recursal/Fanatic-Fandom huggingface dataset:
Watchful Order of Magists and Protectors

The **Watchful Order of Magists and Protectors** is the guild of wizards and sorcerers for the city of Waterdeep. However, while technically a guild, the Watchful Order functioned primarily as a mage academy. The Watchful Order also policed the use of magic within Waterdeep, encouraging wizards to use magic wisely. The Order provided many services to its members, including a venue for trading spell components and magical items. The Order served Waterdeep by providing spell wards for wealthy inhabitants and fire fighting through the use of water elementals. The Order also maintained important wards throughout the city.

The Guild's official stronghold is the Tower of the Order in the Castle Ward.

Relations between the Watchful Order, City Watch, and Church of Mystra, are generally cooperative but sometimes strained over issues of jurisdiction and human pride.

## Guild Governance

Senior members rule openly (in quorum council) on all dissemination of lore or spells between members, and often order such transfers to be executed for the good of the order (that is, to strengthen all members, or to arm all the order’s mages to better defend Waterdeep or carry out the aims of the order).

Claims of theft, cheating, and deception are always investigated by order members who use mind-probing magic. Refusal to cooperate is interpreted as an admission of guilt, and usually punishable by expulsion and defanging, in which the order sends a large force of mages to strip the offending member of dangerously powerful spells or items, to protect the order against retaliation. If spell-battles result and such expelled mages end up brain-burned or trapped in a beast’s shape during such a defanging, so be it. The choice of
action was theirs, so the consequences are also their responsibility. Problems arise when the offenders in such matters are senior order members who also have access to mind-probing magic, but such are the perils of interesting lives.

The Watchful Order holds mini-moots whenever circumstances dictate, trying wherever possible not to hear matters involving specific members without those members being present. The order also holds monthly moots at its headquarters or at another designated place. These monthly moots are largely “good cheeses and better wine” gossip sessions wherein members are encouraged to point out trends and oddities
they’ve noticed in the city, new arrivals selling or practising magic, rumours from afar brought by visiting traders, and the like. At any meeting, order members have the right to raise complaints and concerns with senior officers, in front of all other members present.

## Members

* Bowgentra Summertaen - Guildmaster, successor of Khondar "Ten Rings" Naomal
* Barnibus Blastwind - A special investigator who deals with magical crimes in Waterdeep
Grimfort

Grimfort is the third area player unlocks withing their city, which is unlocked during Ch. 3 Maiden in the Tower. Contains 7x military land building sites, which are gained by defeating residing rebel army. Total Enemy Power of its defenses is 7,220.

## Defending Commanders

* Rank 1, level 5 cavalry commander.
* Rank 1, level 3 spearmen commander.
* Rank 1, level 3 bowmen commander.

## Defending Troops

* 100x Light Cavalry
* 80x Light Bowmen
* 200x Light Infantry
* 90x Light Spearmen

## Defenses

* 1,400 Durability
* 30x Wooden Spikes
* 60x Falling Rocks
* 50x Sentry Tower
Story Quest

The story quest provides a great supply of Experience and items. Following the steps is the best way to progress optimally.

## Chapters

The story quest consists out of multiple chapters,

Chapter 1 - Land in Turmoil
 Scout Waterspring
 Take back Waterspring

Chapter 2 - Wilfire
 Heal the wounded
 Upgrade Barracks to Level 2
 Attack the Grimfort Outpost

Chapter 3 - Maiden in the Tower
 Clear Normal Stage 1-3 (Weirwood)
 Promote 1 Commander to Rank 2
 Take back Grimfort

Chapter 4 - The War Ahead
 Clear Normal stage 1-6
 Train 80 Tier 1 troops
 Attack Ironstone outpost
 Unlocks Event

Chapter 3 - Maiden in the Tower
Rally

Rallies are alliance-wide attacks that can take out even the most powerful opponents.

## Prerequisites

* Join an Alliance.
* Build the Bannerman Hall.

## Rally phases

In the **preparation phase**, rally leader selects the target and the time limit for rally (5 minutes, 10 minutes, 1 hour, or 8 hours. Leader selects his or her dragon, commanders, and troops. Leader can also designate what type and tier of allied troops are allowed to join the rally.

In the **rally** phase, allies can join the leader with their troops and dragon. If you're too far from the rally leader (how much?), you cannot join. All troops assemble at the rally leader. Up to 30 allies can join a rally, however, only up to a maximum rally size.

In the **deployment** phase, rallied army marches and attacks the target. Allied troops can no longer join.

