunsun
1351 Indrikh Darsiir, "the Deathless Gnome"
? Anonymous (from Cormyr)
? Haldegon Marpiir, Lord of Hardcastle
ed by Phaelar Roaringhorn Golden Dreams: Amnite merchantman captained by Orlyn Jhamluuth Goldenharvest and Sea Nymph's Laugh: c
Alustriel of Luruar)
while in Myth Drannor)
arious Obarskyrs themselves)
s and Rundeen agents
vest and Sea Nymph's Laugh: caravels belonging to Royus Adarbrent and Bleskos Wavesilver (respectively). Left in Tarsakh 1369 in a race t
eft in Tarsakh 1369 in a race to Maztica and back. Horn and Hounds: Waterdhavian diplomatic ship, sunk by the Thelark south of Leilon. T
the Thelark south of Leilon. The Lucky Merchant: Orlumboran merchantman The Pride of Waterdeep: naval raker, sank during Fleetswake
l raker, sank during Fleetswake 1369DR; another raker has recently been re-commissoned as the Pride, and is captained by Druth Azheult.
s captained by Druth Azheult. Seaworthy: naval barge The Southward Sun and The Wavebreaker: Tethryian warships Queldor Vhul: Lanta
warships Queldor Vhul: Lantanese merchantman. The Vhul and its captain Orelantyr Merelarn was discovered to be illegally importing sm
ed to be illegally importing smokepowder and forever barred from entering Waterdeep. Seven of Staves: Neverwintan caravel Watermoo
everwintan caravel Watermoon: privateer captained by Bhaermul Waves' Edge: naval raker Winds of Glory: naval raker, sunk by pirates in
naval raker, sunk by pirates in an ambush off the Whalebones.
|🔝| To main page
PRESS OF WATERDEEP
BROADSHEET NOTES
The Vigilant Citizen the most reputable broadsheet, : the solemn, "nothing but the facts",
The Blue Unicorn
The Mocking Minstrel caustic, sarcastic and widely read DS22-23,37
Daily Luck
North Wind light, sunny, and sardonic, a recent broadsheet specializing in lots of illustratio
Merchant's Friend
Waterdeep Wartrumpet Published by Annath Horkle of Beacon Street, Trades Ward (ED)
Horkle's Gossip Cauldron
Straight Talk from the Docks "the seafarers' forum, where all dirty truths are told"
Waterdeep Wazoo. The Wazoo was named for both its founder and its first sponsor. The lass who
Calagar's Caravans advertises caravan musterings, guard-hirings, and folk looking to buy
Thaeler's Coinwatch a cynical survey of shipping business over land and water entering or
Thy Daily Luck dedicated to Tymora but really to local investments and gambling
Merchants' True Friend consecrated to Waukeen
The Eternal Dawn Many nondevout Waterdhavians occasionally pick up a copy of The Eternal D
Lady Amaranth's Falcon for the young, fashionable gently born lady
The Anklet for her more conservative mothers and aunts, who demand the very heigh
Burnstel's Oracular he hunting, riding, and sober sneering-down-upon-all-others publicati
The Sword in the Sun for young, vigorous male nobles and rebellious she-nobles who favor
Hulbrant's Record a bland but exhaustive catalog of who was seen where and wearing
The New Waterdhavian, regards nobility as "the outdated, pretentious decadent affectation of
Halivar's Lords and Ladies reports all the
Lin: Female news and
Halfling, nastywife,
Philbin’s gossip about
have the "Old
several Nobility"
children; Demin a Mira and p
and
Pleased Toes Harravin: Male Halfling, Works as a crier in Castle Ward, sells ‘Pleased Toes’ se
Mouth of True Waterdeep say very rude and inflammatory things about Lords, Palace officials, n
Turjan's Trumpet a dashing, light-hearted broadsheet concentrating on telling other young gallan
Daily Trumpet ''The Daily Trumpet'''is the name of both the most widely read broadsheet in t
"Sharkroar" Horth Sharlark's Broadsheets: Printer (Broadsheets)
This old stone two-story building, home to one of Waterdeep s more infamous
Endless Chapbooks
Title Description
Engelvaer's Poison and Sickness Remedies Engelvaer's Poison and Sickness Remedies is a compendium of alchemical pr
Herbs of the North and How to Recognize T Herbs of the North and How to Recognize Them is a fanciful overview of a stra
That Old Cask: A Drinker's Tales That Old Cask: A Drinker's Tales is a compendium of colorful but simply told ya
The Exploits of Roral Readysword, Knight-A This chapbook tells a grand, stirri
The Ramath Saga The long-running series called the Ramath Saga deserves special mention. Alth
The Dark Dragon The Dark Dragon is a frankly lewd tome that is notorious for the vivid details o
The Rose of Neverwinter: Love Conquers Da The most popular of dozens of well-loved feminine romances concerned with
Nargeth's Roving Eye, and the Wonders It WA bawdy tome more humorous and less torridly written than the notorious Da
Trade-Roads and Tavern-Notes: A Wayfarer'sTrade-Roads
G and Tavern-Notes: A Wayfarer's Guide to Inns, Wells, Taverns, an
Beyond the Dark Door: Sewers, Cellars, and Secret Passages of Castle Ward
Broad Beneath My Back: Sixty Summers of Mattress-Making in Snail Street
Feuds of the Founders: Old Quarrels and Disputes of Early Waterdeep
Hunting Haurauthadoar: The Slaying of a Great Green Dragon
Jossra's Sayings: Mind-Governing Advice for All Social Occasions
Lady Naga, and Why I Loved Her
Lord Malavar's Moustache: A Mirthful Mystery of Old Waterdeep
Malpurth's Catalogue of Lances, Pendants, and Banners of Fallen Houses
Moonfall: The Tragic Tale of a Dancer of Waterdeep
Songs on the Wind: Ghosts of the Old City, and What They Whisper to Me
That Old Cask: A Drinker's Tales
Name
The Anklet Aimed at the conservative noblewoman who demands the very height of good taste a
The Blue Unicorn Halivar’s Lords and Ladies A bland, exhaustive catalog of who was seen where—and what they were wearing at
Hulbrant’s Record “Life in the city” news with social announcements and dining reviews Features illustra
Merchants’ True Friend
Mount Waterdeep Times The North Wind
http://forum.candlekeep.com/topic.asp?TOPIC_ID=17298
What to put in a Waterdeep/North Gazette?
Name
Reiver’s Ve The Shark
Straight T; The Targe
The True N
The Vigila Waterdee| Waterdee|
Name
WATERDEEP
PUBLISHER SOURCE
oadsheet, : the solemn, "nothing but the facts", BT / DS38
BT
widely read DS22-23,37
DS39
nic, a recent broadsheet specializing in lots of illustrations of fashionable garments and easy-on-the-eyes folk wearing them, "lucky wi
DS86
orkle of Beacon Street, Trades Ward (ED)
y building, home to one of Waterdeep s more infamous broadsheets, is constantly in need of cleaning due to dissenting opinions arm
Chapbooks
Format Typical Resale Price Sample Passage Typical Resale Price2
12 pages, bound in "dusty blue," with silver gilt stamped4title
Foronrelief
front.
from ye shaking fever, take first ye outer leaves of ye s
34 pages, bound in dark brown, with no lettering on the3covers.
Dragonfire Weed, hight also Common Thrubweed, Bootspice, R
28 pages, bound in black with copper corners; a copper-painted
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36 pages, bound in red, with covers embossed with a large 4 But
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(mostcameeditions).
down then upon him like a child upon hot tarts.
(most volumes) 22 pages, bound in3 crimson
gp (for titles
withlisted
a diagonal
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laughed coldly,in black: Ramath.
but Ramath strode forward unda
36 pages, bound in black, with a leather binding-closed loop
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look
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34 pages, bound in light buckskin, with a single, staring eye
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20 pages, bound in green (apt to fade in a mottled manner) 3 Drowned
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e noblewoman who demands the very height of good taste and literate fare Bitingly satirical rag that mocks well- known Waterdavians Local news a
og of who was seen where—and what they were wearing at the time Published by worshipers ofWaukeen and focused on business and advertising
th social announcements and dining reviews Features illustrations of fashionable garments and the easy-on-the-eyes folk who wear them Raunchy
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mmon Thrubweed, Bootspice, Rust-Tassel, and Brownshar. A creeping, wilted-looking plant of slender, ragged dusty-green leaves sprou
dy to give up on his gold just yet. Down he came a-creeping, with three stout friends and all of them bearing cudgels, too, to where the
n him like a child upon hot tarts. Zish went his bright blade, and zlosh, and at each stroke gore gouted like wine and evil men cried out
but Ramath strode forward undaunted, the sword that had slain seven sorcerers in his hand. When he was but a pace away, the cowl f
rs -- and the blazing flame of his desire -- his tunic gave way, and. . . .
son, saluted each other with full finger-weaving courtesy, and then -- the darkly-glowering Prince Haundrath boldly, and the Rose slow
be at war with each other on the other side of that door. A passing guard cast a look of frowning envy at its closed darkness as Narget
of Calling Horns along the Evermoor Way: seek small hill crowned by three tall pines, cairn like ram's head at west end. Well covered b
ts_more_papes_the_daily_trumpet/
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Any roster of the most popular, important, and useful chapbook titles publish
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PLAINT # PLAINT OFFENSES CRIME SENTENCE
1 Crimes Against the Lords SEVERE Treason (including Assault Upon a Lord) Death (instant) TABLE OF CONTENTS OF
1 Crimes Against the Lords SEVERE Impersonation of a Lord Death (instant) THIS SHEET Treason (including Assault Upon a Lord) Death (instant)
1 Crimes Against the Lords SEVERE Impersonation of a Magister Death (upon conviction) after flogging Code legal
1 Crimes Against the Lords SEVERE Forgery of an Official Document Death (upon conviction) or Exile plus Mutiliation Sentences
1 Crimes Against the Lords SEVERE Assault Upon a Magister Death (upon conviction) or Enforced Hard Labor for 10 years Plaints
1 Crimes Against the Lords SERIOUS Theft, Vandalism, or Arson Against the Palace Eonforced Hard Labor (as Jusctice demands) and Fine (2000 dragons and cost of repairs)
1 Crimes Against the Lords SERIOUS Impersonation of a Guardsman or Officer of t Imprisonment (dungeon)(as justice demands) plus Fine (5,000 dragons) and flogging
1 Crimes Against the Lords SERIOUS Repetition of any Lesser or Minor Offense Again
Enforced Hard Labor or Imprisonment (dungeon)(1 month) and/or Fine(up to 1,000 dragons)
1 Crimes Against the Lords SERIOUS Willful Disobedience of any Edict Uttered Agai Fine (up to 1,000 dragons) and/or Exile or Ban Against Future Entry (up to 5 years)
1 Crimes Against the Lords LESSER Unlawful Observation or Copying of an Offici Enforced Hard Labor (3 weeks) plus Fine (300gp)
Imprisonment (dungeon)(1 week) plus Fine (as justice demands; usually based on ability to pay;
1 Crimes Against the Lords LESSER Assault Upon a City Officer Who is Acting In thflogging if unable to pay anything)
1 Crimes Against the Lords MINOR Blasphemy Against Lord, Magister, or any City Imprisonment (light work in Castle compound) (4 days) plus Fine (20 dragons)
2 Crimes Against The City SEVERE Poisoning of Water (City Wells; includes attemDeath (instant)
2 Crimes Against The City SEVERE Murder Death (upon conviction) or Enforced Hard Labor (10-15 years)
Death (upon conviction) or Exile or Ban Against Future Entry (permanent) plus Fine (costs of
repairs plus 2,000 - 5,000 dragons) or Imprisonment(dungeon) (up to 10 years) and Damages,
2 Crimes Against The City SEVERE Spying, Sabotage and Edict Against Convicted
Exile or Ban Against Future Entry (permanent) and Damages (as justice demands)
2 Crimes Against The City SERIOUS Fraud orImprisonment (dungeon)(up to 10 years) and Damages, and Edict Against Convicted
Imprisonment (light work in Castle compound) (up to 2 years) and Fine (typically twice the price
2 Crimes Against The City SERIOUS Fencing Stolen Goods the goods were sold for) and Edict Against Convicted
Exile or Ban Against Future Entry (up to 5 years) and Damages (to family, typically 1,000
2 Crimes Against The City SERIOUS Unlawful Duelling (Manslaughter) dragons) or Enforced Hard Labor (up to 3 years) and Fine
2 Crimes Against The City SERIOUS Murder With Justification Exile or Ban Against Future Entry (up to 5 years) or Enforced Hard Labor (up to 3 years)
2 Crimes Against The City SERIOUS Repetition of Any Lesser or Minor Offense AgaiImprisonment (dungeon)(1 month) and Fine (up to 1,000 dragons) and Edict Against Convicted
Exile or Ban Against Future Entry (up to 20 years) and confiscation of all property except one
2 Crimes Against The City SERIOUS Bribery of a City Officer or Official (attempte weapon, one week's rations, and clothes worn by the offender
2 Crimes Against The City LESSER Unlawful Entry Into the Harbor (1 charge per v Exile or Ban Against Future Entry (1 year) and Fine(500 dragons)
Imprisonment (light work in Castle compound) (1 week) and Fine (100 dragons) and Edict
2 Crimes Against The City LESSER Unlawful Duelling (apprehended; i.e. no fatalitAgainst Convicted
Imprisonment (light work in Castle compound) (1 week) and/or Fine (ammount of bribe or
2 Crimes Against The City LESSER Bribery attempted bribe)
Fine (300 dragons) and Edict Against Convicted (in peacetime; in wartime, sentence can
2 Crimes Against The City MINOR Unlawful Flight Intrusion (into City airspace, o be Death(Instant)
Imprisonment (light work in Castle compound) (up to 1 week), Fine (50 dragons) and Edict
2 Crimes Against The City MINOR Blasphemy Against Foreign Ambasadors Against Convicted
2 Crimes Against The City MINOR Vagrancy Imprisonment (dungeon)(overnight)
Imprisonment (dungeon)(overnight) and Fine (2 sp to 1 dragons based on ability to pay)
2 Crimes Against The City MINOR Littering (includes Relief of Human Wastes in Pand Edict Against Convicted
being in a brawl is not "due cause" unless one is menaced with a weapon):Imprisonment
2 Crimes Against The City MINOR Brandishing a Weapon Dangerously or Threate(dungeon)(overnight) and Fine (1 dragons)
Fine (5-50 dragons as justice demands; note that this will be in addition to the sentence for any
2 Crimes Against The City MINOR Dangerous Operation of a Coach, Wagon, Littecharges placed under The Fourth Plaint)
Exile or Ban Against Future Entry (5 years) and Damages (as justice demands) or Enforced Hard
Labor (up to 5 years) andImprisonment (dungeon)or Imprisonment (light work in Castle
3 Crimes Against The Gods SEVERE Defiling of a Holy Place (Temple Burglary, Te compound) (up to 3 years) and Damages
Imprisonment (dungeon)(up to 1 month) and I(double the estimated value of goods) and Edict
3 Crimes Against The Gods SERIOUS Theft of Temple Goods or Offerings (includes Against Convicted
Imprisonment (light work in Castle compound) (up to 1 week) and Damages (costs of repairs
and replacements plus up to 500 dragons, payable to whoever maintains the tomb - temple,
3 Crimes Against The Gods SERIOUS Tomb-Robbing (or Unlawful Entry and/or Vandguild, City or family) and Edict Against Convicted
Imprisonment (light work in Castle compound) (up to 1 week) and Fine (up to 1,000 dragons)
3 Crimes Against The Gods SERIOUS Repetition of Any Lesser or Minor Offense Agaiand Edict Against Convicted
Damages (of up to 500 dragons; payable to temple and usually based on ability to pay) and Edict
Against Convicted (in addition to charges placed under the Fourth Plaint arising from such an
3 Crimes Against The Gods LESSER Assault Upon a Priest or Lay Worshipper assault)
3 Crimes Against The Gods MINOR Public Blasphemy of a God or Priesthood Damages (up to 10 dragons, based on ability to pay) and Edict Against Convicted
3 Crimes Against The Gods MINOR Drunkenness (and Disorderly Conduct) at Wor Damages (up to 5 dragons, based on ability to pay) and Edict Against Convicted
Enforced Hard Labor (up to 3 months) and Damages (value lost plus up to 500 dragons), and/or
4 Crimes Against Citizens SEVERE Arson (of Ship, Structure, or Stored Property) Exile or Ban Against Future Entry (up to 10 years) and Damages
D and Damages (up to 2,000 dragons) or Enforced Hard Labor (up to 5 years) and Damages, or
4 Crimes Against Citizens SEVERE Rape Imprisonment (dungeon)(up to 10 years) and Damages
4 Crimes Against Citizens SEVERE Assault Resulting in Mutilation or Crippling D and Damages (up to 2,000 dragons) or Enforced Hard Labor (up to 3 years) and Damages
4 Crimes Against Citizens SEVERE Magical Assault Fine (up to 1,000 dragons) and Damages (up to 2,000 dragons) and Edict Against Convicted
Exile or Ban Against Future Entry (up to 20 years) and D and confiscation of all property except
4 Crimes Against Citizens SEVERE Forgery (not including official City documents)one weapon, one week's rations, and clothes worn by the offender at the time of sentencing`
Exile or Ban Against Future Entry (up to 10 years) and flogging if shackling, cruelty, whipping,
4 Crimes Against Citizens SEVERE Slavery branding, or physical indignities are observed
4 Crimes Against Citizens SERIOUS Robbery Enforced Hard Labor (up to 1 month) and Damages (value of goods lost plus up to 500 dragons)
Imprisonment (dungeon)(up to 3 months) and Damages (value of goods lost plus up to 500
4 Crimes Against Citizens SERIOUS Burglary dragons)
4 Crimes Against Citizens SERIOUS Theft or Killing of Livestock Damages (double cost of lost stock)
4 Crimes Against Citizens LESSER Assault (Wounding) Damages (cost of medical attention plus up to 500 dragons) and Edict Against Convicted
Damages (cost of medical attention plus up to 500 dragons; maximum damages always apply if
4 Crimes Against Citizens LESSER Assault on Livestock (non-fatal) livestock's breeding capability is impaired)
Damages (up to 200 dragons) and Edict Against Convicted (this charge includes instances of
blocking access to a place of business without permission of owner or a Magister; and trying to
4 Crimes Against Citizens LESSER Unlawful Hindrance of Business frighten, disgust, or drive away customers in or in front of another's shop)
4 Crimes Against Citizens MINOR Assault (without wounding or robbery) Imprisonment (dungeon)(overnight) and Damages (up to 50 dragons)
4 Crimes Against Citizens MINOR Excessive Noise (interfering with sleep or busi Damages (up to 25 dragons) and Edict Against Convicted
Стовпець1 Sentences
A Death (instant)
B Death (upon conviction)
C Exile or Ban Against Future Entry (for a
number of years or summers)
D Mutilation (loss of offending extremities,
branding)
E Enforced Hard Labor (for a period of days,
months, or years de¬pending on the
seriousness of the crime)
F Imprisonment (dungeon)
G Imprisonment (light work in Castle compound)
TABLE OF CONTENTS
Coinage
Drugs
Aurora's Catalog
Hirelings
Poisons
Medici
Goods and Services, v.1
Goods and Services, v.2
TAXES
Джерело: <http://oakthorne.net/wiki/index.php?title=Waterdeep_Goods_and_Services>
TAXES
1 gp per household), levied whenever fire destroys a large portion of Waterdeepa wall tax
fire tax ( or harbor tax (1 gp per household), raised to pay for needed repairs or expansions
a lance tax, raised for a payroll for mercenaries hired by the City when required (usually 1 silver piece per hou
Buildings
Item
Simple house
Grand house
Mansion
Tower
Keep
Castle
Huge castle
Moat with bridge
Simple House: This one-to three-room house is made of wood and has a thatched roof.
Grand House: This four to ten-room house is made of wood and has a thatched roof.
Mansion: This ten- to twenty-room residence has two or three stories and is made of wood and brick. It has a sl
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has fifteen to twenty-five rooms.
Castle: A castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A huge castle is a particularly large keep with numerous associated buildings (stables, forge, grana
Moat with Bridge: The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a per
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TABLE OF CONTENTS
COIN
harbor moon
taol
sun
dragon
shard
nib
Silver trade bars
1 pound
10 pounds
25 pounds
50 pounds
lance tax, raised for a payroll for mercenaries hired by the City when required (usually 1 silver piece per household
each week until the Lords repeal the tax).
ld), levied whenever fire destroys a large portion of Waterdeepa wall tax
bor tax (1 gp per household), raised to pay for needed repairs or expansions
sed for a payroll for mercenaries hired by the City when required (usually 1 silver piece per household each week until the Lords repeal
Cost
1,000 gp
5,000 gp
100,000 gp
50,000 gp
150,000 gp
500,000 gp
1,000,000 gp
50,000 gp
is one-to three-room house is made of wood and has a thatched roof.
s four to ten-room house is made of wood and has a thatched roof.
n- to twenty-room residence has two or three stories and is made of wood and brick. It has a slate roof.
d or square, three-level tower is made of stone.
ed stone building has fifteen to twenty-five rooms.
a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
uge castle is a particularly large keep with numerous associated buildings (stables, forge, granaries, and so on) and an elaborate 20-foo
: The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a permanent stone structure.
💰DONATE
COINAGE
VALUE
50 gp/30 gp
2 gp/nothinWaterdeep honors all coinage, trade bars and electrum in 10-, 25- and
50-gold piece weights from throughout the Realms, as well as gems
10 gp (which are traded as currency, rather than simple art objects, due to
1 gp generations of dwarven influence).Toal (2gp): A square, flat brass coin
1 sp issued and honored by the Lords' treasury. Very little value
1 cp
elsewhere.Harbor Moon (50 gp): Technically worth 25 taols, harbor
moons are crafted of platinum inset with electrum, in the shape of a
gp crescent with a hole cut into the center of its curve. Traditionally used
5 for buying large amounts of cargo. Worth about 2 platinum outside
50 Waterdeep.
125
250
Taxes
p collects no annual taxes, but raises its revenues by the charging of fees, as follows:
iece per market stall per day, collected between sunrise and sunset by any city watch patrol,
receipts for fees (to show later patrols the fee has been paid). This buys the exclusive use of
on from sunrise to sunset, security patrols by the watch, and freedom to sell goods at
the market will bear, rather than at prices set by guilds. Guilds pay these fees for members,
d dues.
ce (above any fines) from any person convicted in a Magisterial or Lords Court, per
.
e per caravan wagon leaving the city, empty or full.
e per sword sold (fee included in the price, and submitted by the vendor to a Magister or the
hin ten days); all blades sold in Waterdeep are thus taxed and registered, and Magisters deem
with a blade over one foot long to be a sword. Other weapons are not so taxed; hence, many
Waterdeep use clubs and daggers (shady characters use garrotes, hidden daggers, and
es per ship that docks in Waterdeep, collected from the captain. It covers a stay of up to
ays, provided the ship does not leave the harbor and return during that time, which ends the
egins a new one. This fee covers watch patrols, the dock space, fresh water, ballast supplied if
nd the right to dump ballast or spoiled cargoes in an agreed-upon area under the direction of
(and a complement of mermen guards).
trouble, direct taxes may be imposed:
(1 gp per household), levied whenever fire destroys a large portion of Waterdeep
or harbor tax (1 gp per household), raised to pay for needed repairs or expansions
x, raised for a payroll for mercenaries hired by the City when required (usually 1 silver piece
hold each week until the Lords repeal the tax).
The occasional Fine vintages of white-of-the-run are reputed to have curative properties, but they occur only once a deca
That said, As a result, the guild's relationship with the vintner Houses is strange: some are strong allies and supporters of
There are f Though they do differentiate their labels, the recipe is so precise that they tend to taste fairly similar; only the
piece per household
van wagon leaving the city, empty or full.1 gold piece per sword sold (fee included in the price, and submitted by the vendor to a Magi
irect taxes may be imposed:a
; all blades sold in Waterdeep are thus taxed and registered, and Magisters deem anything with a blade over one foot long to be a swo
e ship does not leave the harbor and return during that time, which ends the stay and begins a new one. This fee covers watch patrols,
and an elaborate 20-foot-high wall that creates bailey and courtyard areas. The wall has six towers and is 10 feet thick.
drugs
NAME CATEGORY PRICE, gp per dose DESCRIPTION TYPE SAVE & DC
Alindluth Alchemical 10 When ingested, ali Ingested Constitution DC 13
Chaunsel Alchemical 20 Upon contact with Contact
b Constitution DC 12
Haunspeir Natural 25 Named after a wizar Ingested Constitution DC 12
Jhuild Natural 3 Also known as "Thra Ingested Intelligence DC 15
Kammarth Magical 40 Sold as a stimulan Contact or Wisdom
ingested DC 10 or 13 (ingeste
Katakuda Magical 50 Also known as "Drag Contact Constitution DC 18
Mordayn VaNatural 100 Also known as "Dre Inhaled Charisma DC 17
Oruighen Alchemical 10 Also called "Phanto Inhaled None
Panaeolo Magical 125 This herb was wel Ingested Constitution DC 10
Sezarad Ro Natural 35 The sezarad is a br Ingested Constitution DC 12
Tansabra Alchemical 100 When injected (it Injected None
Tekkil Natural 3 This fat, red leaf Ingested Constitution DC 10
Ziran Alchemical 50 Known as the "Bloo Ingested Constitution DC 15
Rhul Alchemical 25 A spicy red fluid w Ingested Wisdom DC 14
Redflower Natural 150 These crushed leav Ingested Intelligence DC 10
Sakrash Alchemical 250 Better known as "T Ingested Wisdom DC 12
e strong allies and supporters of the nobles' efforts, while others consider them rivals and seek to outdo them
d to taste fairly similar; only the quality of the ingredients seems to affect the quality of the drink
bmitted by the vendor to a Magister or the watch within ten days); all blades sold in Waterdeep are thus taxed and registered, and Ma
e over one foot long to be a sword. Other weapons are not so taxed; hence, many citizens of Waterdeep use clubs and daggers (shady
e. This fee covers watch patrols, the dock space, fresh water, ballast supplied if desired, and the right to dump ballast or spoiled cargoe
d is 10 feet thick.
drugs
INTERVAL EFFECT SAVE OVERDOSE EFFECT2 EFFECT3 Стовпець4
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Aurora's Catalog
GROUP TRADE GOODS2 DESCRIPTION PRICE WEIGHT NUMBER
Rangers' Field
Rangers' Field Animal Call (specify creature) 1
Rangers' Field Leash - dire wolf 0.8
Rangers' Field Leash - medium dog 0.5
Rangers' Field Leash - small dog 0.4
Rangers' Field Leash - wolf 0.6
Rangers' Field Lobster trap 5 3 lb.
Rangers' Field Mallet, Cording 10 25 lb.
Rangers' Field Provision Bag 3
Rangers' Field Rope Ladder (special order, price pr 4' section) 0.1
Rangers' Field Saw, Folding 7
Rangers' Field Sleigh, Body 8 8 lb.
Rangers' Field Target, 1' diameter 0.3
Rangers' Field Target, 2' diameter 0.1
Rangers' Field Target, pivoting 5
Rangers' Field Tree Bed 8 8 lb.
Rangers' Field Tree Bed with cover 10 9 lb.
Rangers' Field Leash - cat 0.2
Rangers' Field Hunting Trap - Live small 4 3 lb.
Rangers' Field Axe, full size woodman's 3 6 lb.
Rangers' Field Backpack (Equipment) Frame 10 5 lb.
Rangers' Field Cage, fowler - Bamboo 8
Rangers' Field Cage, fowler - Brass 12
Rangers' Field Dagger Boots 4 3 lb.
Rangers' Field Eel trap 3 3 lb.
Rangers' Field Field Glass 25
Rangers' Field Fishing Tackle 10 5 lb.
Rangers' Field Fowlers' Snare (large) 3
Rangers' Field Fowlers' Snare (small) 1
Rangers' Field Hatchet, woodman's 2 3 lb.
Rangers' Field Hunting knives (set of 5) 12 5 lb.
Rangers' Field Hunting Trap - lethal 10 15 lb.
Rangers' Field Hunting Trap - Live large 12 15 lb.
Rangers' Field Hunting Trap - Live medium 7 8 lb.
Rangers' Field Tree Seat 15
METALS Phosphorus 1 3 oz
METALS Quartz, clear chunk 0.1 1 ct
METALS Quartz, other chunk 0.06 1 ct
METALS Quartz, powder 0.04 1 oz
METALS Ruby 150 1/8 ct
METALS Salt, block 0.1 1 lb
METALS Salt, granular 0.5 5 lb
METALS Sapphire 140 1/8 ct
METALS Stalactite, shards 0.05 1 lb
METALS Stalactite, tiny 0.1 1/2 lb
METALS Sulfur 0.09 6 oz
METALS Volcanic ash 0.5 6 oz
ANIMAL PRODUANIMAL PRODUCTS
ANIMAL PRODUBees' wings 0.04 6 pr
ANIMAL PRODUBladder, balloon 0.06 1
ANIMAL PRODUChild's hair 0.06 20 St
ANIMAL PRODUEelskin 0.2 4 in sq
ANIMAL PRODUEggshell, shards 0.04 1 oz
ANIMAL PRODUEggshell, whole empty 0.04 1
ANIMAL PRODUFat, bovine 0.4 1 lb
ANIMAL PRODUFeathers, chicken tail 0.04 6
ANIMAL PRODUFeathers, eagle 1 2
ANIMAL PRODUFeathers, hawk 1 4
ANIMAL PRODUFeathers, vulture tail 0.5 3
ANIMAL PRODUFish scale 0.03 1 in sq
ANIMAL PRODUFleece 0.04 4 in sq
ANIMAL PRODUFrog's leg, dried 0.05 1
ANIMAL PRODULeather thong 0.06 5 in
ANIMAL PRODULime 0.1 12 oz
ANIMAL PRODUMouse whisker 0.04 12 sm
ANIMAL PRODUOctopus tentacle, dried 4 12 sm.
ANIMAL PRODUOx sinew 0.2 6 oz
ANIMAL PRODURat whisker 0.06 12 md
ANIMAL PRODUSeashell, shards 0.06 6 oz
ANIMAL PRODUSeashell, whole 0.03 1 md
ANIMAL PRODUSkunk, hair 0.06 1 oz
ANIMAL PRODUSkunk, pelt 2 1
ANIMAL PRODUSnake, scales 0.07 1 oz
ANIMAL PRODUSnake, skin 0.05 1 in sq
ANIMAL PRODUVellum 5 5 in sq
ANIMAL PRODUWax, white 4 1/2 lb
ANIMAL PRODUWax, common 3 1 lb
PLANT PRODUCPLANT PRODUCTS
PLANT PRODUCAcorns 0.04 10 lg
PLANT PRODUCAmaryllis, blossom, dry 0.1 1 md
PLANT PRODUCAmaryllis, bulb, common 0.06 1 lg
PLANT PRODUCAmaryllis, bulb, hypoxis 0.3 1 lg
PLANT PRODUCAmaryllis, stalks, dry 0.3 12
PLANT PRODUCApple blossom, petal 0.04 12
PLANT PRODUCAster seed 0.06 1 oz
PLANT PRODUCCamphor resin 0.1 6 oz
PLANT PRODUCCoffee beans 5 1 lb
PLANT PRODUCCork balls 0.1 5 sm
PLANT PRODUCCorn 0.1 1 lb
PLANT PRODUCCotton mesh, coarse 0.2 5 in sq
PLANT PRODUCCotton mesh, fine 0.4 5 in sq
PLANT PRODUCFelt, white 0.1 5 in sq
PLANT PRODUCFoxfire fungus 0.2 3 oz
PLANT PRODUCGarlic bud 0.5 1 lg
PLANT PRODUCHolly, berries 0.1 25
PLANT PRODUCHolly, sprig 0.3 1 md
PLANT PRODUCLeaves, oak 0.2 25
PLANT PRODUCLeaves, raspberry 0.7 25
PLANT PRODUCLeaves, ash 0.3 25
PLANT PRODUCLeaves, shamrock 0.2 30
PLANT PRODUCLeaves, stinging nettle 0.3 12
PLANT PRODUCLeaves, sumac 0.3 25
PLANT PRODUCLeaves, yew 0.4 25
PLANT PRODUCLeek, crushed 0.7 4 oz
PLANT PRODUCLinen cloth 0.02 5 in sq
PLANT PRODUCLinen cloth, gold wefted 10 5 in sq
PLANT PRODUCLotus blossom 0.4 1 lg
PLANT PRODUCMarigold flowers, dry crushed 0.08 2 oz
PLANT PRODUCMayz 2 1 lb.
PLANT PRODUCMoonseed 1 2 oz
PLANT PRODUCNut shells 0.03 1/2 lb
PLANT PRODUCOak bark 0.04 12 oz
PLANT PRODUCOatgrain 0.08 1 lb
PLANT PRODUCPepper 0.2 4oz
PLANT PRODUCPillow ticking 0.1 6 oz
PLANT PRODUCPine, bark 0.04 12 oz
PLANT PRODUCPine, cones 0.06 6 lg
PLANT PRODUCPine, needles 0.05 1/2 lb
PLANT PRODUCPine, sprig 0.03 12
PLANT PRODUCRose, leaf 0.04 12
PLANT PRODUCRose, petals 0.1 24
PLANT PRODUCSugar, cube 2 25
PLANT PRODUCSugar, granular 6 1/2 lb
PLANT PRODUCThistledown 0.02 2 oz
PLANT PRODUCThorns 0.03 5 sprigs
PLANT PRODUCTree sap 1 6 oz
PLANT PRODUCWillow bark 0.04 12 oz
AROMATICS AND
AROMATICS AND SPICES
AROMATICS AND
Aloeswood, chips 10 6 oz.
AROMATICS AND
Ambergris 0.1 6 oz
AROMATICS AND
Basil 7 4oz
AROMATICS AND
Benzoin 1 4 oz
AROMATICS AND
Betony 3 4 oz
AROMATICS AND
Calamus 1 2 oz
AROMATICS AND
Camphor 0.8 4 oz
AROMATICS AND
Cassia 1 4 oz
AROMATICS AND
Citronella 0.7 1 lb
AROMATICS AND
Civet 10 1 oz
AROMATICS AND
Clove 0.1 4 oz
AROMATICS AND
Elemi 2 6 oz
AROMATICS AND
Frankincense 10 1 oz
AROMATICS AND
Galbanum 3 2 oz
AROMATICS AND
Jasmine oil 3 2 oz
AROMATICS AND
Lavender buds 1 4 sm
AROMATICS AND
Magnolia, dry 1 4 md
AROMATICS AND
Musk 4 2 oz
AROMATICS AND
Myrrh 10 1 oz
AROMATICS AND
Onycha 3 1 oz
AROMATICS AND
Orchid, dry 3 4 md
AROMATICS AND
Patchouli, dry 0.1 2 oz
AROMATICS AND
Putchuk 1 1 oz
AROMATICS AND
Rosewater 1 6 oz
AROMATICS AND
Sandalwood oil, red 5 2oz
AROMATICS AND
Sandalwood oil, white 3 2 oz
AROMATICS AND
Snuffing Bell 6 4 lb.
AROMATICS AND
Storax 1 4 oz
AROMATICS AND
** Add to these items the cost of the appropriate-sized jar.
AROMATICS AND
Items ordered generally arrive at the Outlet in two to three days.
AROMATICS AND
Priests' Alcove
ITEMS ITEMS
ITEMS Altar Candle - 1 ft. 4
ITEMS Altar Candle - 12 hr standard 0.4
ITEMS Altar Candle - 12 hr standard, inscribed 1.4
ITEMS Altar Candle - 2 ft. 8
ITEMS Altar Candle - 3 ft. 12
ITEMS Altar Candle - 4 ft. 16
ITEMS Altar Candle - 5 ft. 20
ITEMS Altar Candle - 6 ft. 24
ITEMS Altar Candle - 8 hour vigil 10
ITEMS Altar Case, Granite 40 40 lb.
ITEMS Altar Case, Spruce 15 5 lb.
ITEMS Altar Cloth dyed add: 5
ITEMS Altar Cloth, Gold Brocade 40
ITEMS Altar Cloth, Linen 15
ITEMS Altar Cloth, Silk 35
ITEMS Altar Cloth, Traveling 3
ITEMS Altar Cloth, Velvet 30
ITEMS Aspergill, Gold 45
ITEMS Aspergill, Silver 20
ITEMS Brazier, Field - bronze 4
ITEMS Brazier, Field - silver 15
ITEMS Brazier, Large - bronze 30
ITEMS Brazier, Large - gold 110
ITEMS Brazier, Large - silver 70
ITEMS Brazier, Medium - bronze 17
ITEMS Brazier, Medium - gold 70
ITEMS Brazier, Medium - silver 30
ITEMS Candelabra, 12 candle - silver 25
ITEMS Candelabra, 6 candle - gold 35
ITEMS Candelabra, 6 candle - silver 20
ITEMS Candelabra,12 candle - gold 45
ITEMS Candlestick, 1 ft., gold 20
ITEMS Candlestick, glass hooded, gold 7
ITEMS Candlestick, glass hooded, silver 1
ITEMS Candlestick, handheld, gold 3
ITEMS Candlestick, handheld, silver 3
ITEMS Censer, brass 1
ITEMS Censer, gold 5
ITEMS Censer, silver 3
ITEMS Holy Symbol, bronze 1
ITEMS Holy Symbol, gold 10
ITEMS Holy Symbol, silver 4
ITEMS Incense (12 sticks or cones) - Air 5
ITEMS Incense (12 sticks or cones) - Chance 9
ITEMS Incense (12 sticks or cones) - Charisma 10
ITEMS Incense (12 sticks or cones) - Constitution 10
ITEMS Incense (12 sticks or cones) - Dexterity 10
ITEMS Incense (12 sticks or cones) - Divination 5
ITEMS Incense (12 sticks or cones) - Dream 12
ITEMS Incense (12 sticks or cones) - Earth 12
ITEMS Incense (12 sticks or cones) - Fire 12
ITEMS Incense (12 sticks or cones) - General 5
ITEMS Incense (12 sticks or cones) - Healing 8
ITEMS Incense (12 sticks or cones) - Honors 2
ITEMS Incense (12 sticks or cones) - Intelligence 5
ITEMS Incense (12 sticks or cones) - Love 5
ITEMS Incense (12 sticks or cones) - Lycanthropy 8
ITEMS Incense (12 sticks or cones) - Protection 15
ITEMS Incense (12 sticks or cones) - Psionic 10
ITEMS Incense (12 sticks or cones) - Purification 10
ITEMS Incense (12 sticks or cones) - Rain 10
ITEMS Incense (12 sticks or cones) - Strength 10
ITEMS Incense (12 sticks or cones) - Study 12
ITEMS Incense (12 sticks or cones) - Temple 5
ITEMS Incense (12 sticks or cones) - Vision 10
ITEMS Incense (12 sticks or cones) - Water 5
ITEMS Incense (12 sticks or cones) - Wisdom 5
ITEMS Razor and Cap 4
SPELL COMPONSPELL COMPONENTS
METALS METALS
METALS Brass, cylinder 0.5 6 oz
METALS Brass, dust 0.3 4 oz
METALS Bronze die 0.6 3 oz
METALS Gold, bell* 5 3 oz
METALS Gold, caltrops* 3 2 oz
METALS Gold, chunk* 5 1 oz
METALS Gold, dust* 0.2 2 oz
METALS Gold, tissue* 10 5 in sq
METALS Gold, wire* 3 1 ft
METALS Graphite, chunk 0.04 3 oz
METALS Graphite, powder 0.03 3 oz
METALS Iron, chunk 0.06 5 oz
METALS Iron, coin 0.06 1
METALS Iron, cube 0.06 1 in
METALS Iron, strip 0.04 5 sq in
METALS Lead, ball 0.07 1 in
METALS Lead, chunk 0.09 5 oz
METALS Mercury 0.1 1 oz
METALS Platinum, chunk 15 1 oz
METALS Platinum, coin 5 1
METALS Platinum, die 35 1/2 in
METALS Platinum, mirror 40 3 in sq
METALS Platinum, tissue 10 1 in sq
METALS Platinum, wire 8 1ft
METALS Silver, chunk 0.3 1 oz
METALS Silver, die 0.6 1/2 in
METALS Silver, mirror 3 2 in sq
METALS Silver, wire 0.4 1ft
METALS Steel, chunk 0.1 1 oz
METALS Steel, cube 0.3 1 in
METALS Steel, sheet 1 1 ft sq
LIQUIDS** LIQUIDS**
LIQUIDS** Alcohol 1 6 oz
LIQUIDS** Hickory oil 1 1 gal
LIQUIDS** Ink (black) 0.5 4 oz
LIQUIDS** Molasses 0.1 12 oz
LIQUIDS** Rainwater 0.04 12 oz
LIQUIDS** Walnut oil 1 1 gal
MINERALS MINERALS
MINERALS Charcoal 1 1 lb
MINERALS Clay 0.1 1 lb
MINERALS Diamond 150 1/8 ct
MINERALS Emerald 140 1/8 ct
MINERALS Feldspar (chunk), aventurine 1 1 oz
MINERALS Feldspar (chunk), common 0.2 1 oz
MINERALS Glass, beads 0.03 1 oz
MINERALS Glass, marbles 0.03 1/2 in
MINERALS Lodestone 0.5 1 oz
MINERALS Marble (chunk), black 0.5 1 oz
MINERALS Marble (chunk), purbeck 0.8 1 oz
MINERALS Mortar, powder 0.5 1 lb
MINERALS Obsidian, chunk 0.3 1 oz
MINERALS Obsidian, cylinder 0.5 1x1 in
MINERALS Obsidian, sphere 0.5 1 in
MINERALS Phosphorus 1 3 oz
MINERALS Quartz, clear chunk 0.1 1 ct
MINERALS Quartz, other chunk 0.06 1 ct
MINERALS Quartz, powder 0.04 1 oz
MINERALS Ruby 150 1/8 ct
MINERALS Salt, block 0.1 1 lb
MINERALS Salt, granular 0.5 5 lb
MINERALS Sapphire 140 1/8 ct
MINERALS Stalactite, shards 0.05 1 lb
MINERALS Stalactite, tiny 0.1 1/2 lb
MINERALS Sulfur 0.09 6 oz
MINERALS Volcanic ash 0.5 6 oz
ANIMAL PRODUANIMAL PRODUCTS
ANIMAL PRODUBees' wings 0.04 6 pr
ANIMAL PRODUBladder, balloon 0.06 1
ANIMAL PRODUChild's hair 0.06 20 St
ANIMAL PRODUEelskin 0.2 4 in sq
ANIMAL PRODUEggshell, shards 0.04 1 oz
ANIMAL PRODUEggshell, whole empty 0.04 1
ANIMAL PRODUFat, bovine 0.4 1 lb
ANIMAL PRODUFeathers, chicken tail 0.04 6
ANIMAL PRODUFeathers, eagle 1 2
ANIMAL PRODUFeathers, hawk 1 4
ANIMAL PRODUFeathers, vulture tail 0.5 3
ANIMAL PRODUFish scale 0.03 1 in sq
ANIMAL PRODUFleece 0.04 4 in sq
ANIMAL PRODUFrog's leg, dried 0.05 1
ANIMAL PRODULeather thong 0.06 5 in
ANIMAL PRODULime 0.1 12 oz
ANIMAL PRODUMouse whisker 0.04 12 sm
ANIMAL PRODUOctopus tentacle, dried 4 12 sm.
ANIMAL PRODUOx sinew 0.2 6 oz
ANIMAL PRODURat whisker 0.06 12 md
ANIMAL PRODUSeashell, shards 0.06 6 oz
ANIMAL PRODUSeashell, whole 0.03 1 md
ANIMAL PRODUSkunk, hair 0.06 1 oz
ANIMAL PRODUSkunk, pelt 2 1
ANIMAL PRODUSnake, scales 0.07 1 oz
ANIMAL PRODUSnake, skin 0.05 1 in sq
ANIMAL PRODUVellum 5 5 in sq
ANIMAL PRODUWax, white 4 1/2 lb
ANIMAL PRODUWax, common 3 1 lb
PLANT PRODUCPLANT PRODUCTS
PLANT PRODUCAcorns 0.04 10 lg
PLANT PRODUCAmaryllis, blossom, dry 0.1 1 md
PLANT PRODUCAmaryllis, bulb, common 0.06 1 lg
PLANT PRODUCAmaryllis, bulb, hypoxis 0.3 1 lg
PLANT PRODUCAmaryllis, stalks, dry 0.3 12
PLANT PRODUCApple blossom, petal 0.04 12
PLANT PRODUCAster seed 0.06 1 oz
PLANT PRODUCCamphor resin 0.1 6 oz
PLANT PRODUCCoffee beans 5 1 lb
PLANT PRODUCCork balls 0.1 5 sm
PLANT PRODUCCorn 0.1 1 lb
PLANT PRODUCCotton mesh, coarse 0.2 5 in sq
PLANT PRODUCCotton mesh, fine 0.4 5 in sq
PLANT PRODUCFelt, white 0.1 5 in sq
PLANT PRODUCFoxfire fungus 0.2 3 oz
PLANT PRODUCGarlic bud 0.5 1 lg
PLANT PRODUCHolly, berries 0.1 25
PLANT PRODUCHolly, sprig 0.3 1 md
PLANT PRODUCLeaves, oak 0.2 25
PLANT PRODUCLeaves, raspberry 0.7 25
PLANT PRODUCLeaves, ash 0.3 25
PLANT PRODUCLeaves, shamrock 0.2 30
PLANT PRODUCLeaves, stinging nettle 0.3 12
PLANT PRODUCLeaves, sumac 0.3 25
PLANT PRODUCLeaves, yew 0.4 25
PLANT PRODUCLeek, crushed 0.7 4 oz
PLANT PRODUCLinen cloth 0.02 5 in sq
PLANT PRODUCLinen cloth, gold wefted 10 5 in sq
PLANT PRODUCLotus blossom 0.4 1 lg
PLANT PRODUCMarigold flowers, dry crushed 0.08 2 oz
PLANT PRODUCMayz 2 1 lb.
PLANT PRODUCMoonseed 1 2 oz
PLANT PRODUCNut shells 0.03 1/2 lb
PLANT PRODUCOak bark 0.04 12 oz
PLANT PRODUCOatgrain 0.08 1 lb
PLANT PRODUCPepper 0.2 4oz
PLANT PRODUCPillow ticking 0.1 6 oz
PLANT PRODUCPine, bark 0.04 12 oz
PLANT PRODUCPine, cones 0.06 6 lg
PLANT PRODUCPine, needles 0.05 1/2 lb
PLANT PRODUCPine, sprig 0.03 12
PLANT PRODUCRose, leaf 0.04 12
PLANT PRODUCRose, petals 0.1 24
PLANT PRODUCSugar, cube 2 25
PLANT PRODUCSugar, granular 6 1/2 lb
PLANT PRODUCThistledown 0.02 2 oz
PLANT PRODUCThorns 0.03 5 sprigs
PLANT PRODUCTree sap 1 6 oz
PLANT PRODUCWillow bark 0.04 12 oz
AROMATICS AND AROMATICS AND SPICES
AROMATICS AND Aloeswood, chips 10 6 oz.
AROMATICS AND Ambergris 0.1 6 oz
AROMATICS AND Basil 7 4oz
AROMATICS AND Benzoin 1 4 oz
AROMATICS AND Betony 3 4 oz
AROMATICS AND Calamus 1 2 oz
AROMATICS AND Camphor 0.8 4 oz
AROMATICS AND Cassia 1 4 oz
AROMATICS AND Citronella 0.7 1 lb
AROMATICS AND Civet 10 1 oz
AROMATICS AND Clove 0.1 4 oz
AROMATICS AND Elemi 2 6 oz
AROMATICS AND Frankincense 10 1 oz
AROMATICS AND Galbanum 3 2 oz
AROMATICS AND Jasmine oil 3 2 oz
AROMATICS AND Lavender buds 1 4 sm
AROMATICS AND Magnolia, dry 1 4 md
AROMATICS AND Musk 4 2 oz
AROMATICS AND Myrrh 10 1 oz
AROMATICS AND Onycha 3 1 oz
AROMATICS AND Orchid, dry 3 4 md
AROMATICS AND Patchouli, dry 0.1 2 oz
AROMATICS AND Putchuk 1 1 oz
AROMATICS AND Rosewater 1 6 oz
AROMATICS AND Sandalwood oil, red 5 2oz
AROMATICS AND Sandalwood oil, white 3 2 oz
AROMATICS AND Snuffing Bell 6 4 lb.
AROMATICS AND Storax 1 4 oz
AROMATICS AND ** Add to these items the cost of the appropriate-sized jar.
AROMATICS AND Items ordered generally arrive at the Outlet in two to three days.
Wizards' LaboraWizards' Laboratory
Wizards' LaboraAlembic 10
Wizards' LaboraApron, canvas 4
Wizards' LaboraApron, Leather 10
Wizards' LaboraArmillary 60
Wizards' LaboraAstrolabe, bronze 8
Wizards' LaboraBag, flour sack size 0.09
Wizards' LaboraBag, grain bag size 0.1
Wizards' LaboraBag, hand size 0.04
Wizards' LaboraBag, loaf size 0.07
Wizards' LaboraBag, tea size 0.02
Wizards' LaboraBag, water-proof leather - flour sack size 0.16
Wizards' LaboraBag, water-proof leather - grain bag size 0.2
Wizards' LaboraBag, water-proof leather - hand size 0.07
Wizards' LaboraBag, water-proof leather - loaf size 0.12
Wizards' LaboraBag, water-proof leather - tea size 0.03
Wizards' LaboraBalance 30
Wizards' LaboraBellows, Large 10
Wizards' LaboraBellows, small 5
Wizards' LaboraBrazier, small bronze 5
Wizards' LaboraBurette 15
Wizards' LaboraBurner (wax slab) 0.5
Wizards' LaboraCandle, common taper - black 0.1
Wizards' LaboraCandle, common taper - red 0.1
Wizards' LaboraCandle, common taper - uncolored 0.1
Wizards' LaboraCandle, common taper - yellow 0.1
Wizards' LaboraCandle, incense - black 1
Wizards' LaboraCandle, incense - red 1
Wizards' LaboraCandle, incense - uncolored 1
Wizards' LaboraCandle, incense - yellow 1
Wizards' LaboraCandle, timekeeping - black 1
Wizards' LaboraCandle, timekeeping - red 1
Wizards' LaboraCandle, timekeeping - uncolored 1
Wizards' LaboraCandle, timekeeping - yellow 1
Wizards' LaboraCandle, vial heater - black 0.1
Wizards' LaboraCandle, vial heater - red 0.1
Wizards' LaboraCandle, vial heater - uncolored 0.1
Wizards' LaboraCandle, vial heater - yellow 0.1
Wizards' LaboraCentrifuge 25
Wizards' LaboraChalk, 12 0.1
Wizards' LaboraChalk, red 0.04
Wizards' LaboraChalk, red, 12 0.2
Wizards' LaboraChalk, stick 0.02
Wizards' LaboraChalk, yellow 0.04
Wizards' LaboraChalk, yellow, 12 0.2
Wizards' LaboraClay 1 pr lb.
Wizards' LaboraCoal, anthracite 1 pr lb.
Wizards' LaboraCoal, bituminous 1 per 20 lb.
Wizards' LaboraCork for connecting tubing 0.1
Wizards' LaboraCorks, drilled for tubing 0.09
Wizards' LaboraCorks, whole 0.06
Wizards' LaboraDissection Instruments 10 set
Wizards' LaboraDistilling Coil 5
Wizards' LaboraEasel 40
Wizards' LaboraFiles 10 set
Wizards' LaboraFilter, gauze 0.1 pr sq ft.
Wizards' LaboraFilter, linen screen 0.1 pr sq ft.
Wizards' LaboraFilter, straw mesh 0.1 pr sq ft.
Wizards' LaboraGlass beaker, large 3
Wizards' LaboraGlass beaker, medium 1
Wizards' LaboraGlass beaker, small 0.5
Wizards' LaboraGlass Rod, large 0.8
Wizards' LaboraGlass Rod, medium 0.4
Wizards' LaboraGlass Rod, small 0.3
Wizards' LaboraGlass tubing (2 ft length) 0.2
Wizards' LaboraGloves, canvas 2
Wizards' LaboraGloves, steel reinforced 5
Wizards' LaboraHeat mat 0.06
Wizards' LaboraHeat mat, fibrous crystal 5
Wizards' LaboraIce 1 pr lb.
Wizards' LaboraIce Chest 35
Wizards' LaboraJar, 12 oz. 0.1
Wizards' LaboraJar, 6 oz. 0.09
Wizards' LaboraJar, five gallon 2
Wizards' LaboraJar, gallon 0.5
Wizards' LaboraJar, half-gallon 0.3
Wizards' LaboraJar, quart 0.2
Wizards' LaboraJar, ten gallon 3
Wizards' LaboraKiln 120
Wizards' LaboraMagnet, 1"x1" 0.5
Wizards' LaboraMagnet, 2"x2" 1
Wizards' LaboraMagnet, 3"x3" 3
Wizards' LaboraMagnifying lens 2
Wizards' LaboraMonocle 4
Wizards' LaboraMortar & Pestle, 4 oz 3
Wizards' LaboraMortar & Pestle, 6 oz 6
Wizards' LaboraOven 60
Wizards' LaboraPapyrus Pad (25 sheets) 15
Wizards' LaboraQuern 20
Wizards' LaboraRack, cushioned beaker 3
Wizards' LaboraRack, heating 3
Wizards' LaboraRack, wooden vial 1
Wizards' LaboraRetort, 12 oz. 1
Wizards' LaboraRetort, 3 oz. 0.1
Wizards' LaboraRetort, 5 oz. 0.5
Wizards' LaboraRetort, quart 5
Wizards' LaboraRhubarb, leaf 0.03 1 lg.
Wizards' LaboraShortened legs on table (special order) 5
Wizards' LaboraSlate, 1' square 10
Wizards' LaboraSlate, 4'x6' wall size 30
Wizards' LaboraSparker 0.5
Wizards' LaboraSpectacles 8
Wizards' LaboraSponge, large 1
Wizards' LaboraSponge, medium 0.6
Wizards' LaboraSponge, small 0.3
Wizards' LaboraStorage Cabinet, complete 50
Wizards' LaboraString in red, black or yellow, add: 0.04 per 50 ft.
Wizards' LaboraString, flax 0.2 50 ft.
Wizards' LaboraString, Maztican fiber 0.3 50 ft.
Wizards' LaboraTable w black granite top 50
Wizards' LaboraTime Glass, five minute 7
Wizards' LaboraTime Glass, half minute 5
Wizards' LaboraTime Glass, hour 7
Wizards' LaboraTime Glass, minute 3
Wizards' LaboraTime Glass, ten minute 10
Wizards' LaboraTime Glass, two hour 15
Wizards' LaboraTongs, large 3
Wizards' LaboraTongs, small 1
Wizards' LaboraVent 30
Wizards' LaboraVial 0.1
Wizards' LaboraWater Reservoir, 25 gallon 27
Wizards' LaboraWater Reservoir, 50 gallon 37
Wizards' LaboraWater Reservoir, standard 20 gal. 20
Wizards' LaboraFilter, silken screen 1 pr sq ft.
METALS METALS
METALS Bronze, disk 0.5 2 oz
METALS Copper, square 0.03 2 in
METALS Copper, wire 0.1 1 ft
METALS Gold, needles 15 5
METALS Gold, powder 1 1 oz
METALS Iron, chunk 0.06 1 in cu
METALS Iron, powder 0.2 6 oz
METALS Iron, rod 0.3 1 ft
METALS Lead chunk 0.07 1 in cu.
METALS Mercury 0.1 1 oz
METALS Mica, chipped 0.1 1 oz
METALS Mica, ground 0.09 1 oz
METALS Silver, pin 0.5 5
METALS Silver, powder 0.1 1 oz
METALS Silver, wire 0.4 1 ft
METALS Steel sheet 1 1 ft sq
METALS Tin square 0.06 1 in
METALS Zinc square 0.1 1 in
METALS LIQUIDS**
METALS Acid 1 6 oz
METALS Alcohol 0.1 12 oz
METALS Attar of roses 200 2 oz
METALS Molasses 0.1 12 oz
METALS Oil, flammable 0.6 1 gal
METALS Oil, nonflammable 0.6 1 gal
METALS Oil, spiced 1 1 gal
METALS Oil, sweet 0.7 1 gal
METALS Vinegar 0.5 12 oz
METALS Water, distilled 0.5 1 gal
METALS ** Add to these items the cost of the appropriate-sized jar.
MINERALS MINERALS
MINERALS Agate 1 1 ct
MINERALS Alkaline salt 0.1 12 oz
MINERALS Alum 0.06 6 oz
MINERALS Amber, block 0.8 1 in cu
MINERALS Amber, powder 1 12 oz
MINERALS Amber, rod 10 6 in
MINERALS Bitumen 0.1 12 oz.
MINERALS Blue vitriol 0.2 6 oz
MINERALS Borax, paste 0.1 6 oz
MINERALS Borax, stone 0.1 6 oz
MINERALS Bromine salt 1 12 oz
MINERALS Carbon, amorphous 1 6 oz
MINERALS Carbon, graphitic 3 6 oz
MINERALS Chalk 0.02 1 oz
MINERALS Clay, fired spheres 0.02 1 in
MINERALS Clay, raw 0.1 1 lb.
MINERALS Coal (anthracite), chunk 1 1 lb
MINERALS Coal (anthracite), dust 0.8 1 lb
MINERALS Crystal, bead/marble 7 10
MINERALS Crystal, rod 15 1 ft.
MINERALS Crystal, sphere 20 6 in
MINERALS Crystal, square 3 1 in
MINERALS Diamond 150 1/8 ct
MINERALS Flint 0.1 12 oz
MINERALS Glass, bead 7 10
MINERALS Glass, cone 5 10
MINERALS Glass, rod 5 1 ft.
MINERALS Glass, sheet 2 1 ft sq.
MINERALS Glass, sphere 5 6 in
MINERALS Granite, block 2 1 in cu
MINERALS Granite, dust 1 6 oz
MINERALS Gypsum 0.1 8 oz
MINERALS Iron pyrite 1 6 oz
MINERALS Lime powder 0.2 12 oz
MINERALS Litharge 0.3 12 oz
MINERALS Mineral, prisms 7 3 in
MINERALS Mineral, spheres 10 4 in
MINERALS Nitre 0.3 6 oz
MINERALS Nitre salt 0.3 3 oz
MINERALS Phosphorous 1 3 oz
MINERALS Pitch 0.06 1 qt
MINERALS Quartz, clear rough 0.1 1 ct
MINERALS Quartz, other rough 0.06 1 ct
MINERALS Salt, block 0.1 1 lb
MINERALS Salt, granular 0.5 5 lb.
MINERALS Sand, fine 0.1 10 lb.
MINERALS Soot 0.03 1 lb.
MINERALS Sulfur 1 1 lb
MINERALS Talc 0.7 1 lb
MINERALS Turquoise, polished 5 1 oz
MINERALS Turquoise, unpolished 1 1 oz
ANIMAL PRODUANIMAL PRODUCTS
ANIMAL PRODUBat fur 30 5
ANIMAL PRODUBat guano 2 1 lb
ANIMAL PRODUBeeswax 0.1 1 lb
ANIMAL PRODUBlood (bovine) 0.1 1 qt
ANIMAL PRODUBone (bovine), chunks 1.5 1 lb
ANIMAL PRODUBone (bovine), powdered 0.1 8 oz
ANIMAL PRODUCocoon, butterfly 0.5 10
ANIMAL PRODUCocoon, moth 0.04 10
ANIMAL PRODUCocoon, wasp 0.05 10
ANIMAL PRODUCoral chunk 0.1 8 oz
ANIMAL PRODUFeather, eagle 10 10
ANIMAL PRODUFeather, owl 10 10
ANIMAL PRODUFeather, white 0.1 1 lb.
ANIMAL PRODUFeather, wing 0.5 10
ANIMAL PRODUFirefly (dead) 0.1 10
ANIMAL PRODUFleece 0.06 6 in sq
ANIMAL PRODUGlowworm, tails 0.1 5
ANIMAL PRODUGlowworm, whole (dead) 0.1 5
ANIMAL PRODUHair, ape 3 20 st
ANIMAL PRODUHair, bear 1 20 st
ANIMAL PRODUHair, camel 5 1 in sq
ANIMAL PRODUHair, drafthorse 3 1 in sq
ANIMAL PRODUHair, ox 0.1 1 in sq
ANIMAL PRODUHair, war horse 1 1 in sq
ANIMAL PRODUHoneycomb 1 6 in sq
ANIMAL PRODUInsectoid legs, centipede 0.06 42
ANIMAL PRODUInsectoid legs, grasshop. hind 0.1 10
ANIMAL PRODUInsectoid legs, millipede 0.06 52
ANIMAL PRODUInsectoid legs, spider 0.03 16
ANIMAL PRODULeather strips 0.08 6 in sq
ANIMAL PRODUMilk fat (solid) 0.1 1 lb
ANIMAL PRODUMusk 0.4 1 oz
ANIMAL PRODUOx hoof, powder 0.5 6 oz
ANIMAL PRODUPork rind 0.04 6 in sq
ANIMAL PRODUPython bile 3 6 oz
ANIMAL PRODUSilkworm eggs 5 2 oz
ANIMAL PRODUSnake scale 0.2 1 in sq
ANIMAL PRODUSponge 0.1 6 oz
ANIMAL PRODUTallow 0.3 1 lb
ANIMAL PRODUTortoise shell 0.7 1 Ig
ANIMAL PRODUWax 0.2 1 lb.
ANIMAL PRODUWool 0.5 1 sq yd
VEGETABLE PR VEGETABLE PRODUCTS
VEGETABLE PR Arsenic 0.3 8 oz
VEGETABLE PR Asafoetida 0.4 3 oz
VEGETABLE PR Bark, apple 0.07 6 oz
VEGETABLE PR Bark, ash 0.08 6 oz
VEGETABLE PR Bark, beech 0.07 6 oz
VEGETABLE PR Bark, cherry 0.08 6 oz
VEGETABLE PR Bark, elm 0.05 6 oz
VEGETABLE PR Bark, maple 0.04 6 oz
VEGETABLE PR Bark, oak 0.05 6 oz
VEGETABLE PR Bark, pine 0.04 6 oz
VEGETABLE PR Bark, spruce 0.06 6 oz
VEGETABLE PR Bark, sumac 0.04 6 ox
VEGETABLE PR Bark, walnut 0.09 6 oz
VEGETABLE PR Burrs 0.03 4 oz
VEGETABLE PR Cardamom 1 1 oz
VEGETABLE PR Carrot (dried) 0.03 1 Ig
VEGETABLE PR Cassia, bark 0.6 6 oz
VEGETABLE PR Cassia, buds 0.2 2 spgs
VEGETABLE PR Castor beans 0.09 8 oz
VEGETABLE PR Citric acid 0.09 6 oz
VEGETABLE PR Corn extract, (powder) 0.2 1 lb
VEGETABLE PR Fern frond 0.03 1 Ig
VEGETABLE PR Flower 0.1 1 lb
VEGETABLE PR Galbanum 0.5 1 oz
VEGETABLE PR Garlic clove 0.04 1 Ig
VEGETABLE PR Ginger 0.1 4 oz
VEGETABLE PR Ginseng 0.3 4 oz
VEGETABLE PR Gum arabic 0.5 6 oz
VEGETABLE PR Incense (stick) 0.5 1 Ig
VEGETABLE PR Leaves, poison ivy 0.03 6 lg
VEGETABLE PR Leaves, poison oak 0.04 6 Ig
VEGETABLE PR Leaves, poison sumac 0.04 6 Ig
VEGETABLE PR Leaves, rhubarb 0.04 1 md
VEGETABLE PR Leaves, rose 0.05 15 med.
VEGETABLE PR Leaves, skunk cabbage 0.04 1 head
VEGETABLE PR Leeks (ground) 0.2 6 oz
VEGETABLE PR Legume seeds 0.07 6 oz
VEGETABLE PR Licorice root 0.5 1 lg
VEGETABLE PR Lotus, flower 0.05 1 md
VEGETABLE PR Lotus, root 0.3 1 lg.
VEGETABLE PR Moss, green 0.03 6 oz
VEGETABLE PR Moss, phosphorescent 0.5 6 oz
VEGETABLE PR Mushroom, spores 1 4 oz
VEGETABLE PR Nutmeg 0.3 4 oz
VEGETABLE PR Peach pits 0.04 3 Ig
VEGETABLE PR Peas, dried 0.07 6 oz
VEGETABLE PR Peas, powdered 0.08 6 oz
VEGETABLE PR Pine tar 0.1 1 lb
VEGETABLE PR Realgar 0.2 6 oz
VEGETABLE PR Reed stalks 0.06 20
VEGETABLE PR Resin 0.05 6 oz
VEGETABLE PR Rhubarb, root 0.09 1 lg.
VEGETABLE PR Rose petals 0.06 20
VEGETABLE PR Saffron (ground) 4 4 oz
VEGETABLE PR Seaweed (dry) 0.2 8 oz.
VEGETABLE PR Sesame seeds 0.3 1 lb
VEGETABLE PR Shallot bulb 0.06 6 Ig
VEGETABLE PR Soda ash 0.3 1 lb.
VEGETABLE PR Stargrass 0.06 8 oz
VEGETABLE PR Straw 0.04 1 lb
VEGETABLE PR Tacamahac 0.1 1 oz
VEGETABLE PR Tumeric 0.1 1 oz
VEGETABLE PR Vermilion 0.1 4 oz
VEGETABLE PR Wolfsbane 0.3 6 oz
VEGETABLE PR Wynchwood 0.1 1 lb
VEGETABLE PR Yam 0.09 4 lb.
VEGETABLE PR Zedoary 0.3 1 oz
VEGETABLE PR Mushroom, whole 0.06 12 lg
VEGETABLE PR Items ordered generally arrive at the Outlet in two to three days.
Laborers' List Laborers' List
Farmer: Farmer:
Farmer: Billhook 5 10 lb.
Farmer: Carriage harness, four horses 5
Farmer: Carriage harness, one horse 2
Farmer: Carriage harness, two horses 3
Farmer: Claw pole 0.6 3 lb.
Farmer: Hand Spade 0.2 1 lb.
Farmer: Hoe, iron head 3 5 lb.
Farmer: Hoe, steel 5 5 lb.
Farmer: Mallet, 20 lb. 5 20 lb.
Farmer: Mallet, 30 lb. 9 30 lb.
Farmer: Oxen yoke, new style, one 15
Farmer: Oxen yoke, new style, two 20
Farmer: Oxen yoke, one 8
Farmer: Oxen yoke, two 11
Farmer: Pick, steel 9 15 lb.
Farmer: Pitchfork, four pronged steel 9 8 lb.
Farmer: Pitchfork, maple 2 4 lb.
Farmer: Plow harness, one horse or ox 5
Farmer: Plow harness, two horses or oxen 7
Farmer: Plow, large 15
Farmer: Plow, small 8
Farmer: Rake, bamboo 3
Farmer: Rake, twig 0.2
Farmer: Reaver 5 4 lb.
Farmer: Scythe 0.5
Farmer: Scythe, blade 5
Farmer: Scythe, complete 8 6 lb.
Farmer: Scythe, handle 4
Farmer: Seed-sower, leather 2
Farmer: Seed-sower, woven basket 5
Farmer: Shovel, coal 2 6 lb.
Farmer: Shovel, gardening 3 6 lb.
Farmer: Shovel, postholer 4 6 lb.
Farmer: Shovel, snow 3 6 lb.
Farmer: Sickle 0.6 3 lb.
Farmer: Sieve 5
Farmer: Sieve screen, grain type 2
Farmer: Sieve screen, pebble type 2
Farmer: Sieve screen, sand type 2
Farmer: Weeding Claw 0.7 1 lb
Farmer: Wheelbarrow 15
Farmer: Winnowing Flail 6
Joiners/StonemJoiners/Stonemasons
Joiners/StonemAuger, 6-inch 0.5 2 lb.
Joiners/StonemAwl, 3-inch 0.2 1 lb.
Joiners/StonemBolts, 8", coarse or fine thread 3 pr lb.
Joiners/StonemBow Drill Set 4
Joiners/StonemChisel set, Mithral 120
Joiners/StonemChisel set, steel 12
Joiners/StonemClamp, 16" 10
Joiners/StonemClamp, 4" 2
Joiners/StonemClamp, 8" 5
Joiners/StonemDrill bit, nail 0.08
Joiners/StonemDrill bit, nail - Mithral 0.7
Joiners/StonemDrill bit, needle 0.1
Joiners/StonemDrill bit, needle - Mithral 1
Joiners/StonemDrill bit, peg 0.5
Joiners/StonemDrill bit, peg - Mithral 5
Joiners/StonemDrill bit, spike 0.3
Joiners/StonemDrill bit, spike - Mithral 3
Joiners/StonemHammer, chisel 4 4 lb.
Joiners/StonemHammer, claw 3 4 lb.
Joiners/StonemHammer, spike 5 4 lb.
Joiners/StonemHinge, gold - cabinet 7
Joiners/StonemHinge, gold - jewelry box 5
Joiners/StonemHinge, iron - barn 0.3
Joiners/StonemHinge, iron - cabinet 0.08
Joiners/StonemHinge, iron - door 0.2
Joiners/StonemHinge, iron - gate 0.4
Joiners/StonemHinge, iron - jewelry box 0.06
Joiners/StonemHinge, iron - massive door 5
Joiners/StonemHinge, silver - cabinet 0.7
Joiners/StonemHinge, silver - jewelry box 0.5
Joiners/StonemHinge, steel - barn 0.6
Joiners/StonemHinge, steel - barn 0.8
Joiners/StonemHinge, steel - cabinet 0.14
Joiners/StonemHinge, steel - door 0.4
Joiners/StonemHinge, steel - gate 10
Joiners/StonemHinge, steel - jewelry box 0.1
Joiners/StonemHooks for 10 or 20 ft. ladders 1
Joiners/StonemLadder, 10 ft. 5
Joiners/StonemLadder, 2 ft. 0.7
Joiners/StonemLadder, 20 ft. 10
Joiners/StonemLadder, 6 ft. 3
Joiners/StonemLathe 20
Joiners/StonemMallet, peg-setting 8 15 lb.
Joiners/StonemMallet, stone setting 10 15 lb.
Joiners/StonemMortar, dry 0.06 pr lb.
Joiners/StonemNails, Finishing 1" 0.2 pr lb.
Joiners/StonemNails, joiners 2" 0.1 pr lb.
Joiners/StonemNails, joiners 3" 0.1 pr lb.
Joiners/StonemNuts, coarse or fine thread 2 pr lb.
Joiners/StonemPitch 0.1 pr lb.
Joiners/StonemSaw, common crosscut 3
Joiners/StonemSaw, diamond-toothed stone hacksaw 15
Joiners/StonemSaw, diamond-toothed stone jigsaw 17
Joiners/StonemSaw, framed jigsaw 8
Joiners/StonemSaw, two person logging 15
Joiners/StonemSaw, two person ripsaw 7
Joiners/StonemSpikes, 12" 5 doz.
Joiners/StonemSpikes, 6" 3 doz.
Joiners/StonemTrowel, 10" 5 1 lb.
Joiners/StonemTrowel, 5" 2 1 lb.
Joiners/StonemTrowel, 7" 4 1 lb.
Joiners/StonemVice, table mounted 10" 20
Joiners/StonemWood glue 3 pr lb.
Joiners/StonemWood samples 5
Joiners/StonemWooden Peg stock, 1" 0.1 pr ft.
Joiners/StonemWooden Peg stock, 1/2" 0.06 pr ft.
Joiners/StonemWooden Peg stock, 2" 0.3 pr ft.
Joiners/StonemSmith
Joiners/StonemAnvil, 160 lb. 95
Joiners/StonemAnvil, 70 lb. 45
Joiners/StonemArmor Care Kit 7
Joiners/StonemBellows, large 10
Joiners/StonemBellows, small 5
Joiners/StonemFat 0.06 pr lb.
Joiners/StonemForge, full 120 120 lb.
Joiners/StonemForge, small 50 40 lb.
Joiners/StonemGrindstone with stand 20
Joiners/StonemHammer, smithing 7 4 lb.
Joiners/StonemLeather strop 0.03
Joiners/StonemPlier, bending 2
Joiners/StonemPlier, tooling 4
Joiners/StonemReservoir, 50 gal. 50
Joiners/StonemStone samples 15
Joiners/StonemTongs 6
Joiners/StonemTongs, long-handle 5
Joiners/StonemTongs, short-handle 3
Joiners/StonemWax 0.5 pr lb.
Joiners/StonemWhetstone 0.03
Joiners/StonemMetals:
Joiners/StonemBrass, bar 0.1 1 lb
Joiners/StonemBrass, ingot 0.3 5 lb
Joiners/StonemBrass, sheet 0.1 1 ft sq
Joiners/StonemBrass, strip 0.04 6 by 1in
Joiners/StonemBrass, wire 0.05 1 ft
Joiners/StonemBronze, bar 0.08 1 lb
Joiners/StonemBronze, ingot 0.2 5 lb
Joiners/StonemBronze, sheet 0.1 16 in sq
Joiners/StonemBronze, strip 0.03 4 by 2in
Joiners/StonemBronze, wire 0.04 1 ft.
Joiners/StonemCopper, bar 0.07 1 lb.
Joiners/StonemCopper, ingot 0.25 7 lb.
Joiners/StonemCopper, sheet 0.1 16 in sq
Joiners/StonemCopper, strip 0.04 8 x 1 in
Joiners/StonemCopper, wire 0.04 1 ft
Joiners/StonemGold, bar 11 1 lb.
Joiners/StonemGold, ingot 29 3 lb
Joiners/StonemGold, sheet 9 8 in sq.
Joiners/StonemGold, strip 4 4 by 1 in
Joiners/StonemGold, wire 1 1 ft.
Joiners/StonemIron, bar 0.06 1 lb
Joiners/StonemIron, ingot 0.4 10 lb
Joiners/StonemIron, sheet 0.06 1 ft sq
Joiners/StonemIron, strip 0.05 10 by 1 in
Joiners/StonemIron, wire 0.06 1 ft
Joiners/StonemLead, bar 0.08 2 lb
Joiners/StonemLead, ingot 0.5 10 lb
Joiners/StonemLead, sheet 0.05 5 in sq.
Joiners/StonemLead, strip 0.04 4 by 1 in
Joiners/StonemLead, wire 0.05 1 ft
Joiners/StonemMithral, bar 10 1/4 lb
Joiners/StonemMithral, ingot 35 21b
Joiners/StonemMithral, sheet 6 3 in sq
Joiners/StonemMithral, strip 4 2 by 1 in
Joiners/StonemMithral, wire 7 1 ft
Joiners/StonemPlatinum, bar 10 1.4 lb.
Joiners/StonemPlatinum, ingot 50 2 lb
Joiners/StonemPlatinum, sheet 15 2 in sq
Joiners/StonemPlatinum, strip 10 2 by 1 in
Joiners/StonemPlatinum, wire 5 1 ft
Joiners/StonemSilver, bar 3 1/21b
Joiners/StonemSilver, ingot 11 2 lb.
Joiners/StonemSilver, sheet 9 5 in sq.
Joiners/StonemSilver, strip 3 6 by 1 in.
Joiners/StonemSilver, wire 2 1 ft.
Joiners/StonemSteel, bar 0.3 1 lb.
Joiners/StonemSteel, ingot 0.8 5 lb
Joiners/StonemSteel, sheet 0.3 1 ft sq.
Joiners/StonemSteel, strip 0.06 6 by 1 in.
Joiners/StonemSteel, wire 0.04 1 ft
Joiners/StonemTin, bar 0.2 1 lb.
Joiners/StonemTin, ingot 0.5 5 lb
Joiners/StonemTin, sheet 0.2 1 ft sq
Joiners/StonemTin, strip 0.04 6 by 1 in.
Joiners/StonemTin, wire 0.02 1 ft
Molds: Molds:
Molds: ** all molds can be further carved out by purchaser to create raised designs.
Molds: Arrow head 0.1
Molds: Axe head 4
Molds: Band (mail) 0.4
Molds: Bar, prying 0.3
Molds: Bit 0.2
Molds: Bracelet, plain narrow - large 0.6
Molds: Bracelet, plain narrow - medium 0.5
Molds: Bracelet, plain narrow - small 0.5
Molds: Bracelet, plain wide - large 0.8
Molds: Bracelet, plain wide - medium 0.7
Molds: Bracelet, plain wide - small 0.7
Molds: Breastplate 9
Molds: Buckle, belt 0.4
Molds: Buckle, pack 0.2
Molds: Buckle, saddle 7
Molds: Buckler 8
Molds: Dagger 2
Molds: Flail rod 0.2
Molds: Hammerhead, joiner 0.7
Molds: Hammerhead, smithing 1.2
Molds: Hoe 0.5
Molds: Hook, billhook 0.7
Molds: Hook, meat 0.4
Molds: Horseshoe, draft 0.2
Molds: Horseshoe, pony 0.4
Molds: Horseshoe, riding 0.3
Molds: Horseshoe, war 0.5
Molds: Knife, butcher 0.6
Molds: Knife, carving 0.4
Molds: Knife, cleaver 0.7
Molds: Knife, hunting 0.5
Molds: Mace, ball 0.6
Molds: Mace, cylinder 0.4
Molds: Pick, military 0.7
Molds: Pick, mining 1
Molds: Pitchfork head 0.5
Molds: Pliers 0.3
Molds: Quarrel 0.2
Molds: Rake 0.5
Molds: Ring, plain narrow - large 0.2
Molds: Ring, plain narrow - medium 0.2
Molds: Ring, plain narrow - small 0.2
Molds: Ring, plain wide - large 0.4
Molds: Ring, plain wide - medium 0.4
Molds: Ring, plain wide - small 0.3
Molds: Scale (mail) 0.3
Molds: Shears, branch 0.9
Molds: Shears, cloth 0.3
Molds: Shears, paper 0.2
Molds: Shield 10
Molds: Shovel 2
Molds: Sickle 0.2
Molds: Spade, coal 0.7
Molds: Spade, planting 0.6
Molds: Spade, trowel 0.4
Molds: Spear head 0.4
Molds: Splint(mail) 0.4
Molds: Spur 0.6
Molds: Sword, bastard (one hand) 15
Molds: Sword, bastard (two hand) 20
Molds: Sword, broad 10
Molds: Sword, cutlass 14
Molds: Sword, long 17
Molds: Sword, rapier 15
Molds: Sword, sabre 17
Molds: Sword, short 10
Molds: Sword, simitar 25
Molds: Sword, two-handed 30
Molds: Husbandman:
Beehive 10
Branding Iron, specify Thorass, Espruar or De 8 4 lb.
Add personal crest** 5
Butchering mallet 8 20 lb.
Hat with silk netting 4
Hunting Knife, folding - two blade 4
Hunting Knife, trail 1
Long razor, foldable 7 1 lb.
Meat Hooks (set of 8) 5 1 lb. ea.
Shearing Pack 15
Shepherd's Crook 10 10 lb.
Skinning knife, 8-inch 5 1 lb.
Trident 17 7 lb.
Items ordered generally arrive at the Outlet in two to three days.
Inn and Tavern Inn and Tavern
Inn and Tavern Bedding:
Inn and Tavern Blanket, double - flannel 1.5
Inn and Tavern Blanket, double - wool 2.6
Inn and Tavern Blanket, single - flannel 1
Inn and Tavern Blanket, single - wool 2
Inn and Tavern Comforter, linen - down 7
Inn and Tavern Comforter, linen - flannel 4
Inn and Tavern Comforter, linen - rag 2
Inn and Tavern Comforter, linen - wool 5
Inn and Tavern Coverlet 2
Inn and Tavern Mattress, double - feather 22
Inn and Tavern Mattress, double - rag 7
Inn and Tavern Mattress, double - straw 13
Inn and Tavern Mattress, single - feather 15
Inn and Tavern Mattress, single - rag 4
Inn and Tavern Mattress, single - straw 8
Inn and Tavern Pillow, linen - feather 4
Inn and Tavern Pillow, linen - rag 0.06
Inn and Tavern Pillow, linen - straw 0.2
Inn and Tavern Quilt, plain 5
Inn and Tavern Sheet, double 0.8
Inn and Tavern Sheet, single 0.5
Inn and Tavern Cooking:
Inn and Tavern Bowls, porcelain - boning 0.3
Inn and Tavern Bowls, porcelain - mixing 0.5
Inn and Tavern Bowls, porcelain - serving 0.7
Inn and Tavern Bowls, porcelain - soup 0.2
Inn and Tavern Bowls, wood - boning 0.1
Inn and Tavern Bowls, wood - mixing 0.3
Inn and Tavern Bowls, wood - serving 0.5
Inn and Tavern Bowls, wood - soup 0.09
Inn and Tavern Canister, birchbark - 10 oz 0.7
Inn and Tavern Canister, birchbark - 12 oz 0.9
Inn and Tavern Canister, birchbark - 16 oz 1.3
Inn and Tavern Cauldron and tripod - 10 gal 10
Inn and Tavern Cauldron and tripod - 30 gal 22
Inn and Tavern Cauldron and tripod - 50 gal 32
Inn and Tavern Chopping Table 7
Inn and Tavern Corkscrew 0.3
Inn and Tavern Crocks, stoneware - 10 oz 3
Inn and Tavern Crocks, stoneware - 12 oz 3.7
Inn and Tavern Crocks, stoneware - 16 oz 4.3
Inn and Tavern Crocks, stoneware - 20 oz 5
Inn and Tavern Crocks, stoneware - 8 oz 2
Inn and Tavern Cutting Board 1
Inn and Tavern Drinking Horn, common 0.2
Inn and Tavern Drinking Horn, fine 1
Inn and Tavern Fork, dinner - brass 0.05
Inn and Tavern Fork, dinner - silver 0.8
Inn and Tavern Fork, roast 0.1
Inn and Tavern Icepick 0.05
Inn and Tavern Jug, wood 0.05
Inn and Tavern Knife, boning 0.4
Inn and Tavern Knife, cleaver 0.8
Inn and Tavern Knife, dinner - brass 0.05
Inn and Tavern Knife, dinner - silver 0.8
Inn and Tavern Knife, paring 0.3
Inn and Tavern Knife, peeling 0.2
Inn and Tavern Knife, steak 0.1
Inn and Tavern Mug, brass 0.09
Inn and Tavern Mug, glass 0.1
Inn and Tavern Mug, pewter 0.8
Inn and Tavern Pan, bread 0.6
Inn and Tavern Pan, cake 0.5
Inn and Tavern Pan, pie 0.7
Inn and Tavern Pitcher, porcelain 0.6
Inn and Tavern Pitcher, stoneware 0.4
Inn and Tavern Pitcher, wood 0.3
Inn and Tavern Plate, porcelain 0.5
Inn and Tavern Plate, stoneware 0.35
Inn and Tavern Plate, wood 0.1
Inn and Tavern Platter, porcelain 0.8
Inn and Tavern Platter, stoneware 0.6
Inn and Tavern Platter, wood 0.2
Inn and Tavern Roasting spit 0.05
Inn and Tavern Spoon, dinner - brass 0.05
Inn and Tavern Spoon, dinner - silver 0.8
Inn and Tavern Spoon, ladle 0.5
Inn and Tavern Spoon, soup - brass 0.06
Inn and Tavern Spoon, soup - silver 0.9
Inn and Tavern Spoon, stirring - wood 0.2
Inn and Tavern Stein, brass 0.1
Inn and Tavern Stein, pewter 0.5
Inn and Tavern Stein, silver 2
Inn and Tavern Stein, stoneware 1.5
Inn and Tavern Tankard, brass 0.1
Inn and Tavern Tankard, pewter 0.45
Inn and Tavern Tankard, sliver 1.5
Inn and Tavern Tea pot 0.3
Inn and Tavern Whetstone 0.2
Inn and Tavern Wine glass, common 0.09
Inn and Tavern Wine glass, crystal 0.9
Inn and Tavern Cleaning:
Inn and Tavern Broom 0.3
Inn and Tavern Bucket, 5 gal - bronze 0.3
Inn and Tavern Bucket, 5 gal - iron 0.4
Inn and Tavern Bucket, 5 gal - leather 0.7
Inn and Tavern Bucket, 5 gal - steel 0.6
Inn and Tavern Bucket, 5 gal - wood 0.1
Inn and Tavern Feather duster 0.3
Inn and Tavern Mop 0.09
Inn and Tavern Soap 0.09 per bar
Inn and Tavern Washboard 0.2
Inn and Tavern Items ordered generally arrive at the Outlet in two to three days.
Inn and Tavern Scrivening Specialities:
Inn and Tavern Book Lock - good** 100
Inn and Tavern **Steel link strap for lockable book 35
Inn and Tavern Book Safe - 1/4 cost of normal blank book #VALUE!
Inn and Tavern Deluxe Pen package (32 nibs, 14 types) 70
Inn and Tavern Ink vial 8
Inn and Tavern Ink vial (case - 24) 175
Inn and Tavern Mapcase, maple 15
Inn and Tavern Mapcase, oak 4
Inn and Tavern Map-making Kit 35
Inn and Tavern Charcoal (set of 5) 2
Inn and Tavern Gridded parchment refills (50 sheets) 45
Inn and Tavern Pen nibs, metal (set of 5) 12
Inn and Tavern Pen, quill (set of 50) 2
Inn and Tavern Quill 0.2
Inn and Tavern Scrollcase 5
Inn and Tavern Book Lock - fair** 65
Inn and Tavern Book Lock - excellent** 200
Inn and Tavern Blank Book (15x20) - 100 pages 250
Inn and Tavern Blank Book (15x20) - 200 pages 450
Inn and Tavern Blank Book (15x20) - 25 pages 75
Inn and Tavern Blank Book (15x20) - 50 pages 135
Inn and Tavern Blank Book (15x20) - 500 pages 1000
Inn and Tavern Blank Book (15x20) - 75 pages 180
Inn and Tavern Blank Book (9x12) - 100 pages 175
Inn and Tavern Blank Book (9x12) - 200 pages 300
Inn and Tavern Blank Book (9x12) - 25 pages 50
Inn and Tavern Book case, portable 275
Inn and Tavern Felt bound Blank book +15% #VALUE!
Inn and Tavern Cloth bound Blank book -5% #VALUE!
Inn and Tavern Blank Book (9x12) - 75 pages 125
Inn and Tavern Blank Book (9x12) - 500 pages 725
Inn and Tavern Blank Book (9x12) - 50 pages 90
Inn and Tavern Implements:
Inn and Tavern slate pencil (10) 0.4
Inn and Tavern Signet Stamp 1
Inn and Tavern Sealing Wax 0.3 5 oz
Inn and Tavern Paint brush, small 0.3
Inn and Tavern Paint brush, medium 0.4
Inn and Tavern lead pencil (10) 0.3
Inn and Tavern Inkwell 0.2
Inn and Tavern inkstand 0.4
Inn and Tavern Chalk stick (10) 0.08
Inn and Tavern case, oak 3
Inn and Tavern Paints:
Inn and Tavern yellow, sulphur 0.1 10 oz
Inn and Tavern white lead 3 10 oz
Inn and Tavern vermillion 1 8 oz
Inn and Tavern red, lead 0.3 12 oz
Inn and Tavern red, iron 0.3 12 oz
Inn and Tavern purple 3 6 oz
Inn and Tavern ocher 1 8 oz
Inn and Tavern green, copper 0.7 12 oz
Inn and Tavern blue, copper 0.7 12 oz
Inn and Tavern blue, Calam. 3 12 oz
Inn and Tavern Surfaces:
Inn and Tavern slate (5 in sq) 5
Inn and Tavern scroll (8 ft) 5
Inn and Tavern rice paper (8"x8" sheet) 1
Inn and Tavern parchment (8"x8" sheet) 1
Inn and Tavern papyrus (8"x8" sheet) 0.8
Inn and Tavern paper (8"x8" sheet) 2
Inn and Tavern bamboo (8"x8" sheet) 1
Inn and Tavern vellum (8"x8" sheet) 1
Inn and Tavern Items ordered generally arrive at the Outlet in two to three days.
Inn and Tavern Storage Items
Inn and Tavern Drum, 100 gal 10
Inn and Tavern Jar, stoppered ceramic - 64 oz. (2 qt.) 0.5
Inn and Tavern Jar, stoppered ceramic - 8 oz. 0.07
Inn and Tavern Jar, stoppered ceramic - 32 oz (1 qt.) 0.2
Inn and Tavern Jar, stoppered glass - 10 oz. 0.09
Inn and Tavern Jar, stoppered glass - 12 oz. 0.1
Inn and Tavern Jar, stoppered glass - 128 oz. (1 gal.) 2
Inn and Tavern Jar, stoppered glass - 14 oz. 0.1
Inn and Tavern Jar, stoppered glass - 16 oz. 0.13
Inn and Tavern Jar, stoppered ceramic - 6 oz. 0.06
Inn and Tavern Jar, stoppered ceramic - 4 oz. 0.05
Inn and Tavern Jar, stoppered ceramic - 24 oz. 0.15
Inn and Tavern Drum, 200 gal. 15
Inn and Tavern Jar, stoppered ceramic - 10 oz. 0.08
Inn and Tavern Jar, stoppered ceramic - 12 oz. 0.09
Inn and Tavern Jar, stoppered ceramic - 128 oz. (1 gal.) 1
Inn and Tavern Jar, stoppered ceramic - 14 oz. 0.1
Inn and Tavern Jar, stoppered ceramic - 16 oz. 0.1
Inn and Tavern Jar, stoppered ceramic - 2 oz. 0.04
Inn and Tavern Jar, stoppered ceramic - 20 oz. 0.13
Inn and Tavern Jar, stoppered glass - 2 oz. 0.05
Inn and Tavern Jar, stoppered glass - 20 oz. 0.17
Inn and Tavern Sack, flour 0.2
Inn and Tavern Sack, knap 0.05
Inn and Tavern Sack, pouch - leather 0.5
Inn and Tavern Sack, purse 0.5
Inn and Tavern Sack, saddle 0.5
Inn and Tavern Sack, tubor 0.08
Inn and Tavern Skin, oil 0.5
Inn and Tavern Skin, water 1
Inn and Tavern Sack, duffle 0.08
Inn and Tavern Sack, ditty 0.04
Inn and Tavern Keg, 30 gal. 3
Inn and Tavern Jar, stoppered glass - 24 oz. 0.25
Inn and Tavern Jar, stoppered glass - 4 oz. 0.06
Inn and Tavern Jar, stoppered glass - 6 oz. 0.07
Inn and Tavern Jar, stoppered glass - 64 oz. (2 qt.) 0.7
Inn and Tavern Jar, stoppered glass - 8 oz. 0.08
Inn and Tavern Jar, stoppered glass - 32 oz (1 qt.) 0.3
Inn and Tavern Keg, 10 gal. 1.5
Inn and Tavern Keg, 20 gal. 2
Inn and Tavern Skin, wine 1
Inn and Tavern Crate, small 0.2
Inn and Tavern Barrel, 30 gal. 2
Inn and Tavern Basket, Yhaunn - seed 0.1
Inn and Tavern Basket, Yhaunn - snake 0.3
Inn and Tavern Box, bread 0.5
Inn and Tavern Box, jewelry - gold 25
Inn and Tavern Box, jewelry - silver 10
Inn and Tavern Box, jewelry - wood 3
Inn and Tavern Box, prayer 1
Inn and Tavern Box, snuff 0.3
Inn and Tavern Basket, Yhaunn - picking 0.1
Inn and Tavern Basket, Yhaunn - peck 0.1
Inn and Tavern Basket, Yhaunn - laundry 0.5
Inn and Tavern Barrel, 40 gal. 4
Inn and Tavern Barrel, 50 gal. 5
Inn and Tavern Barrel, 60 gal. 6
Inn and Tavern Basket, Yhaunn - baby 0.7
Inn and Tavern Basket, Yhaunn - bread 0.1
Inn and Tavern Basket, Yhaunn - bushel 0.2
Inn and Tavern Basket, Yhaunn - dog 0.09
Inn and Tavern Basket, Yhaunn - egg 0.06
Inn and Tavern Box, strong 120
Inn and Tavern Box, tinder 0.7
Inn and Tavern Casket, infant 4
Inn and Tavern Chest, boot 2
Inn and Tavern Chest, cedar 15
Inn and Tavern Chest, clothing 4
Inn and Tavern Chest, traveling 5
Inn and Tavern Chest, treasure 200
Inn and Tavern Crate, extra large 1
Inn and Tavern Crate, large 0.8
Inn and Tavern Casket, human 8
Inn and Tavern Casket, half-orc 8
Inn and Tavern Casket, halfling 4
Inn and Tavern Bucket, 10 gal - iron 0.6
Inn and Tavern Bucket, 10 gal - bronze 0.5
Inn and Tavern Bucket, 10 gal - leather 0.9
Inn and Tavern Bucket, 10 gal - steel 0.8
Inn and Tavern Bucket, 10 gal - wood 0.7
Inn and Tavern Casket, dwarf 5
Inn and Tavern Casket, elf 7
Inn and Tavern Casket, gnome 4
Inn and Tavern Crate, medium 0.5
Inn and Tavern Items ordered generally arrive at the Outlet in two to three days
Inn and Tavern Tally Stick 10
Inn and Tavern Paintbrush - 1/8" 3
Inn and Tavern Paintbrush - 1/4" 3
Inn and Tavern Paintbrush - 1/2" 3
Inn and Tavern Paintbrush - 1/16" 3
Inn and Tavern Paintbrush - 1" 5
Inn and Tavern Lock, good quality mithral 100
Inn and Tavern Lock, excellent quality adamantite 200
Inn and Tavern Hemp rope (per 50') - 4" dia 28 570 lb.
Inn and Tavern Hemp rope (per 50') - 3/4" dia 1 20 lb.
Inn and Tavern Hemp rope (per 50') - 3" dia 16 320 lb.
Inn and Tavern Hemp rope (per 50') - 2" dia 7 142 lb.
Inn and Tavern Hemp rope (per 50') - 1/4" dia 0.2 2 lb.
Inn and Tavern Paintbrush - 2" 5
Inn and Tavern Paintbrush - 3/4" 3
Inn and Tavern Stocks, head/hand single 6
Inn and Tavern Stocks, head/hand double 10
Inn and Tavern Stocks, ankle single 3
Inn and Tavern Stocks, ankle double 7
Inn and Tavern Silk rope - 3/4" dia 23 18 lb.
Inn and Tavern Silk rope - 1/8" dia 2 1.5 lb.
Inn and Tavern Silk rope - 1/4" dia 4 3.5 lb.
Inn and Tavern Silk rope - 1/2" dia 10 8 lb.
Inn and Tavern Silk rope - 1" dia 50 30 lb.
Inn and Tavern Shackles 10
Inn and Tavern Paintbrush - hairline 3
Inn and Tavern Paintbrush - 4" 4
Inn and Tavern Hemp rope (per 50') - 1/2" dia 0.5 9 lb.
Inn and Tavern Hemp rope (per 50') - 1/16" dia 0.06 1/3 lb.
Inn and Tavern Hemp rope (per 50') - 1" dia 2 36 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 2" 25 210 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 1/8" 0.6 6 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 1/4" 2 18 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 1/2" 5 36 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 1" 17 130 lb.
Inn and Tavern Chain, gold (pr 25 ft) - 1/8" 120
Inn and Tavern Chain, gold (pr 25 ft) - 1/4" 400
Inn and Tavern Chain, gold (pr 25 ft) - 1/2" 1000
Inn and Tavern Block and Tackle, ton cap. (2 pulleys) 35
Inn and Tavern Block and Tackle, 500 lb cap. 15
Inn and Tavern Block and Tackle, 200 lb cap. 7
Inn and Tavern Block and Tackle, 1000 lb cap. 25
Inn and Tavern Chain, iron (pr 25 ft) - 3" 35 400 lb.
Inn and Tavern Chain, iron (pr 25 ft) - 3/4" 9 98 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 4" 120 700 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 3/4" 18 98 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 3" 70 400 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 2" 50 210 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 1/8" 1.2 6 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 1/4" 4 18 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 1/2" 10 36 lb.
Inn and Tavern Chain, steel (pr 25 ft) - 1" 34 130 lb.
Inn and Tavern Chain, silver (pr 25 ft) - 1/8" 12
Inn and Tavern Chain, silver (pr 25 ft) - 1/4" 40
Inn and Tavern Chain, silver (pr 25 ft) - 1/2" 100
Inn and Tavern Chain, iron (pr 25 ft) - 4" 60 700 lb.
Inn and Tavern Block and Tackle, 100 lb cap. 3
Inn and Tavern Items ordered generally arrive at the Outlet in two to three days.
Inn and Tavern Tailors' Corner
Inn and Tavern Fabric (sq yd)
Inn and Tavern Canvas 1
Inn and Tavern Flannel wool
Inn and Tavern light 0.09
Inn and Tavern heavy 0.12
Inn and Tavern medium 0.1
Inn and Tavern Homespun 0.06
Inn and Tavern Lace 5
Inn and Tavern Linen, Daerlunian 0.8
Inn and Tavern Maztican white
Inn and Tavern light 1
Inn and Tavern medium 1.5
Inn and Tavern heavy 2
Inn and Tavern Raw wool 0.03
Inn and Tavern Sailcloth 0.1
Inn and Tavern Silk 7
Inn and Tavern Ticking
Inn and Tavern mattress 1
Inn and Tavern pillow 0.8
Inn and Tavern Velvet 3
Inn and Tavern Wool, Daerlunian
Inn and Tavern light 0.9
Inn and Tavern medium 1.4
Inn and Tavern heavy 2
Inn and Tavern Skins (1 hide)
Inn and Tavern Bear 5
Inn and Tavern Deer 4
Inn and Tavern Fox, red 14
Inn and Tavern Fox, white 17
Inn and Tavern Horsehide 3
Inn and Tavern Jaguar 25
Inn and Tavern Leather 2
Inn and Tavern Leopard 22
Inn and Tavern Lion 24
Inn and Tavern Marten 8
Inn and Tavern Mink 12
Inn and Tavern Panther 15
Inn and Tavern Raccoon 2
Inn and Tavern Sable, black 11
Inn and Tavern Shark 15
Inn and Tavern Sheep 6
Inn and Tavern Squirrel 2
Inn and Tavern Tiger 25
Inn and Tavern Wolf 8
Inn and Tavern Sewing/Weaving
Inn and Tavern Basket 0.7
Inn and Tavern Beads (10), glass 0.09
Inn and Tavern Beads (10), gold 8
Inn and Tavern Beads (10), ivory 4
Inn and Tavern Beads (10), oak 0.07
Inn and Tavern Beads (10), pine 0.06
Inn and Tavern Bootlaces (2), 1' 0.03
Inn and Tavern Bootlaces (2), 2' 0.04
Inn and Tavern Buttons (10), large 0.08
Inn and Tavern Buttons (10), medium 0.07
Inn and Tavern Buttons (10), small 0.06
Inn and Tavern Distaff 4
Inn and Tavern Flax, raw (1 lb.) 0.04
Inn and Tavern Grommet 0.06
Inn and Tavern Hemp (1') 0.02
Inn and Tavern Hook & eye(l pr) 0.04
Inn and Tavern Loom, 2 foot 8
Inn and Tavern Loom, 4 foot 12
Inn and Tavern Loom, 8 foot 18
Inn and Tavern Needle case 0.1
Inn and Tavern Needles (10) 0.05
Inn and Tavern Pattern*
Inn and Tavern apron 0.06
Inn and Tavern bandolier 0.07
Inn and Tavern breeches 0.1
Inn and Tavern chemise 0.1
Inn and Tavern cloak 0.12
Inn and Tavern coif 0.07
Inn and Tavern doublet 1
Inn and Tavern gorget 0.1
Inn and Tavern hood 0.06
Inn and Tavern hose 0.09
Inn and Tavern pantaloon 0.1
Inn and Tavern safety belt 0.09
Inn and Tavern shirt 0.1
Inn and Tavern stocking 0.04
Inn and Tavern surcoat 1
Inn and Tavern tabard 0.1
Inn and Tavern tunic 1
Inn and Tavern * Specify size when ordering
Inn and Tavern Pins(10) 0.04
Inn and Tavern Scissor case 0.1
Inn and Tavern Scissor sheath 0.08
Inn and Tavern Scissors 0.2
Inn and Tavern Spinning wheel 12
Inn and Tavern Thimble 0.05
Inn and Tavern Thread (100'), darning 0.05
Inn and Tavern Thread (100'), embroidery 0.09
Inn and Tavern Thread (100'), sewing 0.07
Inn and Tavern Wool carders 0.09
Inn and Tavern Yarn** (100') 0.1
Inn and Tavern ** Available in red, blue, yellow, green, brown gray, black, and white.
Inn and Tavern Feathers, Eagle (10) 0.06
Inn and Tavern Feathers, Hawk (10) 0.05
Inn and Tavern Feathers, Ostrich (1) 0.5
Inn and Tavern Feathers, Parrot (1) 0.5
Inn and Tavern Feathers, Peacock (1) 1
Inn and Tavern Feathers, Pheasant (5) 0.3
Inn and Tavern Dyes (8 oz.)*, Blue, Calimshan 3.3
Inn and Tavern Dyes (8 oz.)*, Blue, copper 0.9
Inn and Tavern Dyes (8 oz.)*, Blue, ultramarine 1
Inn and Tavern Dyes (8 oz.)*, Green, mollusk 0.9
Inn and Tavern Dyes (8 oz.)*, Indigo 3
Inn and Tavern Dyes (8 oz.)*, Ocher 1.2
Inn and Tavern Dyes (8 oz.)*, Purple 3.3
Inn and Tavern Dyes (8 oz.)*, Red, cochineal 0.4
Inn and Tavern Dyes (8 oz.)*, Red, iron 0.5
Inn and Tavern Dyes (8 oz.)*, Red, mollusk 0.5
Inn and Tavern Dyes (8 oz.)*, Safflower 0.4
Inn and Tavern Dyes (8 oz.)*, Vermilion 4.4
Inn and Tavern Dyes (8 oz.)*, Yellow, sulfur 0.3
Inn and Tavern * Will dye fabrics to buyer's specifications, allow 3 to 4 days.
Inn and Tavern Items ordered generally arrive at the Outlet in two to three days.