## Types of rallies

These are some of the targets that you can rally against:

* Rebel Camps
* Great Cities (during castle siege)
* Dragon Lairs
* Enemy castles
* Defensive rally: Rally allies to defend your castle against an imminent attack

## Tips

* Armies that participate in a rally inherit all attributes from the initiator, including: commander, tech, upgrades, lord talent, lord equipment, castle blessing and Hall of Faces blessing.
First Recharge

When recharging any amount for the first time you can unlock Melisandre at grey quality.

Recharging only 1 dollar and combining it with the first castle upgrade pack can significantly boost your early game.

**Tip**: *When recharging it might not be claimable, if you refresh the page (for browsers) or re-login from the app it will be claimable.*

## Rewards

* 10 \* Melisandre Medal
* 2 \* Spirit of Weirwood Tree
* 1000 \* Diamond
* VIP Points 500
* 10 \* Speed Up 60m
Ironstone outpost

Grimfort is the fourth area player unlocks withing their city, which is to be gained during Ch. 4 The War Ahead. No building sites are gained by destroying rebels here, but it leads to Ironstone in the next story chapter. Total Enemy Power of its defenses is 7,700.

## Defending Commanders

* Rank 1, level 8 infantry commander.
* Rank 1, level 6 cavalry commander.
* Rank 1, level 6 spearmen commander.

## Defending Troops

* 160x Light Cavalry
* 200x Light Bowmen
* 140x Light Infantry
* 150x Light Spearmen

## Defenses

* 1,700 Durability
* 70x Wooden Spikes
* 80x Falling Rocks
* 50x Sentry Tower
Undermountain

**Undermountain** is located deep beneath the city of Waterdeep's namesake mountain. Originally home to the dwarves of Clan Melairkyn, the *Underhalls* were home to a grand dwarfhold before they were taken over by the "Mad Mage" Halaster Blackcloak and his seven apprentices.

Built atop the ruins of Halaster's Hold, The Yawning Portal Inn contains the only publicly known entrance into Undermountain: a large well that drops down into Undermountain's Dungeon Level. Rumours abound of other links between Undermountain and the surface world, both physical and magical.
Durnan's Guide to Tavernkeeping

*The lords will say you need all sorts of things to set up a successful business. That’s cockatrice eggs. They’re just trying to keep you from becoming competition. You need just one thing to start your own tavern: gumption! It also doesn’t hurt to have something you’re known for, like an underground portal to riches and fame. A gimmick, I guess. So, that’s gumption and a gimmick, which sometimes helps with naming the endeavor. Mine’s pretty apparent, right? When I emerged from that hole in the ground with my earnings, I hired some folk and got to building. Hmm, I suppose that’s three things; gumption, a gimmick, and gold. We’ll call them the three G’s.*

 - Durnan, Proprietor of the Yawning Portal

## Tavern Events

Every tenday, roll once on the Tavern Events table before rolling on the Business Results table based on the overall quality of your tavern (i.e. Squalid to Aristocratic). You can make the following investments before you roll to mitigate certain results and improve your profit margins. If your tavern makes a loss and you are unable or unwilling to pay the loss, you must subtract that number from your next business results roll.

**Preventative Maintenance (10s)**
A sensible tavern keeper invests a little extra to keep things shipshape and in good order. Extra maintenance now may reduce other expenses later.

**Insurance (10s)**
Building insurance covers you against damage caused by fire, storms, floods, earthquakes, and subsidence.

**Extra Security (20s)**
Improving the safety of your patrons means hiring bouncers to help when you’re busy. Extra security reduces risk to you and your patrons.

**Extra Service (10s)**
Hiring extra serving staff means your patrons receive better service and are more likely to come back. Extra service adds a +10 bonus to your next roll on the Business Results table.

## Tavern Features

These are the features that will be available once baseline repairs have been completed.

* **Taproom**: The taproom is the heart of your tavern, containing your bar, a fireplace, and seating for your guests. Without this, you have no business!
* **Cellar**: A stone-lined cellar allows you to stockpile wines and spirits at temperature and hold reserves of ale inside giant storage barrles.
* **Kitchen**: All this drinking is sure to cook up an appetite in your customers! Providing food is the very first step to better service.
* **Larder**: A storage area for wholefood supplies with a cool room for perishables. Any establishment looking to improve its fare should start with one of these.

## Available Renovations

These are the currently available renovations: more options may become available as opportunity presents itself.

## Business Valuation

 5 - 12
 13 - 19
 20 - 49
 50 - 69
 70 <
Corellon's Crown

Fala Lefaliir, an herbalist and a member of the Guild of Apothecaries and Physicians, operates out of this stately, three-story town house, the third floor of which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within.