Clothes and ShoClothes and Shoes
Clothes and Sho*Dying to specification add 0.1
Clothes and ShojWith gold embroidery add: 1
Clothes and Sho**With gold embroidery add: 0.4
Clothes and Sho***Dying charge for red, blue or green. add: 0.2
Clothes and ShoaDying charge: add 0.2
Clothes and ShobAdded embroidery. Add: 15
Clothes and ShodAdd options to silk. Add: 15
Clothes and ShocAdd options. Add: 0.3
Clothes and ShoeAdd wire mesh lining. Add: 7
Clothes and ShoeExtra embroidered or tooled letters. Add: 0.1
Clothes and ShofAdd fur lining. Add: 75
Clothes and ShohRetarring 0.3
Clothes and ShogAdd dagger sheath to boots. Add for each: 1
Clothes and ShoiAdded attachments - Add: 3
Clothes and ShokFur Lining. Add: 0.1
Clothes and ShoUnderclothes
Clothes and ShoBustle, rear - large 9
Clothes and ShoBustle, rear - small 9
Clothes and ShoBustle, side - large 5
Clothes and ShoBustle, side - small 5
Clothes and ShoFullcloth - elf 5
Clothes and ShoFullcloth - gnome 1
Clothes and ShoFullcloth - halfling 3
Clothes and ShoFullcloth - human 8
Clothes and ShoHose supporter, leather* 2
Clothes and ShoHosiery, silk or velvet - elf 1
Clothes and ShoHosiery, silk or velvet - gnome 0.4
Clothes and ShoHosiery, silk or velvet - halfling 0.8
Clothes and ShoHosiery, silk or velvet - human 1.2
Clothes and ShoHosiery, wool or linen - elf 0.5
Clothes and ShoHosiery, wool or linen - gnome 0.2
Clothes and ShoHosiery, wool or linen - halfling 0.4
Clothes and ShoHosiery, wool or linen - human 0.6
Clothes and ShoLoincloth, silk, velvet or leather - elf 1
Clothes and ShoLoincloth, silk, velvet or leather - gnome 0.6
Clothes and ShoLoincloth, silk, velvet or leather - halfling 0.8
Clothes and ShoLoincloth, silk, velvet or leather - human 1.2
Clothes and ShoLoincloth, wool, linen or cotton - elf 0.5
Clothes and ShoLoincloth, wool, linen or cotton - gnome 0.3
Clothes and ShoLoincloth, wool, linen or cotton - halfling 0.4
Clothes and ShoLoincloth, wool, linen or cotton - human 0.6
Clothes and ShoLounging Robe - demihuman 5
Clothes and ShoLounging Robe - human 8
Clothes and ShoMoney Belt 4
Clothes and ShoNightshirt, demihuman 4
Clothes and ShoNightshirt, human 6
Clothes and ShoStockings, cotton, wool, flannel - demi human 1
Clothes and ShoStockings, cotton, wool, flannel - human 2
Clothes and ShoOverclothes
Clothes and ShoBreeches, linen - elf 1
Clothes and ShoBreeches, linen - gnome or halfling 0.5
Clothes and ShoBreeches, linen - human 1.5
Clothes and ShoBreeches, sack cloth - elf 0.5
Clothes and ShoBreeches, sack cloth - gnome or halfling 0.25
Clothes and ShoBreeches, sack cloth - human 0.75
Clothes and ShoBreeches, silk - elf 8
Clothes and ShoBreeches, silk - gnome or halfling 4
Clothes and ShoBreeches, silk - human 10
Clothes and ShoBreeches, velvet - elf 4
Clothes and ShoBreeches, velvet - gnome or halfling 2
Clothes and ShoBreeches, velvet - human 6
Clothes and ShoBreeches, woolen - elf 2
Clothes and ShoBreeches, woolen - gnome or halfling 1
Clothes and ShoBreeches, woolen - human 3
Clothes and ShoCannons, silk - elf 16
Clothes and ShoCannons, silk - gnome 10
Clothes and ShoCannons, silk - halfling 12
Clothes and ShoCannons, silk - human 20
Clothes and ShoCannons, velvet - elf 8
Clothes and ShoCannons, velvet - gnome 5
Clothes and ShoCannons, velvet - halfling 6
Clothes and ShoCannons, velvet - human 10
Clothes and ShoChemise, linen 2
Clothes and ShoChemise, Maztican cotton 3
Clothes and ShoChemise, sackcloth 0.8
Clothes and ShoChemise, silk 6
Clothes and ShoCodpiece, bag - linenj 1
Clothes and ShoCodpiece, bag - velvet or silkj 2
Clothes and ShoCodpiece, flat - linenj 0.1
Clothes and ShoCodpiece, flat - velvet or silkj 0.2
Clothes and ShoCote, linen, sleeveless** - elf 6
Clothes and ShoCote, linen, sleeveless** - gnome 3
Clothes and ShoCote, linen, sleeveless** - halfling 4
Clothes and ShoCote, linen, sleeveless** - human 7
Clothes and ShoCote, linen, sleeves** - elf 6
Clothes and ShoCote, linen, sleeves** - gnome 3
Clothes and ShoCote, linen, sleeves** - halfling 4
Clothes and ShoCote, linen, sleeves** - human 7
Clothes and ShoDoublet, brocade*** - elf 1.8
Clothes and ShoDoublet, brocade*** - gnome 0.9
Clothes and ShoDoublet, brocade*** - halfling 1.2
Clothes and ShoDoublet, brocade*** - human 3
Clothes and ShoDoublet, linen*** - elf 0.6
Clothes and ShoDoublet, linen*** - gnome 0.3
Clothes and ShoDoublet, linen*** - halfling 0.4
Clothes and ShoDoublet, linen*** - human 1
Clothes and ShoDoublet, velvet or silk*** - elf 1.2
Clothes and ShoDoublet, velvet or silk*** - gnome 0.6
Clothes and ShoDoublet, velvet or silk*** - halfling 0.8
Clothes and ShoDoublet, velvet or silk*** - human 2
Clothes and ShoDress, linen - elfa 0.1
Clothes and ShoDress, linen - gnomea 0.08
Clothes and ShoDress, linen - halflinga 0.09
Clothes and ShoDress, linen - human 0.2
Clothes and ShoDress, silk - elf 10
Clothes and ShoDress, silk - gnome 5
Clothes and ShoDress, silk - halfling 7
Clothes and ShoDress, silk - human 15
Clothes and ShoGirdle 6
Clothes and ShoPeltcote 20
Clothes and ShoOuterclothes
Clothes and ShoBelt, canvas 0.2
Clothes and ShoBelt, canvas - with secret pouch 0.4
Clothes and ShoBelt, gold braid 25
Clothes and ShoBelt, harvesting 0.3
Clothes and ShoBelt, leather 0.3
Clothes and ShoBelt, leather - with secret pouch 0.5
Clothes and ShoBelt, tool 5
Clothes and ShoBelt, weapon belt 0.7
Clothes and ShoCloak, cold weather 2
Clothes and ShoCloak, formal 15
Clothes and ShoCloak, fur 50
Clothes and ShoCloak, special order starts at: 150
Clothes and ShoFull Cape 0.7
Clothes and ShoGloves, archery 4
Clothes and ShoGloves, Evermeet 75
Clothes and ShoGloves, gauntlets 2
Clothes and ShoGloves, leather, fur lined 4
Clothes and ShoGloves, linen 5
Clothes and ShoGloves, silk 15
Clothes and ShoGloves, smithing 1
Clothes and ShoHalf-cape 0.4
Clothes and ShoHat or capk - fur 0.2
Clothes and ShoHat or cap - linen, wool, leatherk 0.1
Clothes and ShoHood, fur 1
Clothes and ShoHood, wool or linen 0.2
Clothes and ShoJerkin, leatherbc 10
Clothes and ShoJerkin, linenbc 0.8
Clothes and ShoJerkin, Maztican cottonbc 30
Clothes and ShoJerkin, quiltedbc 1
Clothes and ShoJerkin, silkbd 80
Clothes and ShoMittens 3
Clothes and ShoPurse, leathere 2
Clothes and ShoPurse, linene 0.3
Clothes and ShoRobe, wool or linenf 0.9
Clothes and ShoRobe, silkf 9.5
Clothes and ShoSash, linen 0.2
Clothes and ShoSash, silk 10
Clothes and ShoSash, wool 0.1
Clothes and ShoScarf/muffler - plain linen 0.2
Clothes and ShoScarf/muffler - patterned silk 10
Clothes and ShoScarf/muffler - plain wool 0.1
Clothes and ShoSurcoat, linen 0.6
Clothes and ShoSurcoat, quilted 2
Clothes and ShoSuspenders, canvas 0.3
Clothes and ShoSuspenders, leather 0.5
Clothes and ShoTabard, Qty 20 - 50. For each 0.5
Clothes and ShoTabard, Qty up to 20. For each 0.6
Clothes and ShoTabard, Qty200 or more. For each 0.3
Clothes and ShoTabard, Qty50 - 200. For each 0.4
Clothes and ShoToga, linen 0.3
Clothes and ShoToga, wool 0.09
Clothes and ShoTurban or beret - furk 0.6
Clothes and ShoTurban or beret - linen, wool, leatherk 0.3
Clothes and ShoFootwear
Clothes and ShoDancing shoes 35
Clothes and ShoDwarf boots 45
Clothes and ShoElf Shoes 45
Clothes and ShoHigh boots, hardg 3
Clothes and ShoHigh boots, peltg 4
Clothes and ShoHigh boots, softg 1
Clothes and ShoHip bootsh 15
Clothes and ShoLow boots, hardg 2
Clothes and ShoLow boots, peltg 3
Clothes and ShoLow boots, softg 1.5
Clothes and ShoMoccasins 2
Clothes and ShoOrc-Spiker Bootsi 5
Clothes and ShoRiding Boots 7
Clothes and ShoSandals 2
Clothes and ShoSilk slippers 1.5
Clothes and ShoSlippers, quilted linen 1.5
Clothes and ShoSlippers, quilted silk 35
Clothes and ShoSlippers, wool 1
Clothes and ShoSnowshoes 20
Clothes and ShoTabi, silk 100
Clothes and ShoTabi, wool 45
Clothes and ShoItems ordered generally arrive at the Outlet in two to three days.
Clothes and ShoBoom's Garden
Clothes and ShoTailer 20 5 lb.
Clothes and ShoLoin Guard - bronze 5
Clothes and ShoLoin Cloth - wolf fur 9
Clothes and ShoLoin Cloth - supple leather 5
Clothes and ShoLoin Cloth - stiff leather 2
Clothes and ShoLoin Cloth - scale mail 23
Clothes and ShoLoin Cloth - plate mail 35
Clothes and ShoLoin Cloth - chain mail 20
Clothes and ShoLoin Cloth - bear fur 12
Clothes and ShoLeggings - partial 33 12 lb.
Clothes and ShoLoin Guard - gold 60
Clothes and ShoLoin Guard - iron 3
Clothes and ShoLoin Guard - silver 30
Clothes and ShoSwimwear, Drow 15
Clothes and ShoSpiked Footings 10 1 lb.
Clothes and ShoSkirt - leather 10 5 lb.
Clothes and ShoSkirt - chain mail 40 35 lb.
Clothes and ShoShoulder Plates - steel 5
Clothes and ShoShoulder Plates - silver 20
Clothes and ShoShoulder Plates - gold 40
Clothes and ShoShoulder Plates - bronze 3
Clothes and ShoLoin Guard - steel 6
Clothes and ShoLeggings - full chain 35 20 lb.
Clothes and ShoCorset - scale mail 45 14 lb.
Clothes and ShoBustenhalt, steel plate 40
Clothes and ShoBustenhalt, silver plate 65
Clothes and ShoBustenhalt, scale mail 17
Clothes and ShoBustenhalt, leather 2
Clothes and ShoBustenhalt, iron 33
Clothes and ShoBustenhalt, gold plate 85
Clothes and ShoBustenhalt, chain mail 15
Clothes and ShoBustenhalt, bronze plate 25
Clothes and ShoBustenhalt, bear fur 1
Clothes and ShoBustenhalt, studded leather 5
Clothes and ShoBustier - bronze 30
Clothes and ShoBustier - gold 95
Clothes and ShoCorset - leather 5 6 lb.
Clothes and ShoCorset - chain mail 25 14 lb.
Clothes and ShoCollar 10
Clothes and ShoChemise - leather 7
Clothes and ShoChemise - lace mail 60
Clothes and ShoChemise - chain mail 45
Clothes and ShoBustier - steel 50
Clothes and ShoBustier - silver 75
Clothes and ShoBustier - iron 40
Clothes and ShoBroadbelt 6
Clothes and ShoItems ordered generally arrive at the Outlet in two to three days.
Jewelry Jewelry
Jewelry Amber, polished - double strand necklace 90
Jewelry Fillet 60
Jewelry Glass beads 2.5 bag
Jewelry Gorget 50
Jewelry Headband, men's 25
Jewelry Headband, women's 40
Jewelry Locket, bone 25
Jewelry Locket, jade 25
Jewelry Locket, rose quartz 25
Jewelry Locket, turquoise 25
Jewelry Pendant, blossoms 45
Jewelry Pendant, disk 45
Jewelry Pendant, dragon 45
Jewelry Ring, engraved 35
Jewelry Earrings, dove 35
Jewelry Brooch, silver 25
Jewelry Amber, polished - Earrings, cabochon 50
Jewelry Amber, polished - Earrings, faceted #VALUE!
Jewelry Amber, polished - hair comb, pair 45
Jewelry Amber, polished - hair comb, single 25
Jewelry Amber, polished - single strand necklace 45
Jewelry Arm bands, pair 35
Jewelry Beads, stone - belt 40
Jewelry Beads, stone - necklace 40
Jewelry Bracelet, gold 25
Jewelry Bracelet, gold cuff 35
Jewelry Bracelet, silver 10
Jewelry Bracelet, silver cuff 20
Jewelry Brooch, gold 45
Jewelry Torc 50
Jewelry Items ordered generally arrive at the Outlet in two to three days.
Household AccoHousehold Accoutrements
Household AccoOrnamental:
Household AccoSundial, bronze 25
Household AccoMirror, wall - 5' 25
Household AccoStatue, badger 2
Household AccoStatue, deer 2
Household AccoStatue, fox 2
Household AccoStatue, owl 2
Household AccoStatue, rabbit 2
Household AccoStatue, unicorn 2
Household AccoSundial, marble 35
Household AccoWater Clock 20
Household AccoMirror, wall - 3' 15
Household AccoMirror, hand 15
Household AccoBell pull, ornamental 6
Household AccoBox, lacquer 8
Household AccoBox, sandalwood 5
Household AccoBox, silk 5
Household AccoCandles, beeswax 0.2 12
Household AccoCandles, tallow 0.1 12
Household AccoDinner bell, brass 0.5
Household AccoDinner bell, silver 1
Household AccoDoor Knocker, engraved 10
Household AccoWindow Lace, special order only 75
Household AccoItems ordered generally arrive at the Outlet in two to three days.
Personal Suppli Personal Supplies
Personal Suppli Wig 1
Personal Suppli Snuff Box, silver 7
Personal Suppli Snuff Box, hardwood 3
Personal Suppli Snuff Box, gold 12
Personal Suppli Small gems - add 2
Personal Suppli silver handles - add 1
Personal Suppli Sachet: Shaar Scents 3
Personal Suppli Sachet: Moonsea 3
Personal Suppli Sachet: Far Payit Palm 3
Personal Suppli Sachet: Chessentan Lotus 3
Personal Suppli Snuff Box, steel 3
Personal Suppli Soap, lye 0.02
Personal Suppli Soap, mild 0.1
Personal Suppli Washcloth 0.1
Personal Suppli Towels, woolen bath 0.5
Personal Suppli Towels, Maztican cotton bath 1
Personal Suppli Towels, linen hand 0.2
Personal Suppli Toenail, Fingernail scissor set 4
Personal Suppli Soap, scented - Unicorn's Horn 1
Personal Suppli Soap, scented - Shining Sea 1
Personal Suppli Soap, scented - Moonshae Spring 1
Personal Suppli Soap, scented - Elven Wind 1
Personal Suppli Sachet: Celestial Seaweed 3
Personal Suppli Razor Kit 5
Personal Suppli platinum handle - add 5
Personal Suppli Handkerchief, linen 0.2
Personal Suppli Handkerchief, cotton 0.2
Personal Suppli gold handles - add 2
Personal Suppli decorative Mother-of-Pearl handles - add 1
Personal Suppli Decorative etching - add 1
Personal Suppli Brush and comb, tortoise shell 1
Personal Suppli Brush and comb, silver 2
Personal Suppli Brush and comb, hardwood 0.1
Personal Suppli Brush and comb, gold 12
Personal Suppli Handkerchief, silk 0.5
Personal Suppli Leather strap 0.1
Personal Suppli Perfume, fine, Mystara's Spell 3 vial
Personal Suppli Perfume, very fine, Night Spice 5 vial
Personal Suppli Perfume, very fine, Llira's Joy 5 vial
Personal Suppli Perfume, very fine, Breath of Spring 5 vial
Personal Suppli Perfume, simple, Mountain Breeze 1 vial
Personal Suppli Perfume, simple, Jasmine Night 1 vial
Personal Suppli Perfume, simple, Flowers 1 vial
Personal Suppli Perfume, peerless, Sune's Fire 10 vial
Personal Suppli Perfume, fine, Red Rose 3 vial
Personal Suppli Perfume, fine, Ocean Mist 3 vial
Personal Suppli Bath Oil 1 1 pt.
Personal Suppli Items ordered generally arrive at the Outlet in two to three days.
Illuminations Illuminations
Illuminations Lamps:
Illuminations Warming lamp 0.8
Illuminations Oil, worked brass 0.5
Illuminations Oil, kiln-glazed pottery 0.1
Illuminations Oil, carved onyx 0.9
Illuminations Hurricane, silver 12
Illuminations Hurricane, copper 4
Illuminations Hurricane, brass 1
Illuminations Gnomish Firefly Lamp 0.9
Illuminations Chime Lamp 20
Illuminations Calishite, silver 15
Illuminations Calishite, gold - special order only 50
Illuminations Calishite, copper 5
Illuminations Calishite, brass 1
Illuminations Lanterns:
Illuminations Bullseye 12
Illuminations Fog-Cutter 15
Illuminations Hooded 7
Illuminations Infra-Lantern 1700
Illuminations Self-Dousing 0.6
Illuminations Spelunker's Lantern 20
Illuminations Other Supplies:
Illuminations Wick, thin 0.02 pr yrd.
Illuminations Lamp oil, exotic scented - frankinsense 0.4 2 pt.
Illuminations Lamp oil, exotic scented - cinnamon 0.4 2 pt.
Illuminations Flint and Steel 0.5
Illuminations Candlestick, lathe-turned copper 0.8
Illuminations Candlestick, lathe-turned brass 0.6
Illuminations Candlestick, large wrought iron 3
Illuminations Candlestick, kiln-glazed pottery 0.3
Illuminations Candlestick, carved wood 0.5
Illuminations Lamp oil, exotic scented - lily of the valley 0.4 2 pt.
Illuminations Lamp oil, exotic scented - myrrh 0.4 2 pt.
Illuminations Wick, thick 0.02 per 2 ft.
Illuminations Torch 0.02 ea.
Illuminations Tinderbox, flint and steel 1.5
Illuminations Lamp oil, exotic scented - violet 0.4 2 pt.
Illuminations Lamp oil, exotic scented - sandalwood 0.4 2 pt.
Illuminations Lamp oil, exotic scented - rose 0.4 2 pt.
Illuminations Lamp oil, exotic scented - pine 0.4 2 pt.
Illuminations Lamp oil, exotic scented - patchouli 0.4 2 pt.
Illuminations Candlestick, carved soapstone 1
Illuminations Candlestick, carved onyx 1
Illuminations Candlestick, carved carnelian 1
Illuminations Beeswax, scented - patchouli 1.4 1 lb.
Illuminations Beeswax, scented - oriental blend 1.4 1 lb.
Illuminations Beeswax, scented - myrrh 1.4 1 lb.
Illuminations Beeswax, scented - lily of the valley 1.4 1 lb.
Illuminations Beeswax, scented - frankincense 1.4 1 lb.
Illuminations Beeswax, scented - cinnamon 1.4 1 lb.
Illuminations Beeswax, scented - apple 1.4 1 lb.
Illuminations Beeswax, natural 1 1 lb.
Illuminations Beeswax, scented - peach 1.4 1 lb.
Illuminations Beeswax, scented - pine 1.4 1 lb.
Illuminations Candle, 1/2" diameter, tallow 0.02 1 ft.
Illuminations Candle, 1/2" diameter, beeswax 0.06 1 ft.
Illuminations Candle molds 1.2
Illuminations Brazier 5
Illuminations Beeswax, scented -vanilla 1.4 1 lb.
Illuminations Beeswax, scented - violet 1.4 1 lb.
Illuminations Beeswax, scented - sandalwood 1.4 1 lb.
Illuminations Beeswax, scented - rose 1.4 1 lb.
Illuminations Beeswax, colored 1.1 1 lb.
Illuminations Items ordered generally arrive at the Outlet in two to three days.
Diversions Diversions
Diversions Toys:
Diversions Puppet - great Bard 2
Diversions Puppet - Evil Red Wizard 2
Diversions Puppet - Dragon 2
Diversions Puppet - any 3 5
Diversions Nesting Dolls, Races 2
Diversions Nesting Dolls, Heroes and Rulers 2
Diversions Nesting Dolls, Famous Wizards 2
Diversions Nesting Dolls, Avatar 2
Diversions Nesting Dolls, Adventurer's 2
Diversions Marbles 2 bag of 20
Diversions Leather Ball - 4" 0.2
Diversions Puppet - hero with sword 2
Diversions Puppet - Heroine with sword 2
Diversions Tops, mixed variety of 5 2
Diversions Top, solid 0.5
Diversions Top, singing 0.5
Diversions Rocking Mounts - Unicorn 4
Diversions Rocking Mounts - Sea Lion 4
Diversions Rocking Mounts - Pegasus 4
Diversions Rocking Mounts - Dragon (Specify color) 4
Diversions Rocking Mounts - Destrier 4
Diversions Puppet - Wizard 2
Diversions Puppet - Trusty Halfling 2
Diversions Puppet - King 2
Diversions Leather Ball - 2" 0.1
Diversions Kaleidoscope 50
Diversions Dolls, Porcelain 2 ea.
Diversions Cloth wrapped Ball - 12" 2
Diversions Clockworks, set of 10 15
Diversions Clockworks, 2" long 2 ea.
Diversions Bow and Arrow Set, Play 2
Diversions Animal Models - Unicorn 1 5 lbs.
Diversions Animal Models - Pegasus 1 5 lbs.
Diversions Animal Models - Pack Mule 1 5 lbs.
Diversions Animal Models - Horse 1 5 lbs.
Diversions Animal Models - Elephant 1 5 lbs.
Diversions Animal Models - Dragon 1 5 lbs.
Diversions Animal Models - Cow 1 5 lbs.
Diversions Dolls, Fabric - Priest 0.3
Diversions Dolls, Fabric - Priestess 0.3
Diversions Dolls, Fabric - Warrior 0.3
Diversions Dolls, Fabric - Townswoman 0.3
Diversions Dolls, Fabric - Townsman 0.3
Diversions Dolls, Fabric - Special order 0.3
Diversions Dolls, Fabric - Sorceress 0.3
Diversions Dolls, Fabric - Sorcerer 0.3
Diversions Dolls, Fabric - Rogue (male) 0.3
Diversions Dolls, Fabric - Rogue (female) 0.3
Diversions Dolls, Fabric - Princess 0.3
Diversions Dolls, Fabric - Princess 0.3
Diversions Dolls, Fabric - Warrioress 0.3
Diversions Games:
Diversions Chess, avatar set 15
Diversions Table Dice (Backgammon) 5
Diversions Old Men's Bones, standard set 0.2
Diversions Old Men's Bones, dragon bones 4
Diversions Fighting Dolls, set of 2 7
Diversions Draughts (checkers) 5
Diversions Dice - 4, 6, 8, 12 and 20-sided, with leather cu 0.4
Diversions Dice - 4 six-sided with leather cup 0.3
Diversions Chess, traditional set 20
Diversions Chess, horde set 25
Diversions Talis Deck 0.3
Diversions Items ordered generally arrive at the Outlet in two to three days.
Diversions Auroras Larder
Diversions Common Seasonings:
Diversions Angelica 0.06 oz.
Diversions Anise 0.04 oz.
Diversions Basil 0.1 oz.
Diversions Bergamot 0.04 oz.
Diversions Borage 0.03 oz.
Diversions Calendula 0.06 oz.
Diversions Caraway 0.03 oz.
Diversions Chervil 0.06 oz.
Diversions Chives 0.03 oz.
Diversions Clary 0.09 oz.
Diversions Coriander 0.1 oz.
Diversions Costmary 0.04 oz.
Diversions Cumin 0.2 oz.
Diversions Dillweed 0.04 oz.
Diversions Faggot of sweet herbs 0.1 oz.
Diversions Fennel seed 0.1 oz.
Diversions Fenugreek 0.3 oz.
Diversions Garlic 0.02 oz.
Diversions Horehound 0.05 oz.
Diversions Horseradish 0.02 oz.
Diversions Hyssop 0.06 oz.
Diversions Juniper 0.3 oz.
Diversions Laurel 4 oz.
Diversions Lemon balm 0.2 oz.
Diversions Liquorice root 0.4 oz.
Diversions Lovage 0.1 oz.
Diversions Marigold 0.06 oz.
Diversions Marjoram 0.06 oz.
Diversions Mint 0.04 oz.
Diversions Mustard seed 0.06 oz.
Diversions Oregano 0.2 oz.
Diversions Parsley 0.05 oz.
Diversions Poppy seed 8 oz.
Diversions Rose hips 5 oz.
Diversions Rosemary 0.5 oz.
Diversions Sage 0.1 oz.
Diversions Salt 0.02 oz.
Diversions Savory, summer 0.05 oz.
Diversions Savory, winter 0.04 oz.
Diversions Sweet cicely 0.1 oz.
Diversions Tarragon 1 oz.
Diversions Thyme 0.1 oz.
Diversions Woodruff 0.1 oz.
Diversions Corns:
Diversions Barley 1 lb.
Diversions Buckwheat 0.5 lb.
Diversions Chick peas 3 lb.
Diversions Lentils 2 lb.
Diversions Millet 0.7 lb.
Diversions Oats 0.7 lb.
Diversions Rice 5 lb.
Diversions Rye 0.7 lb.
Diversions Wheat berries 2 lb.
Diversions Zedoary 20 oz.
Diversions Flours:
Diversions Barley 2 lb.
Diversions Buckwheat 1 lb.
Diversions Rye 1.5 lb.
Diversions Wheat 3 lb.
Diversions Dried Fruits/Vegetables:
Diversions Apples 1 lb.
Diversions Apricots 15 lb.
Diversions Broadbeans 2 lb.
Diversions Carrots 1 oz.
Diversions Cherries 0.5 oz.
Diversions Currants 0.1 oz.
Diversions Dates, Imnescarian 20 oz.
Diversions Dates, common 5 oz.
Diversions Elderberries 0.1 oz.
Diversions Figs, Black Thayvian 25 oz.
Diversions Figs, Chessentan 7 oz.
Diversions Green beans 0.2 oz.
Diversions Green peas 2 lb.
Diversions Mushrooms of Brost 5 oz.
Diversions Onion rings 0.5 oz.
Diversions Palintrike of Calimshan 30 oz.
Diversions Peaches 15 lb.
Diversions Pears 5 lb.
Diversions Prunes 3 lb.
Diversions Raisins, Black Selgauntan 0.5 lb.
Diversions Raisins, Berdusk golden 5 lb.
Diversions Raisins, Saerloonas 1 lb.
Diversions Savories:
Diversions Beetroot relish 0.5 pt.
Diversions Brandied fruits, Imnescar grapes 5 pt.
Diversions Brandied fruits, mixed fruits 1 pt.
Diversions Brandied fruits, raspberries 3 pt.
Diversions Brandied fruits, spiced pears 4 pt.
Diversions Brandied fruits, spiced plums 3 pt.
Diversions Brandied fruits, strawberries 2 pt.
Diversions Brandied fruits,cherries 2 pt.
Diversions Candied, angelica 1 oz.
Diversions Candied, apricots 5 oz.
Diversions Candied, carrots 0.5 oz.
Diversions Candied, cherries 0.5 oz.
Diversions Candied, citron ftom Thay 10 oz.
Diversions Candied, Crimmor pears 8 oz.
Diversions Candied, honeyed ginger 50 oz.
Diversions Candied, mint 0.7 oz.
Diversions Candied, orange peel 5 oz.
Diversions Candied, sugar-frosted rosemary 10 oz.
Diversions Crystallized grapes 5 oz.
Diversions Crystallized holly leaves 20 oz.
Diversions Crystallized Marsember rose petals 10 oz.
Diversions Crystallized violets 15 oz.
Diversions Moonshae chestnuts in syrup 5 oz.
Diversions Mustard 0.5 oz.
Diversions Olives, Chessentan 3 lb.
Diversions Olives, Shaarite green 10 lb.
Diversions Pickled beets 0.4 qt.
Diversions Pickled capers 50 qt.
Diversions Pickled cherries 1 qt.
Diversions Pickled cornichons 0.7 qt.
Diversions Pickled eggs 1 qt.
Diversions Pickled garlic 0.5 qt.
Diversions Pickled gherkins 0.6 qt.
Diversions Pickled green beans 0.3 qt.
Diversions Pickled mushrooms 0.5 qt.
Diversions Pickled nasturtium seeds 30 qt.
Diversions Pickled plums 1 qt.
Diversions Pickled spiced pears 5 qt.
Diversions Pickled sweet onions 1 qt.
Diversions Pickled walnuts 20 qt.
Diversions Sauerkraut 0.5 lb.
Diversions Scented water, jasmine 3.5 oz.
Diversions Scented water, lavender 2 oz.
Diversions Scented water, orange 3 oz.
Diversions Scented water, rose 1.5 oz.
Diversions Vinegar, aged 1 qt.
Diversions Vinegar, blackberry 0.5 qt.
Diversions Vinegar, cider 0.1 qt.
Diversions Vinegar, malt 0.3 qt.
Diversions Vinegar, rose petal 3 qt.
Diversions Vinegar, wine 0.5 qt.
Diversions Nuts:
Diversions Almonds 3 lb.
Diversions Cashews 20 lb.
Diversions Chestnuts 1 lb.
Diversions Hazelnuts 0.5 lb.
Diversions Pine nuts 10 lb.
Diversions Pistachios 15 lb.
Diversions Walnuts 0.3 lb.
Diversions The Spice Cabinet:
Diversions Cannella 5 oz.
Diversions Cardamon 1 oz.
Diversions Cinnamon 20 oz.
Diversions Cloves 35 oz.
Diversions Cubeb 15 oz.
Diversions Galingale 5 oz.
Diversions Ginger, colombine 10 oz.
Diversions Ginger, string 6 oz.
Diversions Mace 25 oz.
Diversions Nutmeg 30 oz.
Diversions Pepper, Durparian black 30 oz.
Diversions Pepper, Malatran 40 oz.
Diversions Pepper, Marsembian 15 oz.
Diversions Saffron 45 oz.
Diversions Turmeric 25 oz.
Diversions Oils:
Diversions Almond oil 10 gal.
Diversions Hazelnut oil 3 gal.
Diversions Mixed herb oil 0.5 gal.
Diversions Olive oil 5 gal.
Diversions Rapeseed oil 0.1 gal.
Diversions Safflower oil 0.2 gal.
Diversions Sesame oil 10 gal.
Diversions Sunflower oil 0.3 gal.
Diversions Walnut oil 2 gal.
Diversions Sweeteners:
Diversions Honey, parsley 0.3 pt.
Diversions Honey, rose petal 0.5 pt.
Diversions Honey, Sembian lavender 1 pt.
Diversions Honey, Neverwinter 0.1 pt.
Diversions Marzipan 20 oz.
Diversions Molasses 0.5 pt.
Diversions Sorghum 0.3 pt.
Diversions Sugar, brown 1 lb.
Diversions Sugar, lavender 10 lb.
Diversions Sugar, lemon 15 lb.
Diversions Sugar, loaf 3 lb.
Diversions Sugar, mace 35 lb.
Diversions Sugar, orange 15 lb.
Diversions Sugar, powdered 5 lb.
Diversions Sugar, raw 0.5 lb.
Diversions Sugar, rose 7 lb.
Diversions Sugar, violet 8 lb.
Diversions Jams, Jellies, Curds, Marmalades, and Fruit Cheeses:
Diversions Butters, pear 0.6 pt.
Diversions Butters, apple 0.5 pt.
Diversions Butters, blackberry 0.7 pt.
Diversions Butters, quince 0.6 pt.
Diversions Butters, rhubarb 0.3 pt.
Diversions Butters, spiced crabapple 0.6 pt.
Diversions Curds, blackberry 1 pt.
Diversions Curds, honey 2 pt.
Diversions Curds, lemon 10 pt.
Diversions Curds, orange 10 pt.
Diversions Fruit cheese, apple 0.1 pt.
Diversions Fruit cheese, blackberry 0.1 pt.
Diversions Fruit cheese, damson plum 0.5 pt.
Diversions Fruit cheese, gooseberry 0.6 pt.
Diversions Jam, apricot and almond 2 pt.
Diversions Jam, barberry 0.5 pt.
Diversions Jam, bramble 0.2 pt.
Diversions Jam, elderberry 0.7 pt.
Diversions Jam, gooseberry and elderflower 1 pt.
Diversions Jam, greengage plum 0.5 pt.
Diversions Jam, lingonberry 0.7 pt.
Diversions Jam, rose petal 1 pt.
Diversions Jam, strawberry 0.3 pt.
Diversions Jelly, crabapple 0.3 pt.
Diversions Jelly, basil 0.5 pt.
Diversions Jelly, brambleberry 0.4 pt.
Diversions Jelly, lemon 5 pt.
Diversions Jelly, medlar 0.4 pt.
Diversions Jelly, mint 0.2 pt.
Diversions Jelly, rosemary 0.5 pt.
Diversions Jelly, sage 0.4 pt.
Diversions Jelly, wine 1 pt.
Diversions Marmalade, ginger 20 pt.
Diversions Marmalade, orange 15 pt.
Diversions Marmalade, quince 1 pt.
Diversions Preserves, cherry 0.4 pt.
Diversions Preserves, raspberry 0.5 pt.
Diversions Preserves, strawberry 0.5 pt.
Diversions Durable Meat and Fish:
Diversions Beef, corned 3 lb.
Diversions Beef, dried 5 lb.
Diversions Beef, jerked 7 lb.
Diversions Beef, sausage 2 lb.
Diversions Beef, smoked 4 lb.
Diversions Buffalo, Maztican, jerked 42 lb.
Diversions Buffalo, Maztican, dried 30 lb.
Diversions Cod, salted 5 lb.
Diversions Cod, smoked 7 lb.
Diversions Herring, pickled 3 lb.
Diversions Herring, salted 5 lb.
Diversions Pork, bacon 4 lb.
Diversions Pork, ham 5 lb.
Diversions Pork, salted 3 lb.
Diversions Pork, sausage 1 lb.
Diversions Salmon, Damarite, salted 10 lb.
Diversions Salmon, Damarite, smoked 15 lb.
Diversions Sardines 4 lb.
Diversions Tadjani 100 lb.
Diversions Tantran finefish 7 lb.
Diversions Items ordered generally arrive at the Outlet in two to three days.
Breads Breads
Breads Blackbread 1 4 loaves
Breads Tarts ( dozen) 1.5 doz.
Breads Sourdough (2-lb. Loaf) 1.5
Breads Noodles, Soba 15 lb.
Breads Noodles, ramen 15 lb.
Breads Noodles, Kozakuran udon 15 lb.
Breads Noodles, Bean curd 15 lb.
Breads Hard-tack 0.1 doz.
Breads Gingerbread, with tin 1
Breads Fruitcake with tin 10 loaf
Breads Elven Bread 2 loaf
Breads Crackers, savory 0.5 3 doz.
Breads Crackers, pepper 0.5 3 doz.
Breads Crackers, onion 0.5 3 doz.
Breads Crackers, Gourmet pack (all 4 flavors) 0.5 3 doz.
Breads Crackers, garlic 0.5 3 doz.
Breads Tortilla 25 2 doz.
Breads Items ordered generally arrive at the Outlet in two to three days.
Breads Cheese Shop
Breads Arabellan Cheddar, 1 lb wheel 0.4
Breads Nut Cheese, 2 lb. Wheel 1
Breads Pepper Cheese, 1 lb loaf 0.5
Breads Pepper Cheese, 100 lb. Whey 45
Breads Turmish Brick, 1 lb. Loaf 0.4
Breads Turmish Brick, 100 gp cubic whey 35
Breads Vilhon Blanc, 1 lb. Loaf 0.6
Breads Waterdhavian, 1 lb. Loaf 0.4
Breads Waterdhavian, 100 lb. Whey 35
Breads Yak Butter, 1 lb. 0.4
Breads Nut Cheese, 100 lb. Whey 50
Breads Mist Cheese, 1 lb. Loaf 2
Breads Luiren Spring Cheese, 1/2 lb loaf 40
Breads Arabellan Cheddar, 100 lb circular wheys 35
Breads Chessentan Lotus Cheese, 1 lb. Wheel 0.5
Breads Chessentan Lotus Cheese, Whey 55
Breads Damarite Red, 1 lb. Wheel 0.5
Breads Damarite Red, 50 lb. Whey 20
Breads Death Cheese 5 1 lb.
Breads Elturian Grey, 1 lb. Loaf 0.6
Breads Farmer's Cheese, 1 lb. 0.3
Breads Green Calishite, 1/2 lb. Loaf 0.4
Breads Yak Butter, 100 lb. 35
Breads Items ordered generally arrive at the Outlet in two to three days.
Wines and Ales Wines and Ales
Wines and Ales Ales and Beers:
Wines and Ales Bitter Black stout, barrel 5
Wines and Ales Bitter Black stout, butt 15
Wines and Ales Bitter Black stout, cask 2
Wines and Ales Bitter Black stout, hand keg 0.3
Wines and Ales Bitter Black stout, tun 30
Wines and Ales Dragon's Breath Beer, barrel 2
Wines and Ales Dragon's Breath Beer, butt 6
Wines and Ales Dragon's Breath Beer, cask 0.6
Wines and Ales Dragon's Breath Beer, hand keg 0.12
Wines and Ales Dragon's Breath Beer, tun 10
Wines and Ales Elminster's Choice, barrel 2
Wines and Ales Elminster's Choice, butt 7
Wines and Ales Elminster's Choice, cask 0.8
Wines and Ales Elminster's Choice, hand keg 0.14
Wines and Ales Elminster's Choice, tun 15
Wines and Ales Golden Sands Basic, barrel 2.5
Wines and Ales Golden Sands Basic, butt 8
Wines and Ales Golden Sands Basic, cask 1
Wines and Ales Golden Sands Basic, hand keg 0.2
Wines and Ales Golden Sands Basic, tun 16
Wines and Ales Golden Sands Gold, barrel 2.5
Wines and Ales Golden Sands Gold, butt 8
Wines and Ales Golden Sands Gold, cask 1
Wines and Ales Golden Sands Gold, hand keg 0.2
Wines and Ales Golden Sands Gold, tun 16
Wines and Ales Golden Sands Orange, barrel 2.5
Wines and Ales Golden Sands Orange, butt 8
Wines and Ales Golden Sands Orange, cask 1
Wines and Ales Golden Sands Orange, hand keg 0.2
Wines and Ales Golden Sands Orange, tun 16
Wines and Ales Iriaeboran North Brew, barrel 1.2
Wines and Ales Iriaeboran North Brew, butt 4
Wines and Ales Iriaeboran North Brew, cask 0.5
Wines and Ales Iriaeboran North Brew, hand keg 0.1
Wines and Ales Iriaeboran North Brew, tun 8
Wines and Ales Lurien's Best, barrel 5
Wines and Ales Lurien's Best, butt 15
Wines and Ales Lurien's Best, cask 2
Wines and Ales Lurien's Best, hand keg 0.3
Wines and Ales Lurien's Best, tun 30
Wines and Ales Old One Eye, barrel 3
Wines and Ales Old One Eye, butt 7
Wines and Ales Old One Eye, cask 1
Wines and Ales Old One Eye, hand keg 0.15
Wines and Ales Old One Eye, tun 15
Wines and Ales Purple Dragon (Suzale), barrel 5
Wines and Ales Purple Dragon (Suzale), butt 15
Wines and Ales Purple Dragon (Suzale), cask 2
Wines and Ales Purple Dragon (Suzale), hand keg 0.3
Wines and Ales Purple Dragon (Suzale), tun 30
Wines and Ales Shadowdark Ale, barrel 3.5
Wines and Ales Shadowdark Ale, butt 9
Wines and Ales Shadowdark Ale, cask 1
Wines and Ales Shadowdark Ale, hand keg 0.17
Wines and Ales Shadowdark Ale, tun 18
Wines and Ales Tanagyr's Stout, barrel 6
Wines and Ales Tanagyr's Stout, butt 20
Wines and Ales Tanagyr's Stout, cask 2.5
Wines and Ales Tanagyr's Stout, hand keg 0.35
Wines and Ales Tanagyr's Stout, tun 50
Wines and Ales Cider:
Wines and Ales Kneecracker, barrel 1
Wines and Ales Kneecracker, butt 3.5
Wines and Ales Kneecracker, cask 0.4
Wines and Ales Kneecracker, hand keg 0.1
Wines and Ales Kneecracker, tun 8
Wines and Ales Purple Hill Cider, barrel 5
Wines and Ales Purple Hill Cider, butt 15
Wines and Ales Purple Hill Cider, cask 2
Wines and Ales Purple Hill Cider, hand keg 0.4
Wines and Ales Purple Hill Cider, tun 30
Wines and Ales Vilhon Cider, barrel 7
Wines and Ales Vilhon Cider, butt 20
Wines and Ales Vilhon Cider, cask 2.5
Wines and Ales Vilhon Cider, hand keg 0.5
Wines and Ales Vilhon Cider, tun 40
Wines and Ales Wines:
Wines and Ales Arabellan Dry, barrel 6
Wines and Ales Arabellan Dry, butt 20
Wines and Ales Arabellan Dry, cask 2.5
Wines and Ales Arabellan Dry, tun 48
Wines and Ales Berduskan Dark, barrel 60
Wines and Ales Berduskan Dark, bottle 12
Wines and Ales Berduskan Dark, cask 24
Wines and Ales Berduskan Dark, hand keg 14
Wines and Ales Blood Wine, barrel 10
Wines and Ales Blood Wine, butt 30
Wines and Ales Blood Wine, cask 4
Wines and Ales Blood Wine, hand keg 1.5
Wines and Ales Blood Wine, tun 70
Wines and Ales Clarry, barrel 5
Wines and Ales Clarry, butt 14
Wines and Ales Clarry, cask 2
Wines and Ales Clarry, hand keg 0.4
Wines and Ales Clarry, tun 35
Wines and Ales Evermead, bottle 30
Wines and Ales Evermead, Hand keg 50
Wines and Ales Fire Wine, barrel 4.6
Wines and Ales Fire Wine, butt 15
Wines and Ales Fire Wine, cask 1.8
Wines and Ales Fire Wine, hand keg 0.38
Wines and Ales Fire Wine, tun 38
Wines and Ales Mead, barrel 20
Wines and Ales Mead, butt 48
Wines and Ales Mead, cask 6
Wines and Ales Mead, hand keg 2.5
Wines and Ales Saerloonian Glowfire, barrel 7
Wines and Ales Saerloonian Glowfire, butt 22
Wines and Ales Saerloonian Glowfire, cask 2.6
Wines and Ales Saerloonian Glowfire, hand keg 0.5
Wines and Ales Saerloonian Glowfire, tun 54
Wines and Ales Saerloonian Special Vat, barrel 8
Wines and Ales Saerloonian Special Vat, butt 23
Wines and Ales Saerloonian Special Vat, cask 2.8
Wines and Ales Saerloonian Special Vat, hand keg 0.6
Wines and Ales Saerloonian Special Vat, tun 56
Wines and Ales Saerloonian Topaz, barrel 5
Wines and Ales Saerloonian Topaz, butt 17
Wines and Ales Saerloonian Topaz, cask 2
Wines and Ales Saerloonian Topaz, hand keg 0.48
Wines and Ales Saerloonian Topaz, tun 42
Wines and Ales Undermountain Alurlyath, cask 8
Wines and Ales Undermountain Alurlyath, ceramic bottle 0.5
Wines and Ales Undermountain Alurlyath, hand keg 3
Wines and Ales Westgate Ruby, barrel 3
Wines and Ales Westgate Ruby, butt 10
Wines and Ales Westgate Ruby, cask 1.3
Wines and Ales Westgate Ruby, hand keg 0.3
Wines and Ales Westgate Ruby, tun 25
Wines and Ales Wine, spiced - anise or nutmeg, barrel 6
Wines and Ales Wine, spiced - anise or nutmeg, cask 2.5
Wines and Ales Wine, spiced - anise or nutmeg, hand keg 0.5
Wines and Ales Wine, spiced - clove, barrel 7
Wines and Ales Wine, spiced - clove, cask 3
Wines and Ales Wine, spiced - clove, hand keg 0.6
Wines and Ales Wine, spiced - raisin, fennel or cinnamon, barr 5
Wines and Ales Wine, spiced - raisin, fennel or cinnamon, cask 2
Wines and Ales Wine, spiced - raisin, fennel or cinnamon, han 0.4
Wines and Ales Wine, Table, barrel 2.5
Wines and Ales Wine, Table, butt 8
Wines and Ales Wine, Table, cask 11.2
Wines and Ales Wine, Table, hand keg 0.3
Wines and Ales Wine, Table, tun 20
Wines and Ales Winter Wine, barrel 8
Wines and Ales Winter Wine, butt 26
Wines and Ales Winter Wine, cask 3.3
Wines and Ales Winter Wine, hand keg 0.7
Wines and Ales Winter Wine, tun 65
Wines and Ales Items ordered generally arrive at the Outlet in two to three days.
Wines and Ales Exotics
Wines and Ales Vanilla 100 per bean
Wines and Ales Potato, rootstock 20 lb.
Wines and Ales Pineapple, dried 300 lb.
Wines and Ales Pimento 40 oz.
Wines and Ales Pecans 150 lb.
Wines and Ales Paprika 30 oz.
Wines and Ales Myrobalans 50 lb.
Wines and Ales Maple Sugar 75 lb.
Wines and Ales Manioc Flour 250 lb.
Wines and Ales Pumpkin seeds 20 oz.
Wines and Ales Rice Candy, assorted flavors 100 100 pcs.
Wines and Ales Tomato 10 pt.
Wines and Ales Tea, Pale Jade 20 lb.
Wines and Ales Tea, Earth Dragon's Eye 50 lb.
Wines and Ales Tamarind Pulp 100 oz.
Wines and Ales Tabacco 100 lb.
Wines and Ales Soya Sauce 15 qt.
Wines and Ales Scented geranium 50 oz.
Wines and Ales Sasparilla 10 oz.
Wines and Ales Lotus Flower, dried 70 lb.
Wines and Ales Long pepper 100 oz.
Wines and Ales Long Beans, pickled 10 qt.
Wines and Ales Coffee 50 lb.
Wines and Ales Coconut, fresh 10 ea.
Wines and Ales Coconut, dried 50 lb.
Wines and Ales Cocoa 100 lb.
Wines and Ales Cigars 10 ea.
Wines and Ales Chilis, whole 100 lb.
Wines and Ales Chilis, ground 20 oz.
Wines and Ales Butternuts 200 lb.
Wines and Ales Fagara 100 lb.
Wines and Ales Garum 10 gal.
Wines and Ales Long Beans, dried 100 lb.
Wines and Ales Litchi Fruit, preserves 10 pt.
Wines and Ales Litchi Fruit, dried 50 lb.
Wines and Ales Ketjap 20 pt.
Wines and Ales Jujubes 30 lb.
Wines and Ales Hickory nuts 200 lb.
Wines and Ales Groundnuts 30 lb.
Wines and Ales Ground Artichokes 200 lb.
Wines and Ales Black walnuts 100 lb.
Wines and Ales Items ordered generally arrive at the Outlet in two to three days.
Wilderness GeaWilderness Gear
Wilderness GeaGear:
Wilderness GeaStrap kit (make your own) 2
Wilderness GeaStraps, long 1 6
Wilderness GeaStraps, medium 1.2 doz.
Wilderness GeaStraps, short 0.7 doz.
Wilderness GeaTent, six person 20
Wilderness GeaTent, two person 8
Wilderness GeaTinder and Flint w fire starter 3 doz.
Wilderness GeaWalking stick, basic 0.3
Wilderness GeaWalking stick, carved ash 8
Wilderness Geawater/wineskin, 1 gallon 0.8
Wilderness GeaWater/wineskin, 3 gallon 2
Wilderness GeaSteel poles, collapsible 20 set of 6
Wilderness GeaStakes (steel, set of 8) 30
Wilderness GeaRucksack 1
Wilderness GeaBedroll, cold climate 20
Wilderness GeaBedroll, warm climate 17
Wilderness GeaCanteen 5
Wilderness GeaCitronella candles 3 doz.
Wilderness GeaFiregrate 3
Wilderness GeaHammock 5
Wilderness GeaHorns, set of 5 4
Wilderness GeaInsect netting, 10'x20' section 300
Wilderness GeaMess Kit 8
Wilderness GeaPennyroyal oil (Insect repellent) 5 flask
Wilderness GeaRation Packs (1 week's worth) 10
Wilderness GeaClimbing gear:
Wilderness GeaPulley 15 ea.
Wilderness GeaIce Axe 10
Wilderness GeaHarness 20 set
Wilderness GeaDescenders 15 ea.
Wilderness GeaCarabiniers 10 ea.
Wilderness GeaAscenders 15 ea.
Wilderness GeaTransportation:
Wilderness GeaSailcloth, 15-yard width 1 pr yard
Wilderness GeaSkates, elf 9 pair
Wilderness GeaSkates, gnome 7 pair
Wilderness GeaSkates, halfling 8 pair
Wilderness GeaSkates, human 10 pair
Wilderness GeaSkates, strap-on 3 pair
Wilderness GeaSleigh, 2 person 200
Wilderness GeaSleigh, 4 person 300
Wilderness GeaSnowskis with poles (human or smaller) 15 pair
Wilderness GeaSnowskis with poles (larger than man-sized)) 20 pair
Wilderness GeaWagon 80
Wilderness GeaSaddlebag 2
Wilderness GeaSaddle w stirrrups 10
Wilderness GeaSaddle Blanket 0.2
Wilderness GeaBridle w bit 1.5
Wilderness GeaBridle w bit and blinders 2
Wilderness GeaBridle w/o bit 1.3
Wilderness GeaCart 30
Wilderness GeaHarness, double horse draw 5
Wilderness GeaHarness, single horse draw 3
Wilderness GeaHorse blanket w hood 3
Wilderness GeaFly net 2
Wilderness Geaoarlocks 1 pair
Wilderness GeaOars (8') 2 ea.
Wilderness GeaPaddles (5') 1 ea.
Wilderness GeaWhip and quirt 3
Wilderness GeaItems ordered generally arrive at the Outlet in two to three days.
Wilderness GeaPriest in a Poke
Wilderness GeaWound packing - wax 0.1 4 oz.
Wilderness GeaSaws, Amputation - arm 5
Wilderness GeaPegs, human - wood 0.11
Wilderness GeaPegs, human - steel 1.05
Wilderness GeaPegs, human - silver 27
Wilderness GeaPegs, human - ivory 3
Wilderness GeaPegs, human - gold 255
Wilderness GeaPegs, human - brass 2.7
Wilderness GeaPegs, demihuman - wood 0.08
Wilderness GeaPegs, demihuman - steel 0.7
Wilderness GeaSaws, Amputation - finger 3
Wilderness GeaSaws, Amputation - joint cutter 7
Wilderness GeaSaws, Amputation - leg 10
Wilderness GeaWound packing - tar 0.1 4 oz.
Wilderness GeaWound packing - resin 0.1 4 oz.
Wilderness GeaWound packing - gum 0.1 4 oz.
Wilderness GeaTrail Boots 5
Wilderness GeaTourniquet 0.1
Wilderness GeaTooth Wrench 5
Wilderness GeaTheriaca 5 8 oz.
Wilderness GeaSplint Set 4
Wilderness GeaSaws, Amputation - trunk 13
Wilderness GeaPegs, demihuman - silver 18
Wilderness GeaPegs, demihuman - ivory 2
Wilderness GeaHooks, demihuman - brass 0.9
Wilderness GeaHerbal Medication kit 10
Wilderness GeaCrutches, human 6
Wilderness GeaCrutches, demihuman 4
Wilderness GeaCranial Drill 10
Wilderness GeaBandages, 2' wide roll 1 50 yd roll
Wilderness GeaBandages, 1 inch squares 0.2 100 pcs.