Fala Lefaliir is an outgoing androgynous wood elf with long, braided hair. Fala is friends with a member of the Zhentarim named Ziraj, who saved Fala's life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor.

In addition to nonmagical herbal remedies, Fala sells potions from locked cabinets behind the shop counter.

## Magical Potions

1. Animal Friendship 125 gp
2. Climbing 50 gp
3. Greater Healing 250 gp
4. Healing 50 gp
5. Water Breathing 100 gp
North Ward

The **North Ward** is the home of the nobility and their villas. The moneyed classes make their homes here, far removed from the hustle and bustle of the lower classes in the Docks the Southern Ward.

Dominated by residences, this ward tends toward insular, walled villas and distinctly individual stone and timber houses. While, on the surface, it seems tedious compared to the rest of the city, North Ward seethes with intrigues of far-reaching effects hidden just beneath the surface. There is little for visitors to do within this ward beyond gawk at the marvelous houses and towers, unless they are already linked into the nobles’ or guilds' politics.

The first thing to notice here is the lack of row buildings that dominate much of Waterdeep. Herein the lowest types of buildings are two-story cottages with expensive wood and slate decorations. The more common domiciles share such details as wrought iron fences, rooftop spires, gabled roofs, and ornate carving work on statuary and wallwork alike. The walled noble villas and grand merchant houses contain gardens with elaborate adornments. In many ways, this ward seems more prosperous than Sea Ward, but the neighbors to the west are quick to remind folk that "we need not show our wealth and station in such gaudy, tactless ways, for we are above such petty one-upmanship."

## Locations

Hospice of St. Laupsenn - A temple of Ilmater which provides care for sick, poor and injured

Trollskull Alley - A narrow, little-known passage winding through the interior of a city block
Dessarin Valley

The **Dessarin Valley** is situated in the region of the Sword Coast, between the Sword Mountains and the High Forest, and east of Phandalin. It is home to a diverse range of folk, although most inhabitants are either humans or halflings. The main industry of the Dessarin Valley is agriculture, and Goldenfields played a large part in the agricultural economy of the North.

The Dessarin Valley was active with cultists during the recent ressurgence of elemental evil.
Berdach

Berdach of the Meadows is an initiate at the House of Wonder and an affinity of Renaer Neverember.

### Character Sheet

```
 **Cleric / Wizard**

Str: 18
Dex: 14
Con: 6
Int: 15
Cha: 17

*Skills:*
* Athletics
* ????

*Saves:*
* ????

*Special*:
* Harsh Winter (+1 to attack rolls)
* Possibly Anemic

```

### Genisis (1492 DR)

```
**Farmer (Parsnips)**

Str: 18
Dex: 13
Con: 4
Int: 15
Cha: 16

Harsh Winter (+1 to attack rolls)

```
Blackstaff

Blackstaff is a sentient staff imbued with the spirit and personalities of over a century of Waterdhavian Archmages. It appears as a wooden staff longer than an average human is tall, roughly seven feet from base to tip and pure black in color. A ring of bulbs circle the staff at about eye level, and it is topped by a curved claw shape. "**Blackstaff"** is also used as a title for the current weilder of the staff and Master of Blackstaff Tower.

Khelben Arunsun was the first to have his spirit absorbed by the Blackstaff, embuing it with the Archmage's sentience and grim sense of law. During his life he had already taken to the nickname "Blackstaff" due to the eponyous staff's power and influence. Over time, rituals and traditions formed, and it became customary for the Blackstaff to choose its own heir and for its chosen weilder to inherit the title of Archmage of Waterdeep. To date the Blackstaff has absorbed the power of nearly a dozen former heirs.

The Blackstaff is a tireless proponent of order and law in Waterdeep whose methods of achieving ultimate good is often highly questionable in the eyes of the righteous.
Military land

Military Land are certain sections of land (with empty plots) that are obtained outside your castle.

In these designated sections you can build Army tents, Hospitals and Mints.

If you try to build on an empty plot and only see Resources available (Quarry, Farmland, Mine, etc.) you are not on Military Land.
Barbecue Season (Downtime)

Frequency: *unlimited*

Prerequisite: *Beer Garden*

The spring and summertime months are perfect for outside cooking: a spit roast perhaps, or sausages chargrilled over coals. Each day that you spend on this activity grants a +2 bonus to your next roll on the Business Results table. Due to the risk of fire, double any losses that you accrue unless you’ve also paid for insurance.
Baris

**Baris** (Brendan) - Tyranny of Dragons

An arcanist with a penchant for fire magic.