Wilderness GeaBalm kit (9 salves) 10
Wilderness Geaarmpit rest (all sizes) 1
Wilderness GeaHooks, demihuman - gold 95
Wilderness GeaHooks, demihuman - silver 9
Wilderness GeaHooks, demihuman - steel 0.3
Wilderness GeaPegs, demihuman - gold 170
Wilderness GeaPegs, demihuman - brass 1.8
Wilderness GeaLimb Rod 8
Wilderness GeaLeeches 10 jar
Wilderness GeaKnife Kit 10
Wilderness GeaHooks, human - steel 0.45
Wilderness GeaHooks, human - silver 13.5
Wilderness GeaHooks, human - gold 142.5
Wilderness GeaHooks, human - brass 1.35
Wilderness GeaAmputation, flesh snips 5
Wilderness GeaItems ordered generally arrive at the Outlet in two to three days.
GOOD&SERVICES
COST NAME
Accounting
0 Ale, tankard
0 Baldric
0 Barrel
0 Basket, wicker
0 Beer
0 Bells
0 Bookkeeping
0 Boots
0 Secondhand boots
0 Bottles (glass)
0 Bowl, carved wooden
0 Bowl, cast metal
0 Bread, fresh baked
0 Building (including repairs or additions)
0 Stone
0 Wood
0 Candles, scented and colored
0 Carrying fare
0 Cart, new
0 Chain
0 Chimney-cleaning
0 Cloth, new-woven
0 Clothing, tailored new
0 Off the rack
0 Crockery, earthenware
0 Crystal balls
0 Divination, folk
0 Drugs
0 Dyeing, of cloth, provided by the client
0 Excavations
0 Ferrying (about harbor, to and from ship and shore)
0 Fertilizer
0 Firefighting, magical (if no Fire guard hired)
0 Firewood
0 Fish, fresh-caught
0 Furniture, wooden
0 Glass
0 Gowns, fine
0 Guiding through city
0 Hardware
0 Herbs
0 Hooks, metal
0 Horses, shoeing
0 Horses, stabling
0 Horseshoes
0 Ink
0 Jewelry
0 Lamp oil
0 Lamps
0 Laundry
0 Law
0 Letters, written
0 Lighting through city (without guiding)
0 Livery, Guild or other
0 Loading/unloading, docks
0 Lumber
0 Magnifying glasses
0 Maps
0 Meat, fresh
0 Medical care
0 Moneylending, Moneychanging
0 Musicians, performing
0 Night watchmen
0 Packing
0 Paper
0 Party costumes
0 Pastries
0 Pens
0 Perfume
0 Pictures and likenesses
0 Pots, cast metal
0 Rope
0 Sail
0 Scrolls
0 Seals
0 Security
0 Ships
0 Shoes
0 Signet rings
0 Signs, lettering
0 Smiths tools
0 Soap
0 Spectacles
0 Spell guard, magical
0 Spells (scrolls)
0 Spellcasting, at trials
0 Spices
0 Stamp-marks
0 Stone
0 Suspenders
0 Tankards, cast
0 Tiles
0 Tote straps
0 Toys, metal
0 Training, of mounts
0 Wagons
0 Weapon-harness
0 Weapons, bladed
0 Wheels, replacement (for wagons and carts)
0 Wickerwork, small
0 Window frame
0 Windowpanes
0 Wine
#VALUE! Wool
0 Zzar
0
0
0
#VALUE!
0
0
0
0
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#VALUE!
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#VALUE!
#VALUE!
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#VALUE!
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&SERVICES
COST Average Prices for Goods &Services in Waterdeep
see Bookkeeping In the brief summary below, prices are provided for items player characte
1 sp to 10 sp (varies with quality) require. DMs should use these as guidelines only, following certain strictu
great demand and short supply, prices rise.l If there is a glut, prices fall.l If
see Weapon-harness price-setting, that is men-tioned at the end of the entry (independent ope
5 sp to 5 gp, depending on size (Guild) the Guild by 5-10% unless their prod-uct is in such demand that they need
24 cp depending on size, durability (Guild)prices).l Prices given within the Player s Handbook and the DUNGEON MA
considered to hold true, in general, for Waterdeep, and are not duplicate
(dark stout), full quaff: 2 sp; 1 barrel: 20 g modifications apply.l Prices for unusual services bounty hunting, for exa
wooden: 5 cp/cast metal: 15 gp, dependinmonsters and monster eggs oryoungare not given herein, as it is recom
1 gp per day or portion of day spent on acdetermine these on a case-by-case basis, role-play-ing all deal-making.
new: 3 gp/repair: 5-15 sp (Guild) a bonus
5 sp to 20 sp (markets)
new: 1 gp per bottle, matching sets; 3-6 c
average price 2 cp (increases with size, f
average price 2 sp (increases with size, f
1-4 cp/loaf (depending on size, quality)/
PRICING
10 gp/day per Guild workman and 3 gp/day If something is in great demand and short supply, prices rise.If there is a glut, pr
involved in the price-setting, that is mentioned at the end of the entry (independ
1 gp per man per day, plus 5 gp for a surv undercut the Guild by 5-10% unless their product is in such demand that they ne
2 sp each (Guild), used: 1-3cp (for noblesprices).Prices
for unusual services - bounty hunting, for example, or for the sa
1 cp for a half-hour or less ride anywherew monster eggs or youngare not given herein.
25 gp to 60 gp depending on size all have
1 gp/yard (ornamental) to 5 gp/yard (harb
10 sp-1 gp/chimney (wealthy arecharged
5 sp to 10 gp per bolt, depending uponmat
5-20 gp/garment (Guild) Off the rack: 2-15 cp/garment (depending on amount of mater-
2-15 cp/garment (depending on amount of mater-ial, workmanship, materials used, style); secondhand: 2sp to 4 gp per g
1 cp-6 cp per item, depending onglazing, size, complexity, and durability
4-8 gp, depending on size (plus enspellingfee)
many prices, many methods; most whocan afford it purchase clerical magic
medicinal: 1-8 gp/bottle (includes bottle, contentsyield 3-6 doses, usually 4) (Guild)
5 sp to 10 gp/bolt, depending on complexity and difficulty of desired result (Guild)
2 gp per man per day (or part of day) plusmaterials, plus 10 gp/day crew head fee (Guild)
2 cpper trip per person carried, plus an additional 1 cp perpassenger if any accompanying luggage, pets, or goodsare not w
5 gp/wagonload (manure), 7 gp/wagonload (fishor bone meal) (Guild)
10 gp perbuilding, regardless of success (Guild)
5 sp to 1 gp/face cord (known in Waterdeep as a Stand ), ranging according to the type and dryness ofwood, and difficult
1 cp to 12 cp per fish, depending onspecies, sizes, and condition
1 sp to 15 gp per piece, depending onsize, workmanship, and materials used; most normal chairs, standing shelves, and
4 cp for 4-inch-square pane to 6 gp for a 4-foot-square pane (Guild); for blown vessels, see Bottles
33-99 gp, plus cost of materials and perhaps gems, provided or selected by client (Guild)
2 cp by day, 4 cp by night (Guild)
metal work (latches, hinges, needles, spikes) sold by weight, usually 1 cp per ounce (Guild)
5 cp to 8 gp/dry ounce (saffron is 40 gp/dry ounce)
1 cp (fishhook) to 4 gp (grappling or meat) (Guild)
1 gp per shoe (includes making or fitting and shoeing) (Guild)
1 gp to 3 gp/night (includes night watch,feeding, watering, cleaning, and rubdown, exercise ifnecessary) (Guild)
see Horses, shoeing (value of a used/foundshoe is 1 cp to 3 cp, based on size and condition)
sold by the 2 ounce bottle, 10 sp-4 gp per bottleaccording to ingredients, such as gilding pigments;always includes bottle (
varies widely according to value of materials, fromcostume jewelry employing much brass, at 2-4 cp perpiece, to elaborat
3 sp for a 2 ounce bottle, or 1 gp/flask (as perPlayer s Handbook), or 10 gp/small key (sealed with tar)
4 cp (hand clay lamp) to 50 gp (waterproof lantern)(Guild)
2 sp/garment while you wait, 1 sp/garmentovernight (Guild)
professional witness, assistance of: 10 gp per day (dou-ble if hired to state against charges of severe crimes),payable in
10 gp/page (includes materials) (Guild)
3 cp/trip (if guid-ing, use Guiding entry) (Guild)
3 gp/suit, plus materials (Guild)
1 sp per man per hour, 2 sp perman per hour if cargo is dangerous (Guild)
1 cp/board (2 × 4 × 8 long) and 2 cp/bar (4 ×4 × 8 long) to 1 sp/board and 12 sp/bar depending ontype and condition
5-10 gp each (Guild)
25 gp in nine days, delivery to Waterdeep addressincluded; rush jobs 18 gp. Cost may increase if mapunusually large (Gu
10 gp (whole carcass, average price), 17 gp(smoked carcass), varying with condition and size of car-cass, type of animal (G
10-20 gp daily (includes nursing, splints,dressings, emergency medicines, etc.) (Guild)
10% interest (for princi-pal of 100 gp or less) to 15% interest
6 sp/day or occasion (whichever isthe lesser time) for each musician (Guild)
1 gp each/night, per building watched(unarmed; for armed men, bodyguard rates apply; seetext under Wages )
3 gp for 1 hour of crating and packing 1 person stypical belongings, readied for extended travel (Guild)
scrip: 2 cp/ream; parchment: 5 cp/ream (1 ream isroughly 10 x 14 , a two-sided sheet) (Guild)
masks and suits of metal, 600 to 2,000 gp(Guild); 20-75 gp for ornate metal masks only
1 cp each, or if small, a dozen for 2 cp
2 cp each (quill), 2-4 sp (metal nib; varying withdesign) (Guild)
sold by the 2-ounce bottle, always including thebottle (sometimes quite ornate) and varying in cost from1 cp to 30 gp, dep
2 gp each to 6 gp each (Guild)
5 gp each, average price (with lid, varieswith size, quality) (Guild)
100 coil of thin black waxed cord: 17 sp; 100 coil ofornamental, silk braided cord: 25 gp (Guild)
single lateen sail 500 to 700 gp (30% less if severalmonths notice given) (Guild); non-Guild no guaran-tees sails sell as lo
see Spells if magical, Paper if not (price is perream, stitched together)
of metal, 12 gp for each design or likeness (Guild)
see Night watchmen, Spell guard, and textunder Wages for bodyguards
5,000 to 7,000 gp (minus 1,000 to 1,500 gp if used ); for breakdown by type, see text under TheOrder of Master Shipwri
see Boots; reduce all costs by half
see Seals
5 gp/day (or part of a day) (Guild)
70 gp (full and proper assortment; fine tem-pering is required)
3 gp per 10 gallon barrel to non-members (Guild)
5-10 gp each pair (Guild)
10 gp/day (Guild)
see text under The Watchful Order ofMagists & Protectors (Guild) for prices; typically a75% mark-up to non members (s
500 gp per divination spell cast, paidby city if cast upon order of a city official
see Herbs
see Seals
2 cp/block if purchased to do own work; 3 cp/blocklaid by Guild for repairs or additions; 4 cp/block laid byGuild when new
2 cp each set
10 sp to 1 gp, depending on size and work-manship (new) (Guild); 3 cp (secondhand)
new: 1 cp to 3 cp each (varies with quality), laid: 1cp each extra (or daily rate) (Guild)
3 cp/strap (Guild)
5 cp to 5 gp (Guild)
2 gp/day (2 weeks to 1 monthrequired, depending on desired result)
75-200 gp, varying with size, durability, style, andlength of time given to build; custom or unusual sizesand style more exp
1 gp per piece (e.g. belt, scabbard, baldric= 3 pieces) (Guild)
cost as per Players Handbook, plus 1 gpcity fee (various Guilds)
2 gp to 6 gpper wheel, depending on size, design, difficulty of joband materials required; double if job is a rush or a dan-
1 cp/piece (Guild)
wooden: see Building; metal, custom-made to fit: 5 sp-10 sp unbarred, depending on size, 2gp-10 gp if barred, dependin
see Glass
7 sp/jack, 1 gp/bottle, 20 gp/barrel to 4 gp/jack, 12gp/bottle, 70 gp/barrel depending on quality, rarity, fashionability (Gu
7 gp per bolt, fine spun but undyed (Guild)
2 gp/jack, 7 gp/bottle, 40 gp/small key (Guild)
GO
ds &Services in Waterdeep GROUP GOOD / SERVICE
for items player characters may well desire or Alchemical Goods Alchemical Goods
, following certain strictures:l If something is in Alchemical Goods Acid (vial)
ere is a glut, prices fall.l If a guild is involved in the Alchemical Goods
e entry (independent operators usually undercut Alchemist's Fire (flask)
h demand that they need not compete with guild Alchemical Goods Antitoxin (vial)
ok and the DUNGEON MASTER Guide are Business Goods Business Goods
ep, and are not duplicatedhere unless special Business Goods
bounty hunting, for exam-ple, or for the sale of Abacus
ven herein, as it is recommended thata DM Business Goods Artisan's Tools
ay-ing all deal-making. Business Goods Book
Business Goods Quarto (12" x 9")
Business Goods Octavo (9" x 6")
Business Goods Folio (15" x 12")
Business Goods Cover, Leather
Business Goods Cover, Cloth
Business Goods Cover, Wood
CING Business Goods Cover, Metals
ces rise.If there is a glut, prices fall.If a guild is Business Goods Gilding
end of the entry (independent operators usually Business Goods
n such demand that they need not compete with guild Precious Metal & Gem Accents
g, for example, or for the sale of monsters and Business Goods Cover Artwork
Business Goods Other Additions
Business Goods Block and Tackle
Business Goods Bucket
Business Goods Case
Business Goods Chain
Business Goods Ornamental
condhand: 2sp to 4 gp per garment if tailored, 2 cp to 10 cp if not Business Goods Harbor or Gate
Business Goods Chalk
Cloth Cloth
Cloth Non-Wool
Cloth Wool
Cloth Drugs, medicinal
Cloth Fertilizer
age, pets, or goodsare not wholly carried by the passenger (Guild) Cloth Manure
Cloth Fish or Bone Meal
Cloth Healer's Kit
yness ofwood, and difficulty of procuring it (i.e. higher in deep-estCloth Hooks, metal
Cloth Fishhook
airs, standing shelves, and plain tables cost about 2-4gp each (Gui Cloth Grappling or Meat
Cloth Ink
Cloth Plain Black
Cloth Colors
Cloth Magnifying glasses
Cloth Maps
Cloth Paper
Cloth Scrip or Rag-paper
ecessary) (Guild) Cloth Parchment, average
Cloth Parchment, vellum
nts;always includes bottle (Guild) Cloth Pens
2-4 cp perpiece, to elaborate pectorals worth up to 400,000 gp(G Cloth Quill
Cloth Metal Nib
Cloth Rope
Cloth Thin black waxed hempen cord
severe crimes),payable in advance Cloth Silk braided cord
Cloth Scale, merchant's
Cloth Sealing wax
Cloth Signal whistle
Cloth Smiths tools
nding ontype and condition; prices will vary with nonstandardsizesTome Tome
Tome Common Lore (DC 15)
se if mapunusually large (Guild) Tome Uncommon Lore (DC 20)
car-cass, type of animal (Guild) Tome Rare Lore (DC 25)
Tome Weapon-harness
Tome Weapons, bladed
Construction Goods Construction Goods
text under Wages ) Construction Goods Chain
Construction Goods Crowbar
Construction Goods Glass pane
Construction Goods Hammer
Construction Goods Sledge
Construction Goods Ladder (10')
cost from1 cp to 30 gp, depending on quality and demand Construction Goods Lumber
Construction Goods Miner's Pick
Construction Goods Pole (10')
Construction Goods Shovel
guaran-tees sails sell as low as 200 gp for full rigging; refer t Construction Goods Spike, Iron
Construction Goods Stone
Construction Goods Tiles
Construction Goods Window frame
heOrder of Master Shipwrights (Guild) Conveyance Goods Conveyance Goods
Conveyance Goods Cart, new
Conveyance Goods Horse
Conveyance Goods Horseshoes, found
Conveyance Goods Sail
Conveyance Goods Ships
Conveyance Goods Tote straps
Conveyance Goods Wagons
mark-up to non members (sold by individual Guildmembers, not byConveyance Goods Wheels, replacement (for wagons and ca
Food & Drink Food & Drink
Food & Drink A jack and bottle hold roughly the same a
Food & Drink Ale, Beer, Cider, Stout
lock laid byGuild when new structures built; 5 cp/block laid byGuilFood & Drink Poor
Food & Drink Fair
Food & Drink Good
Food & Drink Bread, fresh baked
Food & Drink Fish, fresh-caught
Food & Drink Herbs
Food & Drink Liquors
ual sizesand style more expensive (Guild) Food & Drink Poor
Food & Drink Fair
Food & Drink Good
e if job is a rush or a dan-gerous one, involving travel outside theFood & Drink Fine
Food & Drink Meat, fresh
p-10 gp if barred, depending on size, aesthetic design ofthe bars, Food & Drink Pastries
Food & Drink Wine
y, rarity, fashionability (Guild) Food & Drink Poor
Food & Drink Fair
Food & Drink Good
Food & Drink Fine
Food & Drink Zzar
Garments Garments
Garments Boots
Garments New
Garments Repair
Garments Secondhand
Garments Clothing, Common
Garments Stock construction
Garments Secondhand
Garments Clothing, Fine
Garments Tailored, new
Garments Stock construction
Garments Secondhand
Garments Clothing, Traveler's
Garments Tailored, new
Garments Stock construction
Garments Secondhand
Garments Costumes
Garments Simple outfit
Garments Ornate mask
Garments Masks and suits of me
Garments Gowns, fine
Garments Jewelry
Garments Costume Jewelry
Garments Simple Jewelry
Garments Fine Jewelry
Garments Noble Jewelry
Garments Livery, Guild or other
Robes Robes
Robes Basic
Robes Fine
Robes Shoes
Robes New
Robes Repair
Robes Secondhand
Robes Spectacles
Robes Suspenders
Household Wares Household Wares
Household Wares Barrel
Household Wares Basket, wicker
Household Wares Bells
Household Wares Wooden
Household Wares Cast metal
Household Wares Blanket
Household Wares Bottles (glass)
Household Wares Bowl, carved wooden
Household Wares Bowl, cast metal
Household Wares Candles
Household Wares simple tallow
Household Wares simple beeswax
Household Wares fine (scented and colored)
Household Wares used stubs (6)
Household Wares Crockery, earthenware
Household Wares Firewood
Household Wares Fishing Tackle Kit
Household Wares Flask
Household Wares Furniture, wooden
Household Wares Hardware
Household Wares Jug
Household Wares Lamps & Lanterns
Household Wares Hand clay lamp
Household Wares Lantern, basic
Household Wares Lantern, bullseye
Household Wares Lantern, hooded
Household Wares Lantern, waterproof
Household Wares Oil, Lamp
Household Wares Bottle (2oz)
Household Wares Flask
Household Wares Small Key
Household Wares Pots, cast metal
Household Wares Sack
Household Wares Soap
Household Wares Personal Supply
Household Wares Barrel (10 gal)
Household Wares Tankards, cast
Household Wares New
Household Wares Secondhand
Household Wares Tinderbox
Household Wares Torch
Household Wares Vial
Household Wares Waterskin
Household Wares Whetstone
Household Wares Wickerwork, small
Luxuries Luxuries
Luxuries Chain
Luxuries Gaming Set
Luxuries Hourglass
Luxuries Jewelry
Luxuries Locks
Luxuries Basic (DC 15)
Luxuries Good (DC 20)
Luxuries High Quality (DC 25)
Luxuries Mirrors
Luxuries Steel, handheld
Luxuries Musical instruments
Luxuries Custom
Luxuries New
Luxuries Secondhand
Luxuries Perfume
Luxuries Pictures and likenesses
Luxuries Seals
Luxuries Signet rings
Luxuries Toys, metal
Luxuries Component Pouch
Luxuries Ink
Luxuries Spell Inks
Luxuries Orb
Luxuries Paper
Luxuries Parchment, Spellbook
Luxuries Rod
Luxuries Scrolls
Luxuries Spells (scrolls)
Luxuries Spellbook
Luxuries Quarto (12" x 9")
Luxuries Octavo (9" x 6")
Luxuries Folio (15" x 12")
Luxuries Cover, Leather
Luxuries Cover, Cloth
Luxuries Cover, Wood
Luxuries Cover, Metals
Luxuries Gilding
Luxuries Precious Metal & Gem Accents
Luxuries Cover Artwork
Luxuries Other Additions
Luxuries Spellbook Enchantme
Luxuries Minor Property
Luxuries Arcane Locking
Luxuries Arcane Words
Luxuries Immunity
Luxuries Illusory Appearance
Luxuries Levitating
Luxuries Staff
Luxuries Wand
Martial Goods Martial Goods
Martial Goods Adventurer's Kit
Martial Goods Ammunition
Martial Goods Armor
Martial Goods Light Armors
Martial Goods Medium Armors
Martial Goods Heavy Armors
Martial Goods Shields
Bludgeoning Weapons Bludgeoning Weapons
Bludgeoning Weapons Simple
Bludgeoning Weapons Martial
Bludgeoning Weapons Caltrops (bag)
Piercing Weapons
Piercing Weapons Simple
Piercing Weapons Melee
Piercing Weapons Ram, portable
Slashing Weapons
Slashing Weapons Simple
Slashing Weapons Martial
Pouches & Purses Pouches & Purses
Pouches & Purses Purse on Straps
Pouches & Purses Leather Satchel, with Drawstrings
Pouches & Purses Pouch with Wooden Toggle Fastening
Pouches & Purses Pocket
Pouches & Purses Pickpocket Defenses
Pouches & Purses Chainmail Lining
Pouches & Purses Wire-bound Catch
Pouches & Purses Wire-cored Straps
Pouches & Purses Purse Bells
Pouches & Purses Thiefsnapper
Religious Goods Religious Goods
Religious Goods Holy Symbol
Religious Goods Simple Amulet
Religious Goods Consecrated
Religious Goods Holy Water (flask)
Religious Goods Potion of Healing
Roguish Goods Roguish Goods
Roguish Goods Ball Bearings (100)
Roguish Goods Disguise Kit
Roguish Goods Grappling Hook
Roguish Goods Manacles
Roguish Goods Poison, basic
Roguish Goods Poisoner's Kit
Roguish Goods Thieves' tools
Traveling Goods Traveling Goods
Traveling Goods Backpack
Traveling Goods Bedroll
Traveling Goods Climber's Kit
Traveling Goods Hunting Trap
Traveling Goods Mess Kit
Traveling Goods Navigator's Tools
Traveling Goods Piton
Traveling Goods Rations
Traveling Goods Spyglass
Traveling Goods Tent
Services Services
Services Wages, Unskilled
Services Wages, Unskilled, Strong
Services Wages, Bearers of Responsibility
Services Wages, Hired Bodyguards
Business Services Business Services
Business Services Bookkeeping
Business Services Law
Business Services Loading/unloading, d
Business Services Night watchmen
Business Services Security
Business Services Signs, lettering
Coin & Wealth Services
Coin & Wealth Services Moneychanging
Coin & Wealth Services Moneylending, under 100 gp
Coin & Wealth Services Moneylending, over 100 gp
Construction Services Construction Services
Construction Services Builders (including repairs or additions)
Construction Services Excavations
Conveyance Services Conveyance Services
Conveyance Services Carrying fare
Conveyance Services Ferrying (about harbor, to and from ship
Conveyance Services Guiding through city
Horses Horses
Horses Shoeing
Horses Stabling
Horses Lighting through city (without guiding)
Horses Packing
Horses Training, of mounts
Domestic Services Domestic Services
Domestic Services Chimney-cleaning
Domestic Services Dyeing, of cloth, provided by the client
Domestic Services Laundry
Domestic Services Medical care
Lore Services Lore Services
Lore Services Sage Consultation
Lore Services Sage Research
Luxury Services Luxury Services
Luxury Services Letters, written
Luxury Services Musicians, performing
Magical Services Magical Services
Magical Services Divination, folk
Magical Services Firefighting, magical (if no Fire guard hire
Magical Services Spell guard, magical
Magical Services Spellcasting, at trials
GOOD&SERVICES
GUILD PRICES Стовпець1 ITEMS PRICE, GP
0
25 0
's Fire (flask) 50 0
50 0
0
2 (x)
5 0
Blank books of parchment, used as ledgers and notebooks; double
10 per 100 bound pages + cover (300 pages maximum)
5 per 100 bound pages + cover (200 pages maximum)
50 per 100 bound pages + cover (500 pages maximum)
Basic leather: no cost; Decorative leathers: 10-40 (based on size); Fine leathers: 20-80 (based on siz
Clothboard: -10% of cost; Ragcloth: -15% of cost
Scrap wood: -5% of cost; Decorative woods: 10-30 (based on size); Fine woods: 12-50 (based on siz
Decorative metals: 18-70 (based on size); Fine metals: 50-100 (based on size)
Silver: +10% of cost; Gold: +20% of cost
Metal & Gem Accents Cost of gems and metals, plus 5-20 (based on size)
varies
Sealing cover: 20-50 (based on size); Key locks: 25 (DC 15), 50 (DC 20), 100 (DC 25); Puzzle lock: 35 (
1 0
5cp
1 (for map or scroll)
(Guild)
1 /yard
3-5 /yard
1 cp/piece, or 1sp/dozen
0
5 sp to 10 /bolt, depending upon materials, demand, imported or local (Guild)
7 /bolt, fine spun but undyed (Guild)
1-8 /bottle (includes bottle, contents yield 3-6 doses, usually 4) (Guild)
(Guild)
GUILD 5 /wagonload
GUILD 7 /wagonload
5 0
(Guild)
0.01 0
4 0
sold in 2oz bottles (Guild)
2 , or 8 for non-fading
5-7 , or 16-20 for non-fading (reds and metallics at the upper end of cost)
5-10 each (Guild)
25 in nine days, delivery to Waterdeep address included; rush jobs 18 . Cost may increase if map u
Sheets tend to be 12" x 20" in size (Guild)
2 cp/sheet
2 sp/sheet, up to 1 for very large sheets
4 sp/sheet, up to 2 for very large sheets
(Guild)
2 cp each
2-4 sp (varying with design)
(Guild)
waxed hempen cord 1/50' length
10/50' length
5 0
0.5 0
5cp
70 (full and proper assortment; fine tempering is required)
0
Lore (DC 15) 25 0
on Lore (DC 20) 50-100
150-500
GUILD 1 per piece (e.g. belt, scabbard, baldric = 3 pieces) (Guild)
cost as per Players Handbook, plus 1 city fee (various Guilds)
0
1 /yard (ornamental) to 5 /yard (harbor or gate) depending on size and strength (weight and method
0.2 0
4 cp for 4-inch-square pane to 6 for a 4-foot square pane (Guild)
0.2 0
0.5 0
0.1 0
1 cp/board (2 × 4 × 8 long) and 2 cp/bar (4 × 4 × 8 long) to 1 sp/board and 12 sp/bar depending
0.5 0
0.05 0
0.5 0
0,2 per 10
2 cp/block if purchased to do own work; 3 cp/block laid by Guild for repairs or additions; 4 cp/block
new: 1 cp to 3 cp each (varies with quality), laid: 1 cp each extra (or daily rate) (Guild)
wooden: see Building; metal, custom made to fit: 5 sp-10 sp unbarred, depending on size, 2 -10 if
0
25 to 60 depending on size all have two wheels (plus a spare underneath), an open carrying bed,
75 0
1 cp to 3 cp, based on size and condition
single lateen sail 500 to 700 (30% less if several months notice given) (Guild); non-Guild no guaran
5,000 to 7,000 (minus 1,000 to 1,500 if used ); for breakdown by type, see text under The Order
3 cp/strap (Guild)
75-200 , varying with size, durability, style, and length of time given to build; custom or unusual size
eplacement (for wagons and carts 2 to 6 per wheel, depending on size, design, difficulty of job and materials required; double if job is
0
d bottle hold roughly the same amount; a small key holds 2 gallons; a cask holds 12 gallons; a barrel holds 30 gallons; a buttholds
0 100 g
Cider, Stout (Guild, except Poor)
3cp/jack, 9cp/small key, 5sp/cask, 12sp/barrel, 4/butt, 8/tun
4cp/jack, 12-15cp/small key, 6-8sp/cask, 2/barrel, 6-7/butt, 10-15/tun
1sp/jack, 2-3sp/small key, 1-2/cask, 25sp-5/barrel, 8-15/butt, 16-30/tun
1-4 cp/loaf (depending on size, quality)/ waybread (older, hard baked): 2 cp/loaf
1 cp to 12 cp per fish, depending on species, sizes, and condition
5 cp to 8 /dry ounce (saffron is 40 /dry ounce)
(Guild, except Poor)
1-2sp/jack, 5-10sp/small key
3-6sp/jack, 15-30sp/small key
3-6/bottle, 15-30/small key
15+/bottle
10 (whole carcass, average price), 17 (smoked carcass), varying with condition and size of carcass, t
1 cp each, or if small, a dozen for 2 cp
(Guild, except Poor)
4-8cp/jack, 2-4sp/small key, 1-2/cask, 2-5/barrel, 8-15/butt, 20-40/tun
8-14cp/jack, 4-7sp/small key, 2-4/cask, 5-8/barrel, 10-30/butt, 40-70/tun
3-6sp/bottle, 15-30sp/small key, 4-8/cask, 10-30/barrel, 30-60/butt
10+/bottle, 50+/small key
2 /jack, 7 /bottle, 40 /small key (Guild)
0
(Guild)
3 0
5-15 sp, with a bonus of up to 5 is customarily paid for same day service.
5 sp to 20 sp (markets)
GUILD 0
2-15 sp/outfit
5 cp to 4 sp per outfit
GUILD 0
GUILD 5-15 /outfit
GUILD 1-5 /outfit
GUILD 5 sp to 2 per outfit if tailored, 2 sp to 1 if stock
GUILD 0
GUILD 3-5 /outfit
GUILD 1-2 /outfit
GUILD 5 sp to 2 per outfit if tailored, 2 sp to 1 if stock
GUILD 0
GUILD 5 0
GUILD 20-75
GUILD 600-2000
30-100 , plus cost of materials and perhaps gems, provided or selected by client (Guild)
Many Waterdhavians wear rings or belt buckles of worked gold worth 2-4 (Guild)
cost in copper pieces
cost in silver pieces, plus cost of gems used
cost in gold pieces, plus cost of gems used
cost in tens-to-hundreds of gold pieces, plus cost of gems used
3 /suit, plus materials (Guild)
0
1 0
5 - 25
(Guild)
1 0
2-7 sp, with a bonus of up to 3 is customarily paid for same day service.
2 sp to 10 sp (markets)
5-10 each pair (Guild)
2 cp each set
0
5 sp to 5 , depending on size (Guild)
24 cp depending on size, durability (Guild)
(Guild)
5 cp
1-15 , depending on size and tone
5sp - 2 , depending on quality
new: 1 per bottle, matching sets; 3-6 cp per bottle, odd bottles (Guild)/secondhand 1 or 2 cp
ved wooden average price 2 cp (increases with size, finer workmanship, materials)
average price 2 sp (increases with size, finer workmanship, materials) (Guild)
(Guild)
0.01 0
0.03 0
ted and colored) 2 sp each
0.01 1-3 cp 0
earthenware 1 cp-6 cp per item, depending on glazing, size, complexity, and durability
5 sp to 1 /face cord (known in Waterdeep as a Stand ), ranging according to the type and dryness o
1 0
0.02 0
1 sp to 15 per piece, depending on size, workmanship, and materials used; most normal chairs, st
metal work (latches, hinges, needles, spikes) sold by weight, usually 1 cp per ounce (Guild)
0.02 0
GUILD 0
0.04 0
0.5 0
10 0
5 0
50 0
0
0.3 0
1 0
10 (small barrel sealed with tar) 0
1-10 sp, depending on size and quality (Guild)
0.01 0
GUILD 0
0.02 0
3 0
0
10 sp to 1 , depending on size and workmanship (Guild)
0.03 0
0.5 0
1cp, or 1sp/dozen
0.5 0
0.2 0
0.1 0
GUILD 1 cp/piece (Guild)
0
1 /yard (ornamental) to 5 /yard (harbor or gate) depending on size
0 and strengt
1 0
5 - 25, depending on size and time 0
varies widely according to value of materials, from costume jewelry
0 employing
GUILD (Guild)
10 0
25 0
50 0
0
5 0
0
1/day of crafting (most take 2-4 weeks)
GUILD 5 (Guild)
5 - 3 average (varies widely with instrument and condition)
sold by the 2-ounce bottle, always including the bottle (sometimes quite ornate) and varying in cost
nd likenesses 2 each to 6 each (Guild)
12 for each design or likeness (Guild)
5 , for each design or likeness (Guild)
5 cp to 5 (Guild)
25 0
sold in 2oz bottles (Guild)
75 0
20 0
Sheets tend to be 12" x 20" in size (Guild)
t, Spellbook x
10 0
see Spells if magical, Paper if not (price is per ream, stitched together)
0
see text under The Watchful Order of Magists & Protectors (Guild) for prices; typically a 75% mark
Blank books of finest parchment (Guild)
75 per 100 bound pages + cover (300 pages maximum)
40 per 100 bound pages + cover (200 pages maximum)
150 per 100 bound pages + cover (500 pages maximum)
Basic leather: no cost; Decorative leathers: 10-40 (based on size); Fine leathers: 20-80 (based on siz
Clothboard: -10% of cost; Ragcloth: -15% of cost
Scrap wood: -5% of cost; Decorative woods: 10-30 (based on size); Fine woods: 12-50 (based on siz
Decorative metals: 18-70 (based on size); Fine metals: 50-100 (based on size)
Silver: +10% of cost; Gold: +20% of cost
Metal & Gem Accents Cost of gems and metals, plus 5-20 (based on size)
varies
Sealing cover: 20-50 (based on size); Key locks: 25 (DC 15), 50 (DC 20), 100 (DC 25); Puzzle lock: 35 (
GUILD 0
GUILD 150 0
GUILD 250 0
GUILD 50 0
GUILD 100+50 per additional type
GUILD 100 (single appearance), 200 (multiple appearances), 400 (mutable appearances)
GUILD 75 0
GUILD 10 0
GUILD 10 0
0
9 0
Arrows, 20 (1), Bolts, 20 (1), Bullets, 20 (4cp), Needles, 50 (1) (Guild)
GUILD 0
GUILD Padded armor (5), leather armor (10), dragon leather (500), mithral shirt (5000)
GUILD Hide armor (10), studded leather (25), scale male (50), studded dragon leather (500), dragon scale (5
GUILD Ring mail (30), chain mail (75), splint (500), banded (750), plate (5000), mithral plate (6000)
GUILD Buckler (5), shield (10)
ng Weapons 0
Club (1sp), great club (2sp), light hammer (2), mace (5), quarterstaff (2sp), sling (1sp)
Flail (10), maul (10), warhammer (15), bolas (2)
1 0
Blades tax (1) applies to all items marked with an asterix(*).
Dagger (2), spear* (1); crossbow, light (25), dart (5cp), javelin (5sp), shortbow (25)
Lance* (10), morningstar (15), pike (5); blowgun (10), crossbow, hand (75), crossbow, heavy (50), lon
1 0
Blades tax (1) applies to all items marked with an asterix(*).
Handaxe (5), sickle* (1)
Battleaxe* (10), glaive* (10), great axe* (30), halberd* (10), longsword* (15), scimitar* (25), whip (2
0
0.5 0
atchel, with Drawstrings 3 0
h Wooden Toggle Fastening 1 0
2 sp - 2 (based on clothing quality), sewn onto clothing
0
2 0
3 0
1 0
1 0
5 0
0
0
5sp - 1, depending on materials
5 0
25 0
50 0
0
1 0
25 0
2 0
2 0
100 per vial
50 0
25 0
0
2 0
1 0
25 0
5 0
0.1 0
25 0
0.05 0
0.1 per day 0
1000 0
2 0
0
0.2 sp/day. Taking or issuing chits, blocking a s 0
nskilled, Strong 0.3 3 sp/day. Basic, unskilled tasks requiring strength, such as loading0 and unloadi
earers of Responsibility 0.5 5sp/day. For messengers and similar folk. 0
red Bodyguards 0.8 8sp/day to 1/day. Rate depends on armor, weapons, skill and reputation.
0
0
GUILD 1 1 per day or portion of day spent on accounts (Guild) 0
professional witness, assistance of: 10 per day (double if hired to state against charges of "severe" c
GUILD 1 sp per man per hour, 1 2spspper
perman
manper
perhour,
hour2ifspcargo
per man
is dangerous
per hour (Guild)
if cargo is dangerous (Guild)
1 each/night, per building watched (unarmed; for armed men, "bodyguard" rates apply)
see "Night watchmen," "Spell guard," and text under "Wages" for bodyguards
5 /day (or part of a day) (Guild)
alth Services 0
10% fee, keeping "one coin in ten", for smaller amounts. Larger amounts tend to be nearer to 5%. Ex
ding, under 100 gp 15% interest, for one or two months. Written promise of collateral in the form of property required.
ding, over 100 gp up to 30% interest, for one or two months. Written promise of collateral in the form of property req
on Services 0
ncluding repairs or additions) Stone: 10 /day per Guild workman and 3 /day per assistant plus 10 daily crew expenses fee, plus ma
2 per man per day (or part of day) plus materials, plus 10 /day crew head fee (Guild)
0
1 cp for a half-hour or less ride anywhere within city walls, in an open trotting-cart (and up, for bette
about harbor, to and from ship an 2 cp per trip per person carried, plus an additional 1 cp per passenger if any accompanying luggage,
2 cp by day, 4 cp by night (Guild)
0
1 per shoe (includes making or fitting and shoeing) (Guild)
1 to 3 /night (includes night watch, feeding, watering, cleaning, and rubdown, exercise if necessary)
hrough city (without guiding) 3 cp/trip (if guiding, use "Guiding" entry) (Guild)
3 for 1 hour of crating and packing 1 person's typical belongings, readied for extended travel (Guild)
2 /day (2 weeks to 1 month required, depending on desired result)
0
10 sp-1 /chimney (wealthy
10 sp-1 are/chimney
charged (wealthy
more) are charged more)
cloth, provided by the client 5 sp to 10 /bolt, depending on complexity and difficulty of desired result (Guild)
2 sp/garment "while you wait," 1 sp/garment overnight (Guild)
10-20 daily (includes nursing, splints, dressings, emergency medicines, etc.) (Guild)
0
1 0
2 - 10 per day of research
0
10 /page (includes materials) (Guild)
, performing 6 sp/day or occasion (whichever is the lesser time) for each musician (Guild)
0
many prices, many methods; most who can afford it purchase clerical magic
ng, magical (if no Fire guard hired) 10 per building, regardless of success (Guild)
10 /day (Guild)
500 per divination spell cast, paid by city if cast upon order of a city official
hirelings
Hireling Per Day
Alchemist 1 gp*
Animal tender/groom 15 cp
Architect/engineer 5 sp
Barrister 1 gp
Clerk 4 sp
Cook 1 sp
Entertainer/performer 4 sp
Laborer 1 sp
Limner 6 sp
Maid 1 sp
Hireling Per Day
Mason/craftsman 3 sp*
Mercenary 2 sp
Mercenary horseman 4 sp
Mercenary leader 6 sp
Porter 1 sp
Sage 2 gp
Scribe 3 sp
Smith 4 sp*
Teamster 3 sp
Valet/lackey 2 sp
*If paid to create a a specific item, use item prices and working times instead. Price listed is for
poisons medici
Sleep-Smoke: Used primarily by agents of the Xanathar Thieves' Guild for kidnapping, sleep-smoke is a dark-gray, smoky ga
Type: InhalType Initial DamSecondary Price
Small cent Injury DC 11d2 Dex 1d2 Dex 90 gp
GreenbloodInjury DC 11 Con 1d2 Con 100 gp
Medium-sizInjury DC 11d4 Str 1d6 Str 150 gp
Bloodroot Injury DC 1 0 1d4 Con-1d100 gp
Purple worInjury DC 21d6 Str 1d6 Str 700 gp
Large scor Injury DC 11d6 Str 1d6 Str 200 gp
Wyvern poInjury DC 12d6 Con 2d6 Con 3,000 gp
Blue whinnInjury DC 11 Con Unconsciou120 gp
Giant waspInjury DC 11d6 Dex 1d6 Dex 210 gp
Shadow esInjury DC 11d6 Str 2d6 Str 250 gp
Black addeInjury DC 1 0 1d6 Str 120 gp
Deathblad Injury DC 21d6 Con 2d6 Con 1,800 gp
Malyss rooContact DC1 Dex 2d4 Dex 500 gp
Nitharit Contact DC 0 3d6 Con 650 gp
Dragon bil Contact DC3d6 Str 0 1,500 gp
Sassone leaContact DC2d12 hp 1d6 Con 300 gp
Terinav rooContact DC1d6 Dex 2d6 Dex 750 gp
Carrion craContact DCParalysis 0 200 gp
Black lotusContact DC3d6 Con 3d6 Con 2,500 gp
Oil of taggiIngested D 0 Unconsciou90 gp
Id moss Ingested D1d4 Int 2d6 Int 125 gp
Striped toaIngested D1 Wis 2d6 Wis + 1180 gp
Arsenic Ingested D1 Con 1d6 Con 120 gp
Lich dust Ingested D2d6 Str 1d6 Str 250 gp
Dark reaveIngested D2d6 Con 1d6 Con+ 1300 gp
Ungol dustInhaled DC1 Cha 1d6 Cha+ 11,000 gp
Burnt othuInhaled DC1 Con* 3d6 Con 2,100 gp
Insanity miInhaled DC1d4 Wis 2d6 Wis 1,500 gp
Cave Terror: Distilled from cave creeper fungus, this poison can be made with a DC 25 Craft (alchemy) check.
Drow Knockout Poison: The dark elves are renowned for their use of unconsciousness-inducing poison. They carefully guar
Sickstone Unguent: This paste is made of powdered sickstone and other virulent poisons. It is usually applied to weapons.
Stun Gas: The svirfneblin brew this gas from the spores of rare mushrooms. It can be stored in airtight containers in liquid
Virile Madness: An admixture of rare earths and magical rocks, virile madness is a dangerous, tempting poison. It grants th
Shadow Essence Poison (Fort DC 17, initial damage 1 point of Strength drain, secondary damage 2d6 points of Strength da
Darklight Brew: Darklight ore (see page 154, Drow of the Underdark) is powdered and cut with a mild acid to create this po
The blindness from the poison lasts for 1 hour.
Fish Glue: The body oil of captured kuo-toas is used to create this poison, which is named for the rigidity it causes in the jo
The sickness from the poison lasts for 1 hour.
Illithid Mindscorch: The brain matter of recently slain illithids can be distilled, capturing some of its psionic potential and cr
Illithids immediately try to devour the brains of anyone they catch with this substance.
Psychotropic Rot: Distilled violet fungus and other chemicals can be mixed together to create this insidious toxin. It can be
Roach Paste: This brown paste is made from the crushed bodies of the carrion-eating giant roaches found in the Underdar
The nausea from the poison lasts for 1 round.
The disease it transmits is filth fever.
Underdark Blight: Running a chemical solution over certain rare ores and minerals found in the Underdark creates this poi
Drow
Poison Type Initial DamSecondary Price
Darklight Injury (DC 2d6 Con Blinded 1,500 gp
+ 1d6 Str
Fish glue Injury (DC 1d4 Dex Sickened 100 gp
Illithid mi Inhaled (DC1d6 Int 1d6 Int 1,000 gp
PsychotropiIngested ( 1d4 Wis 3d18 hp 125 gp
Roach pastInjury (DC Nausea Disease 50 gp
Underdark Contact (D1 SR 1 SR 300 gp
Magic-Infused
Poison Type Initial DamSecondary Price
The callingIngested 2d6 Con 2d6 Con 2,000 gp
DC 20
Creeping nInjury 5 SR 5 SR 1,000 gp
DC 20
SlowswarmIngested 1d2 Con 1d2 Con 1,200 gp
DC 25 +1d6 Cha
Slow taint Contact 10 ft. 10 ft. 300 gp
DC 15
Swarming sIngested 1d6 Con 2d6 Con 1,800 gp
DC 22
As masters of their craft and natural manipulators of magical energies, cruel drow alchemists have discovered ways to infu
These poisons are created not only with the Craft (poisonmaking) skill, but also with an appropriate spell (which must be c
The Calling: This lumpy black paste is magically infused with spider eggs and can be hidden in a dish of food, in which it is d
Creeping Nullscourge: Used during bouts of drow infighting, on failed save this poison drains 5 points of the target's spell r
Slowswarming: Unlike swarming spiderbite below, this poison is for those drow caught in acts of treachery or blasphemy. I
Slow Taint: This poison reduces the target's speed by 10 feet on a failed save. The secondary damage reduces speed by an
Swarming Spiderbite: Usually taken to ensure an honorable death (or to avoid torture) by drow defeated in battle, the effe
Psychic Poisons
Poison Initial TargSecondary Minimum Level
Darin-tasit Creature 1d6 Int 1d6 Int 7th
Karadrach Creature 1d6 Wis 1d6 Wis 7th
Estadrach Creature 1d8 Wis 2d8 Wis 9th
Stradda Creature or1d6 Cha 1d6 Cha 8th
Nishita Object 1d6 Int 1d6 Int 7th
Vashita Object 1d6 Wis 1d6 Wis 7th
Lanshita Object 2d6 Cha 2d6 Cha 11th
Blue unlyn Area 1d6 Int 1d6 Int 8th
Red unlyn Area 1d6 Wis 1d6 Wis 8th
Amber unl Area 1d6 Cha 1d6 Cha 8th
Violet unlyArea 1d6 Int 2d6 Int 10th
Black unly Area 1d6 Int 1d6 Int 13th
1d6 Wis 1d6 Wis
1d6 Cha 1d6 Cha
Blue Frog Paste: The otherwise harmless bright blue frogs of the Serpent Hills secrete a unique poison that the lizardfolk o
Sleep Poison: The lizardfolk have developed a technique for distilling the extract of several jungle plants to produce a poiso
Sssartisss: A distillate of the venoms of several kinds of poisonous serpents, sssartisss has a bitter tang when wet and a sca
Ts'ous: This substance is a mixture of cobra venom and the extracts of several poisonous plants. It smells like overripe fruit
Amasstartae: The green smoke produced by this oil is shot through with twinkling silvery metallic flecks that resemble spa
Amasstarte oil grants the benefit of a cure light wounds spell to any Scaled One who pours a vial of it into a bath and soak
Battasss: The ruby-red smoke emitted by this oil flickers with random darker "threads" and smells like scorching milk. Batta
When inhaled by a Scaled One, battasss smoke produces extreme clarity of mind. During this time, the Scaled One require
Duthlah'hass: This oil produces a bright amber smoke with a smell similar to that of sizzling seaweed or burnt moss. Huma
Ektharisss: The dark purple smoke generated by this oil is highlighted by occasional puffs of a slightly lighter blue color. Its
Ektharisss alters the body density of Scaled Ones in contact with its smoke, enabling them to use levitate as a spell-like abi
Faele: This oil produces a deep blue smoke laced with occasional streamers of bright emerald hue. Its reek is similar to the
Faele smoke grants a Scaled One a +4 circumstance bonus on all Fortitude saving throws. Furthermore, any hit point dama
Hooloond: This oil generates a yellow-green smoke shot - through with momentary jets of red smoke that resemble licks o
At least 3 minutes of continuous contact with hooloond smoke heals a Scaled One of 1d4+2 points of damage. An individu
Jalasss: This oil produces white smoke shot through with short-lived, rainbowlike bands of iridescence. Its smell is like that
Jalasss smoke instantly and permanently banishes the effects of all enchantment spells from the minds of Scaled Ones in c
Laerisss: The brown smoke generated by this oil smells like burning olives. Laerisss oil contains certain crushed insects and
Laerisss smoke causes a quickening of reactions in a Scaled One that manifests as a +2 bonus on all Reflex saves. This effec
Ruusstantar: The green smoke produced by this oil is shot through with ribbons of purple vapor, and its scent is like that o
Any Scaled One in contact with ruusstantar smoke gains 1d12 temporary hit points that last for 1d4 hours. A Scaled One th
Ulathlasss: The dull, heavy, green smoke generated by this oil flows over floors and then up walls and furnishings as thoug
Skinshredder: Painfully strips portions of the victim's skin, causing flesh to blister as though burnt. Price 2,000 gp.
Scalerot: A vile infestation between scales that erupts in ugly sores that sicken the yuan-ti. This poison only affects yuan-ti.
Scalepox: Causes scales to drop off, lowering the natural armor bonus of the snakefolk. This poison only affects yuan-ti. Pri
Ophiotoxins: A dose of ophiotoxin weighs 1/10th lb. It comes in a small glass vial with a label indicating its specific type. Th
Bane: The ochre-colored smoke created by this oil has the scent of camphor. This toxin neutralizes the effects of osssra in
Hissing Choker: This thick, acrid smoke smells of tar. When burned, the oil counteracts the effects of osssra and reverses th
Osssra Blight: The deep violet smoke of this oil has thick bands of yellow dancing through it and gives off the scent of damp
medici
ke is a dark-gray, smoky gas that rapidly dissipates when released into the air. One dose affects a globe 10 feet in diameter on the first
hemy) check.
poison. They carefully guard the secret of their venom, and it is difficult to find outside of drow realms and outposts.
ually applied to weapons.
rtight containers in liquid form, but when such a container is broken, the poison is released as a 15-foot puff of gas. The deep gnomes
mpting poison. It grants the imbiber a temporary enhancement bonus to Strength and Constitution, while degrading her mental powe
2d6 points of Strength damage)
mild acid to create this poison. The radiation of the ore is diminished greatly in this process, but its effect becomes acute when it is in
e rigidity it causes in the joints of the victim and its characteristic fishy smell. It can be crafted with a DC 18 Craft (poisonmaking) check.
its psionic potential and creating this extremely rare poison. Though it is a liquid in its basic form, it is ineffective unless reduced to an
Underdark creates this poison; it is effective at removing spell resistance. Lost spell resistance returns at the same rate and by the same
ve discovered ways to infuse spell effects into the venoms they concoct. Immunity to mundane poisons provides no resistance to thes
dish of food, in which it is detectable only with a successful DC 20 Profession (cook) check. If it is consumed, and if the victim fails the in
oints of the target's spell resistance. The secondary damage also drains 5 points of spell resistance. Lost spell resistance returns at the
treachery or blasphemy. It is usually administered to a prisoner over several days; each dose creates a slower and more agonizing biti
mage reduces speed by another 10 feet. The target's speed cannot be reduced below 5 feet. The poison can be created with a DC 18 C
defeated in battle, the effect of this poison is like the biting mouths of venomous spiders starting from the extremities and advancing t
oison that the lizardfolk of Kalran have learned to harvest. Mixing it with other natural substances produces a highly toxic oil suitable f
c flecks that resemble sparks. Its smell is often described as "prickle-nose spicy." Amasstartae oil is produced by combining sap from th
of it into a bath and soaks in the resulting mixture for at least 1 hour. The effects are cumulative for multiple hours.
ls like scorching milk. Battasss oil is made from palm oil and the petals of the tiny white wildflower known as fallen snow.
me, the Scaled One requires no Concentration check to perform any action, regardless of distractions or combinations of effects that m
weed or burnt moss. Humanoids sometimes describe the scent as "fiery" or "nose-clearing." Duthlah'hass oil is prepared from mint, the
ghtly lighter blue color. Its smell is reminiscent of fresh-cut lemons or limes. Ektharisss oil is distilled from the sap of the nightshadow ju
e levitate as a spell-like ability at will for as long as they are in contact with the vapors (maximum weight 200 lbs.). Yuan-ti often use th
ue. Its reek is similar to the sickly-sweet "death smell" of rotting human or elf flesh. Faele oil consists of human or elf blood mixed with
rmore, any hit point damage taken by a Scaled One under its effects is reduced by 1 point per die, or by 1 point per attack if no die roll
moke that resemble licks of flame. The scent of hooloond smoke is often likened to the minty smell of fresh-cut jungle vines or melons
nts of damage. An individual can gain this benefit twelve times in swift succession if opportunity permits, but the smoke won't affect th
cence. Its smell is like that of burning paint or strongly dyed fabric. Jalasss oil is a distillate of crushed snails and the sap of the launteen
minds of Scaled Ones in contact with it and makes them immune to such effects for 1d4 hours after contact ceases. Contact with ignit
ertain crushed insects and the roots of several floating swamp plants.
all Reflex saves. This effect lasts for 3d6 minutes from initial contact. The same individual cannot be affected again for 1d4 hours; even
and its scent is like that of freshly crushed grapes. Ruusstantar oil contains a distillate of snakeskin and crushed dragon bone.
1d4 hours. A Scaled One that pours the ignited oil over her body instead gains 2d12 temporary hit points and take no damage from the
s and furnishings as though it were a lazy serpent. Its smell is similar to that of roasting boar. Ulathlasss oil is made from the internal ju
icating its specific type. The following ophiotoxins represent the most common oils.
es the effects of osssra in an area, rendering it useless to yuan-ti and negating effects of the poison upon others. A dose costs 400 gp.
ts of osssra and reverses the effects, causing them to become harmful to yuan-ti and affecting the snakefolk as though they were hum
gives off the scent of damp earth and oil. The oil has a mutating effect on any osssra, reversing the effects of the oil to yuan-ti. Oils tha
eet in diameter on the first round, expanding outward to a globe 20 feet in diameter on the second round, and being harmless thereaft
ff of gas. The deep gnomes create special, glass-headed darts to hold it and throw them at specific enemies or at the walls of caverns to
egrading her mental powers via penalties to Intelligence and Wisdom. It can be made with a DC 25 Craft (alchemy) check.
ecomes acute when it is introduced into the bloodstream. This poison can be made with a DC 28 Craft (poisonmaking) check.
ctive unless reduced to an aerosol and absorbed through the nasal passages of the victim. It can be created with a DC 27 (poisonmakin
making) check.
same rate and by the same means as ability score damage. Underdark blight can be created with a DC 20 Craft (poisonmaking) check.
vides no resistance to these new substances, nor does spell resistance; however, neutralize poison and slow poison are still effective. A
and if the victim fails the initial save, a swarm of spiders hatches within the victim's stomach, dealing the initial damage. The swarm is t
l resistance returns at the same rate and by the same means as ability score damage. This poison can be created with a DC 25 Craft (po
er and more agonizing biting sensation similar to that caused by swarming spiderbite, but also disfigures the body with horrific red boi
be created with a DC 18 Craft (poisonmaking) check and a slow spell. Its effect has a duration of 1 hour.
xtremities and advancing throughout the body. It can be created with a DC 26 Craft (poison making) check and a poison spell.
a highly toxic oil suitable for applying to weapons.
d by combining sap from the leaves of the silverthorn weed with a distillate of crushed and boiled scales from any salt-water fish.
fallen snow.
binations of effects that might ordinarily impair spellcasting or performance. Furthermore, the affected reptile gains a +5 bonus on Wil
is prepared from mint, the bark of certain tropical trees, and the sap of the greater jungle clingvine. In Scaled Ones, duthlah'hass smok
e sap of the nightshadow jungle plant, which can be easily recognized by its shield-sized, brilliant purple leaves.
lbs.). Yuan-ti often use this ability to reach high ledges, doors, or openings leading to treasure storage areas. Some also use it to rest,
oint per attack if no die roll is involved. These benefits persist for 1d4 hours from initial contact with faele smoke. Continued contact aft
cut jungle vines or melons, though it is much stronger. Hooloond oil contains the blood of a constrictor snake and the venom of a viper
the smoke won't affect that particular reptile again for a full 24 hours after its last healing. Yuan-ti often plan their battles so that they
and the sap of the launteene - an edible plant native to the wild floral hotlands.
ceases. Contact with ignited jalasss oil for 1 round maximizes this extension but deals damage as burning oil.
d again for 1d4 hours; even if it remains in contact with the smoke.
d take no damage from the burning oil. These effects do not stack. Once affected by ruusstantar, a Scaled One can't gain the benefits fr
made from the internal juices of both carrion crawlers and centipedes.
f shedding does not otherwise harm the yuan-ti.
as though they were humans. Yuan-ti in the area must save against the poison effects of osssra as if they were humans and take the d
the oil to yuan-ti. Oils that would otherwise offer bonuses instead offer penalties, while those that heal damage deal damage to yuan
nd being harmless thereafter. A strong wind can move the globe of sleep-smoke.
r at the walls of caverns to disable large groups.
hemy) check.
nmaking) check.
with a DC 27 (poisonmaking) check, though the DC is reduced by 5 if the creator has ranks in Knowledge (psionics) or Psicraft or has lev
aft (poisonmaking) check.
poison are still effective. A successful dispel magic against a caster level equal to 1/2 the poison's Fortitude save DC likewise removes
tial damage. The swarm is then digested and destroyed without further harm, unless the second save is failed. In that case, it bursts for
body with horrific red boils. It can be created with a DC 21 Craft (poisonmaking) check and a poisonspell.
nd a poison spell.
m any salt-water fish.
le gains a +5 bonus on Will saves. These effects persist for as long as the Scaled One inhales the smoke and for 3d6 minutes thereafter
d Ones, duthlah'hass smoke induces dreamsleep - a deep, relaxed slumber in which they receive visions from their own subconscious m
. Some also use it to rest, study, or work above the reach of distractions or hostile beings. Extreme care is required, however, since no
oke. Continued contact after that period does not extend the effect, nor does any new contact with it renew the benefits until 24 hou
n their battles so that they can fight in continuous contact with hooloond smoke (for example, inside a smoke cloud or smoke-filled roo
e can't gain the benefits from either the smoke or the oil again until 2d4 full days have elapsed.
re humans and take the damage indicated by the particular type. All nonyuan-ti are unaffected by the reversed osssra's poison effect.
d. In that case, it bursts forth from the victim's nose and mouth, dealing the secondary damage and coalescing as a spider swarm, atta
or 3d6 minutes thereafter.
m their own subconscious minds and occasionally their deities. The effects of dream or suggestion spells cast upon them by other bein
quired, however, since normal weight returns the instant contact with ektharisss smoke is lost, making falls quite likely. As with the sp
w the benefits until 24 hours have elapsed from the expiration of the previous effect.
e cloud or smoke-filled room). Doing so allows them to receive this healing automatically every 3 minutes.
sed osssra's poison effect. A dose costs 750 gp.
ng as a spider swarm, attacking everyone in the area. This poison can be created with a DC 28 Craft (poisonmaking) check and a summ
t upon them by other beings may also manifest during such a sleep. Dreamsleeping Yuan-ti can retrieve memories (such as where or h
quite likely. As with the spell, the affected creature must be willing to rise, and objects can be lifted only by a Scaled One in contact wi
making) check and a summon swarm spell.
mories (such as where or how they hid something long ago, or snatches of overheard conversation) with crystal clarity. A dreamsleeper
https://forgottenrealms.fandom.com/wiki/Wine
Red wines
Edit
Arabellan Dry
A very dry wine best served at cellar temperatures.[1]
Berduskan Dark
Blood Wine
m Aglarond, rumored to come from vines possessed by the spirits of cruel dead.[1]
Elverquisst
"distilled from sunshine and rare summer fruits" and flecked with gold.
Fire Wine
A thick and dark wine made in the Old Empires.[1]
Lathander's red
A red wine brewed by the priests of Lathander in Dagger Falls.[4]
Rootweal
A red wine from the forests of the Yuirwood in Aglarond.[5]
Saerloonian Special Vat
A pale red wine that left a tingle on the tongue.[1]
Utterdark
Westgate Ruby
A bold, slightly acidic wine.[1]
White wines
Edit
Moktessa
A wine that could only be found in Dambrath.[6]
Ondal's wine
Saerloonian Glowfire
A pale luminescent wine with a fresh taste.[1]
Saerloonian Topaz
An amber-colored wine with a nutty taste.[1]
Stonesulder wine
Fortified wines
Edit
Heart of Wine
e potent by evaporating or freezing away the water as part of the aging process.[9]
Zzar
A fortified sherry wine popular in Waterdeep.[10]
Edit
Clarry
A blend of sweetened table wines.[1]
Jhuild
Also known as Rashemi firewine, a popular beverage in Rashemen.[11]
Spiced wine
With spices from Calimshan and Tethyr. Also had medicinal value.[1]
Tethyrian tanagluth
Arrhenish
A sweet Cormyran wine.[13]
Dragondew
A wine consumed in Cormyr.[14]
Firedrake
A wine drunk in Cormyr[15]
Manycherries wine
A wine popular in Waterdeep.[16]
Mint wine
A wine drunk in Cormyr.[citation needed]
Other wines
Edit
Evermead
An extremely fine elven mead that was aged for hundreds of years.[1]
Gorgondy wine
A gnomish wine made of water from magical pools.[17]
Mead
cate and slightly sweet wine from Neverwinter made of slowly fermented honey.[1]
Tashlutan Amberthroat
An exotic light cider, enjoyed mostly by nobles.[citation needed]
Winter Wine
A sweet purplish-blue vintage made from crushed frozen grapes.[1]
https://forgottenrealms.fandom.com/wiki/Ale
Ale
EDIT
SHARE
Ale
Basic Information
Type
Alcoholic beverage
Rules Information
5th Edition Statistics[1]
Value
Mug 4 cp
Gallon 2 sp
ony Terrace and Shipbreaker Ridge, produce harbor whites ranging from Good to Fine
mber variety presented every year, though its composition varies with each vintage
al qualities, especially rose notes
to have originated at the Unicorn Run in the High Forest
artially cultivated grapes whose rarity makes it more highly sought than its quality implies
ties of Amnian honey wine are Good wines that are not appreciated in Waterdeep
iety of colors and qualities
iders himself an artist, and each attempts to heighten the results of their craftsmanship with a fierce dedication
an Fields, a small consortium of guild vintners who specialize in non-grape wines, particularly herbal and resinated wines
with a variety of woodland scents and tastes, primary of which is the resin of the shadowtop trees of the High Forest, resulting in a lan
the drink that it can be hard to secure amounts of it locally, to the delight of its maker, no doubt
ge and heady, and is a favorite of many a revel
Vintners' guild as a training undertaking teaching senior apprentices and journeymen the making of a basic red wine, the sale of Good
om.com/wiki/Wine
om.com/wiki/Ale
verage in the Realms.[2]
own supplies from regional brewers. A few ales, however, due to their high quality or ease of transport, were famous and available in w
EEP TYPES OF
TYPE QUALITY VINEYARD NOTES TYPE
honey wine Fine Horseshoe vineyards red wine
flower and herb wine Good the Brightblade herb fields white wine
dawnwine Good the Three Moons vineyards near Wat fruit wines
berry wines Good berry wines
berry wines Good flower and herb
halracras Good Horseshoe vineyards nut wines
ightblade orchards near Waterdeep Fair Amcathra Brightblade orchards dawnwine
Dawnwine and Old Red Steed, crafted Fair the Three Moons vineyards near Wat bloodwine
red wine Poor Horseshoe vineyards claret
red wine Fine Maiden's Tomb Tor hill-wine
an aromatic mixture whose recipe is a Fine mistwine
berry wines Good Maiden's Tomb Tor A
mistwine Good honey wine
akyl orchards on the far side of the Ar Fair halracras
white wine Fair conditum
white wine Fair firewine
white wine Fair Ammakyl Hill vineyard
red wine Good
red wine Fine
Good
white wine Fair
ties. This fortified wine has two main varifortified
ies each year, often with unique namesMelshimbers
white wine Fair
flower and herb wine Common
g raspberries, rosemary, and bee polle year's
white wine Fine
especially rose notes. and Helm-and-Eye Vineyards, Scornubel
iginated at the Unicorn Run in the HighandF Helm-and-Eye Vineyards, Scornubel
tivated grapes whose rarity makes it mor and Helm-and-Eye Vineyards, Scornubel
s this Fine, effervescent variety of the single Smoke Hill vineyard
eties of Amnian honey wine are Good eenfields
variety of colors and qualities. eenfields
white wine single
white wine Good
red wine Good
Fair
honey wine Good Rosznar villa
white wine Good Rosznar white grape vineyards in the Redcliffs
white wine Poor Rosznar white grape vineyards in the Redcliffs
red wine Fine All of the Rosznar imports come from the family's extensive vin
e is a heady brew indeed, inflaming theFine
red wine Good
bloodwine Good
red wine Fair
hill-wine Fair
white wine Good
white wine Good
e small Thann vineyards around ZundbrGood
red wine Fair
mistwine Fine The Thann imported wines come from familial estates in Tethy
ss and taste instilled by its fermentationFair
white wine Poor
red wine Poor
flower and herb wine Fine The members of the Vintners', Distillers' and Brewers' Guild in
e is practically a liquor in its potency Fine
e finest conditum anywhere along the Fine
white wine Good
red wine Good
ney of apiaries on the northern edge ofGood
M
o find, as it is well-loved in Neverwin Good
lly the gold standard for such vintage Good
red wine Fair
flower and herb wine Fair
mistwine Fair
and resinated wines
f the High Forest, resulting in a languorous, sultry drink that has a reputation for bringing out the most wicked urges in those who imb
a basic red wine, the sale of Good Spirits augments the guild's coffers directly and well
ort, were famous and available in wider areas.[2]
TYPES OF WINE WINE PREPA
DESCRIPTION TYPE
deep red to black, usually very dry ice wine
pale white to deep gold, usually sweet or dry (sometimes both) artwine
apple, apricot, cherry, peach, pear, plum, persimmon, pomegranate, figresinated wine
blackberry, blueberry, cloudberry, cranberry, elderberry, gooseberry, huckleberry,
fortified wine
raspberry, rowan, strawberry, hawthor
wines made from flower petals; very floral in taste, even described as "perfume-y" xeraby some; favorites include rose, violet,
cashew, almond port
a white wine made from red grapes, innovated by Lathandarn monasteries, chessentan
resulting in subtly pinkish hues and delicate, s
originally Aglarondan (who still produce the best bloodwines); wines made from maergrav
raisins, dried to concentrate juices, very h
sweet dark red wine clarry
wines made from various tubers and root vegetables (such as carrots, sweet onions, rhubarb, chives, parsnips), originally f
sparkling white wines originally elven in origin, named for the "mist" of bubbles in the glass; in Waterdeep, mistwine is ca
delicately tinted wines made from flower pollens and nectars, by secret elven techniques. Not the same taste as flower w
wine made from fermented honey; not the same as mead, which is thicker with a higher alcohol content
dark red wine that is mulled with cinnamon, ginger, clove, long pepper and grains of paradise halfway through fermentati
a spiced red wine made with honey, pepper, mastic, laurel, saffron, date seeds and wine-soaked dates; standard far from
wine made from peppers and other complimentary herbs; very much an acquired taste!
come from the family's extensive vineyards in Imnescar, Amn, and pressed at their Whitehawk Winery, which gathers the various crop
s come from familial estates in Tethyr
ers', Distillers' and Brewers' Guild in Waterdeep only produce domestic wines, although fully half or more of them are involved in the i
most wicked urges in those who imbibe it
WINE PREPARATIONS
DESCRIPTION
a wine that is made and then permitted to freeze, removing a portion of its water content
wine produced by magically-instigated fermentation, often as part of an alchemical process
wine that derives part of its flavor from tree resins (notably pines and other evergreens); birch wine, maple wine
wines that have had other alcohols added to them
fortified wine, made with a neutral grape spirit added after full fermentation, and additional sweetener added as well
fortified wine, made with a neutral grape spirit to stop fermentation, leaving sweetness and adding alcohol content; frequ
fortified wine, in which the alcohol is a grape alcohol derived from over-ripened grapes distilled into greater potency
fortified wine with a neutral grain or grape alcohol added, along with aromatic herbs, roots, barks, flowers and seeds
(not to be confused with claret), a blend of table wines sweetened with honey and spices
t onions, rhubarb, chives, parsnips), originally found among both gnomes and halflings
bles in the glass; in Waterdeep, mistwine is called "sluth"
en techniques. Not the same taste as flower wines
with a higher alcohol content
grains of paradise halfway through fermentation, and then set to fermenting again, producing a very strong, spicy drink that is best wh
eds and wine-soaked dates; standard far from the Utter East, made elsewhere as an exotic
quired taste!
ehawk Winery, which gathers the various crops of all those vineyards
fully half or more of them are involved in the importing of fine wines from elsewhere
Butt (15 gp)
Bitter Black was
This heavy
a stout
Tunbeer
(30exported
gp)https://forgottenrealms.fandom.com/wiki/Bitt
from Arabel and sold through Aurora's W
Butt (6 gp)
Dragon's Breath
This beer Tuna(10
Beer was
had gp)https://forgottenrealms.fandom.com/wiki/Dra
astrong
strongand
beer
harsh
exported
flavor.from Sembiaand
It was best served
sold
with
through
dark
birch wine, maple wine Golden Sands
ButtGold
(8 gp)
– This lager contained flavor from select cacti and
Golden SanGolden Sands
TunOrange
(16 gp)https://forgottenrealms.fandom.com/wiki/Gol
– Orange and currant were used to flavor this
nal sweetener added as well https://forgottenrealms.fandom.com/wiki/Iria
nd adding alcohol content; frequently used in mulling https://forgottenrealms.fandom.com/wiki/Luir
stilled into greater potency https://forgottenrealms.fandom.com/wiki/Old
ts, barks, flowers and seeds https://forgottenrealms.fandom.com/wiki/Sha
https://forgottenrealms.fandom.com/wiki/Suz
https://forgottenrealms.fandom.com/wiki/Tan
trong, spicy drink that is best when warm; originally from Halruaa, although not actually made there any more
Evermead
50 gp
Fire Wine46 sp
Fire Wine15 gp
Fire Wine18 sp
Fire Wine3.8 sp
Fire Wine38 gp
Mead, bar20 gp
Mead, but48 gp
Mead, ca6 gp
Mead, ha25 sp
Saerlooni7 gp
Saerlooni22 gp
Saerlooni26 sp
Saerlooni5 sp
Saerlooni54 gp
Saerlooni8 gp
Saerlooni23 gp
Saerlooni28 sp
Saerlooni6 sp
Saerlooni56 gp
Saerlooni5 gp
Saerlooni17 gp
Saerlooni2 gp
Saerloon4.8 sp
Saerlooni42 gp
Undermoun
8 gp
Undermoun
5 sp
Undermoun
3 gp
Westgate3 gp
Westgate10 gp
Westgate13 sp
Westgate3 sp
Westgate25 gp
Wine, spi6 gp
Wine, spi25 sp
Wine, spi5 sp
Wine, spi7 gp
Wine, spi3 gp
Wine, spi6 sp
Wine, spi5 gp
Wine, spi2 gp
Wine, spi4 sp
Wine, Tab25 sp
Wine, Tab
8 gp
Wine, Tab
112 sp
Wine, Tab
3 sp
Wine, Tab
20 gp
Winter Wi8 gp
Winter Wi26 gp
Winter Wi33 sp
Winter W7 sp
Winter Wi65 gp
lms.fandom.com/wiki/Golden_Sands_Brews
lms.fandom.com/wiki/Iriaeboran_North_Brew
lms.fandom.com/wiki/Luiren%27s_Best
lms.fandom.com/wiki/Old_One_Eye
lms.fandom.com/wiki/Shadowdark_ale
lms.fandom.com/wiki/Suzale
lms.fandom.com/wiki/Tanagyr%27s_Stout
Bucket, 56 sp
Bucket, 51 sp
Feather d3 sp
Mop 9 cp
LANGUA
LANGUAGE language family language group ALPHABET / Script
Abyssal Infernal
Aglarondan Espruar
Akalan
Akürian
Alambit
Allesian
Alzhedo Thorass
Alzhno
Amaese
Andt
Authalan Dethek
Azuposi
Bavanese
Bertanese
Bothii Thorass
Celestial Celestial
Chessentan Thorass
Chondathan Thorass
Chultan Iokharic
Common Thorass
Cosh Thorass
Daelic
Damaran Dethek
Dambrathan Espruar
Deep Speech Espruar
Draconic Iokharic
Drueidan Thorass, Espruar or Dethek
D'tarig
Duergan Dethek
Durpari Thorass
Durpari-Shaar
Dwarvish Dethek
Easting
Elvish Elvish
Erakic
Galenan Dethek
Giant Dethek
Gnomish Dethek
Goblin Dethek / Thorass
Gurri
Halfling Thorass
Halruaan Iokharic
Han
Illuskan Thorass
Infernal Infernal
Jannti
Jhaamdathan
Koryo
Kozakuran
Kuong
Kurit
Lantanese Iokharic
Laothan
Lidahan
Maiden's Tongue: Dambrath Thorass
Maran
Midani Thorass
Mulhorandi Celestial
Mulhorandi (va Infernal
Naric
Nexalan Iokharic
Old Omuan
Orc Dethek
Payit
Primordial Dethek
Purang
Rashemi Thorass
Reghedjic
Riftspeak Dethek
Serusan Aquan
Sespechian
Shaaran Dethek
Shadow Cant
Shanatan Dethek
Shou Iokharic
Shou Chiang
Sossic
Sylvan Elvish
Tabotan
Tashalan Dethek
Telpi
Tharian
Thayan
Thieves' Cant
Thorasta
Trade Tongue
Tuigan Thorass
Turmic Thorass
Tymantheran Iokharic
Uloushinn
Uluik Thorass
Ulutiun
Undercommo Espruar
Untheric Dethek
Yipyak (Kobol
Zhentarim Ar Thorass
Yuan-ti language
Drow
Dark Speech
Wa-an
Thayan
Oigur
Gol-Kaa Dethek
Waelan
Griffons
1 червня 2017 р.
23:49
Elite Opponents
By Andy Collins
Celestial Griffon
Fiendish Griffon
Half-Bronze Dragon/Half-Griffon
A half-bronze-dragon/half-griffon make
Half-Bronze-Dragon/Half-Griffon: CR 6;
Warbeast Griffon
City Scenes
1 червня 2017 р.
23:54
Random Encounters
By Skip Williams
Джерело: <http://archive.wizards.com
Random Encounters
City Scenes, Part 5
By Skip Williams
Джерело: <http://archive.wizards.com
Random Encounters
City Scenes, Part 4
By Skip Williams
Джерело: <http://archive.wizards.com
Random Encounters
City Scenes, Part 4
By Skip Williams
Джерело: <http://archive.wizards.com
Random Encounters
City Scenes, Part 3
By Skip Williams
Джерело: <http://archive.wizards.com
Random Encounters
By Skip Williams
Goolstoc's Transport
Goolstoc's is one of several freight com
Not long ago, when Oyin's tribe began r
Oyin's wheelbarrow is roughly 5 feet w
Oyin works on the city's streets from da
Never particularly ferocious, Oyin has c
Oyin Horsetail: Male ogre barbarian 2;
Skills and Feats: Climb +8, Handle Anim
Rage (Ex): Once per day, Oyin can enter
Possessions: Leather armor, sap, gaunt
Cats (1-2): hp 2 each, see Monster Man
Dogs (1-2): hp 6 each, see Monster Man
Lockbox: 1 in. thick; hardness 8; hp 30;
Bringing the Parts Together
Because Oyin ranges all over the city, th
Coming in Part 2 of City Scenes
Philosophers of any ilk often can cause
Return to Main Page
©1995-2008 Wizards of the Coast, Inc.,
Джерело: <http://archive.wizards.com
Random Encounters
By Skip Williams
Джерело: <http://archive.wizards.com
Джерело: <http://www.realmshelps.ne
By Ed Greenwood
13 червня 2017 р.
7:03
Elven Names
By Steven Sypa
Male
Abadda
Adresin
Aermhar
Agis
Ajaar
Albondiel
Alosrin
Andaerean
Aolis
Aravilar
Argus
Arlen
Aubric
Aumanas
Baerithryn
Belstram
Bialaer
Cameron
Chozzaster
Cohnal
Corym
Dakath
Darfin
Delsaran
Droth
Dyffros
Edwyrd
Eilauver
Elanjar
Eldaernth
Elenshaer
Elion
Elorshin
Emmyth
Eriladar
Erolith
Ettrian
Faahresc
Falael
Fflar
Filvendor
Flinar
Gaelin
Ganamede
Giilvas
Goronyyv
Haemir
Haldreithen
Halueth
Hatharal
Hubyr
Ilbryn
Ilitharath
Ilrune
Inialos
Iolrath
Ivósaar
Iyriklaunavan
Jassin
Jharak
Jonik
Kahvoerm
Keletheryl
Keryth
Khatar
Khuumal
Kivessin
Korrigash
Kuskyn
Lafarallin
Larrel
Leayonadas
Lianthorn
Lorsan
Lyari
Maendellyn
Malgath
Melandrach
Methild
Miilaethorn
Mlartlar
Montagor
Mourn
Myronthilar
Naeryndam
Nelaeryn
Nesterin
Nindrol
Norlorn
Nylian
Oenel
Olithir
Ondroth
Orndacil
Orym
Othorion
Paulorin
Pirphal
Pyrravym
Quastarte
Ralikanthae
Rauthomyr
Rennyn
Rhalyf
Rhistel
Riluaneth
Ruardh
Ruvaen
Ryfon
Saevel
Seanchai
Shael
Shaundyl
Siirist
Skalanis
Sudryl
Sythaeryn
Taeral
Tamnaeuth
Tannyll
Tarathiel
Tasar
Teirist
Thallan
Thurruvyn
Tordynnar
Triandal
Tyvollus
Seiveril
Sudryl
Tamnaeuth
Tolthe
Uldreiyn
Uthorim
Vander
Vesperr
Vhoori
Waernas
Wyn
Xalph
Xharlion
Ylyndar
Zandro
Zhoron
Female
Aelieyeeva
Ahrendaaria
Alaglossa
Alea
Alloralla
Alvaerele
Amaranthae
Amra
Anhaern
Aravae
Arnarra
Auluua
Ayaeqlarune
Bonnalurie
Cauladra
Chasianna
Cilivren
Daenalaia
Dathlue
Delshandra
Ecaeris
Elasha
Ellarian
Elvandaruil
Eshenesra
Esyae
Fieryat
Fox-at-Twilight
Gaylia
Gweyr
Hacathra
Halanaestra
Hhora
Iahalae
Ilmadia
Imizael
Imryll
Isciira
Jastra
Jhanandra
Ilyrana
Kaylessa
Keya
Laamtora
Lazziar
Lorelei
Maelyrra
Malruthiia
Meira
Meriel
Mnuvae
Mylaela
Nakiasha
Nanthee
Nuala
Nylaathria
Phantyni
Pollae
Raejiisa
Roanmara
Saelihn
Sariandi
Seldanna
Shadowmoon
Shalheira
Sheedra
Shialaevar
Shyllisyrr
Sorsasta
Syndra
Taenya
Talila
Teharissa
Thaola
Tira’allara
Tyllaetha,
Uschymna
Velaethaunyl
Vestele
Yaereene
Yghiilra
Yrneha
Yulmanda
Unknown Gender
Aloiene
Deryth
Hasterien
Lashrael
Surnames
Aelasar
Aeravansel
Alaenree
Alenuath
Aluianti
Amaratharr
Anuaer
Ashgrove
Aunglor
Berilan
Braegen
Brightwing
Camusiil
Chamaranthe
Craulnober
Dhorinshyl
Dracoseir
Duskmere
Elaéyadar
Elond
Erladden
Evanara
Eyriendor
Felinaun
Floshin
Goldenleaf
Haell
Haevaul
Iazymnal
Ildacer
Iliathorr
Irian
Iydril
Kelpor’ral
Kraok
Larethian
Le’Quella
Loceath
Melruth
Mistrivvin
Moondown
Moonsnow
Mrhulaedir
Narlbeth
Nhachashaal
Nightwing
Nightmeadow
Nolbrae
Oakwood
Ongluth
Ortauré
Presrae
Raryndur
Rhothomir
Rivvikyn
Selmer
Shaeremae
Shaurlanglar
Siltral
Silverspear
Soryn
Starglance
Stilmyst
Sultaasar
Symbaern
Tanagathor
Tassarion
Thea
Tornglara
Trueshot
Ulondarr
Vispasial
Windstar
Yhendorn
Джерело: <http://www.candlekeep.co
Shevarash
Power: Demigod
Title: The Black Archer, the Night Hunte
Alignment: CN
Worshipers: LG, NG, CG, LN, N, CN
Clerics: CG, CN
Symbol: Broken arrow above a teardrop
Domains: Chaos, Elf, Pride, Retribution,
Portfolio: crusades, hatred of the drow,
Favored weapon: The Black Bow (longb
D&D Alumni
By Shannon Appelcline - 06/06/2014
In 1985, the release of Oriental Advent
CONCLUSION
Before 1985, D&D had only played with
FEATURED ARTICLE
Three-Pillar Experience
THREE-PILLAR EXPERIENCE
8/7/2017
By Mike Mearls
Three pillars of adventuring make up th
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Dragon+ Issue 14
20 вересня 2017 р.
5:59
Smokepowder
EDIT
SHARE
Smokepowder
Rules Information
Level
9th[1]
Value
25 gp[1]
Game Edition
3rd[1]
Smallwikipedialogo
Smokepowder was the Realms magical
History
Edit
The difference was in the composition o
Джерело: <http://forgottenrealms.wik
💰DONATE
LANGUAGES
region DESCRIPTION TYPE OF LANGUAGE* RARITY** LINK
A twisted, compl EXOTIC rare http://forgottenrealms.wikia.com/w
Aglarond REGIONAL LIST REAL common http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
Samarach, Thindol, T ashluta,the Black and Mhair Jungles,Nanubel, Mhairhetel
http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
Calimshan REGIONAL common http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
Kara-Tur http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
Uthgardt barbarians,Bothii was the language spoken by the Uthgardt barbarianhttp://forgottenrealms.wikia.com/w
A transcendant tongue
EXOTICfrom which derives many languages' words
uncommon for concepts of good, purity, justic
http://forgottenrealm
Chessenta REGIONAL common http://forgottenrealms.wikia.com/w
Central Faerun from the Sword CoasREGIONAL common http://forgottenrealms.wikia.com/w
http://forgottenrealms.wikia.com/w
The language of the druids in servic secret http://forgottenrealms.wikia.com/w
Damara, Vaasa REGIONAL common http://forgottenrealms.wikia.com/w
Dambrath REGIONAL common http://forgottenrealms.wikia.com/w
EXOTIC rare http://forgottenreal
EXOTIC uncommon http://forgottenreal
Espruar or Dethek The language ofTRADE
druidsLANGUAGES
concerns itself
secret
with natural and spiritual
http://forgottenrealms.wikia.com/w
concepts, providing a termin
REGIONAL rare http://forgottenrealms.wikia.com/w
uncommon http://forgottenrealms.wikia.com/w
Moonshae Isles
Extraplanar
Abyssal: Demons. A twisted, complex tongue whose words often have meanings bas
Celestial: Upper Planes. A transcendant tongue from which derives many languages'
Infernal: Devils. A vulgar, angry patois combining the worst of a thousand different t
Primordial: Elementals. An ur-language made up of the limited elemental dialects fo
Trade Tongues
Daelic: Druids (Moonshae). The language of the druids in service to the Earthmother
Drueidan: Druids. The language of druids concerns itself with natural and spiritual co
Maiden's Tongue: Dambrath (Priestesses of Loviatar). The ceremonial and secret ton
Ruathlek: Illusionists, Followers of Lliira, Nimbral. A language derived from Netheres
Shadow Cant: Shadow Thieves of Amn. Originating with the Northern language, this
Thieves' Cant: Thieves and other Underworld types. A language made up of slang, re
Zhentarim Argot: Zhentarim. The secret tongue of the Black Network. It is rarely spo
Dead Languages
These languages are truly dead - no mean feat in a world where folk might live hund
Arkian, Eshowan, Telfir: Chult. A trio of long-dead languages spoken in and around th
Auld Chessic/Alambic: Chessenta. An ancient language spoken around the area that
Auld Thorass: Early Humanity. The original spoken language of the alphabet of the sa
Auld Tharian: Moonsea (North and West). An ancient tongue spoken around the Mo
Elder Tongue: Dwarves. An ancient language held to be the ur-tongue of all dwarven
Halardrim: Rashemen. An ancient tongue spoken in the lands of Rashemen. Written
Han: Kara-Tur. Ancient language of the Han peoples, ancestors to the people of Kory
Hulgorkyn: Orcs. An ancient and now-dead language once used by orcs. Its nuances
Imaskari: X. X. Written in XXX.
Kadari: X. X. Written in XXX.
Loross: Netheril. The language of the nobility of ancient Netheril, a part of the Ulou l
Netherese: Netheril. The language of the ancient Netheril Empire, a part of the ancie
Noga: X. X. Written in XXX.
Rauran: X. X. Written in XXX.
Reian: X. X. Written in XXX.
Rengardt: Netheril. The language of the tribes who roamed the area that later becam
Roushoum: Imaskari Empire. Ancient language of the Imaskari people, whose ancien
Seldruin: Elves. An ancient magical language of the elven peoples, Seldruin was used
Thresk: Chessenta. Another pre-modern Chessentan language, between modern Che
Trusk: Illuskan Empire. The now-dead language of the Illuskan Empire in the North, a
X: X. X. Written in XXX.
Джерело: <http://oakthorne.net/wiki/index.php?title=Forgotten_Realms_Language
Inns are primarily places where a traveler can sleep for the night, stable one’s horses
Alehouses (taverns) are mainly places for drinking, sometimes with rentable private
The Realms has uncounted thousands of both inns and taverns. A small wayside sett
Taverns and inns often have stables, run by stablemasters who direct hostlers to ten
A wayside inn or tavern might buy, sell, and trade mounts and pack animals, but in c
In a small inn where one servant sees to ev¬erything for multiple rooms, that servan
An even larger inn will separate the warmers from those who deal with chamber pot
Typical superior tavern fare throughout Faerun consists of inexpensive drinks—such
Public Dining and Menus
In the Realms, the most popular everyday terms for “restaurant” are “feasthouse” a
The Chondathan word “skaethar” has crept into Common as formal usage, meaning
Small wayside inns and taverns that offer the only public dining in a town don’t both
paying for” in the eyes of most commoners and farmers in the Realms.
A larger settlement might have multiple places to eat but little true competition. For
Most feasthouses and feast halls inside inns and taverns are located where there’s t
Royalty, nobility, and wealthy social climbers have always regarded beautiful printed
A few establishments boast what we would recognize as coated-paper, multipanel fo
An old tradition around the shores of the Shin¬ing Sea—still seen in some places the
MIC Н МЛ КОМАКСК
wearing the menu, as a fore-and-aft stiffened fabric that fits close to the body. She s
WHAT’S TO EAT?
The bounty of the land and agriculture are watched over by Chauntea; however, no
The best food nowadays is never imbued with magic, after centuries of accumulated
Some jaded and wealthy nobles see enchanted food as exclusive, rare, and special b
claim it has a taste that more mundane food can never achieve; many lonely wizards
The backbone of many human diets is grain and meat. Most meat in the Realms is m
Handfoods
Snacks are popular in most places in the Realms, particularly in crowded, fast-paced
Here follows a far from complete list.
Hand Pies: Meat-and-gravy-filled, savory palm-sized pastries of an astonishing variet
Salted, Roasted Seeds: Especially pumpkin and loalurr (pistachios). Popular in the Ta
Wheels of Sharp Yellow Cheese: Some with ground nuts or diced olives inside, or lac
Raisins: Popular in the Heartlands and on the coast of the Sea of Fallen Stars. •
Date Cakes: Served as pressed, flat ovals. Popular in Calimshan and the Tashalar.
Fig Cakes: Served as pressed, flat ovals. Pop¬ular in Calimshan.
Cranberry Cakes: Served as pressed, flat ovals. Popular in Sembia, the Vilhon, and Tu
Dried Apricots: Popular in the Tashalar, Lu- iren, Var, and Estagund.
Quince Sticks: Cakes of dried quince pressed together with various beetles and form
Honeydrops: Thumb-sized candies of honey mixed with an edible gum and spices to
Sugar Cakes: Like real-world petit-fours, sugar icing-drenched confections of baked c
Cherrybread: Like real-world fruitcake, vari¬ous diced fruits, marinated in spirits, bak
Blood-Drops: Beets sliced very thinly, fried in oil, and then dusted with salt and vario
Potato Cakes: Like real-world Irish wedge¬shaped griddle cakes.
There are many more, but almost all large mar¬kets during summer and autumn, ac
One appetizer popular in Sword Coast ports in the early 1300s DR that crept into Cor
HEARTH AND HOME
a small human palm with a thin slice of sausage on top, and various sorts of herbs, sp
Talyths have been made fresh in Waterdeep, Neverwinter, Luskan, Mirabar, Elturel,
In winter, talyths can be premade and packed on ice, for later heating or reheating, t
Also popular as appetizers are sugar bladders. These are confections wrapped in pig
Some handfoods aren’t suitable as traveling fare, but others are prized by adventure
REGIONAL CUISINES
7 лютого 2017 р.
5:28
It could go without saying (but won’t) that differ¬ent nations and cities and areas an
Cuisine of the Cold North
It’s a very old joke to say that inhabitants of the Frozenfar eat whatever they can cat
The North is home to myriad hardy plants that survive years of successive hard freez
Yet in a region where ore hordes rise every few decades to scour the land of everyth
Cuisine of the Inner Sea North
Hunted game has always been prominent on the tables of all lands on the northern
Tantras has lots of fresh fish and eel shops and stands, and its streets often reek of c
Baeranths vary in price from 1 sp for six to 2 cp each, depending on the size and fres
Sarkul (smoked fish) is also popular in Tantras. The fish are caught in the Reach, imm
Locally, for some unknown reason, the very idea of fish pies is considered revolting.
Tantras has many taverns, but few dining halls or anything else similar to a restauran
Across the Inner Sea, the Akanamere supports local fisheries that bring in crabs, eels
The crabs are often called stone crabs for their mottled gray color and rounded shap
The flavor of the meat readily awakens when it is cooked with herbs and spices, bec
Along the Chessentan and northern Turmish coast, tall broadleaf reeds grow thickly,
Tetnyrian Cuisine
Tethyr is a verdant, long-settled country with many farms, and active fishing along it
Morningfeasts tend to be evenfeast leftovers, such as vegetables and scraps of meat
Runsuns began their existence as field meals for farm workers, consisting of a drink a
Evenfeast is the longest meal of the day, typi¬cally served after dark (when day work
At expensive inns and in grand houses, it is a large meal of multiple courses, includin
Locally, for some unknown reason, the very idea of fish pies is considered revolting.
Tantras has many taverns, but few dining halls or anything else similar to a restauran
Across the Inner Sea, the Akanamere supports local fisheries that bring in crabs, eels
The crabs are often called stone crabs for their mottled gray color and rounded shap
The flavor of the meat readily awakens when it is cooked with herbs and spices, bec
Along the Chessentan and northern Turmish coast, tall broadleaf reeds grow thickly,
Tetnyrian Cuisine
Tethyr is a verdant, long-settled country with many farms, and active fishing along it
Morningfeasts tend to be evenfeast leftovers, such as vegetables and scraps of meat
Runsuns began their existence as field meals for farm workers, consisting of a drink a
Evenfeast is the longest meal of the day, typi¬cally served after dark (when day work
At expensive inns and in grand houses, it is a large meal of multiple courses, includin
moose’s eating habits; lulleth, which is a thick stew made of either muskrat, shrew, v
Trail Food: Marruth (sometimes disparag¬ingly called root pies by dwarves and hum
Desserts: Mint jelly and tarts made of various berries, sweetened with a mash of ber
Drow Cuisine
The green wine of the drow is made from or¬bloren, an Underdark rock fungus, disti
Orbloren is an abundant, greenish vegetation that grows on moist rock walls. It is no
The distillate is captured in a cold metal hood- and-bowl affair above the boiling vess
If drunk earlier, it burns the tongue and throat.
If it is murky, adding just a few grains of salt will clear it. It keeps for years, unless bo
There are strong drow alcoholic drinks that use spider venom or secretions as ingred
Drow eat a wide variety of lichens stewed into soups, as well as Underdark worms, in
Gnome and Halfling Cuisine
Haflings tend to dwell among humans and often make their livings producing food fo
Halflings dominate the populations of two Heartlands locations, Secomber and Corm
In Corm Orp, local hin produce pottery from the rich local clays, and grapes in profus
export, and mixed food crops for local consump¬tion. Many goats and sheep are kep
Gnome cuisine is very like halfling cuisine, ex¬cept that gnomes tend to make savory
Dwarven Cuisine
Among humans, dwarves are known to be hearty eaters—especially of roasts that a
Down in their mines, dwarves always keep rock salt handy, and they lick salt from th
Dwarves won’t eat ore flesh unless they are starving. Ore blood in gravy, however, is
These days, by preference, dwarves are hearty meat eaters. Vegetables (except for r
A guilty secret among dwarves is their love for certain small cave-worms and earthw
FOOD FROM THE WILD
In most wilderland areas of the Realms, outside of an easy bowshot away from any c
For instance, in the Skull Gorge along the River Reaching in the Heartlands, wayfarer
Also prevalent in this area are dartflash, which are small-human-palm-sized, bony sil
to crunch and eat, though a human adult needs a helm-full pile of them to make a m
Lastly, mursk are quite common. Mursk are fat, slow-moving, green-brown fish that
Across the Heartlands, traethe (trqy-thh), a kind of wild radish, grows abundantly an
Humans dwelling near swamps tend to use lots of marsh plants for cooking and alch
Finding fresh, clean drinkable water near a marsh isn’t always easy. However, if one
Masters of the Marsh
Lizardfolk dwelling in most marshlands will trade warily with other races, if they are
a.
home area, they know the land very well, and tend to be cunning.
Lizardfolk can set snares, flush out prey by working in well-organized hunting bands,
Some lizardfolk know what diets and marsh substances smeared on the skins of snak
DRINKS OF CHOICE
7 лютого 2017 р.
5:29
On a daily basis, most Faerunians drink water, grass broth (a salty soup made by boil
Coffee
Known as kaeth or kaethae in the Realms, coffee is rare north of Calimshan and the
Its major sources are located south and east of Durpar, about halfway up the east sid
Sacks of beans from overseas are brought in to Baldur’s Gate and from there shippe
'-
These beans are large, soft (crumbly), and red¬dish brown.
The Bedine of Anauroch call coffee “qahwa” or just “qaw,” and they trade little in it.
. The beans from beyond Durpar are usually known as Thondur’s, after a now-decea
of his habit of establishing hundreds of secret caches, all over Faerun. After he was p
Although the coffee beverages of the Realms vary from place to place, they’re all de
HEARTH AND HOME
crates for wagon travel or barge trips, but they are tossed loose into ship hulls, so th
Coffee is drunk black in Calimshan and the Tashalar, its taste often altered with dried
Tankards are usually used for coffee drink¬ing in northerly places, but in southern pl
Coffee is prepared and consumed in a variety of ways in Faerun, from a thick black n
rpi
lea
Unlike with coffee, few teas in the Realms are shipped far, or sold for high prices. Ho
This limited commerce in tea doesn’t occur because tea isn’t popular or well though
Most crofters and other country folk view tea as something they (or their children) g
Most teas are made by pouring boiling water onto a container full of leaves, and the
Tea is always drunk clear, never with milk. However, murky brews from powdered le
Except for places that have docking or gate- entry fees levied by the conveyance (a w
Beer
Like teas, beer is made locally all over the Realms, and the flavor and appearance of
In beer making and drinking, the Heartlands city of Berdusk is typical of many locales
These ales, called goldens, are wheat beers sweetened with honey and flavored with
Annasker: Named for the family who first made it, annasker is a sparkling, pinkish pa
Belbuck: A halfling-brewed beer, and by far the most popular, belbuck is sweet and a
Darndarr: A sandy or nutty flavored beer, darndarr goes silkily well with both seared
Helmatoss: A sweet, oily, clear pale ale, hel- matoss sits heavily on the stomach. Som
Zeskorr: A dark brown pale ale, zeskorr tastes of salt and, some say, fish; others just
Cider
More popular than beer in many places, cider can be sweet and nonalcoholic or hard
Wine
Faerunian wines range from opaque, glossy black to clear and nigh-colorless, from su
Elves, and to a lesser extent half-elves, can consume large amounts of wine without
Whereas beer kegs are intended to be tapped with a bung or a spigot and slowly em
Stronger Drink
All hard liquor is known in the Realms, and fa¬vored by dwarves, gnomes, and goblin
Increasingly, among humans, spirits aren’t drunk straight, but are mixed with other d
Generally, in the warmer climes, and as far north as Amn, intoxicating drinks are blen
That said, from Westgate northward, and Beregost northward on the Sword Coast, m
The first group of warmed drinks includes zzar (Waterdhavian fortified wine) and wh
The second group of warmed drinks includes those that approach the elaborate reci
Most folk in the Realms are wealthy enough to have extensive wardrobes, and do no
Any city or market town will have seamstresses who alter garments, cut down clothi
Everyday Wear
Cloaks and Daggers
Clothing with Style
Hair Fashion
In the Heartlands, the majority of men have facial hair, in a wide variety of styles, th
In general, eastern and southern men in the Realms tend to shave their chins bare a
Many minor magics and truly effective (if ex¬pensive) ointments exist for altering ha
Skilled barbers (as opposed to hairdressers) are rarer than they might be, principally
The presence or absence of beards and their styles in the Realms is not linked to clas
GUILDS
7 лютого 2017 р.
5:30
The official trade organizations collectively known as guilds are by nature specific to
Shelves of books could be written detailing the deeds, internal intrigues, and unfoldi
Most guilds have heraldry, badges, and col¬ored wax seals of inspection they stamp
Suzail, the capital of Cormyr, is home to a smaller number of guilds than Waterdeep
Guilds in Cormyr have far less power and wealth than in Waterdeep, and are far frie
Hilp but minus Marsember). Thanks to the re¬bellious histories of Arabel and Marse
Guilds in Cormyr perform the following func¬tions, for the benefit of themselves and
1. They publicize rosters of their members in good standing, intimating that all d
2. They agree on approved glues, finishes, and other materials. Sometimes, guild
3. They provide warehousing or materials stor¬age facilities for members. Most
4. They maintain, with the agreement of the royal court, precise and public defin
5. They support indigent retired guild mem¬bers, usually by a monthly measure
6. They offer money changing and money¬lending services to members in need
7. They provide guild members as observers when caravans arrive for fairs at Jes
Guilds in Cormyr also unofficially perform a lot of other functions, from investing me
All guilds lobby against competing outlander peddlers and ship captains who don’t a
Almost every guild charges membership fees—and its apprentices or would-be mem
investigate all complaints regarding apprentices or probationary members facing un
Almost every guild tries to control the profes¬sional behavior of its members in som
To form a guild, its proponents must first suc¬cessfully petition the Crown. A royal ch
Two marks of censure against any guild means an automatic War Wizard investigatio
Illegal Guilds
Every civilized realm has so-called or self-styled guilds everyone knows about that ar
In the case of Cormyr, these outlaw guilds in¬clude the infamous Fire Knives and an
inevitably crushed by the War Wizards and the Highknights but often re-founded. Su
Craft Guilds
Apart from the grand, official high guilds of Cor¬myr, small, local craft guilds are foun
A craft guild is a collective of all the various crafters and shopkeepers in a particular
Craft guilds tend to have high-sounding names such as the Benevolent Muster of Me
The chief benefits of both the craft guilds and the high guilds are social. Members ca
Information of this last sort opens up alternative employment opportunities for skille
These true Cormyrean craft fraternities—that is, organizations of workers largely eng
The hitherto-flourishing Bricklayers Guild, for instance, no longer exists because it be
Cormyr’s guilds traditionally held little po¬litical power, but were “feeling their braw
The Guilds of Cormyr currently recognized in the Forest Kingdom are detailed below
Sculptors and Masons Guild: Controls stonework, statuary, quarrying, plastering, mu
it is also steadfastly loyal to the Obarskyrs for their striving to maintain a fair and pro
Guild of Carpenters and Joiners: Controls wood cutting, curing, staining, furniture ma
Armorers Guild: Controls armor- and weapon-making, plus the making of tempered
Guild of Coachlars, Carriers, Waymen, and Locksters: Controls wagon makers and wa
drovers), carters (those who operate local delivery wagons), and draymen (deliverer
Truebreeds Guild: Controls trade in horses, oxen, sheep, cattle, guard dogs, and shee
beast to be added to another. Or, more simply, they’d never try to “make monsters.
Seafarers Guild: Includes sailors, captains, fleet owners, navigators, mapmakers, rop
Vintners and Falconers Guild: Controls fal¬conry, raptor breeding and trading, wine m
Brewers and Cheesemakers Guild: Made up of brewers, spirits blenders and importe
Roofers, Thatchers, and Glaziers Guild: Made up of roofers, slate masons, shingle cu
Tanners and Leatherers Guild: Composed of tanners, leather dyers, glovers, corviser
Guild of Weavers and Coopers: Made up of coopers, weavers, textile dyers, garment
Guild of Naturalists: Controls medicinal, edible, lubricant, dye-source, and craft-wort
The current Naturalists Guild is more of a debating society than anything else.
mn aims to provide DMs with interesting opponents to pit against the PCs in their campaigns. Building off of a simple base -- typically a
h, our base creature is the griffon, an aggressive magical beast that combines the physical traits of lions and eagles. Because these fer
make fine mounts for those willing to spend the time and money needed to train them. In addition, they are intelligent enough to serve
mn presents five different griffon variants, ranging from CR 5 to CR 9. The description of each griffon offers basic information on using i
griffons behave much like their terrestrial cousins do. Although they are dedicated to the cause of good, they demonstrate the same ag
griffons typically have a silvery tinge to their wings and a proud, arrogant tilt to their heads.