*I just realized my character has Rath Modar's staff and cloak on, and an eye-patch. Basically bad-ass villain material. Will I go mad with power? Who says I'm not already? I control fire, and am on a castle made of ice. Watch out y'all*
Hospice of St. Laupsenn

The **Hospice of St. Laupsenn** *(N73)* is a Sancturary of Ilmater in the North Ward of Waterdeep.

In the City of Splendors, worship of The Triad has long been subsumed by the Halls of Justice, Waterdeep’s temple of Tyr. After the Time of Troubles during the early stages of the Spellplague, large swaths of the citizenry were afflicted with fiendish plagues. While most recovered with clerical attention, for some the effects of the disease continued to linger, resistant to the healing effects of magic.

As few Waterdhavians would have anything to do with the fiend-afflicted sufferers, for fear of catching the plague anew, the llmatari decided to create a place for the lepers. The Order of the Golden Cup erected the **Hospice of St Laupsenn**, named for the priest who tended those similarly affected in the aftermath of the Weeping War, and have continued in quiet service to this day. The hospice is funded by private charitable contributions (many of which come from the personal holdings of the Lords) and tithes from the Halls of Justice and the Order itself.

## Notables

* Revered Father Sir Ander of the Hospice of St. Laupsenn, Sanctar of the Order of the Golden Cup
* Sister Johanna the Adorned Sufferer, squire of Sir Ander
Hyustus Staget

**Captain Hyustus Staget** of the City Watch is an uptight man who helps keep the peace in the Dock Ward.

Staget truly believes in his work to protect the good people of the Dock Ward. Every shopkeeper, guild member, innkeeper and tavern keeper in the Dock Ward knows him, and most respect him regardless of their opinions of the City Watch in general.

**Staget** doesn't believe in rumors or gossip, he doesn't drink, and he doesn't let anger get the better of him. His job is to curb the violence in the Dock Ward, but he has been dragging his heels. After all, he reasons, if the Xanathar Guild and the Zhentarim want to destroy each other, why not let them?

Staget was leading an operation to capture a high-ranking Zhent when he and his men were called to an abandoned warehouse that turned out to be a secret Zhent hideout. There he discovered some adventurers and Renaer Neverember.
House of Wonder

The **House of Wonder** is a temple of Mystra, The Mother of All Magic, located on Flint Street and Pharra's Alley (named after the first mistress of the temple, Pharra). nAlthough your eye will be drawn to its ornate towers, brilliant mosaics,
 and magical displays, look also for the humble violets growing amid the
 ostentation. These delicate flowers were Ahghairon’s favorite, and they are planted about the temple in memory of him.

In 1479 DR, Master Rhinzen Halnian nearly destroyed the entire complex when he cast a meteor swarm spell at three apprentices he mistook for devils during a haepthum-induced stupor. By 1480 DR, the House of Wonder had been rebuilt and a new master installed.

## Members

Berdach of the Meadows - Initiate and Apprentice
Farmland

Farmland produces Grain and increases its Limit. If amount of Grain owned exceeds this limit, Farmlands cease their production.

## Video Guide

 Research

 Commandership Research | Grain Management | 10

## Commanders

 Jeane | Farming Specialization | Increase Grain Production

## Talents

 Production Talents | Grain Production II | 20
 Production Talents | Grain Production III | 50

## Stats by level

Level 25 also requires a Craftsman's Hammer
Timekeeping in Faerûn

**Time in Faerûn** is never spoken of in terms of hours or minutes. Where we would say “a second or two,” most Faerûnian humans say “a breath or two,” and what we would call a minute is “a goodly breath or three.” Dwarves tend to call anything up to about three minutes “but a little while,” whereas a halfling would call the same span of time “a long song.” To a halfling, a minute is “a tune,” and ten minutes is “three long songs.” Most halflings tend to speak of longer time periods within a single day in terms of how far the sun has progressed.

In cities, temples, and monasteries, the equivalent of hours are “bells” or “candles” (which visibly burn down). These are counted in reference to or from an obvious event, such as dawn, dusk, or highsun (noon), as in “the trouble began three bells before nightfall.”

In Waterdeep, the clock time is counted in so many bells, but folk also refer to times of day by habitual meals. Breakfast is “mornfeast,” lunch is “highsunfeast,” supper or dinner is “evenfeast,”. It bears noting that most Waterdhavian shopkeepers, nobles, and guilded merchants refer to late afternoons as “highthar,”

To a caravan merchant, a drover, or a farmer from the lands around Waterdeep, as well as any Waterdhavian noble (or aspiring noble) who rides for sport, recreation, hunt, or to fly falcons, late afternoon is “longride,” and dusk is “last ride.”