Griffon: CR 5; Large magical beast (extraplanar); HD 7d10+21; hp 59; Init +2; Spd 30 ft., fly 80 ft. (average); AC 17, touch 11, flat-footed
Feats: Hide -2, Jump +8, Listen +6, Spot +10; Iron Will, Multiattack, Weapon Focus (bite).
x): If a celestial griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
e core, the fiendish griffon is a vicious and rapacious predator that displays uncommon savagery in battle. Fiendish griffons often find se
M's discretion, a blackguard can gain a fiendish griffon for his fiendish servant. Treat the blackguard's character level as 5 lower than no
Griffon: CR 5; Large magical beast (extraplanar); HD 7d10+21; hp 59; Init +2; Spd 30 ft., fly 80 ft. (average); AC 17, touch 11, flat-footed
Feats: Hide -2, Jump +8, Listen +6, Spot +10; Iron Will, Multiattack, Weapon Focus (bite).
x): If a fiendish griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
od (Su): Once per day, a fiendish griffon can make a normal melee attack to deal 7 points of extra damage against a good foe.
ze Dragon/Half-Griffon
agons and griffons have similar terrain entries, and they often share the same territory -- though not always on a friendly basis. Typica
onze-dragon/half-griffon makes a fine cohort for a good-aligned character -- particularly with the Dragon Cohort feat from the Dracono
ze-Dragon/Half-Griffon: CR 6; Large dragon; HD 7d12+28; hp 73; Init +2; Spd 30 ft., fly 80 ft. (average); AC 21, touch 11, flat-footed 19;
Feats: Hide +3, Jump +22, Listen +11, Spot +15; Iron Will, Multiattack, Weapon Focus (bite).
eapon (Su): Once per day, the half-bronze-dragon/half-griffon can breathe a 60-foot line of lightning. Every creature in the area takes 6
x): If a half-bronze-dragon/half-griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Capacity: A light load for a half-bronze-dragon/half-griffon is up to 620 pounds; a medium load, 621-1,840 pounds; and a heavy load, 1,
riffons typically resist domestication, a war-trained griffon can be a truly formidable mount. The warbeast template (from Monster Ma
Griffon: CR 5; Large magical beast; HD 8d10+32; hp 76; Init +2; Spd 40 ft., fly 90 ft. (average); AC 17, touch 11, flat-footed 15; Base Atk
Feats: Hide -2, Jump +9, Listen +8, Spot +13; Iron Will, Multiattack, Weapon Focus (bite).
x): If a warbeast griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
e Mount (Ex): A rider on a warbeast griffon gets a +2 circumstance bonus on all Ride checks. A warbeast griffon is proficient with light,
Capacity: A light load for a warbeast griffon is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds
rbeast Griffon
warbeast griffon is usually tamed and ridden by hill and stone giants. It is much too powerful to serve as a special mount or cohort.
rbeast Griffon: CR 9; Huge magical beast; HD 22d10+132; hp 253; Init +1; Spd 40 ft., fly 90 ft. (average); AC 19, touch 9, flat-footed 18; B
Feats: Hide -7, Jump +17, Listen +4, Spot +27; Flyby Attack, Improved Natural Armor, Improved Natural Attack (bite), Improved Natura
x): If a Huge warbeast griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Capacity: A light load for this Huge griffon is up to 2,800 pounds; a medium load, 2,801-5,600 pounds; and a heavy load, 5,601-8,400 po
ndy Collins works as a senior designer in the Roleplaying R&D department at Wizards of the Coast, Inc. His credits include the Player's H
he time, cities are places where player characters rest, recover, and re-equip between adventures, but any city offers endless possibiliti
sy city, creatures of all kinds mix and sights that country folk might consider strange or downright frightening merit only a glance from
nels of Wisdom
ectual and political life in any city thrives when its citizens can freely discuss matters of public importance and have their say in matters
treets seem solid enough. When they collapse, havoc ensues, but the real dangers lie beneath.
ams keeps busy with freelance projects for several different game companies and has just completed an 18-year run as the Sage of Dra
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s feature an extensive network of underground tunnels in the form of sewers, freight tunnels, hidden temples, catacombs, and hidden
es, creatures dwelling under a city might attempt to dig new tunnels of their own, and this excavating can have disastrous consequence
ago, an umber hulk found its way under the city. It has been preying on the denizens of the undercity, but its delvings have seriously un
come upon a sinkhole after it has appeared, it's just a hole in the ground. However, what happens when a sinkhole collapses under th
Trap: CR 3; mechanical; location trigger; no reset; DC 18 Reflex save avoids; 30 ft. deep (3d6, fall +1d6 falling debris); multiple targets (a
nkhole appears, characters in the radius can attempt Reflex saves to avoid falling in. Creatures that make successful saves move to the
er hulk responsible for the sinkholes tends to hang around the sinkholes, looking for prey. When a new hole forms, the monster races t
ulk: hp 71, see Monster Manual, page 249.
he Parts Together
PCs encounter the sinkhole, a few philosophers with clubs (see Part Two) in the vicinity may try to blame the PCs for the incident. Oyi
008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
: <http://archive.wizards.com/default.asp?x=dnd/re/20040930a&pf=true>
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: <http://archive.wizards.com/default.asp?x=dnd/re/20040923a&pf=true>
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: <http://archive.wizards.com/default.asp?x=dnd/re/20040923a&pf=true>
rs and hunters of all kinds flock to cities. There they find plenty of refuse and all manner of unwary prey. It helps if an urban predator o
ure that fits the roles of both scavenger and hunter is the rare and lethal assassin jelly. This particular specimen is typical of the specie
elly: CR 6; Medium ooze; HD 5d10+25; hp 52; Init +6; Spd 30 ft., climb 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +3; Grp +5; Atk o
Feats: Climb +10, Hide +13, Listen +13, Move Silently +6, Spot +13, Survival +5 (+13* when tracking by scent); Improved Initiative, Trac
on Damage (Ex): After an assassin jelly establishes a grappling hold on a living foe and it begins its turn with the foe in its grasp, its man
Grab (Ex): To use this ability, an assassin jelly must hit a foe the same size category as itself or smaller with its tentacle attack. It can th
Ex): An assassin jelly's mouths produce an anesthetic slime. A target hit by an assassin jelly's tentacle attack must succeed on a DC 17
ge (Ex): Even when it isn't hiding, it takes a DC 15 Spot check to notice an assassin jelly.
ts: An assassin jelly is blind (blindsight 60 feet) and immune to gaze attacks, visual effects, illusions, and other attack forms that rely on
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: <http://archive.wizards.com/default.asp?x=dnd/re/20040916a&pf=true>
s is one of several freight companies operating in the city. Goolstoc's specializes in porters, stevedores, and sedan chair carriers. The m
ago, when Oyin's tribe began raiding the rural areas near the city, local military talent captured the entire tribe. At the time, Oyin had s
eelbarrow is roughly 5 feet wide, 5 feet long, and a 1 1/2 feet deep. It contains two folding seats that each can hold one Medium creat
ks on the city's streets from dawn until dusk, every day of the week. He's a hard worker who prides himself on his ability to quickly reac
ticularly ferocious, Oyin has come to enjoy his job, though he'd rather become an adventurer. (His current goal is to become a famous
etail: Male ogre barbarian 2; CR 5; Large giant; HD 4d8+8 plus 2d12+4; hp 43; Init +0; Spd 50 ft.; AC 16, touch 9, flat-footed 16; Base At
Feats: Climb +8, Handle Animal +1, Heal +3, Hide -4, Jump +15, Listen +5, Spot +5, Survival +5; Alertness, Iron Will, Self-Sufficient.
Once per day, Oyin can enter a state of fierce rage that lasts for 7 rounds. The following changes are in effect as long as he rages: hp 5
ns: Leather armor, sap, gauntlets of ogre power +2, small locked box with 11-20 cp.
: hp 2 each, see Monster Manual page 270.
): hp 6 each, see Monster Manual page 271.
1 in. thick; hardness 8; hp 30; break DC 28, Open Lock DC 25.
he Parts Together
Oyin ranges all over the city, the PCs could meet him anywhere. He might be on hand to help them make a quick getaway from the mo
n Part 2 of City Scenes
ers of any ilk often can cause people to question some very touchy matters. Find out what happens when a group of them adds a mor
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nels of Wisdom
ho becomes familiar with the city's street life may eventually encounter members of a group that calls itself the Sentinels of Wisdom.
temple of Erythnul is behind the Sentinels of Wisdom. So far the Sentinels have generated enough mayhem and confusion to satisfy th
Sentinels may confront the PCs, they're generally too chicken-hearted to harass an armed group. More likely than not, the PCs may co
nels of Wisdom dress in dark-colored academic robes that are loose and flowing enough the cover their studded leather armor, mornin
of Wisdom: Male and female human warrior 2/cleric 2; CR 3; Medium humanoid; HD 4d8+4; hp 22; Init +4; Spd 30 ft.; AC 13, touch 10
Feats: Bluff +6, Climb +7, Concentration +3, Disguise +3, Intimidate +8, Jump +3, Sense Motive +4; Improved Initiative, Persuasive, Wea
lls Prepared (caster level 4th): 0 -- cure minor wounds, detect magic, guidance, virtue; 1st -- cause fear (2, DC 14), disguise self*, shield
n spell. Deity: Erythnul. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Disguise, Hide are class skills).
ns: Masterwork studded leather armor, masterwork morningstar, quarterstaff, sling with 50 bullets, cloak of resistance +1, 3 scrolls of
he Parts Together
nels of Wisdom might appear in conjunction with Part One, when they menace the ogre Oyin. The Sentinels accuse the ogre of being a
n Part 3 of City Scenes
ut deadly, killer stalks its prey. It follows its chosen target into the target's own home!
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es make their homes in graceful pavilions under the stars in forest clearings, rarely remaining in the same place for more than a day or
ed mountain ranges, troll-haunted wastelands, wild woods guarded by secretive and unfriendly fey creatures, and sheer distance divid
common forms of government in the Heartlands are feudal monarchies, generally found in the larger realms and more isolated lands,
nobles or great merchants are ruled only by their own consent, many Heartlands city-states and kingdoms are realms of weak central
rones may be rare, but they do exist. The Cormyr of King Azoun Obarskyr was a shining example of the good that can come of a strong
are in the mercantile city-states of the Inner Sea is rare, but the lords and princes who rule these small realms must contend with merc
artlands, a very basic division separates people into two distinct groups: townsfolk and rural folk. The dividing line is blurry at times - a
nds, nine people live in the countryside for every city-dweller. Large cities are hard to sustain, and in Faerûn's Heartlands, most people
g a picture of the average Faerûnian, an observer discovers that the most ordinary, unremarkable, and widespread representative of F
ands the common farmer is a peasant or a serf, denied the protection of law and considered the property of whichever lord holds the l
mon farmer's home is within a mile or so of a small village, where she can trade grain, vegetables, fruit, meat, milk, and eggs for locally
d guards the common farmer from bandits, brigands, and monsters. He is a minor noble whose keep or fortified manor house watche
wnsfolk or city-dwellers are skilled crafters of some kind. Large cities are home to numbers of unskilled laborers and small merchants o
weller lives in a wood or stone house, shingled with wooden shakes or slate, that sits shoulder-to-shoulder with its neighbors in great
ities he may be required to join great guilds of craftsfolk with similar skills, or risk imprisonment. In others, agents of the city's ruling po
ases food from the city's markets, which sometimes means that he is stuck with whatever fits within his budget. A prosperous man can
ny size is probably protected by a city wall, patrolled by the city watch, and garrisoned by a small army of the soldiers of the land. Ram
ne out of ten Faerûnians live in small villages and freeholds in the countryside, roughly nineteen out of twenty people are of common b
ands, common-born people are bound by law to defer to their betters, the lords and ladies of the nobility. Even if the law does not req
al noble is a rural baronet or lordling whose lands span only a few miles, ruling over a few hundred common folk in the king's name. Sh
r's recent troubles prove, the Heartlands of Faerûn are not always stable or safe. Incursions of monstrous hordes of orcs, ogres, or gian
ff these dangers, most realms of the Heartlands have developed an enlightened feudal system over centuries of strife and warfare. Lor
usly noted, common farmers and simple laborers make up most of the human population of Faerûn's kingdoms and cities. The lowest
rtlands peasants are not bound to the lands they work and owe no special allegiance to the lord who rules over them, other than obey
r regions such as the Western Heartlands, many common farmers own and work their own lands. These people are sometimes known
k and Merchants
ove the common peasantry, skilled craftsfolk and merchants generate wealth and prosperity for any city or town. The so-called middle
hiest merchants are virtually indistinguishable from mighty lords. Even if born from peasant stock, a merchant whose enterprises span
ongside the feudal relationship of a rural province or guild organization of a trading city, the powerful temples of Faerûn's deities para
Faerûn's temples are implacable enemies or bitter rivals. In most rural regions, folk tend to follow one or two deities who are particular
d. from warriors who won land to rule (or valuable hereditary positions with handsome stipends) in service to their homeland or king,
es hold court to settle disputes that occur on their land or under their responsibility, and are expected to try cases of low justice - just a
eed of low noble is rising in prosperous lands such as Sembia and Impiltur - the so-called merchant prince. A merchant establishes an e
ords, baronets, and barons are accounted low-landed nobles. Lord-mayors, sheriffs, commanders, wardens, and seneschals are low no
y related by blood or marriage to the ruling family, high nobles are those who are due allegiance from some number of low nobles. Un
es hear disputes that lower nobles cannot settle, and dispense justice for all but the most heinous of crimes. Like low nobles, they colle
counselors of a kingdom or realm are often accounted high nobles, even if they are not rewarded with lands. The stipends and royaltie
scounts, dukes, earls, and marquises are high-landed nobles. Lord-governors and high counselors are high-titled nobles. Grand dukes,
Forms of Address
ms across Faerûn have some form of nobility, and many also have ruling royalty. All have officials who sport titles, from a simple "Mas
Male
Goodman
Sir
arden, Commander, Seneschal Lord
Milord
count, Marquis High Lord
Highness
en, Archduke Majesty
tles for nobility of uncertain rank include "Zor/Zora" in Mulmaster, "Syl" in Calimshan, and "Saer" (for both genders) almost everywhe
l Heartlands usage, if the head of a noble house is "Lord Grayhill," his children are all "Saer [name] Grayhill." His widowed or aged pare
aerûnian professions and races have popular verbal greetings and farewells, but "Well met" for both is almost universal. Oloré ("oh-LO
adventurers do dot choose to begin families while they actively pursue their careers - lich lords and raging dragons tend to make a lot
lands of Faerûn are generally enlightened and liberal regarding gender roles. Women are as free as men to own property, run busines
every society, human and nonhuman, marriage ceremonies are celebrated with feasting, dancing, song, and, stories. The exact custom
obles, arranged marriages are not unusual, but very few commoners marry against their will. Marriages for love are far more common.
are regarded as a blessing and a treasure throughout the Heartlands. Large families are quite common, especially in relatively safe and
f Faerûn, particularly in rural areas dependent on agriculture, responsibilities and tasks come to children early. Children from urban are
children from nomadic and "savage" groups may enjoy the happiest childhood, since they're encouraged to develop the skills that wil
laborers, farmers, and peasants work until the day they die, unless they have strong and dependable children who can take over the fa
hooling is the exception rather than the rule in the Heartlands. Only the children of wealthy or highborn parents receive any real educ
ple learn to read and write from their parents or from clerics of Oghma or Deneir. Very few schools exist. Those that do are expensive,
larly learning is the preserve of sages, scribes, clerics, and wizards. The nonhuman races of Faerûn, particularly the elves, are a notable
c adventurer breaks many of the rules and norms associated with the feudal hierarchy. She is often the champion of the common folk
tion, adventurers are well armed and magically capable beings who are incredibly dangerous to their enemies . . . and not always health
er Companies
adventurers sometimes form communal associations that share treasure, responsibility, and risk. Adventuring companies stand a bett
d adventurers are considered officers of the realm they serve, with some powers of arrest and protection against the interference of lo
ers In Society
dents of the Dales, Cormyr, the Western Heartlands, and the North are well disposed toward adventurers of good heart. They know th
turer willing so ally himself with a lord whose attitudes and views coincide with his own gains a powerful patron and a place in society
erns of the Mighty
mes a time when every student and many a passing merchant, farmer, and king, too, demands the same answer of me: Why, O meddle
that cry so many times. Now hearken, once and for all, to my answers as to why the great and powerful don't fix Toril entire every da
not at all certain that those of us with the power or the inclination can even accomplish a tenth of the deed asked of us. The forces arr
he wise amongst us know that even gods can't foresee all the consequences of their actions - and all of us have seen far too many inst
w folk can agree on what is right, what should be done, and what the best end result would be. When ye consider a mighty stroke; be a
fourth: Big changes can seldom be effected by small actions. How much work does it take just to build one house? Rearrange one room
ye think we "mighty ones" are blind? Do we not watch each other, and guess at what each is doing, and reach out and do some little t
y more silly questions?
r of Shadowdale
language and culture defines a state just as much as borders, cities, and government do. Each major nonhuman race speaks its own la
t languages spoken in Faerûn are nonhuman in origin. Draconic, the speech of dragons, may be the oldest of all. Giant, Elven, and Dwa
mon Tongue
ng peoples, including the humans of various lands, possess a native tongue. In addition, all humans and many nonhumans speak Comm
advantage of Common, of course, is its prevalence. Everybody in the Heartlands speaks Common well enough to get by in any but the
an and humanoid languages of Faerûn make use of six sets of symbols for writing: Thorass, a human symbology; Espruar, a script inven
whose name is lost to history invented the set of symbols that make up the Thorass alphabet. Thorass is the direct ancestor of today's C
the moon elven alphabet. It was adopted by sun elves, drow, and the other elven peoples thousands of years ago. Its beautiful weavin
the dwarven runic script. Dwarves seldom write on that which can perish easily. They inscribe runes on metal sheets or carve in stone
: <http://www.realmshelps.net/faerun/lore/life/home.shtml>
nd Land-Law
faeril stepped out of the blue mists, blinked at what she beheld before her, and came to a sudden halt. "Lord husband mine -- Az? -- I t
g in her voice made King Azoun of Cormyr break into a run, drawing his sword as he came.
as standing on a knoll cloaked in lush ankle-deep greensward, grass so perfect it might have been a woven emerald carpet, that fell aw
tanding very still, looking down at something just in front of and below her. Azoun made haste to join her and stare at it too: an untidy
rder marker," he explained -- and frowned. "I wonder why Vangey had occasion to come here?"
the Realms -- even in wild country humans deem "savage wilderlands" -- laws hold sway. They may not be human laws, or a written co
those laws, or who makes them for this stride or that, can be a challenge for any traveler. In most cases, knowing where one land and
ake many exhausting years of these columns to even begin to list such laws and unwritten rules, and the listing would be out of date e
speaking, formal land-law exists only in kingdoms and other organized countries. Everywhere else, "might makes right" or "what the l
e sheer weariness of constant enforcement (hunt, fight, and punish, every waking moment, even to address only observed infractions)
stom" means the habits of generations, that build over time into "the way things are done": the expectations of local inhabitants ("You
n rules of the road aren't concerned with traffic. People who move about in Faerûn (caravan merchants, peddlers, pilgrims, and envoys
es of the road can be reduced to this: You can charge fees for the use of your land, and you can fence off your land and guard it, with n
ds and independent cities have a system of written deeds (often kept at local lords' castles or at the nearest temple), some places have
etween neighbors may be settled through violence, or by means of documents and rules and solemn (church or Herald-witnessed) agr
, an undefended border is, over time, a lost border: Local power will arise and dominate affairs and true rulership will settle in the han
es and even realms (particularly among the small realms of the Border Kingdoms) cleave to a legal system wherein the ruler owns all la
om home are warned to learn local laws and customs before they pay for or sign anything -- or they may discover they own nothing at
xt column we'll meet the Lost Ship. Poor Azoun and Filfaeril.
Abarat
Aduce
Aesar
Aglanthol
Akhelbhen
Alinar
Althidon
Andrathath
Aquilan
Arbane
Arkhun
Arun
Aubron
Aumrauth
Belanor
Beluar
Braern
Chaalmyth
Chylnoth
Conall
Cymbiir
Dannyd
Darthoridan
Dhoelath
Druindar
Earynspieir
Edyrm
Elaethan
Elashor
Eldar
Elephon
Elkhazel
Elpaerae
Entrydal
Erlan
Eschallus
Euchoé
Faelar
Faoraar
Fhaornik
Filverel
Foxfire
Galaeron
Gantar
Giullio
Grathgor
Haladavar
Halflar
Halueve
Hiflanyl
Iefyr
Illianaro
Illithor
Ilthuryn
Injros
Itham
Ivran
Jandar
Jhaan
Jharym
Jorildyn
Kalaerede
Kelvhan
Kesefehon
Khidell
Khyrmn
Kiyuigh
Kroloth
Kymil
Lamruil
Lashul
Leojym
Llarm
Luirlan
Lyklor
Maeraddyth
Mardeiym
Melisander
Mhaenal
Miirphys
Mlossae
Morgan
Myrddin
Mythanthar
Napraeleon
Nelaeryn
Nevarth
Ninthalor
Nremyn
Nym
Ohmbryn
Onas
Onvyr
Ornthalas
Oslarelar
Paeral
Phaendar
Pleufan
Pywaln
Quynn
Ralnor
Rauvelore
Reptar
Rhangyl
Rhothomir
Rolim
Ruehar
Ruven
Ryul
Sakrattars
Seith
Shammath
Shevarash
Silvyr
Sontar
Sundamar
Taanyth
Taerntym
Tamsin
Tanseril
Taredd
Tassarion
Tenyajn
Thatoryl
Tiarshus
Toross
Triktappic
Saelethil
Sharian
Sythaeryn
Tanyl
Traeliorn
Uldreiyn
Vaalyun
Vartan
Vesryn
Vhoorhin
Wistari
Wyndelleu
Xanotter
Yalathanil
Ynloeth
Zaor
Zulae
Aelrue
Ahrendue
Alais
Alerathla
Allynna
Aluendalee
Amkissra
Anaharae
Anyllan
Arcaena
Artin
Aurae
Azariah
Braerindra
Chaenath
Chichlandra
Ciyradyl
Daratrine
Dathlue
Deularla
Edraele
Eldratha
Ellifain
Embrae
Essaerae
Faranni
Filaurel
Francessca
Gemstarzah
Gwynnestri
Halaema
Hamalitia
Holone
Ialantha
Ilyrana
Immianthe
Innovindil
Ithrythra
Jeardra
Jhaumrithe
Immianthe
Keerla
Khiipaera
Laerdya
Leilatha
Lydi’aleera
Maeralya
Mariona
Melarue
Merlara
Morgwais
Mylaerla
Nambra
Nanthleene
Nueleth
Ochyllyss
Phelorna
Puorlaas
Raerauntha
Ruavia
Saélihn
Sarya
Selussa
Shalana
Shandalar
Sheera
Shoulree
Sinnafain
Susklahava
Synnorha
Takari
Talindra
Teryani
Thasitalia
Tiriara
Ulelesse
Vaervenshalice
Velatha
Viansola
Yalanilue
Ygrainne
Yrthraethra
Z’Beryl
Corellon
Felarathael
Ievos
Sylleth
Aelorothi
Agayous
Alantar
Alerothi
Aluviirsaan
Amarthen
Argentaamn
Audark
Autumnfire
Bharaclaiev
Briarbosk
Caersaelk
Cathdeiryn
Clatharla
Crystalembers
Dlardrageth
Dree
Duthjuth
Elassidil
Eluarshee
Eroth
Eveningfall
Faerondaerl
Fellmirr
Fynnasla
Gourael
Haerlgent
Halavanthlarr
Ibryiil
Ildroun
Ilnatar
Irithyl
Jaglene
Keove
Laelithar
Laughingwater
Lharithlyn
Lightshiver
Meirityn
Mistwinter
Moonflower
Moonweather
Nacnar
Neirdre
Nhaéslal
Nihmedu
Nimesin
Nyamtharsar
Olortynnal
Orama
Oumryn
Q'Naepp,
Reithel
Rhuidhen
Runemaster
Selorn
Shaethe
Shraiee
Silverbow
Sinaran
Srinshee
Starglow
Straeth
Summerstars
Talandren
Tarnruth
Taurntyrith
Tlanbourn
Tornglara
Tsornyl
Ulongyr
Vyshaan
Windwalker
Yraueme
: <http://www.candlekeep.com/library/articles/elven_names.htm>
FEUDALISM: PART 2
on Appelcline - 06/06/2014
he release of Oriental Adventures marked something totally new for D&D: a departure from the traditional medieval fantasies that ha
TE WORLDS: 1987–1994
riental Adventures created an entirely new fantasy setting that did not have a Western focus, it’d be a few years before TSR would go
n World was the first of TSR’s composite worlds, as envisioned in a series of Gazetteers (1987–1991) overseen by Bruce Heard. The Em
of other analogue Earth cultures appeared for the Known World in the years that followed. The Kingdom of Ierendi (1987) depicts a H
wood’s Forgotten Realms began publication a bit later in 1987. Though it has a stronger basis in feudal societies than the Known World
SR combined the non-Western setting of Oriental Adventures with its most successful composite setting. The result was Kara-Tur: The
, both the Known World and the Forgotten Realms were reflections of the ultimate composite world: Earth. D&D experimented with th
hese books were different takes on feudalism, and most of them had been covered in other forms in the Known World or the Forgotte
n with Spelljammer (1989), which was D&D’s new take on the science fantasy genre. Monstrous races zoomed from world to world in
: Realm of Terror (1990) similarly expanded the horror setting of Ravenloft (1983) into an entire world. It introduces many different ev
&D’s widely variant settings of the 1990s, Ravenloft was supported for the longest, from 1990–1998. Even when the Ravenloft campai
(1991) was probably TSR’s most distinct campaign setting to date. It offered a very primitive, survival-oriented take on D&D. Dragon Ki
(1992) was TSR’s third major take on Arabian Nights adventures, following the Known World’s Ylaruam and the Forgotten Realms’ Cal
Ashes (1992) offered a new take on the Greyhawk setting. It was still a feudal, medieval world, but like so many of the settings of the 2
pe (1994) was the last 2nd Edition setting to really push D&D beyond its medieval fantasy origins, but it was a doozie of a finale. Planes
21ST CENTURY: 2000–PRESENT
ecent days, D&D has largely returned to its feudal fantasy origins, focusing on settings such as Greyhawk, Krynn, the Forgotten Realms,
Wizards of the Coast also continued to support a few of the older non-Western D&D settings, to remind players that D&D could be mo
le, Wizards was also playing with a pair of non-Western campaign settings that were new to the game of D&D.
was a brand-new Oriental Adventures (2001), which now focused on the Legends of the Five Rings world of Rokugan; it was later exten
nd was an evocative and innovative setting that recalled the AD&D heights of settings like Dark Sun and Planescape: the world of Eberr
ortantly, it provided a new take on D&D adventuring for the 21st century—one that lay beyond feudalism.
85, D&D had only played with stepping outside of the boundaries of traditional medieval fantasy. However, the release of Oriental Ad
ar Experience
LLAR EXPERIENCE
ars of adventuring make up the D&D game: exploration, social interaction, and combat. But when it comes to earning experience, the
pt Program
EPT PROGRAM
r on Nerd Poker
ER ON NERD POKER
OF OMU - 07/25/2017
r an ultimate game of Dungeons & Dragons set within the new Tomb of Annihilation storyline! Season 2 finds our intrepid adventurers
ANNIHILATION
ER - 07/12/2017
ence was in the composition of the powder.[citation needed] The secret to making smokepowder was given by Gond to the Lantanese
: <http://forgottenrealms.wikia.com/wiki/Smokepowder>
ONATE
AL*** LANGUAGES
Exotic *Type of Language -
ottenrealms.wikia.com/wiki/Aglarondan_language ***AL - type of language for Adventurers League organized play
ottenrealms.wikia.com/wiki/Akalan
ottenrealms.wikia.com/wiki/Alambit
ottenrealms.wikia.com/wiki/Allesian
ottenrealms.wikia.com/wiki/Alzhedo Choosing Languages
ottenrealms.wikia.com/wiki/Alzho_languages Here is some advice for choosing your starting languages.
Everyone gets Common for free.
ottenrealms.wikia.com/wiki/Amaese_languagesHuman Racial Languages
ottenrealms.wikia.com/wiki/Andt Urban: If you grew up in an urban area, you speak Chondathan.
ottenrealms.wikia.com/wiki/Dwarvish If you grew up as part of the Waterdhavian merchant class, you also
speak Alzhedo.
ottenrealms.wikia.com/wiki/Azuposi_language Rural: If you grew up in a rural area, you speak Illuskan.
ottenrealms.wikia.com/wiki/Bavanese_languageIf you grew up as an Uthgardt barbarian or are from Hartvale, you also
ottenrealms.wikia.com/wiki/Bertanese_language speak Bothii.
If you grew up in the rural areas around Ten Towns, Neverwinter, Waterdeep,
ottenrealms.wikia.com/wiki/Bothii Nesme, or Llorkh, you also speak Northern.
Exotic If you grew up in the rural areas around Silverymoon and the Moonwood, you
also speak Espruar.
ottenrealms.wikia.com/wiki/Chessentic_languages#Languages
If you grew up in the Icewind Dale and other areas north of the Spine of the
ottenrealms.wikia.com/wiki/Chondathan_languageWorld, you also speak Reghedjic.
Outlander: If you grew up elsewhere, or in a family from elsewhere, you also
speak the language(s) native to those areas.
Exotic Nonhuman Racial Languages
If your race grants you one of the following, this is the language you know:
Standart Draconic, you gain Auld Wyrmish.
Dwarvish, you gain Dethek.
Elvish, you gain Espruar.
ottenrealms.wikia.com/wiki/Cosh Gnomish, you gain Gnim.
ottenrealms.wikia.com/wiki/Druidic_language Halfling, you instead choose an Additional Language. Halflings in the Realms
don't really have a native tongue, per se.
ottenrealms.wikia.com/wiki/Damaran_languageOrc, you gain Daraktan.
ottenrealms.wikia.com/wiki/Dambrathan_languageThe Common Tongue
All speaking peoples, including the humans of various lands, possess a native
Exotic tongue. In addition, all humans and many nonhumans speak Common as a
Exotic Position Male Common
second language. Female
grew from a kind of pidgin Chondathan and is most
closely
Commoner related to
Goodmanthat language,
Goodwife but
or it is far simpler and less expressive.
Maid
ottenrealms.wikia.com/wiki/Druidic_language Nuances of speech, naming, and phrasing are better conveyed in the older,
Knight,
ottenrealms.wikia.com/wiki/D%27tarig_language OfficerSirlanguages,Lady,
more mature sinceorCommon
Lady Sir is little more than a trade language.
The great
Mayor. advantage of Common,
WardeLord Lady or Ladyof course,
Lord is its prevalence. Everybody in the
ottenrealms.wikia.com/wiki/Dwarvish Heartlands speaks Chondathan, and thus speaks Common well enough to get
by in any
Baron, butMilord
Count the most esoteric
Milady conversations. Even in remote areas, just about
everybody knows enough Common to speak it badly.
ottenrealms.wikia.com/wiki/Durpari_languageDuke, ViscounHigh
For the purposes of Lord High Lady
electronic games and film, it's simplest to assume that
Common
ottenrealms.wikia.com/wiki/Durpari-Shaartan Grand Duke,is PHighness
English, andHighness
that everyone uses it as their everyday language.
Other languages might be used to inform an accent or provide a necessary
Standart King, Queen,
language Majesty Majesty
barrier.
ottenrealms.wikia.com/wiki/Easting_language Alphabets
The language symbology of earth—be it the Roman letters of English, the
Standart hieroglyphs of Egypt, or kanji—does not exist in the Forgotten Realms. There
ottenrealms.wikia.com/wiki/Erakic are alalogous written languages of symbol for many cultures (Egyptian,
Chinese, Mayan, and so on), but they are not the same. Even though that is
ottenrealms.wikia.com/wiki/Dwarvish true, for electronic games and other products where consumers must be able
to read elements, you should probably use English. In any event, none of the
Standart fantasy languages have been developed into true languages (although we do
have some words and phrases worked out for many of them).
Thorass: Thorass is the direct ancestor of today's Common tongue as a spoken
language. Though no one speaks Thorass anymore, its alphabet survives as the
alphabet of Common and many other tongues.
Espruar: Espruar is the moon elven alphabet. It was adopted by sun elves,
drow, and the other elven peoples thousands of years ago.
are alalogous written languages of symbol for many cultures (Egyptian,
Chinese, Mayan, and so on), but they are not the same. Even though that is
true, for electronic games and other products where consumers must be able
to read elements, you should probably use English. In any event, none of the
fantasy languages have been developed into true languages (although we do
Standart have some words and phrases worked out for many of them).
Thorass: Thorass is the direct ancestor of today's Common tongue as a spoken
Standart language. Though no one speaks Thorass anymore, its alphabet survives as the
ottenrealms.wikia.com/wiki/Gurri alphabet of Common and many other tongues.
Espruar: Espruar is the moon elven alphabet. It was adopted by sun elves,
Standart drow, and the other elven peoples thousands of years ago.
ottenrealms.wikia.com/wiki/Halruaan_languageDethek: Dethek is the dwarven runic script. Dwarves seldom write on that
which can perish easily. They inscribe runes on metal sheets or carve in stone.
ottenrealms.wikia.com/wiki/Han_languages The lines in all Dethek characters are straight to facilitate their being carved in
ottenrealms.wikia.com/wiki/Durpari_language stone. Aside from spaces between words and slashes between sentences,
punctuation is ignored. If any part of the script is painted for contrast or
Exotic emphasis, names of beings and places are picked out in red while the rest of
ottenrealms.wikia.com/wiki/Jannti the text is colored black or left as unadorned grooves.
Others: There are also scripts for Draconic, Celestial, and Infernal.
ottenrealms.wikia.com/wiki/Jhaamdathan_language
ottenrealms.wikia.com/wiki/Kuong_language
ottenrealms.wikia.com/wiki/Lantanese_language
ottenrealms.wikia.com/wiki/Laothan_language
ottenrealms.wikia.com/wiki/Lidahan
ottenrealms.wikia.com/wiki/Maiden%27s_Tongue
ottenrealms.wikia.com/wiki/Maran
ottenrealms.wikia.com/wiki/Midani_language
ottenrealms.wikia.com/wiki/Mulhorandi_language
ottenrealms.wikia.com/wiki/Naric
ottenrealms.wikia.com/wiki/Nexalan_language
Forgotten human
Standart
ottenrealms.wikia.com/wiki/Payit_language
Exotic
ottenrealms.wikia.com/wiki/Purang_language
ottenrealms.wikia.com/wiki/Rashemi_language
ottenrealms.wikia.com/wiki/Reghedjic_language
ottenrealms.wikia.com/wiki/Dwarvish
ottenrealms.wikia.com/wiki/Serusan
ottenrealms.wikia.com/wiki/Sespechian
ottenrealms.wikia.com/wiki/Shaaran_language
ottenrealms.wikia.com/wiki/Dwarvish
ottenrealms.wikia.com/wiki/Shou_Chiang_languages
ottenrealms.wikia.com/wiki/Sossic
Exotic
ottenrealms.wikia.com/wiki/Tabotan_language
ottenrealms.wikia.com/wiki/Tashalan_language
ottenrealms.wikia.com/wiki/Telpi
ottenrealms.wikia.com/wiki/Tharian
ottenrealms.wikia.com/wiki/Thieves'_cant
ottenrealms.wikia.com/wiki/Trade_Tongue
ottenrealms.wikia.com/wiki/Tuigan_language
ottenrealms.wikia.com/wiki/Turmic
ottenrealms.wikia.com/wiki/Tymantheran_(dialect)
ottenrealms.wikia.com/wiki/Midani_language
ottenrealms.wikia.com/wiki/Uluik
ottenrealms.wikia.com/wiki/Ulutiun_language
Exotic
ottenrealms.wikia.com/wiki/Untheric_languages
ottenrealms.wikia.com/wiki/Yipyak
ottenrealms.wikia.com/wiki/Tharian
ottenrealms.wikia.com/wiki/Yuan-ti_language
ottenrealms.wikia.com/wiki/Drow_language
ottenrealms.wikia.com/wiki/Dark_Speech
ottenrealms.wikia.com/wiki/Thayan_language
ottenrealms.wikia.com/wiki/Oigur_language
ds often have meanings based on the speaker's emotions and intentions toward the listener, Abyssal's linguistic emphasis is on concept
h derives many languages' words for concepts of good, purity, justice, compassion, and beneficence. Written in Celestial.
st of a thousand different tongues from across the multiverse, Infernal is a language of hate and domination, of invective and threat. W
mited elemental dialects found on the various Inner Planes. Native speakers can often speak only their individual dialect, but those wh
service to the Earthmother of the Moonshae islands is distinct from the language that other druids speak, though they do share some
with natural and spiritual concepts, providing a terminology for discussing the nuances of such things missing in other tongues. Speake
ceremonial and secret tongue of the Crintri priestesses of Loviatar in the nation of Dambrath. Written in Thorass.
age derived from Netherese innovated by the ancient followers of Lliira and the cabals of illusionists in service to her. The language rem
he Northern language, this cant was the secret code of the Shadow Thieves of Waterdeep. When they were cast out of the city and fle
guage made up of slang, reference to previous events in the criminal world and innuendo, thieves' cant changes from place to place, s
ck Network. It is rarely spoken outside of Zhentarim strongholds, such as the Citadel of the Raven, Darkhold and Zhentil Keep, except b
where folk might live hundreds or even thousands of years! No one remembers how they were pronounced or even the majority of th
ges spoken in and around the Chultan peninsula. Written in Thorass.
oken around the area that came to be known as Chessenta, and its environs. It was adopted by the people of Chessenta after they aba
ge of the alphabet of the same name is long dead. Despite this, it shares enough of its structure with Common that those who know it
gue spoken around the Moonsea. Long since replaced by the modern Tharian, though they are similar enough that modern readers ca
he ur-tongue of all dwarven language.
nds of Rashemen. Written in Thorass.
stors to the people of Koryo, Kozakura, and Wa.
e used by orcs. Its nuances suggest a higher degree of cultural sophistication than that now possessed by orc-kind.
rgotten_Realms_Languages>
e night, stable one’s horses, buy semi¬secure short-term storage, and get simple meals either in one’s rooms or in a “common room”
mes with rentable private booths or chambers for conducting business meetings. Such chambers can also be rented for overnight stay
verns. A small wayside settlement might have just an inn that serves also as a tav¬ern. Conversely, backcountry hamlets and villages n
s who direct hostlers to tend to horses (these handlers are rarely called grooms). Both inns and taverns have cellarers who see to the p
and pack animals, but in cities and market towns, such guild-dominated trade is done at “livery stables” instead.
multiple rooms, that servant is a “chambermaid” or “chamberjack” (less formally, just “maid” or “jack”). If the inn is a little larger, it wil
who deal with chamber pots, who then are “nightmaids” and “nightjacks” or, less for¬mally, “potmaids” and “potjacks.”
f inexpensive drinks—such as mint water, small beer, local ales and wines, and some offering of stronger spirits—as well as an assort¬m
aurant” are “feasthouse” and the slightly grander “feast hall” (more often these days “feast¬ing hall,” to avoid confusion with “festhall
as formal usage, meaning “dining es-tablishment,” where the word “feasthouse” has a meaning closer to “eatery.”
dining in a town don’t bother with menus. Whatever’s “on” tonight is it, with usual meal choices so simple that the platter¬maid just v
n the Realms.
little true competition. For example, a village might have a temple that serves food only to pilgrims and night guests, an inn that serve
are located where there’s true com¬petition, as is usual in market towns and cities, as well as places where food sources change often
regarded beautiful printed menus (often taken home as remembrances) as a mark of what they call “proper” or “superior” dining. As
coated-paper, multipanel foldout menus. The coating is wax, to keep stains from stews and sauces off the paper, which is usually shield
till seen in some places there, and flourishing in Var the Golden—is that of the ban¬ner maids. These are provocatively or grandly dres
fits close to the body. She stands and moves as diners direct, they choose their meals, the platter-maid records the orders, and off both
by Chauntea; however, no deity governs food and drink. Many faiths use special foods, meals, food preparations, and drugs in various
r centuries of accumulated fear and abhorrence of the results of magical tinkering with food. Too often in the past has magic been use
xclusive, rare, and special because it’s forbidden or frowned upon, and they handsomely pay wizards—especially sorcerers, who can w
hieve; many lonely wizards who are poor cooks privately disagree.
ost meat in the Realms is marinated simply and cheaply in stale beer with sugar, garlic, salt, and mustard, or the cook’s preferred hand
ies of an astonishing variety of ingredients and tastes, from curries, to leek- with-bacon, to minted lamb. Popular in the Heartlands, th
stachios). Popular in the Tashalar.
r diced olives inside, or laced with zzar or various liqueurs. Popular in the Heart¬lands, the Dales, and the Savage Coast North.
Sea of Fallen Stars. •
mshan and the Tashalar.
h various beetles and formed around edible klooer roots (licorice-like roots of a parched wilderland bush). Popular in the Vilhon, Shaar
n edible gum and spices to provide flavor and keep the honey from melting and run¬ning in hot conditions. Popular in Calimshan, the V
hed confections of baked cake that have been laced with jams or chocolate or herbal distillates. Popular everywhere, but they tend to
ts, marinated in spirits, baked into a molasses cake and sold as small whole loaves or as slices wrapped in leaves. Popular in the Borde
n dusted with salt and various spices, from sugar, cinnamon, and nutmeg to the various hot spices (like vegetable crisps).
g summer and autumn, across most of Faerun, should have the majority of those men¬tioned above for sale.
300s DR that crept into Cormyr, West¬gate, and then Sembia as the century unfolded is the talyth. This morsel is a cracker the size of
nd various sorts of herbs, spices, and mushed-down-flat foodstuffs in between, lightly baked to glue it together. Talyths are usually sa¬
r, Luskan, Mirabar, Elturel, Ever- lund, Silverymoon, and Scornubel for decades.
ater heating or reheating, to be served immediately.
onfections wrapped in pig’s bladders, heated on metal plates over fires to drive out their moisture, tied shut, and then painted all ove
ers are prized by adventurers and wayfarers across Faerun as essentials, particularly if they go beyond the standard hunk of sausage, w
ons and cities and areas and races in the Realms have foods they prefer; the following sec¬tions highlight a few of these special dishes
f all lands on the northern side of the Sea of Fallen Stars. This fare is in contrast to the farmed livestock and poultry that dominate in th
d its streets often reek of cooking fish in early evening. Yet a baeranth is the most popu¬lar everyday evening meal for Tantrans. The d
ending on the size and freshness of the pie and the reputation of the shop. They are always sold hot, and can be bought from about hi
e caught in the Reach, immersed in honey and seasonings, and then hung and smoked for several days in closed sheds to produce the
es is considered revolting.
g else similar to a restaurant. Its inns typically lack dining rooms or taprooms. Instead, they serve warm mulled cider and cold ale with
ies that bring in crabs, eels, and druth (a brown flatfish that resembles the detached sole of a leather moccasin). The eels and the flatf
ay color and rounded shape. They are usually tossed alive into layers of salt in barrels for transport elsewhere, an act that kills them an
with herbs and spices, becoming stronger and more crablike. The crabs are extremely tasty when steamed, boiled, fried, or fire-seared
oadleaf reeds grow thickly, forming what some folk call giantgrass forests. These serve as ideal places to hide for aquatic creatures, or
, and active fishing along its coasts and on its rivers. Its cultivated vineyards are lo¬cated mainly inland, in the south and particularly so
etables and scraps of meat or fish, fried in onions and oil.
rkers, consisting of a drink and a sa¬vory pie—the sort of thing that is also standard tavern fare, and is served at inns in the dark hours.
after dark (when day work is done).
f multiple courses, including spiced vegetables in various sauces, and fowl stuffed with herbed meats and “frothed” vegetables. The m
es is considered revolting.
g else similar to a restaurant. Its inns typically lack dining rooms or taprooms. Instead, they serve warm mulled cider and cold ale with
ies that bring in crabs, eels, and druth (a brown flatfish that resembles the detached sole of a leather moccasin). The eels and the flatf
ay color and rounded shape. They are usually tossed alive into layers of salt in barrels for transport elsewhere, an act that kills them an
with herbs and spices, becoming stronger and more crablike. The crabs are extremely tasty when steamed, boiled, fried, or fire-seared
oadleaf reeds grow thickly, forming what some folk call giantgrass forests. These serve as ideal places to hide for aquatic creatures, or
, and active fishing along its coasts and on its rivers. Its cultivated vineyards are lo¬cated mainly inland, in the south and particularly so
etables and scraps of meat or fish, fried in onions and oil.
rkers, consisting of a drink and a sa¬vory pie—the sort of thing that is also standard tavern fare, and is served at inns in the dark hours.
after dark (when day work is done).
f multiple courses, including spiced vegetables in various sauces, and fowl stuffed with herbed meats and “frothed” vegetables. The m
of either muskrat, shrew, vole, or branchcat (a tree-climbing cross between a mink and a raccoon); boar, which most elves dislike, pre
t pies by dwarves and humans) are pastries into which spiced and herbed mashes of vegetables have been baked. Once cooled, these
eetened with a mash of berry juices.
nderdark rock fungus, distilled in a mixture of water and the juice of another sort of subterranean fungus.
on moist rock walls. It is not nutri¬tious, but it is also not harmful either. To be made into wine, it must be boiled in water into which a
affair above the boiling vessel. It is then chilled in the dark, often by immersing metal containers of it in subterranean streams, for forty
keeps for years, unless boiled, which gives it a disgusting burnt taste and a black, oily hue. It’s still not poisonous—just horrible.
nom or secretions as ingredients, but don’t believe the rumors: Green wine is not one of them.
well as Underdark worms, insects (fried in pack-lizard oil), and lizard flesh. Lolth-wor- shipers do not eat arachnids.
eir livings producing food for humans— especially baked goods, stews, and sauces, but also portable foods such as sausages and whee
ations, Secomber and Corm Orp, so these places provide a glimpse of what half¬lings produce when left to their druthers. In both settl
clays, and grapes in profusion. The common grapes are both sour wine grapes and “blue eyes,” edible grapes named for their color th
ny goats and sheep are kept in the hills overlooking Corm Orp, yielding milk, wool, and cheese. The cheese made from these goats and
nomes tend to make savory puddings. These are typically mixed vegetables and meats bound together in a rich gravy so heavy in natur
—especially of roasts that a human would consider dry and overdone—and are legendary for their prodigious capacity for ale and stron
y, and they lick salt from the “living rock” around them as well. Food is whatever can be caught—or must be fought—in the caverns, ea
blood in gravy, however, is perfectly acceptable. Like humans, dwarves have depended on rothe to expand across the northern region
rs. Vegetables (except for raw parsnips, which most dwarves carry and gnaw on as snacks) are mere garnish. Sausages are subsistence
all cave-worms and earthworms, munched raw. These are a prized and addictive candy to many dwarves and are the reason why a dw
y bowshot away from any caravan road, Faerun still teems with readily edible plants and game, unless recent forest fires or other scou
n the Heartlands, wayfarers can readily find wild food along the swift, icy-cold river. From the Misty Stair cascades to below the Gorge
human-palm-sized, bony silver fish that swim in short, very fast darting-straight-ahead rushes. Dartflash are usually netted or scooped o
ll pile of them to make a meal.
ing, green-brown fish that are un¬pleasantly oily in taste, but can be fried, allowing the cook to skim off the oil for use in lamps.
adish, grows abundantly and can be plucked and eaten freely (except, of course, in city garden plots or on a farm). Many adventurers, p
plants for cooking and alchemy, and eels and savory, clam-like swamp mollusks for eating. A large marsh is one of the richest places fo
ways easy. However, if one doesn’t mind drinking brownish, muck-tasting water, there are herbs that can be dropped into contain¬ers
ith other races, if they are not threatened and if they can do such trading in ways that don’t require leaving the vicinity of the swamp,
l-organized hunting bands, are stealthy foragers, and often prepare hideouts in overgrown wilderness areas to keep themselves hidde
meared on the skins of snakes will make those reptiles mate more often and produce more young, and the lizardfolk raise and tend suc
(a salty soup made by boiling water with local greenery in it, sometimes augmented with dumplings to make it a meal), teas, cider, an
orth of Calimshan and the southern Vil- hon shores, except in the most cosmopolitan ports such as Waterdeep, Athkatla, and Westgat
bout halfway up the east side of Anau- roch, and overseas to the west in Maztica.
ate and from there shipped elsewhere, mainly south to Calimshan and the Tashalar.
” and they trade little in it. Since the reappearance of Shade, the surviving Bedine con¬sume almost all of their qaw themselves. Throu
ondur’s, after a now-deceased trader who for a time controlled the entire trade in cof¬fee reaching Calimshan, the Tashalar, and the V
over Faerun. After he was publicly torn apart by a “pet” dragon some sixty years ago, his fortune was entirely lost. Thondur’s beans are
ace to place, they’re all derived the same way: the stunted mountainside coffee trees yield beans that are dried in the sun, put into sa
loose into ship hulls, so they can be ar¬ranged evenly as stable ballast.
ste often altered with dried, ground nuts and roots and even sprinklings as strong as ginger. In Sembia, on the other hand, it is usually
y places, but in southern places, small palm-sized bowls with out-flaring tops and drinking spouts are favored. These are known formal
aerun, from a thick black near-syrup stirred into sweet liqueur in Sembia and Ches- senta, to roasted beans eaten whole, to the more f
, or sold for high prices. However, clubs of tea-fanciers in Athkatla, Calimport, and other rich cities are filled with wealthy connois¬seu
n’t popular or well thought of. It’s because the majority of teas in the Realms are tisanes, or infusions, or herbal teas—made from leav
ng they (or their children) glean from the leaves of wild bushes that they pluck as oppor¬tunity and need arise. The leaves are usually k
ainer full of leaves, and then strain¬ing the leaves out. In the poorest households, the leaves are often reused; people dry them on a sh
ky brews from powdered leaves whisked in a bowl are the norm in the Shining South, and in ports where travelers from many places m
vied by the conveyance (a wagon or a ship), no one levies import or export duties on tea. (“Tea? Tea? Pass, merchant, and may you kno
e flavor and appearance of brews vary widely. Beer is a cheap, daily drink often en¬joyed with gusto.
sk is typical of many locales, and so can serve as a model. Made-in-every-kitchen “small beer” is generally sneered at in Berdusk, as so
th honey and flavored with all man¬ner of local berries. Five of them are detailed below.
er is a sparkling, pinkish pale ale that tastes sweet but tart, like lemonade mixed with several berry juices.
ular, belbuck is sweet and a translu¬cent green thanks to fermented herbs that make it both strong and minty. Like spearmint, it clears
ilkily well with both seared meats and fish. This ale keeps well, even out in the sun. The small earthenware jugs it is served in collapse i
eavily on the stomach. Some say it was named for the long-dead tavernkeeper Alanra Helmatoss, and others say it’s named for the vio
some say, fish; others just say it tastes strange. Apt to upset the stomachs of the unwary, zeskorr is deeply enjoyed by those who have
et and nonalcoholic or hard (alcoholic), and anything from semi-sweet to bitter. Cider is cheap and easy to make in apple-growing coun
and nigh-colorless, from sugary sweet to “wrinklemouth” bitter, and from local “tath” (poor or very ordinary) to expensive, far-travele
e amounts of wine without becom¬ing inebriated, whereas red wines contain some substance not yet identified that leaves gnomes re
g or a spigot and slowly emptied tan¬kard by tankard, wine kegs are more often stood on end and opened (the upper end removed) to
warves, gnomes, and goblinkin over all other drinks. As the very old dwarf joke goes, about a “stalwart” served tea: “Water? I’m thirsty
but are mixed with other drinks to increase the potency of the secondary drink.
intoxicating drinks are blended for taste reasons, sometimes mixed with fresh fruit juices. However, they are almost never deliber¬ate
ward on the Sword Coast, most inns and taverns serve fortified drinkables. These are of two sorts: the booze that the house waters do
vian fortified wine) and what’s called deep ale or fire ale (beer to which a grain-based spirit has been added). These beverages might b
pproach the elaborate recipes of real- world cocktails, but such beverages are found only in places like Waterdeep, Silverymoon, Luska
nsive wardrobes, and do not stray far from practicality in everyday wear. Many have but one “fine wear” garment for special occasions
garments, cut down clothing into other items, and dye and adorn clothes to make them flashier and stimulate sales. Adornments (che
a wide variety of styles, though generally only barbarian tribes attribute status or vigor to the length of a man’s beard. In Calimshan an
to shave their chins bare and grow long mustaches, “side-dagger” long sideburns (also called “daggerboard”), and the like. North¬ern
tments exist for altering hair color and stimulating hair growth, sometimes at astonish¬ing speeds such as inches per day. These all hav
n they might be, principally due to the fact that many family members cut each other’s hair crudely, as needed, or even shorten hair by
Realms is not linked to class, wealth, nobility or royalty, or any other status. The closest Realms beard fashions have to evoking status
ds are by nature specific to a trade or a group of (usually closely related) trades, and are almost always found in cities. Over time, many
ernal intrigues, and unfolding histories of the guilds of Faerun. The guilds of the city of Waterdeep are infamous across the Realms for
s of inspection they stamp on goods. These change with bewildering rapidity, often to denote dating and therefore old goods, or to try
of guilds than Waterdeep and in that respect is more typical of cities across the Realms. These guilds should prove a good model that
Waterdeep, and are far friendlier to authorities. They operate only in Suzail and the lands immediately around the city (on the south¬e
tories of Arabel and Marsember, most guilds have trade agents and observers in both of those cities, but no real power or organization
e benefit of themselves and their members.
nding, intimating that all do work of the best standard, and agreeing that members shall not hesitate to repair or maintain any item th
materials. Sometimes, guilds also approve of suppliers for their materials, as well as—when members desire-—procuring supplies in bu
cilities for members. Most guild charters provide for immediate emergency storage for members who have been burned out of their o
urt, precise and public definitions of ob¬jects, sizes, and amounts used by guild members in their trade. This ensures that one member
ally by a monthly measure of grain, ale, and meat or fish, or a few coins in lieu of such supplies. For instance, 12 gp is the monthly mu¬
vices to members in need at set rates (always lower than market) agreed upon at guild meetings. Most guilds also provide secure mon
avans arrive for fairs at Jester’s Green, elsewhere around Hilp, or south of the Starwater, as well as when ships unload at the docks in
nctions, from investing members’ profits to engaging in (or hiring others to per¬form) arson, vandalism, or theft against rivals.
d ship captains who don’t adhere to court-approved guild measures. Additionally, guilds quite openly gather information about who is
prentices or would-be members even higher fees. The royal court must be kept fully informed of fee changes and of member¬ship requ
tionary members facing unusual difficulties in acquiring full membership. The Crown prohib¬its any non-Cormyreans and any Cormyrea
vior of its members in some way, either through formal rules or through informal secret edicts and temporary boycotts. For example,
tition the Crown. A royal charter is granted that sets forth membership requirements, a founding roster of members, a rota of officers
atic War Wizard investigation of all guild activities, taxes, and finances. Six marks means the guild charter is forfeit. Marks are of¬ficially
ryone knows about that are actually ille¬gal organizations regulated only by themselves.
famous Fire Knives and an endless succession of small, local thieves’ guilds that are
ts but often re-founded. Such illicit or¬ganizations have traditionally held little power in Cormyr, except in Marsember and in small but
ll, local craft guilds are found in every town and city in Cormyr. Some villages have fledgling, disorganized craft guilds, and those in citie
hopkeepers in a particular place (as opposed to just those engaged in a specific profes¬sion), who band together to try to buy material
e Benevolent Muster of Merchants of Eveningstar, and the Loyal Council of Coinfel¬lows of Espar.
ilds are social. Members can swiftly spread word among fellow members of prices, practices, swindles, and other news. This quick com
ment opportunities for skilled apprentices, should their current masters prove unscrupulous enough to avoid granting them recognition
tions of workers largely engaged in the same specific profession—have been some¬what curbed in powers, hauteur, and fripperies sin
longer exists because it became a front for several noble families plotting to over¬throw the Dragon Throne. Those nobles used the g
ut were “feeling their brawn” (as the Cormyrean expression has it) just before the arrival of the Tuigan Horde, led by the aforemen¬tio
ngdom are detailed below, presented in roughly descending order of influence.
y, quarrying, plastering, mud- daub, and waterproofing. This guild knows its true power more than any other. However,
g to maintain a fair and prosperous Cormyr.
uring, staining, furniture making, fitted carpentry, and joinery. This is a wealthy, energetic, “into everything” (such as new styles of coff
s the making of tempered tools from sewing needles to tiny gears and cogs. This guild is watched by the War Wizards to pre¬vent any
trols wagon makers and wagon owners, locksmiths, coachlars (coach
s), and draymen (deliverers and loaders of ships at the docks, on wagons everywhere, and in warehouses). “Locksters” is the Dragon R
attle, guard dogs, and sheepdogs, as well as the breeding, care, and sale of all kept beasts. This guild is an often fractious group of ran
ver try to “make monsters.”
avigators, mapmakers, ropers (the local name for rope makers), sail makers, ship¬wrights, and ship repairers. Interests in Sembia and W
reeding and trading, wine making, vineyard owning and tending, wine blendings, and sales. Many guild members are flamboyant revel
pirits blenders and importers, and cheesemakers. The guild’s headquarters, called the Caskhouse, often hosts days-long drinking revels
s, slate masons, shingle cutters, thatchers and thatch cutters, glaziers, “sandglass” makers, and glass Stainers.
her dyers, glovers, corvisers (boot- and shoemakers), cobblers, harness makers, battle leatherers (makers of leather armor and under a
vers, textile dyers, garment cutters, embroiderers, clothiers, and drapers (sellers of draperies and tapestries)
dye-source, and craft-worthy uses for plant and animal matter, either as dis¬tillates or as solids (and all who work with such substance
d eagles. Because these ferocious hunters favor horseflesh for meals, they are the bane of low-level adventurers who rely on their mou
intelligent enough to serve as cohorts, and their unique features make them quite valuable in that capacity as well.
asic information on using it as a mount, including rules for selecting it as a paladin's special mount, if applicable. These griffons can be
y demonstrate the same aggressive, territorial behavior as ordinary griffons do. The celestial griffon has been known to ally with powe
C 17, touch 11, flat-footed 15; Base Atk +7; Grp +15; Atk +11 melee (2d6+4, bite); Full Atk +11 melee (2d6+4, bite) and +8 melee (1d4+
inst an evil foe.
er level as 5 lower than normal for the purpose of determining the servant's special abilities. Like celestial griffons, fiendish griffons ca
C 17, touch 11, flat-footed 15; Base Atk +7; Grp +15; Atk +11 melee (2d6+4, bite); Full Atk +11 melee (2d6+4, bite) and +8 melee (1d4+
on a friendly basis. Typically, griffons aren't tough enough to chase off a nesting dragon, so they grudgingly accept the great reptile's p
hort feat from the Draconomicon. Such a creature can also serve as a 12th-level paladin's special mount, using the Dragon Steed feat f
1, touch 11, flat-footed 19; Base Atk +7; Grp +19; Atk +14 melee (1d6+8, claw); Full Atk +14 melee (1d6+8, 2 claws) and +13 melee (2d6
creature in the area takes 6d8 points of electricity damage (Reflex DC 17 half).
ake attacks.
emplate (from Monster Manual II) can be used to create just such a creature. (Normally, the warbeast template can't be applied to ma
11, flat-footed 15; Base Atk +8; Grp +17; Atk +13 melee (2d6+5, bite); Full Atk +13 melee (2d6+5, bite) and +10 melee (1d4+2, 2 claws);
9, touch 9, flat-footed 18; Base Atk +22; Grp +39; Atk +30 melee (4d6+9, bite); Full Atk +30 melee (4d6+9, bite) and +27 melee (1d8+4,
ck (bite), Improved Natural Attack (claw), Iron Will, Multiattack, Snatch, Weapon Focus (bite).
redits include the Player's Handbook v.3.5, the Draconomicon, and the upcoming Unearthed Arcana. By night, however, he fights crim
city offers endless possibilities for adventure in its own right. You never know who you'll meet just walking down to the corner pub, wh
g merit only a glance from urbanites who've seen it all before. One such sight is Oyin Horsetail, a porter who works for a firm called Go
nd have their say in matters of civic significance. Even absolute monarchs can benefit from the common wisdom. Not everyone believe
year run as the Sage of Dragon Magazine. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster M
les, catacombs, and hidden vaults. Such a subterranean environment isn't likely to remain uninhabited. Many underground dwellers w
ave disastrous consequences for the surface dwellers when new diggings undermine the streets or building foundations.
s delvings have seriously undermined many buildings and several streets. The buildings haven't yet fallen over, but their walls are sagg
inkhole collapses under them?
debris); multiple targets (all target in a 15-foot radius); Search DC n/a; Disable Device DC n/a. Market Price: n/a.
uccessful saves move to the closest edge of the pit. This movement doesn't count as part of the creature's movement for the round.
forms, the monster races to the area, hoping to scoop up creatures that have fallen in.
he PCs for the incident. Oyin the ogre (see Part One) might be on hand to help clean up the mess or he might need rescuing from the h
objects, offers herbal medicines, provides charms to protect the body and soul, and even sells the occasional (very) minor magic item.
r). Madame Phadra does business with anyone and two of her less savory customers are Keir and Stevan. This pair of small-time crook
s as Klinda, Phadra's grandniece. "Klinda" declines to let anyone into the shop, but she offers to take the customer's order and fill it ou
s magic aura spells. He sticks strictly to minor wondrous items and potions with market prices of 200 gp or less.
g Phadra's wares up and down the streets. Stevan has nothing to sell himself, but he'll offer to guide interested buyers to the shop. If a
to the shop to buy some bogus magic. Stevan is none too bright, but fairly persuasive.
6; Base Atk +3; Grp +4; Atk or Full Atk +5 melee (1d4+1/19-20, masterwork dagger) or +6 ranged (1d6/x3, masterwork shortbow); SA sn
e +5, Listen +6, Move Silently +10, Open Lock +9, Search +8, Spot +6, Use Magic Device +8; Deceitful, Persuasive, Stealthy.
s, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targe
e, he takes no damage with a successful saving throw.
nd the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device check result exce
foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).
magic aura (23 charges), wand of charm person (45 charges), potion of sanctuary, potion of blur, potion of shield of faith, potion of cur
uch 12, flat-footed 13; Base Atk +2; Grp +3; Atk or Full Atk +4 melee (1d4+1/19-20, masterwork dagger) or +5 ranged (1d6, sling with m
ate +2, Listen +8, Open Lock +6, Perform +5, Search +0, Sleight of Hand +9, Spot +3, Great Fortitude, Toughness.
gets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against ta
mage, he takes no damage with a successful saving throw.
, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device check result e
tance +1, potion of sanctuary, potion of blur, potion of shield of faith, potion of cure light wounds.
Horsetail, the ogre from Part 1, might intervene, most likely on the side of the two rogues. This might be because the rogues have bef
objects, offers herbal medicines, provides charms to protect the body and soul, and even sells the occasional (very) minor magic item.
r). Madame Phadra does business with anyone and two of her less savory customers are Keir and Stevan. This pair of small-time crook
s as Klinda, Phadra's grandniece. "Klinda" declines to let anyone into the shop, but she offers to take the customer's order and fill it ou
s magic aura spells. He sticks strictly to minor wondrous items and potions with market prices of 200 gp or less.
g Phadra's wares up and down the streets. Stevan has nothing to sell himself, but he'll offer to guide interested buyers to the shop. If a
to the shop to buy some bogus magic. Stevan is none too bright, but fairly persuasive.
6; Base Atk +3; Grp +4; Atk or Full Atk +5 melee (1d4+1/19-20, masterwork dagger) or +6 ranged (1d6/x3, masterwork shortbow); SA sn
e +5, Listen +6, Move Silently +10, Open Lock +9, Search +8, Spot +6, Use Magic Device +8; Deceitful, Persuasive, Stealthy.
s, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targe
e, he takes no damage with a successful saving throw.
nd the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device check result exce
foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).
magic aura (23 charges), wand of charm person (45 charges), potion of sanctuary, potion of blur, potion of shield of faith, potion of cur
uch 12, flat-footed 13; Base Atk +2; Grp +3; Atk or Full Atk +4 melee (1d4+1/19-20, masterwork dagger) or +5 ranged (1d6, sling with m
ate +2, Listen +8, Open Lock +6, Perform +5, Search +0, Sleight of Hand +9, Spot +3, Great Fortitude, Toughness.
gets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against ta
mage, he takes no damage with a successful saving throw.
, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device check result e
tance +1, potion of sanctuary, potion of blur, potion of shield of faith, potion of cure light wounds.
Horsetail, the ogre from Part 1, might intervene, most likely on the side of the two rogues. This might be because the rogues have bef
helps if an urban predator or scavenger can keep a low profile, because crowds of urban folk can pose a danger to almost anything.
men is typical of the species. It lurks in the city sewers, usually near an intersection, using its tremorsense ability to pick out lone city d
; Base Atk +3; Grp +5; Atk or Full Atk +5 melee (1d6+3, tentacle); SA Constitution damage 1d6, improved grab, paralysis; SQ blindsight
t); Improved Initiative, Track.
the foe in its grasp, its many mouths suck blood and other fluids from the victim. The jelly deals an extra 1d6 points of Constitution da
its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grap
must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The Save DC is Constitution-based. The jelly can grab a paraly
er attack forms that rely on sight. It is immune to poison, sleep effects, paralysis, stunning, and polymorphing. It is not subject to critica
t is less than 15, it still takes at least a DC 15 Spot check to notice it, thanks to its camouflage ability.
n if rushed or threatened. An assassin jelly has a +8 racial bonus on Hide, Listen, and Spot checks. It also has a +8 racial bonus on Surviv
ollow home. The PCs might encounter the assassin jelly when they retire for the night after they have one of the other encounters in th
sedan chair carriers. The majority of its employees are actually slaves or indentured servants (depending on exactly what kinds of serv
be. At the time, Oyin had served his tribe as a scout, and his chief had selected him for the job because Oyin was comparatively weake
can hold one Medium creature. It can hold about 400 pounds. When Oyin pushes the wheelbarrow, divide the weight of the cargo or p
on his ability to quickly reach any destination a customer names. The basic rate for his services is 3 copper pieces a mile, with a minimu
goal is to become a famous ranger.) The people of the city have come to accept Oyin. The ogre is unfailingly polite (as the runt of his tr
h 9, flat-footed 16; Base Atk +5; Grp +14; Atk or Full Atk +9 melee (1d8+5, sap); Space/Reach 10 ft./10 ft.; SQ darkvision 60 ft., fast mo
n Will, Self-Sufficient.
ect as long as he rages: hp 55; AC 14, touch 7, flat-footed 14; Grp +16; Atk or Full Atk +11 melee (1d8+7, sap); SV Fort +11, Will +6; Str 2
uick getaway from the mob of philosophers with clubs (see Part Two), or he might be the subject of their wrath. Oyin is in well with M
f resistance +1, 3 scrolls of cure light wounds, scroll of magic weapon, pearl of power (1st-level spell).
accuse the ogre of being a menace to the public (they should talk). The Sentinels may also make an appearance to denounce Madame
ace for more than a day or two. Shield dwarves carve workshops and mines from the hearts of mountains, fortifying their homes. Gob
es, and sheer distance divide Faerûn's nations from each other. Faerûn's city-states and kingdoms are small islands of civilization in a v
s and more isolated lands, and plutocratic monarchies, common among city-states and realms dominated by trade. In either case, a he
are realms of weak central authority, and strongly independent nobility. A monarch who pushes a willful noble too far might drive that
that can come of a strong monarchy in the hands of a wise and courageous leader. Unfortunately, the death of Azoun and the plague
ms must contend with merchant-nobles every bit as willful and haughty as a feudal lord in his castle. In the walls of a city-state, a wealt
ng line is blurry at times - a large village or small town blends many of the characteristics of rural and urban life. The division is not excl
n's Heartlands, most people are compelled to work the land in order to feed themselves. Large towns and cities can only flourish in pla
spread representative of Faerûn's incredible diversity is a simple human farmer. She lives in a small house of wood, sod, or thatch-roo
whichever lord holds the land she lives on. In a few harsh lands, she is a slave whose backbreaking work is rewarded only by the threa
t, milk, and eggs for locally manufactured items such as spun cloth, tools, and worked leather. Some years are lean, but Faerûn's Heart
tified manor house watches over her home village. The noble appoints a village constable to keep order and might house a few of the k
rers and small merchants or storeowners, but the most city-dwellers work with their hands to make finished goods from raw material
with its neighbors in great sprawling blocks through which myriad narrow streets and alleyways ramble. In small or prosperous towns,
agents of the city's ruling power closely monitor his activities and movements, rigidly enforcing exacting laws of conduct and travel. Bu
get. A prosperous man can work hard and comfortably feed his family, but in lean times the poorer laborers must make do with stale
he soldiers of the land. Rampaging monsters or bloodthirsty bandits don't trouble the average city-dweller, but he rubs elbows every d
ty people are of common birth and ordinary means. They rarely accumulate any great amount of wealth - a prosperous innkeeper or s
ven if the law does not require deference, it's usually a good idea. Nobles enjoy many protections under the law and in some cases can
folk in the king's name. She collects taxes from the villagers and farmers and is vastly more wealthy than all but the most prosperous
ordes of orcs, ogres, or giants can easily overrun even stoutly defended cities. Would-be kings continually challenge the powers of the
es of strife and warfare. Lords hold lands in the name of their king, raising armies and collecting taxes to defend the realm. They are ex
oms and cities. The lowest class across all of the Heartlands, the peasantry forms the solid base upon which the power structures of no
over them, other than obeying his laws and paying his taxes. They do not own their farmlands but instead rent croplands and pastures
ople are sometimes known as freeholders if no lord claims their lands, or yeomen if they are common landowners subject to a lord's au
town. The so-called middle class is weak and disorganized in most feudal states, but in the great trade cities of the Inner Sea, strong gu
ant whose enterprises span. a kingdom might style himself "lord" and get away with it.
les of Faerûn's deities parallel the king's authority. The lowest-ranking acolytes and mendicants are rarely reckoned beneath the statio
o deities who are particularly active or actively supported in their immediate locale. If a powerful and benevolent temple of Tempus ha
to their homeland or king, the low nobility is the backbone of the feudal realm. From their sons and daughters are drawn the knights a
cases of low justice - just about any crime short of murder or treason. They claim a tithe of any wealth in food or gold generated by th
merchant establishes an enterprise or industry of great and lasting value, and then passes it to his heirs. Over time these upstarts may
and seneschals are low nobles who hold titles but no lands.
e number of low nobles. Unlike low nobles, who frequently carry noble titles without lands, high nobles are usually landed, commandin
. Like low nobles, they collect taxes in the ruler's name and levy additional taxes as they see fit. They maintain personal armies sometim
. The stipends and royalties associated with their titles make them some of the wealthiest people in a kingdom.
titled nobles. Grand dukes, archdukes, and. princes are considered royalty, even if they are not immediately related to the ruling house
titles, from a simple "Master of the . . ." to such mouthfuls as "His Most Exalted and Terrible, Beloved of the Gods and Venerable Befo
Female
Goodwife or Maid
genders) almost everywhere else. This latter termLady, or Lady Sir
His widowed or aged parents, or older uncles a Lady or Lady Lord
st universal. Oloré ("oh-LOR-ay") serves the sam Milady
High Lady
dragons tend to make a lot of widows and orphans. Highness
own property, run businesses, and run off to bec Majesty
d, stories. The exact customs vary wildly from land to land, but in any Heartlands village a marriage is an excuse to set aside work for a
ove are far more common. Divorce is rare, particularly since standards of marital fidelity are decidedly relaxed in some lands. It's not u
cially in relatively safe and prospectus regions. The careful attention of clerics, healers, and divine healing magic makes childbirth reas
rly. Children from urban areas begin to learn their parents' trades at a similarly early age. By eight to ten years of age, most children ar
o develop the skills that will serve them as adults by playing in the wilds. This is not to say that children are allowed to roam free witho
en who can take over the family enterprise and care for them. A life without work is usually only an option for the wealthy, including th
ents receive any real education. Even so, most Faerûnians of civilized lands are literate and understand the value and the potential po
hose that do are expensive, exclusive, private schools or academies that spend as much time teaching riding, courtly manners, and swo
arly the elves, are a notable exception to that statement, as are human cities or nations that encourage citizens to study with the clerg
mpion of the common folk, yet granted access to the highest halls of power as an agent of her lord or king. Generations of good-hearte
es . . . and not always healthy to be around, even for their friends. Lords and merchants tread carefully around adventurers and take st
ing companies stand a better chance of receiving official recognition and licenses from kingdoms, confederations, and other principaliti
ainst the interference of local lords guaranteed by the terms of their charter. For example, most strangers entering a city might be req
f good heart. They know that adventurers live daily with risks they would never be willing to face themselves. The common folk eagerl
tron and a place in society commensurate with the influence and station of his patron. Adventurers inclined to threaten or intimidate t
wer of me: Why, O meddler and, mighty mage, do ye not set the crooked straight? Why not strike directly against the evils that threat
n't fix Toril entire every day.
asked of us. The forces arrayed against us are dark and strong indeed. I might surprise Manshbon or old Szass Tam and burn him from
ave seen far too many instances of good things turning out to cause something very bad, or unwanted. We've learned that meddling o
nsider a mighty stroke; be assured that every move is apt to be countered by someone who doesn't like the intended result, is determi
house? Rearrange one room? How many simple little actions, then, will it take to destroy one kingdom and raise another - with name,
ch out and do some little thing that hampers the aims of another great and mighty? We'll never be free of this problem, and that's a g
man race speaks its own language, and humans seem to generate dozens of languages for no other reason than their lands are so wide
f all. Giant, Elven, and Dwarven are also ancient tongues. The oldest known human languages date back some three to four thousand
ny nonhumans speak Common as a second language. Common grew from a kind of pidgin Chondathan and is most closely related to th
ugh to get by in any but the most esoteric conversations. Even in remote areas such as Murghôm and Samarach, just about everybody
ogy; Espruar, a script invented by the elves; Dethek, runes created by the dwarves; Draconic; the alphabet of dragons; Celestial, import
direct ancestor of today's Common tongue as a spoken language. Though no one speaks Thorass anymore, its alphabet survives as the
ars ago. Its beautiful weaving script flows over jewelry, monuments, and magic items.
al sheets or carve in stone. The lines in all Dethek characters are straight to facilitate their being carved in stone. Aside from spaces be
emerald carpet, that fell away from her into a sodden country of limbless dead trees rising up out of standing water, broken in a thous
nd stare at it too: an untidy line of sticks thrust into the ground, and crowned by weathered, mold-covered human skulls. One of them
human laws, or a written code, but someone (or something) makes rules for every stride of earth in all Toril.
owing where one land and its laws ends, and another begins, can be just as difficult: Except where relatively stable riverbeds are involv
ting would be out of date even as it appeared, but some general observations can be made to guide DMs, NPC rulers, "just plain inhabi
makes right" or "what the local lord or dominant power says, goes."
only observed infractions), "my sword is the law" thinking is always tempered by custom.
ns of local inhabitants ("You may force us into this or that, self-styled 'lord,' but only so far. My grandsire built yon fence and my daddy
dlers, pilgrims, and envoys) have over centuries settled some constantly shifting basics of behavior ("things all can count on") that are
ur land and guard it, with notices, prohibiting all or specific uses of it. However, you can't simply butcher, maim, imprison, or rob being
temple), some places have a master map on which land ownership is written (and updated), and some have nothing at all beyond "str
h or Herald-witnessed) agreements. Borders between nobility or rulers or countries are always solemnized somehow (usually with agr
ership will settle in the hands of that power, even if this occurs utterly unofficially.
herein the ruler owns all land, and everyone else is a tenant. These tenants can be either renters, who can be turned out at the ruler's
scover they own nothing at all, or have purchased a ruin that obligates them to raise an army or fight a dragon or defend a border whe
Adamar Adorellan
Aelrindel Aerendyl
Aeson Afamrail
Ainésilver Aithlin
Akkar Alabyran
Allain Alok
Amrynn Anarallath
Anfalen Anlyth
Araevin Arandron
Ardreth Ardryll
Arkiem Arl
Ascal Athtar
Aulathar Aulauthar
Avourel Baerdelcoam
Beldroth Bellas
Bhyrindaar Biafyndar
Brindarry Buttorwyr
Chathanglas Cheyrth
Cluhurach Cluym
Connak Cornaith
Cystenn Dalyor
Daratrine Darcassan
Deldrach Delmuth
Divisav Drannor
Durlan Durothil
Edansyr Edicûve
Ehlark Ehrendil
Elaith Elandorr
Elbauthin Elbereth
Eldrin Elénaril
Elhieardacil Elidyr
Ellisar Elorfindar
Eltaor Eltargrim
Erendriel Erglareo
Erlathan Eroan
Estelar Ethlando
Evindal Eyrynnhv
Faelyn Faeranduil
Felaern Fenian
Fhociin Filarion
Finufaranell Flardryn
Fylson Gaeleath
Galan Galather
Garrik Garynnon
Glarald Glorandal
Haalaari Hachaam
Halafarin Halamar
Halgondas Halpaeril
Haryk Hastos
Hoccar Horith
Ievos Ihimbraskar
Ilimitar Iliphar
Illitran Ilphas
Ilyndrathyl Inchel
Intevar Iolas
Ithraides Ivlisar
Iymbryl Iyrandrar
Jannalor Jaonos
Jhaartael Jhaeros
Jhuvik Jonas
Josidiah Juppar
Katar Katyr
Kendel Kerym
Khaalindaan Kharis
Khiiral Khilseith
Khyssoun Kindroth
Klaern Kolvar
Kuornos Kuskyn
Kyrtaar Laeroth
Laosx Larongar
Lathai Lathlaeril
Lhombaerth Lhoris
Llewellenar Llombaerth
Luthais Luvon
Lysanthir Maasli
Maeral Maiele
Marikoth Marlevaur
Merellien Merith
Mi’tilarro Mihangyl
Mirthal Mirthal
Molonym Molostroi
Morthil Mothrys
Myriil Myrin
Naertho Naeryndam
Narbeth Nardual
Neldor Neldor
Nhamashal Nieven
Nlossae Nopos
Nuvian Nyaalsir
Nyvorlas Oacenth
Olaurae Olinsivver
Oncith Ondabrar
Orist Orlpar
Ornthalas Ortauré
Otaehryn Otaerhyn
Paeris Passilorris
Pharom Phraan
Purtham Pyrder
Pyxaanthal, Qildor
Raeranthur Raibyr
Rathal Raunaeril
Reluraun Reluvethel
Respen Rhaac'var
Rhenalyrr Rhespen
Rhys Rilitar
Rotheloe Rothilion
Ruith Rumathil
Ruvyn Rychell
Ryvvik, Sadalymn
Samblar Sandevv
Selanlar Selgauth
Sharian Sharlario
Shonassir Shyrrik
Simimar Sinaht
Srindin Strohm
Sylvar Symkalr
Taegen Taeglyn
Taleisin Tammson
Tanithil Tannivh
Tanyl Taranath
Tarosspur Tarron
Tathaln Tehlmar
Tethir Thalanil
Thiilthan Thurdan
Tlannatar Tolthe
Traeliorn Travaran
Tsaer Tsiilmas
Saevel Sakrattars
Skalanis Sinaht
Taenaran Tannivh
Tarathiel T’karon
Ualair Uevareth
Urddusk Usunaar
Vaeril Valmaxian
Velethuil Venali
Vesstan Vhoadan
Volodar Voron
Wylchyr Wylym
Wyqhael Wyrran
Xhalh Xhalth
Yeschant Yhendorn
Zabbas Zaltarish
Zaos Zelphar
Aelynthi Aerilaya
Ahskahala Ajhalanda
Alauthshaee Alavara
Allannia Allisa
Almithara Aloevan
Alyndra Amara
Amlaruil Amnestria
Anarzee Aneirin
Ara Araushnee
Arielimnda Arlayna
Ashemmi Aubaudameira
Ava Axilya
Bhuraelea Blythswana
Caerthynna Calarel
Chalsarda Chandrelle
Chin’nesstre Chomylla
Claire Csharynn
Darshee Dasyra
Dathlue Delimbiyra
Duilya Eallyrl
Elanalue Elanil
Elénaril Eletha
Eloen Elora
Emvorele Enajharas
Esta Ester
Faunalyn Fhaertala
Filauria Fildaerae
Gaelira Gaerradh
Ghilanna Glynnii
Gylledha Haalija
Halama Halaema
Haramara Helartha
Huquethae Hycis
Ikeshia Ildilyntra
Ilythyrra Imdalace
Imra Imramarthree
Ioelena Irhaal
Itiireae Itylra
Jhaer Jhalass
Jhiilsraa Ilsevel
Isilfarrel Kavrala
Keishara Kethryllia
Kileontheal Kythaela
Laerune Laurlaethee
Liluth Llamryl
Lyraesel Maaleshiira
Maith Makaela
Marissa Martainn
Merethyl Merialeth
Mistale Mladris
Moryggan Muerlara
Myriani Naevys
Namyriitha Nanalethalee
Naumys Nlaea
Nuovis Nushala
Oluevaera Phaerl
Phuingara Phyrra
Qemba Quamara
Rathiain Renestrae
Rubrae Ryllae
Saida Sakaala
Schimae Seirye
Séonais Shael
Shalantha Shalendra
Shanyrria Sharaera
Shialaevar Shi’larra
Shyael Shyael
Soliania Soora
Sylmae Symrustar
Syrune Syviis
Talaedra Talanashta
Tamara Tarasynora
Thalaera Thalanil
Throleatha Tiatha
Tisharu Tsarra
Unae Urmicca
Valindra Vashti
Veluthil Verrona
Winterflower Xiiltharra
Yathlanae Yeshelné
Ynshael Yrlissa
Ysmyrlda Ytharra
Zhuirentel Zoastria
Aendryr Aerasumé
Agrivar Ahmaquissar
Alavara Alastrarra
Alluth Aloevan
Amalith Amarallis
Ammath Amrallatha
Arren Ash
Auglamyr Auglathla
Bellas Berethryl
Bhephel Blackhelm
Brightcloak Brightsong
Calaudra Calauth
Ceretlan Chaadren
Cormyth Coudoarluth
Dahast Dawnhorn
Doedance Donnathlascen
Duirsar Durothil
Ealoeth Echorn
Elian Ellarian
Ereuvyn Erkowe
Erlshade Estelda
Everlove Evioro
Faerondarl Falanae
Fenmarel Fflannidan
Gildenguard Goadulphyn
Greencloak Gwaelon
Haladar Hawksong
Hlarr Hyshaanth
Ilbaereth Ilbenalu
Iliathor Iliathor
Immeril Ipyllasc
Irithyl Ithruen
Kadelaryn Kelerandri
Kevanarial Korianthil
Laralytha Larenthanil
Leafbower Leafsigil
Lhoril Llundlar
Maendellyn Maerdrym
M'Haaren Miritar
Mithalvarin Moonbow
Moonglade Moonglamaer
Morningdove Mornmist
Naelgrath Narlbeth
Nelnueve Never
Nharimlur Nightstar
Ni’Tessine Nierde
Nlossae Nlossae
Nyntynel Oakstaff
Olyrnn Omberdawn
Orbryn Orbryn
Phenthae Pholont
Rachiilstar Raedrimn
Revven Rhaevaern
Rhyllgallohyr Rivleam
Sarsantyr Selakiir
ShadowmantlShadowwater
Shalandalan Sharrith
Shyr Sicafei
Silverhand Silveroak
Slenderbow Spellstalker
Starnar Starbrow
Starym Stillhawk
Strongbow Suldusk
Sunweaver Swordstar
Talesspur Tamlyranth
Tarsap Tarsis
Tellynnan Teshurr
Tohrthaal Toralynnsyr
Torthtan Toryvhallen
Tyrneladhelu Uirthur
Vandiir Veverell
Waelvor Whitethistle
Xantrani Yeschant
Yridnae Yundraer
medieval fantasies that had dominated the game through its first decade.
years before TSR would go that far again. Instead they experimented with the idea of different worldviews by filling out two of their fa
en by Bruce Heard. The Emirates of Ylaruam (1987) was the Known World’s inaugural take on nonfeudal societies; it was an “Arabian N
f Ierendi (1987) depicts a Hawaiian vacation paradise; The Northern Reaches (1988) reveals a Scandinavia with Vikings; The Republic o
ties than the Known World, it wandered further afield too, in part thanks to the work of myriad hands such as Jeff Grubb, Douglas Nile
he result was Kara-Tur: The Eastern Realms (1988), which shrunk Kara-Tur a bit to fit it into the Realms. TSR soon followed that up with
D&D experimented with this campaign world a few years later with seven “Historical Reference” books: Vikings (1992),Charlemagne’s
own World or the Forgotten Realms, but A Mighty Fortress was something entirely new: it moved D&D up to the Elizabethan Era, com
hem reinterpreting the genres that D&D had played with in the 1970s and ’80s—but taking them further than had been possible in the
ed from world to world in magical space ships. Though Spelljammer didn’t put as much focus on scientific technology as some of D&D
roduces many different evil rulers (not just Strahd) and many different horrific and monstrous races (not just vampires). The setting wa
when the Ravenloft campaign world went away toward the end of 2nd Edition’s run, the Ravenloft brand remained as a line of horror s
ed take on D&D. Dragon Kings ruled the post-apocalyptic “Dying Earth” setting of Athas, and players were as likely to be slaves as bold
the Forgotten Realms’ Calimshan. Like Calimshan, Al-Qadim was also set in the Forgotten Realms, but it was presented as a distinct, st
many of the settings of the 2nd Edition era, it adopted one of the genres that TSR had played with in the 1970s and ’80s; Greyhawk was
a doozie of a finale. Planescape was D&D’s planar adventure setting, taking players across the many Outer Planes. However, it really ch
ynn, the Forgotten Realms, and the Nentir Vale. It largely fell to d20 trademark licensees and open gaming licensees to produce the ne
ayers that D&D could be more than just feudal castles. Fans updated settings like Spelljammer and Planescape, while Wizards themselv
escape: the world of Eberron (2004). This new campaign world offered a very different take on D&D and, like many of the best, it esca
the release of Oriental Adventures that year acted as a catalyst. Afterward, non-Western fantasy invaded the Forgotten Realms and th
o earning experience, the combat pillar often supports most of the game’s weight.
&D live play podcast. Hosts Greg Tito (@gregtito) and Shelly Mazzanoble (@shellymoo) get into some...
ds our intrepid adventurers—Joe Manganiello, Deborah Ann Woll, Brian Posehn, Utkarsh Ambudkar, and...
ue organized play
e, you also
inter, Waterdeep,
e Moonwood, you
gs in the Realms
, possess a native
k Common as a
ndathan and is most
s expressive.
ed in the older,
trade language.
e. Everybody in the
well enough to get
te areas, just about
to assume that
day language.
de a necessary
of English, the
en Realms. There
s (Egyptian,
n though that is
mers must be able
vent, none of the
(although we do
m).
ongue as a spoken
abet survives as the
d by sun elves,
s (Egyptian,
n though that is
mers must be able
vent, none of the
(although we do
m).
ongue as a spoken
abet survives as the
d by sun elves,
m write on that
s or carve in stone.
eir being carved in
een sentences,
r contrast or
while the rest of
ernal.
c emphasis is on concepts of violence and revulsion, madness and contempt for others. Written in Infernal.
to her. The language remains in use as a sort of trade language that many illusionist arcanabula are written in, as well as the language
st out of the city and fled to Amn, it took on some other nuances of the local language as well. Northern Cant is a dead language, for a
es from place to place, season to season. Part of knowing thieves' cant isn't just knowing what to say, as this changes constantly - it is t
nd Zhentil Keep, except by their nefarious agents meeting in secret. Written in Thorass.
r even the majority of their vocabularies. They may turn up in writings here and there that can challenge even the best of sages to atte
y varied descendants include the languages of the Durpari, the Rauric family of languages, Raumvira, and the various Tuigan dialects. W
y hamlets and villages not on a trade road often lack an inn; the tavern serves both functions, with a stable loft offering crude overnigh
ellarers who see to the procurement, storage, and retrieval of drinkables and sometimes of food, too. Female servants are generally kn
nn is a little larger, it will have “chamberers” assisted by “warmers” (more formally, “warming maids” or “warming jacks”) who see to c
s—as well as an assort¬ment of nuts, wheels of cheese, small round loaves of salty bread, sausages, soups, and “everything in” stews.
t the platter¬maid just verbally imparts them (“What’ll it be, goodsirs? The fish or the joint?” or “Full meat or the stew?”) and outlines
guests, an inn that serves a different sort of fare but only to patrons, and a tavern that serves only sausages, cheese, and hot hardbrea
d sources change often (fresh fish landed at ports, for example). Newly arrived fare is chalked up on menu boards, typi¬cally on displa
or “superior” dining. As a result, all highborn feasting halls and inns that have ornate feast chambers or agreements with feasthouses
er, which is usually shield-shaped rather than rectangular. These es¬tablishments are mainly in Calimshan and the Tashalar, but there a
ocatively or grandly dressed lasses who accompany the platter-maid to a table of diners. The banner maid is literally
the orders, and off both maids go to the next table. Good-looking and at¬tractively dressed banner maids often get called back severa
ns, and drugs in various holy rituals, but food and drink are not exclusively the portfolio of any one deity.
past has magic been used to poison foes, transform foes, or just trick someone into eating dung, glass shards, or other disgusting or ha
ly sorcerers, who can work magic without a lot of obvious casting prepara¬tions—to prepare food magically at private feasts and reve
e cook’s preferred hand¬ful of herbs, to taste. An alternative marinade is fruit juice, most often the wet mash of grape skins left over a
lar in the Heartlands, the Dales, and the Savage Coast North.
ge Coast North.
es. Popular in the Border Kingdoms, the Vilhon, and on the coast of the Sea of Fallen Stars.
l is a cracker the size of
r. Talyths are usually sa¬vory, and can include anything from snails and oysters and spiced worms right up to diced eggs and mixed che
and then painted all over with tansel (an egg- and plant-based mixture that provides an airtight seal). The bladders are then packed in
dard hunk of sausage, whole pickle, and wedge or small wheel of cheese.
w of these special dishes, and the creative names that many have been given.
er digging a snow cave to survive a night’s sleep in the howling open has uncovered a good meal of tharberries (large, beige-to-white,
is large, shaggy beast provides its milk and meat as food. The milk is used both as a liquid for drinking and cooking and to make cheese
ultry that dominate in the kitchens on the southern side of the Inner Sea. Typical city food in the lands north of the Sea of Fallen Stars
meal for Tantrans. The dish is a meat pie or tart with a peppery gravy inside, baked to a golden brown finish. A true baeranth mixes the
be bought from about highsun to dusk from dozens of serving-shutter- on-the-street-wall shops with names like Karvin’s and Thurnan’s
ed sheds to produce the savory sarkul. Fish is never put in a baeranth.
cider and cold ale with buttered bread—often mraedin, a very dark, rich nutbread akin to pumpernickel—up in the rooms of guests. T
n). The eels and the flatfish are sun-dried to prepare them for transport and sale; when soaked in water or shredded into a soup or ste
an act that kills them and preserves them. After being bought out of the barrel, they must be soaked for a day to get rid of the salt, or
iled, fried, or fire-seared.
or aquatic creatures, or for those who have access to a small, slender water¬craft that can be poled and paddled. The reeds can be int
south and particularly southeast of the realm. Local meals vary with the wealth of the diners and the resources available— such as fres
at inns in the dark hours. The pies are cold, filled with spiced roast fowl or leftover meats such as ham, diced beef, smoked meats or, al
hed” vegetables. The meal is washed down with various wines, and ends in a sweet fruit tart of some sort. In simpler households, eve
cider and cold ale with buttered bread—often mraedin, a very dark, rich nutbread akin to pumpernickel—up in the rooms of guests. T
n). The eels and the flatfish are sun-dried to prepare them for transport and sale; when soaked in water or shredded into a soup or ste
an act that kills them and preserves them. After being bought out of the barrel, they must be soaked for a day to get rid of the salt, or
iled, fried, or fire-seared.
or aquatic creatures, or for those who have access to a small, slender water¬craft that can be poled and paddled. The reeds can be int
south and particularly southeast of the realm. Local meals vary with the wealth of the diners and the resources available— such as fres
at inns in the dark hours. The pies are cold, filled with spiced roast fowl or leftover meats such as ham, diced beef, smoked meats or, al
hed” vegetables. The meal is washed down with various wines, and ends in a sweet fruit tart of some sort. In simpler households, eve
h most elves dislike, prepared the same way as lulleth; seared rabbit; silvereyes, which is a fish stew of silverflash and other small fore
ked. Once cooled, these pastries are rolled into rallow leaves (heavy, oily, waterproof broadleaves) to keep them from rot¬ting, and ca
ed in water into which another sort of fungus—abundant gray scaly scabs of marrult (imagine dun-hued slices of pepperoni thrown ag
anean streams, for forty days or so. After that, it is drinkable green wine.
ous—just horrible.
h as sausages and wheels of cheese. They also make versions of all of these edibles for themselves that differ from the human versions
ir druthers. In both settlements, cuisine is dominated by flavored cheeses, wines and table grapes, and goat and sheep flesh prepared
named for their color that grow in halfling-fist-sized clusters. Corm Orp produces wines and grape-based dyes for
de from these goats and sheep is a soft, buttery yellow substance called Orthin (after its long-dead first maker); it’s not much different
h gravy so heavy in natural gelatin that the whole sets into quivering semi-so¬lidity. Gnomes prefer large savory pies for family meals, a
apacity for ale and strong drink. They avidly devour food so salty that a human would shudder, but seem little attracted to sweets.
ught—in the caverns, eaten raw if need be but preferably cooked, with an always-going simmer-pot to render tendons, fat, and blood
ross the northern regions, and their tradition of axe-throwing was born from hunting rothe, deer, and other fleet-footed beasts in the
ausages are subsistence food for the trail, nothing more than “fillbelly” (the dwarves’ term for edibles eaten to sustain life rather than
are the reason why a dwarf who butchers livestock always looks for tapeworms and other parasites of such beasts’ in¬nards. Dwarf-on
e vicinity of the swamp, because they feel very vulnerable away from easy reach of the waters. Such bargaining must be done without
keep themselves hidden from the eyes of humans and others who might offer them harm. They are particularly learned in what swam
rdfolk raise and tend such snakes to make sure the maximum num¬ber survive and grow to adult size to keep the breeding stock stron
t a meal), teas, cider, and small beer (household brewed ale). When people dine out, or visit the local tavern of an eve¬ning, stronger
r qaw themselves. Through the machinations of the D’tarig, a tiny trickle of Bedine beans formerly reached Zhentil Keep, and thence H
the Tashalar, and the Vilhon. Thondur amassed a staggering fortune, much of which has never been found because
ost. Thondur’s beans are now more plentiful and cheaper, thanks to the shattering of his monopoly, and they form the bulk of the sup
ed in the sun, put into sacks, and shipped long distances to consumers who grind the beans just before brewing. Sacks of beans are put
ered at in Berdusk, as so much good beer is made locally. The alehouses serve “red,” an orange-red, fiery (peppery) hard cider; a fiery,
. Like spearmint, it clears other tastes, and it chills the throat like menthol. It’s deceptive; many a traveler has drunk deeply before feel
s it is served in collapse into powder if flung or swung against something hard, making them into preferred “drench peo¬ple” missiles i
ay it’s named for the vio¬lent retching it induces in those who overimbibe. In smaller doses, it’s known to neutralize many poisons and
oyed by those who have ac¬quired a taste for it.
ke in apple-growing country (the mid- to southern Heartlands), and if it “goes off,” it can be used as vinegar in both cooking and preser
to expensive, far-traveled “dance in your glass” vintages sought after by collectors, argued over by snobs, and unobtain¬able by the or
d that leaves gnomes reelingly imbalanced—or puts them rapidly to sleep—after they imbibe only a small amount.
e upper end removed) to fill many bottles or skins—or both—in one ses¬sion, leaving the keg empty. This custom has led many sly pers
almost never deliber¬ately made stronger by combining one alcoholic drinkable with another.
hat the house waters down habitually and every patron knows about, and the mixed drinks that are done on the spot, at the request o
These beverages might be watered to make them go farther if the taste is harsh (and to save some coins), and are often fortified with d
deep, Silverymoon, Luskan, Neverwinter, Sembia, Westgate, and the coastal ports of the Dragon Reach. Usually this kind of warmed dr
s beard. In Calimshan and the South, hair is often oiled or perfumed to keep it smelling nice and free of bugs—a practice that tends to
and the like. North¬ern men tend to have full beards, kept either long or short as profession, daily safety, and practical¬ity dictate. Lon
es per day. These all have long and fanciful names like “Embelder’s Effica¬cious Divine Dew.” Collectively, hair products that change co
, or even shorten hair by the backwoods method of soaking it in mud at the desired length, and burning off the hair beyond the muddy
s have to evoking status is their adoption by minor religious fashions and the passing popularity of a populace adopting beards like tha
n cities. Over time, many of them tend to sit in unofficial opposition to the local rulers and nobility.
us across the Realms for their abundance, their ongoing squabbles, and their investments and sideline dealings outside the City of Sple
efore old goods, or to try to foil fraudsters who have gained or duplicated a seal stamp.
prove a good model that can be modified for other cities.
the city (on the south¬ern or Suzail side of the Starwater River, plus
al power or organization. This is reinforced by the traditional resistance of nobles to anyone, even the Crown, meddling unnecessarily
or maintain any item that is the work of another member. This means a guild member will never tell a would-be customer: “Pooh! I ca
—procuring supplies in bulk to get discounted prices for members. Nonmembers who buy raw supplies from guild members are charged
en burned out of their own facilities or otherwise prevented from using them. In addition, most guilds secretly provide one or more hi
sures that one member’s “firkin” or “ell” is the same as another’s.
2 gp is the monthly mu¬nificence wage paid by the Guild of Coachlars, Carriers, Waymen, and Locksters, but the Sea¬farers Guild dole
also provide secure money storage for members, who often prefer such si¬lent storage to banking their coins with the royal court, ena
s unload at the docks in Su- zail. In fact, they insist on guild members being present in order to see what cargoes are arriving, in which
ft against rivals.
formation about who is trading in what sort of goods, and they argue before the royal court as to which guild should have a say over a
nd of member¬ship requirements, and court officers aggressively
reans and any Cormyreans of noble or royal blood from being guildmasters. In addition, most guilds withhold membership from perso
boycotts. For example, “No member of the Vintners and Falconers Guild is to trade with any member of the Brewers and Cheesemake
mbers, a rota of officers, and the guild rules. It also includes the grant of a badge or a device (a physical object, such as the miniature h
feit. Marks are of¬ficially rescinded after an investigation is passed, but are never automatically removed after passage of time.
sember and in small but frequent Dragon Coast smuggling operations. In fact, at any one time, Marsember usually has a Guild of Mars
guilds, and those in cities are often little more than powerless com-plaining societies.
er to try to buy materials in bulk for the sake of lower prices and shipping costs. The guild also tries to argue taxes down to a minimum
her news. This quick communication aids in cutting down on impos-tures, false rumors of shortages designed to drive up prices of mate
ranting them recognition. In turn, novices can learn who is best at this or that specialty of guildcraft (the best knife polisher, the best to
uteur, and fripperies since their excesses during the time of the Tu- igan Horde. These excesses included uniforms, secret handshakes,
Those nobles used the guild to enrich themselves by smuggling stolen goods and small valuables, evading taxes, and hiding valuables in
led by the aforemen¬tioned Bricklayers, the Sculptors and Masons Guild, and the Guild of Carpenters and Joiners. The surviving two co
However,
uch as new styles of coffers, chairs, and stools) guild. It’s also frac¬tious; the guildmaster faces almost constant challenges to his autho
Wizards to pre¬vent any noble from equipping a private army without the Crown’s knowledge. Members resent this scrutiny even as th
ocksters” is the Dragon Reach term for owners and guardians of warehouses. Rampant ambition within the Coachcowls, as most of Cor
n fractious group of ranchers. Due to offers from Sembia, Westgate, and certain Cormyrean nobles wanting exotic guardians or pets, t
nterests in Sembia and Westgate frequently try to bribe these guild members to aid and abet smuggling and even slave running. Unde
ers are flamboyant revelers and hedonists who consider a fun-loving lifestyle the proper aim and achievement of a suc¬cessful life. Be
days-long drinking revels for members (and one guest each).
ather armor and under armor), trimmers (who sew leather trim to gar¬ments), weatherdarrs (makers of leather caps, hats, “deep-snow
rs who rely on their mounts. Like many other predators, however, griffons hunt all manner of prey.
known to ally with powerful servants of good, such as elf fighters or (in rare cases) paladins. At the DM's discretion, a 10th-level paladin
ite) and +8 melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA pounce, rake 1d6+2, smite evil; SQ damage reduction 5/magic, darkvis
ons, fiendish griffons can be summoned with the summon monster V spell. A caster wishing to summon fiendish griffons, however, mu
ite) and +8 melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA pounce, rake 1d6+2, smite good; SQ darkvision 60 ft., low-light vision, s
cept the great reptile's presence. Similarly, bronze dragons are typically willing to leave nearby griffon nests alone, since raiding them
the Dragon Steed feat from that book (see page 139 in the Draconomicon for more details on dragons as special mounts).
aws) and +13 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA breath weapon (60-ft. line of lightning), pounce, rake 1d6+4; SQ darkvisi
e can't be applied to magical beasts. The griffon, however, seems like a reasonable exception to this rule, since it has many animal cha
melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA pounce, rake 1d6+2; SQ combative mount, darkvision 60 ft., low-light vision, scen
) and +27 melee (1d8+4, 2 claws); Space/Reach 15 ft./10 ft.; SA pounce, rake 1d6+4; SQ darkvision 60 ft., low-light vision, scent; AL N; S
wn to the corner pub, what you'll find down dark alleys, or just what lies beneath the teeming streets.
works for a firm called Goolstoc's Transport. Oyin uses a great big wheelbarrow to ferry passengers and freight around the city streets.
m. Not everyone believes that spirited public debate is a good thing, however.
hitect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rab
underground dwellers would find it handy to live directly below an active city, which can provide a source of trade, prey, or supplies.
, but their walls are sagging and cracking. So far this damage concerns only the buildings' owners. The streets are a different matter. Si
eed rescuing from the hole. The collapse might reveal the lair of the assassin jelly (see Part Three). Stevan (see Part Four) might hurry
very) minor magic item. All in all, Madame Phadra's customers are a satisfied lot.
pair of small-time crooks usually put Madame Phadra's wares to less than good use. Upon finding Phadra's shop closed long past the u
mer's order and fill it out of her great aunt's stock as best she can.
buyers to the shop. If anyone doubts the value of what he is advertising, Stevan invites the doubter to ask anyone about the value of
erwork shortbow); SA sneak attack +2d6; SQ evasion, trapfinding, uncanny dodge; AL CN; SV Fort +1, Ref +6, Will +1; Str 12, Dex 15, Co
e, Stealthy.
ged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures im
Device check result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
anged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures
ble Device check result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
ause the rogues have befriended him, or perhaps the two rogues won part of (or all of) Oyin's employer's business, Goolstoc's transpor
very) minor magic item. All in all, Madame Phadra's customers are a satisfied lot.
pair of small-time crooks usually put Madame Phadra's wares to less than good use. Upon finding Phadra's shop closed long past the u
mer's order and fill it out of her great aunt's stock as best she can.
buyers to the shop. If anyone doubts the value of what he is advertising, Stevan invites the doubter to ask anyone about the value of
erwork shortbow); SA sneak attack +2d6; SQ evasion, trapfinding, uncanny dodge; AL CN; SV Fort +1, Ref +6, Will +1; Str 12, Dex 15, Co
e, Stealthy.
ged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures im
Device check result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
anged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures
ble Device check result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
ause the rogues have befriended him, or perhaps the two rogues won part of (or all of) Oyin's employer's business, Goolstoc's transpor
r to almost anything.
ty to pick out lone city dwellers walking around after dusk. When it believes it has found a lone victim, the jelly tracks its prey to its hom
paralysis; SQ blindsight 60 ft., camouflage, hide in plain sight, immunities (electricity, sonic, and mind-affecting effects), ooze traits, sce
points of Constitution damage in addition to its tentacle damage with a successful grapple check. When it can grapple a paralyzed foe,
tunity. If it wins the grapple check, it establishes a hold and can deal Constitution damage.
he jelly can grab a paralyzed opponent automatically.
ter. It can flatten itself to a thickness of about half an inch and roll itself into a long rope, so that it can squeeze under doors or through
ses its camouflage and hide in plain sight abilities to then slither in to attack its chosen victim. Often the victim's companions don't noti
points of Constitution damage in addition to its tentacle damage with a successful grapple check. When it can grapple a paralyzed foe,
tunity. If it wins the grapple check, it establishes a hold and can deal Constitution damage.
The jelly can automatically grab a paralyzed opponent.
xactly what kinds of servitude your campaign allows). Goolstoc's considers itself a progressive firm, and one of its recent innovations is
was comparatively weaker than most ogres, but he was also fleeter of foot. Though better suited to the task than most of his tribe, Oyin
weight of the cargo or passengers by three when calculating Oyin's load. Oyin can push the fully loaded wheelbarrow at his full speed
es a mile, with a minimum fare of 1 copper piece (exact change only). The rate applies per trip and it's the same no matter how much
lite (as the runt of his tribe, Oyin has had a lot of practice when in comes to groveling), and he shows a genuine soft spot for animals. O
arkvision 60 ft., fast movement, low-light vision, rage 1/day, uncanny dodge; AL CG; SV Fort +9, Ref +1, Will +4; Str 21, Dex 10, Con 15,
V Fort +11, Will +6; Str 25, Con 19; Climb +10, Jump +17. At the end of his rage, Oyin is fatigued for the duration of the encounter.
h. Oyin is in well with Madame Phadra (see Part Three), and he gladly endorses the efficacy of her potions and herbal balms. Oyin also
order, and sensible public policy. In fact, the Sentinels are a group of club-wielding thugs determined to squash all public discourse. The
so delight in random acts of vandalism (which they them blame on "degenerate" elements in the city). To date, nobody realizes that th
as walking sticks.
morningstar) or +5 melee (or 1d6+3, quarterstaff) or +3 ranged (1d6, sling); SA rebuke undead 4/day (+1, 2d6+2, 4th); AL CE; SV Fort +7,
ce to denounce Madame Phadra (see Part 4); they're right to do so, but for the wrong reasons. A street collapse (see Part 5) might occu
tifying their homes. Goblins and ores favor warrens of burrows in the wilderness. Human homes run the gamut from a herder's yurt in
ands of civilization in a vast, hostile world, held together by tenuous lines of contact.
rade. In either case, a hereditary lord, king, monarch, or potentate holds the power to make laws, dispense justice, and manage foreig
too far might drive that noble to open revolt - and in many cases the noble's strength-of-war is nearly the match of the overlord's, so
of Azoun and the plague of evils that descended on that land have left Cormyr's fate uncertain. Azoun's daughter, the Regent Alusair, m
ls of a city-state, a wealthy noble thinks carefully before defying the ruler, since he lacks the safety of miles of roads and empty lands b
. The division is not exclusive. Even in Faerûn's largest cities, farmers and herders till crops and tend livestock within the shadow of the
s can only flourish in places that enjoy easy access to farmlands and resources producing a surplus of food.
wood, sod, or thatch-roofed fieldstone, and she raises staple crops such as wheat, barley, corn, or potatoes on a few dozen acres of he
warded only by the threat of the lash and swift death should she ever defend herself from the overseers and lords who live off her end
lean, but Faerûn's Heartlands are rich and pleasant, rarely knowing famine or drought.
ight house a few of the king's soldiers or his own guards to defend against unexpected attack. Within a day's ride, a more powerful no
oods from raw materials. Smiths, leatherworkers, potters, brewers, weavers, woodcarvers, and all other kinds of artisans and tradesfo
all or prosperous towns, his home might include a small plot of land suitable for a garden. Many relations, boarders, or whole families
f conduct and travel. But in most cases, he is free to pack up and leave or change trades whenever he likes.
must make do with stale bread and thin soup for weeks on end. Every city depends on a ring of outlying villages and farmlands to suppl
he rubs elbows every day with rogues, thieves, and cutthroats. Even the most thoroughly policed cities have neighborhoods where an
osperous innkeeper or skilled artisan might be able to set her hands on a few hundred gold pieces, but most common farmers and tra
w and in some cases can escape punishment for assault, provocation, or the outright murder of a commoner.
ut the most prosperous entrepreneurs in her lands. With her wealth and power come certain responsibilities, of course. She is answera
enge the powers of the land from within, seeking to unseat the ruler. Proud and arrogant foreign powers watch warily for any sign of w
d the realm. They are expected to answer their king's call to arms and to defend his interests to the best of their ability. This reasonabl
the Inner Sea, strong guilds of traders and companies of craftsfolk are strong enough to defy any lord and protect themselves from th
oned beneath the station of a well-off merchant, and any cleric or priest in charge of a temple holds power comparable to that of a ba
ent temple of Tempus happens to stand just outside a small town, many townspeople will worship Tempus, even if farmers are genera
s are drawn the knights and officers of the king's armies, and from their house guards and vaults come the manpower and gold necessa
or gold generated by the commoners who work their land, and may levy local taxes as long as they do not interfere with the monarch
time these upstarts may hope to purchase with gold the noble title otherwise won only by valor in days long past.
ually landed, commanding great fiefs that could be considered small kingdoms in their own right.
personal armies sometimes numbering in the hundreds and use them to vigorously police and patrol their lands.
Gods and Venerable Before All His People, Hereditary and-may-his-line-prosper-forever. . . " Many long and involved tomes at Candleke
e to set aside work for a day and celebrate.
in some lands. It's not unknown for a man or woman to have more than one spouse at the same time, but such arrangements are rare
the wealthy, including the few adventurers who live to middle age to enjoy their loot in peace. On the bright side, the blessings of the
nerations of good-hearted adventurers have helped make Faerûn a safer and better place to live, and any ruler knows that the best wa
adventurers and take steps to defend themselves against a powerful adventurer who suddenly develops a crusading zeal or an appetit
ons, and other principalities that prefer formalized relations with responsible adventuring parties to unlicensed freebooting by random
ering a city might be required to surrender or at least peacebond their weapons, but chartered company members are allowed to reta
The common folk eagerly seek news of travelers regarding great deeds and distant happenings, hoping to glean a hint of what the futu
threaten or intimidate the local ruler simply invite trouble. Those who abuse their power are thought of as nothing but powerful band
inst the evils that threaten Faerûn? Why do not all mighty folk of good heart not simply make everything right?
Tam and burn him from the face of Toril - but he might do the same to me. It's a rash and short-lived hero who presses for battle whe
learned that meddling often does far more harm than good.
ended result, is determined to stop it, and is quite prepared to lay waste to you, your kingdom, and anything else necessary to confou
se another - with name, ruler, and societal order of your choice - in its place?
problem, and that's a good thing. I would cower at the thought of living in any Faerûn where all the mighty and powerful folk agreed
n their lands are so widespread and communications so chancy that language drift occurs over time. Hundreds of human dialects are s
three to four thousand years. They come from four main cultural groups - Chondathan, Imaskari, Nar, and Netherese - that had their o
most closely related to that language, but it is far simpler and less expressive. Nuances of speech, naming, and phrasing are better conv
h, just about everybody knows enough Common to speak it badly. They might need to point or pantomime in a pinch, but they can ma
ragons; Celestial, imported long ago through contact with good folk from other planes; and Infernal, imported through those outsiders
alphabet survives as the alphabet of Common and many other tongues.
ne. Aside from spaces between words and slashes between sentences, punctuation is ignored. If any part of the script is painted for co
water, broken in a thousand places by emerald hillocks very much like the one beneath their boots. He glanced quickly behind him, see
man skulls. One of them wore a battered, rusty Purple Dragon helm.
able riverbeds are involved, few borders are as clearly marked as the one Azoun and Filfaeril have just found.
rulers, "just plain inhabitants," and PC adventurers alike. So in the words of the Lord Mage of Waterdeep, Khelben Arunsun, the Black
on fence and my daddy expanded it -- tear it down and on their graves I swear I'll tear you down!"); and the unwritten "rules of the ro
can count on") that are enforced by priests and by the Heralds. For instance, a fanatical worshiper of Cyric could build or take over an
m, imprison, or rob beings you find on your land. Moreover, you can't flout local customs with regard to buying and selling land, or renti
othing at all beyond "street law" (squatting to claim property, the community driving out undesirables, and local crafters and shopkeep
mehow (usually with agreements or treaties arising out of wars, and enforced by periodic border patrols or even garrisons). Often such
turned out at the ruler's whim, or inhabitants who live there through some system of "hold," wherein a family or a particular individua
or defend a border whenever a distant ruler (whom they may never have heard of) orders them to do so. As always in the Forgotten R
filling out two of their fantasy worlds with a variety of settings, some of which broke new ground for D&D. These composite settings off
ties; it was an “Arabian Nights” setting that offered a more magical take on D&D than anything before it.
h Vikings; The Republic of Darokin (1989) describes a Renaissance-era country; The Golden Khan of Ethengar (1989) introduces Mongol
Jeff Grubb, Douglas Niles, and Scott Haring. Moonshae (1987) brought Celtic fantasy to the Realms, then Empires of the Sands (1988)
on followed that up with The Horde (1990) and the rest of the Empires event, which placed a Mongol-like land between Kara-Tur and t
gs (1992),Charlemagne’s Paladins (1992), Celts (1992), A Mighty Fortress (1992), The Glory of Rome (1993), Age of Heroes (1994), and
he Elizabethan Era, complete with guns and other elements that had never before been seen in the feudal D&D game. It was a signpos
had been possible in the predominantly feudal worlds of Greyhawk, the Known World, and Blackmoor. The result was the first full-blow
hnology as some of D&D’s early adventures, it nonetheless created an entirely new paradigm for adventure.
ampires). The setting was successful enough that it was revised as the Ravenloft Campaign Setting (1994) and then spun off the Masqu
ined as a line of horror supplements for D&D, which suggests that while medieval feudalism has always been D&D’s touchstone, horro
kely to be slaves as bold adventurers. The result was about as far as you could get from the idea of feudal societies—and another hit s
resented as a distinct, standalone setting. Three years of supplements followed, providing the best support ever for an Arabic D&D setti
and ’80s; Greyhawk was now a world of dark fantasy, where evil had advanced to become a dominant force. Unfortunately the change
nes. However, it really challenged the D&D norms through its aesthetics, which lay somewhere between punk and dark fantasy. This w
nsees to produce the next far-flung D&D settings. Those licensees fulfilled that obligation in spades, creating some of the strangest D&
while Wizards themselves returned to Dark Sun with a 4th Edition release (2010).
many of the best, it escaped easy classification. It was cosmopolitan, somewhat technological, a little post-apocalyptic, and definitely p
Forgotten Realms and the Known World, then it became basis of brand-new settings, resulting in some of the most innovative takes o
ndathan, TABLE OF CONTENTS OF
d rural THIS SHEET
omes and coins
aurora's
goods 2
taxes
High Giantish: Jotunalder
Stone Giantish: Jotunhaug, Jotu
Gnomish: Gnim
Orc Tongues:
Orcish: Daraktan, Hulgorkyn*
Goblin Languages
Goblin Tongues:
Goblin-speak: Ghukliak
Halfling Languages
Halfling Tongue:
Hinish: Luiric
Racial Languages
Aragrakh: Dragons. An ancient
Auld Wyrmish: Dragons. Somet
Authlan: Wild Dwarves. An anc
Daraktan: Orcs. A common lang
Deep Drow: Drow Elves. Also ca
Duergan: Duergar. Originally de
Ghukliak: Goblins, Hobgoblins,
High Drow: Drow Elves. A comp
Jannti: Geniekind. The language
Jotun: Giants. A common tongu
Jotunalder: Giants. A ritualized
Jogishk: Ogres. A vulgar patois
Jotunhaug: Hill and Mountain G
Jotunild: Fire Giants.
Jotunise: Frost Giants. The pred
Jostunskye: Cloud and Fog Gian
Jostunstein: Stone Giants.
Jotunuvar: Storm Giants.
Kurit: Arctic Dwarves. A dwarve
Luiric: Halflings of Luiren. Consi
Riftspeak: Gold Dwarves. A trul
Shanatan: Shield Dwarves. The
Sylvan: Fey. A subtle language s
Yipyak: Kobolds. A debased for
plete language. These dialects include Auran (planes of Air), Aquan (planes of Water), Ignan (planes of Fire), and Terran (planes of Ear
be written in Thorass, Espruar or Dethek.
e even the best of sages to attempt a translation, but may not be taken as Language Proficiencies.
ld Thorass are found. Simple remnants of this language can occasionally be found in the speech of rural or particularly old speakers of
ce DC 15). Written in Thorass.
able loft offering crude overnight sleeping facilities for travelers. Although generalizations are by nature oversim¬plifications, taverns a
emale servants are generally known as maids, and male servants as jacks.
or “warming jacks”) who see to chamber pots and to ewers, basins, and towels, for wash water and drinking water. These names are u
ups, and “everything in” stews. One of these stews usually contains boar scraps and barley, the broth thickened with mashed yellow p
eat or the stew?”) and outlines the drinkables and desserts—the latter being the real “treat worth
ages, cheese, and hot hardbread with lots and lots of ale to everyone who comes in the door and pays. Again, no writ¬ten menus are n
enu boards, typi¬cally on display beside the bar as well as on a pillar not far inside the front door.
r agreements with feasthouses and dining clubs tend to prepare handsomely calligraphed “provender bills.” These provender bills cove
an and the Tashalar, but there are a few in Amn, coastal Tethyr, and the Vilhon.
aid is literally
aids often get called back several times throughout a meal. It’s con¬sidered good fun and acceptable to “call forth” the banner maid o
shards, or other disgusting or harmful substances that had been temporarily transformed into something more ap¬petizing. Just about
gically at private feasts and revels. Of course, nobles who love such fare
t mash of grape skins left over after grapes have been pressed and the fluid poured off for wine making. Meat that’s been salted to pr
up to diced eggs and mixed cheeses.
he bladders are then packed in pitch-sealed tins full of edible plant oils to guard against spoilage. Caravan companies ship these tins to
arberries (large, beige-to-white, chewy berries), laum berries (honey-sweet, orange, tiny berries), blooddrops (bright red berries that ta
nd cooking and to make cheese, and the meat yields roasts that are either stewed in rothe blood, fire-roasted, or “long-roasted” into
north of the Sea of Fallen Stars is much like the cuisine of the Dragon Reach port of Tantras.
finish. A true baeranth mixes the smoked meat of cattle, goat, and hogs in a three-one-one ratio, but there are the inevita¬ble tales of
ames like Karvin’s and Thurnan’s Oven and The Meltmouth.
el—up in the rooms of guests. The taverns of Tantras serve the usual drinks, plus hot buns covered with melted cheese (but little othe
r or shredded into a soup or stew, they readily reconstitute. The eels have an odd, nutty taste and the flatfish have a hearty smoked ba
or a day to get rid of the salt, or boiled very briefly with kurlath leaves (the broad green leaves of a wild, shade-loving ground plant oth
d paddled. The reeds can be interlaced and woven into improvised roofs, clothing, and carrying containers—and are edible as well, tho
esources available— such as fresh fish in ports and along coastal roads, and smoked or salted fish elsewhere—but in gen¬eral, daily me
diced beef, smoked meats or, along the coast, fish. All of this meat is chopped and mixed with diced parsnips or potatoes in a spinach-
sort. In simpler households, evenfeast tends to be a large, hearty “manymeats” stew. In coastal settlements, the stew is often replaced
el—up in the rooms of guests. The taverns of Tantras serve the usual drinks, plus hot buns covered with melted cheese (but little othe
r or shredded into a soup or stew, they readily reconstitute. The eels have an odd, nutty taste and the flatfish have a hearty smoked ba
or a day to get rid of the salt, or boiled very briefly with kurlath leaves (the broad green leaves of a wild, shade-loving ground plant oth
d paddled. The reeds can be interlaced and woven into improvised roofs, clothing, and carrying containers—and are edible as well, tho
esources available— such as fresh fish in ports and along coastal roads, and smoked or salted fish elsewhere—but in gen¬eral, daily me
diced beef, smoked meats or, along the coast, fish. All of this meat is chopped and mixed with diced parsnips or potatoes in a spinach-
sort. In simpler households, evenfeast tends to be a large, hearty “manymeats” stew. In coastal settlements, the stew is often replaced
silverflash and other small forest stream fish; sornstag, which is roasted hotspice (curried) venison; surkyl, which is porcupine with its
eep them from rot¬ting, and carried for eating cold when on the move. Mint nut cheese, nuts, and dried berries are also popular trail f
d slices of pepperoni thrown against a stone wall and stick¬ing, in clusters)—has been crushed. Not much marrult is needed to make t
t differ from the human versions in texture and seasonings. Halflings prize the chewy, rubbery consistency disliked by most humans, an
goat and sheep flesh prepared in many ways.
ed dyes for
t maker); it’s not much different from real-life Brie, but is never runny and has a very thin rind. From time to time, a few blankets made
e savory pies for family meals, and sausages (or just drawstring sacks of cut-up, cold spiced meats) and very sweet dessert tarts for po
eaten to sustain life rather than for pleasure). Cheese and milk fall into the same category, good only for fuel and not considered “real
such beasts’ in¬nards. Dwarf-only dens (city cellar alehouses that lack signs and usually have several entrances from adjacent cellars b
live on algae and carrion, and keep the river waters clean and clear. They taste like mucus but are quite nour¬ishing, and if fried with
ones are soft enough
ff the worst of the earth, and eating as they walk throughout the day. Most traethe are mild, with a hot aftertaste, and are considered
pect to spend most of their days playing, since they can gather enough edibles for a large evening meal in a rela¬tively short time befo
me forest plants that can be boiled for a juice to added to marsh water to precipitate the floating brown sedi¬ment out of it and alter it
argaining must be done without a lot of speech or long bargaining, since lizard- folk will not put up with such. Lizardfolk are not unthin
articularly learned in what swamp plants can be crushed and smeared on themselves to entirely baffle anything trying to identify them
o keep the breeding stock strong and to fill the curled-leaf “platters” that hold lizardfolk meals. There is no truth to the rumor that liza
tavern of an eve¬ning, stronger drinks are usually consumed.
hed Zhentil Keep, and thence Hillsfar and Sembia. This source is now extremely unreliable and paltry, though wealthy Sembian coffee-
ound because
d they form the bulk of the supply enjoyed in southern lands of the Realms. Thondur’s beans are large, have a pronounced cleft or dep
brewing. Sacks of beans are put into coffin-like, battered, reused
colloqui¬ally known as fireswallow. Bad coffee is described with any handy oath in northern lands, but in the South it’s ortulag (or-tu-l
over the surface. This black coffee is made by stewing the beans in a pot over a fire or a hearth, and is hence much stronger than wha
a beverages are made from local wild plants, and travelers in the Realms expect teas to vary in taste from place to place—so not a lot o
keep air out). Un¬like in the real world, the container is worth a lot more than the tea!
leaves) before brewing again.
ost din¬ing houses (restaurants) replaces the real-world “dusty glass of water on the table.”
aravan-full wouldn’t be charged duty, though he or she might thereaf¬ter be watched, as if a madman or a liar who must actually be u
ry (peppery) hard cider; a fiery, black, almost licorice-tasting smoky stout known as Old Dark; and a lot of light ales.
ler has drunk deeply before feeling the effects, and afterward been un¬able to rise and walk across a taproom unaided.
rred “drench peo¬ple” missiles in pranks. Many locals have crocks and kegs of darndarr around the house for casual drinking and for u
to neutralize many poisons and settle raging acidic stomachs—Harp¬ers have tested both contentions and proven them true—and is
egar in both cooking and preserving (pickling). The strong reek of cider vinegar is used by some folk to confuse creatures that track by
bs, and unobtain¬able by the ordinary “jack in the street.” Literally thousands of vintages exist, from the little-known and the local to t
mall amount.
his custom has led many sly persons to entertain notions of using wine kegs as smuggling containers, usually by float¬ing sealed contai
ne on the spot, at the request of a patron or when a patron accepts an offer to “warm” his or her drink.
ns), and are often fortified with distilled spirits. These spirits are usually potato-based, akin to real-world vodka: essentially clear, colorl
Usually this kind of warmed drink is a simple “Warm your wine by stirring in a little throatslake, goodsir?” concoc¬tion (“throatslake”
e gems, and painted, dyed, and sculpted wire and cloth rather than expensive components) are always popular, and almost all new-ga
f bugs—a practice that tends to get sneered at in the North. Other than that, all fashions prevail. Aside from any local “in this particula
ty, and practical¬ity dictate. Longer “lipspike” (Van Dykes and longer) beards are most common in the Vilhon and the Shining South.
ely, hair products that change color or cause hair growth go by the name of “thurdrixes.” The use of one can swiftly and markedly alter
g off the hair beyond the muddy part. Body hair is often trimmed or removed, particularly in the South, by oiling and then scraping the
pulace adopting beards like that of a popular leader (such as Azoun IV of Cormyr).
dealings outside the City of Splendors. Over the centuries, guilds have had a lot of influence over trade customs, other guilds, local law
Crown, meddling unnecessarily in life, customs, and matters befall¬ing on “their” lands—which covers much of the countryside.
would-be customer: “Pooh! I can’t fix that! Utter trash; hurl it away and buy one of mine!” Most guilds secretly try to fix prices by agr
rom guild members are charged a markup over standard street prices.
secretly provide one or more hidden locations not officially owned by or linked to the guild for members to temporarily stash goods, th
s, but the Sea¬farers Guild doles out only 8 gp. Some guilds maintain an “old bones lodge” for retired guild members, which sometime
r coins with the royal court, enabling tax collectors to take note of the amounts of funds specific individuals handle.
t cargoes are arriving, in which containers, where they are intended to be sold, and to whom. This supervision allows the guilds to see
h guild should have a say over a newly introduced product or ser¬vice. For example, the Tanners and Leatherers Guild and the Guild of
ithhold membership from persons who don’t own land in Cormyr. Crown law prevents race or gender from having any part in guild me
of the Brewers and Cheesemakers Guild until further notice from the Grand Hooded Vintner” (the guildmaster).
l object, such as the miniature helms mounted on scepters and shop signs by members of the Armorers) for guild use. This is not a her
ed after passage of time.
mber usually has a Guild of Marsember rebel organization and three or four small Guilds of Goodsrunners that adopt various fanciful na
argue taxes down to a minimum and seeks to establish common work¬ing conditions for its members. The goal of a craft guild is to elim
igned to drive up prices of materials, and confidence tricks. In addition, guild members more easily hear which journeymen are seekin
e best knife polisher, the best toolmaker, the crafter whose work is most fashionable among lavishly spending nobles, and so on).
ed uniforms, secret handshakes, arcane festivals and rituals, passing internal laws, advising their members on which Crown laws to obe
ng taxes, and hiding valuables inside hollow bricks.
and Joiners. The surviving two construction guilds are now carefully law-abiding. However, flush with the coin from those aspiring to liv
onstant challenges to his authority from what he calls “pompous fat little trumpet-mouths” who think they can do a better job of runn
rs resent this scrutiny even as they accept its necessity.
the Coachcowls, as most of Cormyr calls this guild, was curbed by the War Wizards and the Highknights in the wake of the battles aga
nting exotic guardians or pets, the guildmaster is privately considering breaking the guild rule that Van- gerdahast forced on his now-d
ng and even slave running. Under the guildmaster’s firm, dili¬gent hand, this guild is courteous, abides by both guild and Crown laws, a
vement of a suc¬cessful life. Because the falconers and the vintners of Suzail aspired to serve the same noble clientele, they were the
of leather caps, hats, “deep-snows” leggings, and weather-cloaks), and leatherwork repairers and alterers.
or even via simple HD advancement, the creatures presented in this column are transformed from run-of-the-mill opponents into me
s discretion, a 10th-level paladin can select a celestial griffon as a special mount. A celestial griffon can also be summoned with the sum
mage reduction 5/magic, darkvision 60 ft., low-light vision, resistances (acid 5, cold 5, electricity 5), scent, spell resistance 12; AL CG; SV
n fiendish griffons, however, must give up another monster from the summoning list. The most logical choice is fiendish dire wolverine
rkvision 60 ft., low-light vision, scent; AL CE; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8.
nests alone, since raiding them is more risky than it's worth. In rare cases, when a nesting griffon has been killed or captured by hunte
as special mounts).
pounce, rake 1d6+4; SQ darkvision 60 ft., immunities (electricity, paralysis, sleep), low-light vision, scent; AL LG; SV Fort +9, Ref +7, Will
le, since it has many animal characteristics. At the DM's discretion, a 10th-level paladin can select a warbeast griffon as a special moun
sion 60 ft., low-light vision, scent; AL N; SV Fort +10, Ref +8, Will +6; Str 21, Dex 15, Con 19, Int 5, Wis 15, Cha 8.
ft., low-light vision, scent; AL N; SV Fort +19, Ref +14, Will +11; Str 29, Dex 13, Con 23, Int 5, Wis 15, Cha 8.
freight around the city streets. Seem odd? Did we mention that Oyin is an ogre?
tters in his kitchen or garden (rabbits and deer are not Skip's friends).
streets are a different matter. Sinkholes up to 30 feet wide and 30 feet deep have been appearing here and there.
van (see Part Four) might hurry to the scene of the collapse, where he quickly gives the PCs his sales pitch and invites them to Madame
dra's shop closed long past the usual opening time one morning, the pair picked the lock and let themselves in. Not satisfied simply to l
o ask anyone about the value of Phadra's work. As noted earlier, the townsfolk admire Phadra and recommend her wares; they're not s
ef +6, Will +1; Str 12, Dex 15, Con 11, Int 12, Wis 10, Cha 12.
ble anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. Keir may choose to deliver no
triggering or disarming it.
nding; AL CN; SV Fort +3, Ref +5, Will +5; Str 12, Dex 15, Con 13, Int 8, Wis 14, Cha 10.
rnible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. Stevan may choose to deli
r's business, Goolstoc's transport (a freight company would make a great cover for a den of thieves or a thieves' guild).
dra's shop closed long past the usual opening time one morning, the pair picked the lock and let themselves in. Not satisfied simply to l
o ask anyone about the value of Phadra's work. As noted earlier, the townsfolk admire Phadra and recommend her wares; they're not s
ef +6, Will +1; Str 12, Dex 15, Con 11, Int 12, Wis 10, Cha 12.
ble anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. Keir may choose to deliver no
nding; AL CN; SV Fort +3, Ref +5, Will +5; Str 12, Dex 15, Con 13, Int 8, Wis 14, Cha 10.
rnible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. Stevan may choose to deli
r's business, Goolstoc's transport (a freight company would make a great cover for a den of thieves or a thieves' guild).
the jelly tracks its prey to its home and waits until the victim is asleep, then it moves in to suck the victim dry.
affecting effects), ooze traits, scent, tremorsense 120 ft.; AL N; SV Fort +6, Ref +3, Will +3; Str 15, Dex 15, Con 20, Int 10, Wis 14, Cha 1.
n it can grapple a paralyzed foe, an assassin jelly typically draws every last ounce of fluid from the body, leaving behind nothing but a d
one of its recent innovations is a freight and taxi service that utilizes a big wheelbarrow and one of Goolstoc's more unusual employee
task than most of his tribe, Oyin still wasn't very good at scouting, and the city's troops had little difficulty capturing him.
d wheelbarrow at his full speed of 50 feet, which makes the wheelbarrow as speedy as most horse-drawn vehicles.
the same no matter how much cargo or how many passengers Oyin carries on a trip. A locked cashbox Oyin wears around his neck hol
genuine soft spot for animals. On most days, one or two stray cats ride the wheelbarrow (except when customers object) and at least
, Will +4; Str 21, Dex 10, Con 15, Int 8, Wis 12, Cha 9.
ons and herbal balms. Oyin also might have escaped from the deadly pudding (see Part Four) or witnessed a street collapse (see Part F
o squash all public discourse. They also seek to create enough fear and chaos so that they can eventually overthrow the government. T
To date, nobody realizes that the Sentinels are behind the damage. If the PCs witness the destruction, the Sentinels do their best to ki
, 2d6+2, 4th); AL CE; SV Fort +7, Ref +0, Will +6; Str 15, Dex 10, Con 13, Int 10, Wis 16, Cha 12.
collapse (see Part 5) might occur inconveniently near a hidden temple of Erythnul, and the characters might encounter a group of the
e gamut from a herder's yurt in the Endless Waste to a prince's palatial townhouse along Waterdeep's richest street. Any experienced
ense justice, and manage foreign affairs. The monarch's power is checked to a greater or lesser degree by the powerful feudal lords or
the match of the overlord's, so quelling a rebellious province is hardly an easy undertaking. Worse yet, a monarch may be forced to so
s daughter, the Regent Alusair, must chart a careful course among the realm's nobility as she attempts to retain the power her father h
miles of roads and empty lands between his demesne and his ruler's army. But it also means that any noble's own private army is only a
day's ride, a more powerful noble whose lands include one or two dozen villages like the typical commoner's has a castle manned by
er kinds of artisans and tradesfolk working in their homes make up the industry of Faerûn.
ns, boarders, or whole families of strangers share his crowded home. If he isn't married, he might live as a boarder with someone else
villages and farmlands to supply it with food on a daily basis. Most also possess great granaries against times of need, and many provi
s have neighborhoods where anybody with a whit of common sense doesn't set foot.
most common farmers and tradesfolk are lucky if they have more than forty or fifty silvers to their name.
bilities, of course. She is answerable to her own feudal masters for the lawkeeping and good order of her lands. She can be called upon
ers watch warily for any sign of weakness, always ready to annex a province or sack a city. Magical disasters, plagues, and flights of rag
st of their ability. This reasonably effective system supports independent warbands in the defense of far-flung territories.
and protect themselves from the monarch's authority by the power of their coffers.
ower comparable to that of a baronet or lord. The high priests of a faith favored in a particular land are equal to the highest nobility.
mpus, even if farmers are generally more inclined to the teachings of Chauntea and merchants might otherwise follow Waukeen.
the manpower and gold necessary to field the kingdom's fighting power. They administer the king's justice within their demesnes and
not interfere with the monarch's taxes. In return, they are expected to see to the defense and prosperity of their fiefs. Regrettably, m
s long past.
and involved tomes at Candlekeep outline the intricacies of the various systems of titles, their ranks and precedence. Here's a brief ov
but such arrangements are rare and usually reserved for those who have enough money or power to do whatever they like.
arents' work. The children of nobles and wealthy merchants are formally schooled and enjoy significantly more leisure time until their
nocents to wander completely unguarded.
bright side, the blessings of the gods and the beneficial prayers and spells of clerics and healers avert many of the worst ravages of old
cions acquire their education from personal tutors, bards, heralds, and noble counselors retained specifically for that purpose by their
any ruler knows that the best way to solve a sticky problem often involves finding the right adventurer for the job.
ps a crusading zeal or an appetite for power - typically by retaining skillful and well-paid bodyguards to discourage sudden violence.
licensed freebooting by random adventurers. In rare cases, adventuring companies can receive exclusive rights to specific areas, makin
ny members are allowed to retain their arms and armor as long as they remain on their good behavior.
to glean a hint of what the future might hold for them as well.
of as nothing but powerful bandits, while adventurers who use their poker to help others are blessed as heroes. Adventurers are exce
ighty and powerful folk agreed perfectly on everything. That's the way of slavery and shackles and armed tyranny ... and if ye'd like to
undreds of human dialects are still spoken daily in Faerûn, although Common serves to overcome all but the most overwhelming obsta
and Netherese - that had their own languages, some of which survive today in altered forms after centuries of intermingling and trade
ng, and phrasing are better conveyed in the older, more mature languages, since Common is little more than a trade language.
ime in a pinch, but they can make themselves understood. Natives of widely separated areas are likely to regard each other's accents
mported through those outsiders of a fiendish bent.
art of the script is painted for contrast or emphasis, names of beings and places are picked out in red while the rest of the text is colore
glanced quickly behind him, seeing the land rise into towering mountains, and then back at his queen.
ep, Khelben Arunsun, the Blackstaff himself: "Hearken, and gain wisdom. Perhaps."
nd the unwritten "rules of the road" understood by travelers across the Realms.
Cyric could build or take over an inn and then murder everyone who stops there as homage to the deity (who is among other things the
buying and selling land, or renting (your land to farmers to till, or stable and paddock-space and room-and-board to travelers).
and local crafters and shopkeepers shunning folk who "don't belong" and "aren't one of us").
ls or even garrisons). Often such borders follow a river (or mountain range, or road) for convenience. Miscreants fleeing across a borde
a family or a particular individual has some sort of legal right to reside in specific buildings or on a specific farm or spot, either rights th
engar (1989) introduces Mongol hordes; The Atruaghin Clans (1991) details Native American–like people; and Dawn of the Emperors: T
en Empires of the Sands (1988) introduced the country of Calimshan, which was the Realms’ own Arabian Nights principality (or rather
ke land between Kara-Tur and the western Realms. A year later, TSR published the Maztica Campaign Set (1991), which introduced an
udal D&D game. It was a signpost for how far D&D had expanded beyond its medieval roots during the era of AD&D second edition (19
The result was the first full-blown D&D settings that moved beyond standard medieval fantasy.
94) and then spun off the Masque of the Red Death and Other Tales (1994) campaign setting. The latter was one of the furthest stretch
dal societies—and another hit setting, since it also resulted in an Expanded and Revised edition (1995).
force. Unfortunately the change wasn’t enough to save the old setting. After a short run (1992–1993), From the Ashes was retired; wh
n punk and dark fantasy. This was seen not only in the setting, but also in the dark and moody artwork that ran through its books.
eating some of the strangest D&D settings ever, such as the science fantasy Dragonstar (2001) and the steampunk DragonMech (2004)
e of the most innovative takes on D&D in the 1990s, with the legacy living on in worlds such as Eberron and Dark Sun.
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
ticularly old speakers of Common, who pepper their speech with "thee's" and "thou's" in a stilted, archaic argot. Written in Thorass.
verns have tavernmasters and even tankard-tenders (but never barkeeps, barkeepers, or bartenders). Female servers are known as we
m¬plifications, taverns are generally noisier and less formal than inns, and taverns tend to welcome everyone, whereas inns are restri
ater. These names are used even in inns that never heat water.
ed with mashed yellow peas. It is always salty, to encour¬age more drinking, and always served in tankards with long spoons chained t
hese provender bills cover both sides of one sheet of heavy paper; menus are a field in which exotic pa¬pers are the rage, not parchme
orth” the banner maid once more or even several times as one eats, but it is not considered good form to dally over the initial order, or
e ap¬petizing. Just about every Faerunian society down the centuries has shunned magical meal prepara¬tion—except for specific task
that’s been salted to preserve it is soaked overnight, and the water is then poured off to cut its saltiness. Lamb and boar are often sco
mpanies ship these tins to shops and eating establishments.
bright red berries that taste like cooked onions), or one of the other threescore edible berries.
, or “long-roasted” into long-lasting “trail gnaw.” The rothe’s dung can be used as fire-fuel, and its hides and the warmth of its living bo
the inevita¬ble tales of dogs and even humans going missing and winding up in these ever-present pies.
d cheese (but little other food). Some taverns put sliced ol¬ives or slices of sausage on the cheese of hot buns so they’ll stick to it, to m
have a hearty smoked bacon-like flavor but a leathery, hard-chewing consistency.
e-loving ground plant otherwise useful only for wrapping things in) to drive out the salt. Then the crabs can be prepared however desir
nd are edible as well, though they are stingingly hot, like the green ends of leeks, when chewed raw. When boiled or stewed, they exu
but in gen¬eral, daily meals in rural Tethyr tend to consist of large morningfeasts, light afternoon snacks known as runsun, and long an
he stew is often replaced by skewers of roasted-with- diced-vegetables fish (fish-kebabs), accompanied by garlic bread or cheese-flavo
d cheese (but little other food). Some taverns put sliced ol¬ives or slices of sausage on the cheese of hot buns so they’ll stick to it, to m
have a hearty smoked bacon-like flavor but a leathery, hard-chewing consistency.
e-loving ground plant otherwise useful only for wrapping things in) to drive out the salt. Then the crabs can be prepared however desir
nd are edible as well, though they are stingingly hot, like the green ends of leeks, when chewed raw. When boiled or stewed, they exu
but in gen¬eral, daily meals in rural Tethyr tend to consist of large morningfeasts, light afternoon snacks known as runsun, and long an
or potatoes in a spinach-and-mint or spinach- and-hot-peppers “simmer sauce.”
he stew is often replaced by skewers of roasted-with- diced-vegetables fish (fish-kebabs), accompanied by garlic bread or cheese-flavo
ich is porcupine with its belly slashed to insert leek and herbs, then rolled in clay and fire-baked so that the hide and quills can be remo
es are also popular trail food, as is taece, which re¬sembles a brown, finger-length sardine and is made of fire-dried, tiny forest-stream
rult is needed to make the water right for distilling the orbloren, but lots of marrult yields the richest, most tasty, and most highly valu
ked by most humans, and halflings hate strong human spicing such as pepper, vastly preferring the sub¬tle, gentle meldings of various
me, a few blankets made of wool or goat-hair are exported, but the rest of what the herds yield—in-cluding all the meat—is consumed
weet dessert tarts for portable individual meals. Gnomes tend to like thick, dark, heavy beer, often fortified into something much more
¬ishing, and if fried with the right herbs or spices, can actually taste nice. Due to their appearance, dreel are sometimes called trollfinge
g trying to identify them by scent—as well as what undergrowth they must pass through to thwart those trying to track them. They tu
th to the rumor that lizardfolk won’t eat the flesh of any reptile; snakes and small lizards are staples of their diet.
wealthy Sembian coffee-drinkers have bid the price up high. Anaurian beans are small, hard, and are so dark a brown that they look bla
pronounced cleft or depressed line running their length (making them somewhat like cowrie shells in shape), and have a bluish tint to
outh it’s ortulag (or-tu-lag), derived from a now-defunct dialect word meaning “warmed-over chamber pot rinse.”
much stronger than what most of us in the real world are accustomed to. Brewed coffee is the most popular form of consumption in C
e to place—so not a lot of long-distance shipping (from one realm to another) goes on.
asual drinking and for use as a marinade or to “jug” perishables in, for longer keeping.
oven them true—and is definitely an acquired taste. Those who have acquired that taste often drink great amounts and swear by it, w
e creatures that track by scent, such as the war dogs used for perimeter defense by some nobles, and track¬ing dogs used by authoritie
known and the local to those whose volume fills hun¬dreds of casks that are shipped far across Faerun for local bottling. In particular,
y float¬ing sealed containers in the kegs seemingly full of wine. These containers are usually animal-bladder bags sewn shut and water
ar, and almost all new-garment clothiers in any city are accustomed to doing small on-the-spot alterations to make a sale.
ny local “in this particular royal court” custom, there’s no such thing as a fashionable—or unfashionable— sort of beard.
and the Shining South.
wiftly and markedly alter a person’s appearance. There are drinks reputed to affect hair growth, but most such are useless.
ng and then scraping the body, and unsightly hairs are often plucked out.
s, other guilds, local laws and regulations, and the way things are done all over the Heartlands.
f the countryside.
ly try to fix prices by agreeing on a going rate for cer¬tain goods or services that members aren’t bound to, but which they will refer to
mporarily stash goods, themselves, or apprentices who are wanted by the law or who are being hunted by personal foes.
mbers, which sometimes take in nonmembers for stiff fees to support the care of the retired guild members, who are charged little or
allows the guilds to see if everything adheres to regulations as well as gives them a day or so of warning on price fluctuations.
rs Guild and the Guild of Coachlars, Carriers, Way- men, and Locksters might argue over who has purview over clip-in harnesses made
uild use. This is not a heraldic grant of arms, though the Heralds keep records of these badges as well. Heralds can, of course, separatel
adopt various fanciful names and try to import goods from Sembia, Westgate, or the Vilhon Reach without paying taxes or enduring go
l of a craft guild is to eliminate what the weaver Lurdruth Thaloane of Waymoot recently called “unfair ad¬vantages gained by mercha
h journeymen are seeking new employment and which masters are seeking new hires, as well as which apprentices have acquired real
rom those aspiring to live in ever-grander residences and erect ever-fancier follies, they have learned the value of their work, and they
guild and Crown laws, and cultivates a trustwor¬thy, stolid, reliable, “no changes, please” image.
clientele, they were the first to join ranks and form a guild. Their success led to the other “anvil-and-flower” (the Realms term for “cha
-mill opponents into memorable foes. Check out this column every month for formidable enemies built from a different monster!
resistance 12; AL CG; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8.
s fiendish dire wolverine.
ed or captured by hunters, a nearby bronze dragon cares for its abandoned eggs and raises the young to adulthood. A griffon raised by
; SV Fort +9, Ref +7, Will +5; Str 26, Dex 15, Con 18, Int 7, Wis 13, Cha 10.
Not satisfied simply to loot Phadra's stock, the two thieves decided to go into business for themselves, at least for a little while. The tw
her wares; they're not sure what she is doing working with Stevan, but they have no doubts about Phadra.
may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap
evan may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as
Not satisfied simply to loot Phadra's stock, the two thieves decided to go into business for themselves, at least for a little while. The tw
her wares; they're not sure what she is doing working with Stevan, but they have no doubts about Phadra.
may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap
evan may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as
0, Int 10, Wis 14, Cha 1.
ears around his neck holds the fares. Oyin does not have a key.
mers object) and at least one mongrel dog walks at the ogre's heels.
encounter a group of them who are on hand to discourage anyone from examining the sinkhole too closely.
street. Any experienced traveler soon comes to appreciate that there are as many different ways of life in Faerûn as there are kinds of
powerful feudal lords or wealthy merchant princes who owe him allegiance.
arch may be forced to solicit the support (or at least neutrality) of other nobles of the realm as he goes about suppressing one of their
n the power her father held.
wn private army is only an hour's march from the seat of power. Powerful lords deal with overmasters they don't like through palace c
pacious local lords by the law of the land, and allowed to choose whatever trade or vocation she has a talent for in order to feed her fa
has a castle manned by several dozen soldiers. In dangerous areas, defenses are much sturdier and trained warriors more numerous.
of need, and many provisioners and grocers specialize in stocking nonperishable foodstuffs at times of the year when fresh food is not
. She can be called upon to provide soldiers and arms for her lords' causes. And, most important, most nobles feel some obligation to p
agues, and flights of raging dragons can lay low even the most peaceful and secure lands.
territories.
the worst ravages of old age. Elderly folk rarely suffer extended infirmities or disabling illness until just before death.
s. Adventurers are exceptional people, but they live within societies of everyday people living commonplace lives.
nny ... and if ye'd like to win a bet, wager that ye'll be near the bottom of any such order.
trade language.
rd each other's accents as strange or even silly, but they still understand each other.
rest of the text is colored black or left as unadorned grooves.
s among other things the Lord of Murder), but that Cyricist should expect to be slain, once word spreads about what's happening at th
ard to travelers).
nts fleeing across a border can't depend on its protection unless there are patrols or garrisons; otherwise, persons seeking to bring them
or spot, either rights that last for a particular lifetime, or as long as a specific service is performed or a rent is paid (usually annually).
reviously been the heart of D&D.
Dawn of the Emperors: Thyatis and Alphatia (1989) includes a Roman Empire analogue (or maybe a Byzantine Empire analogue). It’s a
ts principality (or rather its first, as Greenwood created a few Arabic lands to the edges of the Realms). Barbaric fantasy came into the
1), which introduced another continent to the Realms, based on Aztec and Mayan fantasy. Just five years after the introduction of the
ne of the furthest stretches ever for D&D, as it introduced Gothic Earth, a horrific Victorian setting.
e Ashes was retired; when Greyhawk returned it would once more be a gonzo Medieval world.
en the degree it has been influenced by the human Uluik language. Written in Dethek.
outside of Luiren, even by halflings themselves. Written in Espruar.
o care for and nurture the speaking of this language as carefully as they care for their gold. Written in Dethek.
hattering of dwarven society among the shield dwarves, not many even know the language any more, and only a rare few elders who t
with close ties to such. Written in Espruar.
for kobolds. Written inDraconic.
aic argot. Written in Thorass.
Female servers are known as wenches (not a dis-respectful term), and male servers are known as keghands, never waitresses and wait
veryone, whereas inns are restricted to paying guests—and perhaps one or two persons who come to meet with each guest. Local law
ards with long spoons chained to their handles for use in scraping out the last food at the bottom of the tankard.
¬pers are the rage, not parchment. In Waterdeep, almost every eatery in North Ward, Sea Ward, Castle Ward, and Trades Ward west a
to dally over the initial order, or to recall her mul¬tiple times immediately after making that order. Some restaurants use their banner
ra¬tion—except for specific tasks such as peeling and ingredient mixing—and the prevailing attitude across the Realms is admiration o
ss. Lamb and boar are often scored, with cloves or garlic buds thrust into the slits, before cooking. Most meats are painted with a mix o
s and the warmth of its living body can be used to protect against the cold. Roaming wild herds of rothe and cultivated, “trapped” her
ot buns so they’ll stick to it, to make their buns distinctive and popular.
can be prepared however desired. Eaten raw, stone crabs have a taste somewhat like real-world tinned smoked oysters, though they’
When boiled or stewed, they exude a gummy essence used as a thickener in many kitchens—and such a stew is nourishing in itself. Coa
by garlic bread or cheese-flavored bread, and with a dessert of diced cheese and apples, or even a sweet (berry) pie.
ot buns so they’ll stick to it, to make their buns distinctive and popular.
can be prepared however desired. Eaten raw, stone crabs have a taste somewhat like real-world tinned smoked oysters, though they’
When boiled or stewed, they exude a gummy essence used as a thickener in many kitchens—and such a stew is nourishing in itself. Coa
t the hide and quills can be removed with hardened mud shell; and lastly, thaenwing, which is spiced-and-diced grouse, partridge, quai
of fire-dried, tiny forest-stream fish. These fish contain a lot of fat, and are “crunched” (eaten whole, bones and all).
b¬tle, gentle meldings of various herbs. In winter, most halfling homes have two ongoing stews sim¬mering on the hearth: a light broth
uding all the meat—is consumed locally. It has been accurately said that “cheese, bread, ale, and more cheese are what fill a happy hin
fied into something much more fiery. So where a halfling looks for cheese, a gnome turns to savory pud¬ding. Gnome puddings made
on tables for drinkers to take freely. If they want pa¬trons to leave, collecting these bowls is a silent but firm—and except in rare insta
oral petals can then be added to the water to make it quite pleasant to taste. Selling “sweet” water in villages along trade routes is a w
se trying to track them. They turn hostile if they think they are being stealthily surrounded, or being distracted by one group of traders
o dark a brown that they look black.
r pot rinse.”
opular form of consumption in Calimshan, the Tashalar, the Heartlands, and the North, but ped¬dlers, explorers, and adventurers often
eat amounts and swear by it, whereas one large tan¬kard will leave a first-timer spewing. Warning: highly flammable!
rack¬ing dogs used by authorities everywhere. Though many children and women prefer the taste of cider over more bitter beers, cide
for local bottling. In particular, the production of Tethyr’s coastal vineyards has climbed steadily throughout the 1300s DR and 1400s
dder bags sewn shut and waterproofed with some sort of grease or better, an elven-devised concoction that won’t taint the wine. Thi
e— sort of beard.
d to, but which they will refer to when negotiating with clients. They do not have the legal right to set prices or even standards. They d
d by personal foes.
ng on price fluctuations.
ew over clip-in harnesses made for attaching additional draft animals to a coach or a wagon.
Heralds can, of course, separately grant arms to guilds who desire and pay for a grant. All guilds are required to keep up-to-date rolls at
hout paying taxes or enduring government inspections. The Crown usually infiltrates and shatters these false guilds, sometimes hiring a
r ad¬vantages gained by merchants who work family members, children they’ve taken in, and debtors they have holds over to death in
he value of their work, and they con¬tinue to be locally politically active, pursuing and guarding their own interests with passion and m
attempt to crossbreed species nor make any use of magic enabling features of one
, at least for a little while. The two have been selling Phadra's genuine wares to local customers. To newcomers, they peddle useless ju
about suppressing one of their peers. This support usually comes at a price, further eroding royal authority.
they don't like through palace coups, feuds, and assassinations.
talent for in order to feed her family and raise her children.
the year when fresh food is not available in the city's markets.
nobles feel some obligation to protect the people in their charge against the depredations of monsters and banditry. To this end, mos
se, persons seeking to bring them to justice will simply follow them, ignoring the border.
rent is paid (usually annually).
zantine Empire analogue). It’s a pretty impressive list of non-feudal settings that was created in just five years’ time.
. Barbaric fantasy came into the Realms through The Savage Frontier (1988) and then Egyptian fantasy made its influence felt in Old Em
ars after the introduction of the Realms, you could travel from a fantasy Asia through fantasy Eurasia, then across the sea to fantasy So
pe with d20 Modern (2003)—a modern-day D&D ruleset complete with three settings: "Shadow Chasers", "Agents of PSI", and "Urban
yrmkind. Written in Draconic.
bolds and wyverns. Written in Draconic.
and only a rare few elders who truly value such things can actually converse in it. Urdunnir dwarves speak on older version of the langu
ands, never waitresses and waiters. Taverns serve ale in tankards, and wine in tall glasses or flagons (no one uses the words “mug” or
meet with each guest. Local law keep¬ers tend to be slightly more lax in disciplining the patrons of taverns (“Well, what did ye ex¬pect
e Ward, and Trades Ward west and north of the City of the Dead employs such printed menus. Even some of the more exclusive “upsta
me restaurants use their banner maids for deal¬ing with rowdy diners, equipping them with bulbs of swiftsleep gas or liquid drugs that
ross the Realms is admiration of cooking done without magic. That said, no one will cavil at someone who uses a spell to get drenched
t meats are painted with a mix of powdered spices (sage, rosemary, and the like) before being spit-roasted, and Calishite cooks even a
e and cultivated, “trapped” herds of hobbled or penned-in-mountain-vales rothe, plus deer, have made human settlement possible in
stew is nourishing in itself. Coastal dwellers usu¬ally add frogs, snails, fish, or meat scraps to such stews to yield full and satisfying me
stew is nourishing in itself. Coastal dwellers usu¬ally add frogs, snails, fish, or meat scraps to such stews to yield full and satisfying me
eet (berry) pie.
nd-diced grouse, partridge, quail, and woodguth (wild turkey). Most elves are revolted by the thought of eating owls, which they deem
bones and all).
ering on the hearth: a light broth that can be drunk by the tankard, and a heavy broth, which is full of lumps of meat and vegetables.
ut firm—and except in rare instances, well heeded— signal to go. (Now, and quietly.)
villages along trade routes is a wide¬spread, sustaining industry across the Realms.
ghly flammable!
der over more bitter beers, cider is not gener¬ally considered a lesser drink than beer. It doesn’t travel as well or keep as long as beer
ghout the 1300s DR and 1400s DR.
n that won’t taint the wine. This means of smug¬gling has become so prevalent that authorities in some places, such as Baldur’s Gate
prices or even standards. They do have almost complete control over who qualifies for member¬ship, dues, and the local conduct of th
uired to keep up-to-date rolls at court and in their headquarters, recording all changes in membership, rules, and fees. In this case “up
hen across the sea to fantasy South America. It was every bit as impressive as the expansion of the Known World beyond its feudalisti
rs", "Agents of PSI", and "Urban Arcana."
eak on older version of the language. Written in Dethek.
o one uses the words “mug” or “pint”).
rns (“Well, what did ye ex¬pect? Drunkards brawl, and you went to a place where folk go to get drunk!”) than they are for the guests o
me of the more exclusive “upstairs clubs” in Dock Ward, frequented by young nobles, use either printed menus, done by the broadshe
wiftsleep gas or liquid drugs that act as seda¬tives when mixed with wine or ale hidden beneath their menu boards.
who uses a spell to get drenched wood burning for a cooking fire in a rainstorm, or uses a spell to thaw frozen food in a blizzard.
sted, and Calishite cooks even add certain substances to the hearth-coals so the aromatic smoke will permeate the meat as it’s roastin
e human settlement possible in the North.
ws to yield full and satisfying meals. Families often sit around the stew-pot dipping wedges of stale bread into it, which they then eat, a
ws to yield full and satisfying meals. Families often sit around the stew-pot dipping wedges of stale bread into it, which they then eat, a
of eating owls, which they deem intelligent souls, and they believe that dining on raptors brings misfortune on oneself and one’s kin.
enu boards.
ermeate the meat as it’s roasting. The aromatic herbs are always secrets of the cook, however, most are tinctures or tisanes made from
ad into it, which they then eat, alternat¬ing bites with strong cheeses. This activity is known around the Inner Sea as a bowl feast.
ad into it, which they then eat, alternat¬ing bites with strong cheeses. This activity is known around the Inner Sea as a bowl feast.
tune on oneself and one’s kin.
ailable in locations not near to apple country.
wo. This generates the expected complaints from shippers that the law keepers spoil and spill or even drink much of the wine when d
tenday, or face stiff fines and a mark of censure.”
e of peace, quiet to sleep, and security.
re tinctures or tisanes made from rose petals or the leaves and petals of other flow¬ers. The blood from slaughtered animals is always
Inner Sea as a bowl feast.