In most walled cities that close their gates at night, bells are triple-struck to mark when city gates are about to soon open (if not at dawn) and again when they are soon to close (if not at dusk). Double-strikes are rung to mark the opening of shops on workdays in some cities, and again to mark the daily closing of shops.

Days in the realms are never referred to as “Monday,” “Tuesday,” or any real-world weekday name. Most folk in Faerûn refer to a particular day as “the first of Mirtul” or “the last of Eleint” or as one of the annual festival days. If one must be precise, something like “the first day of the first tenday of Ches” might be heard. If this date is written or spoken of formally, it becomes “1st Ches.”.
Castle

The **Castle** is the foundation of player's city and is a reflection of your progress and standing within the game. No building within your city may exceed your Castle's level and you must level it up in order to further the story of the game. The player starts the game with the Castle at level 1. Upgrading your Castle yields Castle Upgrade rewards for the player. You can modify the visual of your castle with a Castle Exterior.

 Video Guide

## Commanders

 Melisandre | Structure Specialization | Building Construction Speed
 Jeane | Structure Specialization | Building Construction Speed
 Russell | Structure Specialization | Building Construction Speed
 Sabrina | Structure Specialization | Building Construction Speed

## Talents

 Production Talents | Construction Speed II | 20

## Stats by level

\*Lv. 25 costs 1 Craftsman's Hammer as well.

## Glory level

Glory level upgrades increase your Army size (by up to 100k) and grants you additional Talent Points.
Golden Wings

**A Gift of Golden Wings**

Singing or reciting the lyrics to **Golden Wings** takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial bird of paradise to serve as their familiar. This powerful songbird is neutral good and abandons the character if they ever willingly harm a celestial.

Tiny celestial, Neutral Good

Armor Class 13

Hit Points 7 (2d4+2)

Speed 5ft, fly 60ft

Str 3 (-4), Dex 15 (+2), Con 8 (-1), Int 10 (+0), Cha 16 (+3)

* Skills Perception +2, Stealth +4, Performance (Dance, Song) +5

* Flyby. The songbird doesn't provoke opportunity attacks when it flies out of an enemy's reach.
* Talons: +3 to hit, Hit: (1d1) slashing damage
* Magic Resistance. As a celestial the songbird has advantage on saving throws against spells and other magical effects.
* Call of Paradise: The celestial songbird targets all non-evil humanoids or beasts in a 30 ft cone in front of himself. If the target can both see and hear the bird's dance, it must succeed on a DC 14 Wisdom saving throw or become Charmed. The Charmed creature is fascinated by the bird's performance and experiences a sense of wonder and safety. This charmed effect lasts for as long as the performance is continued, with feelings of peace lingering for up to a minute afterwards.
* Variant: Familiar. The songbird can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the songbird senses as long as they are within 1 mile of each other. While the songbird is within 10 feet of its companion, the companion shares the songbird's Magic Resistance trait. The service of this righteous songbird is at it's pleasure, and service may be withdrawn if the bird's companion performs evil or uninteresting acts.
Quarry

Quarry produces Stone and increases its limit.

 Video Guide

## Research

 Commandership Research | Stone Inventory | 10

## Commanders

 Russell | Stonemasonry Specialization | Increase Stone Production
 O'Biehn | Stonemasonry Specialization | Increase Stone Production

## Talents

 Production Talents | Stone Production II | 20
 Production Talents | Stone Production III | 50
Castle Ward

The **Castle Ward** of Waterdeep lies at the center of the city. It encompasses Mount Waterdeep, its castle, and much of the government of the city. This includes the Yawning Portal inn, and the residences of many prosperous Waterdhavians.

## Locations

Castle Waterdeep - A castle with a garrison of over 1500 men and the the seat of the city's government

College of New Olamn - A traditional bardic college renown up and down the Sword Coast

Halls of Justice - A temple of Tyr and The Triad (including Ilmater and Torm), divided into many factions and religious orders. Popular with Magistrates, the City Watch, and Guild Bureaucrats.

Mount Waterdeep - The mountain on and around which the eponymous city was built, standing 1500ft above the harbour below.

Tower of the Order - Headquarters of the Watchful Order of Magists and Protectors

The Yawning Portal - Built almost two centuries ago, renown for being the primary open route to the Undermountain. Located on Rainrun Street between Castle Waterdeep and Snail Street.
Sister Donna

Watchful Sister of the Earth Donna, aka "Granny" aka "Sister" - David - Cleric of Chauntea - Princes of the Apocalypse

\* Cannot draw spells from the elemental fire sphere (Also obvious stuff like no contagion, no locust swarm)
\* Advantage on checks to identify poisons found in plants and mushrooms
\* Proficiency in Agricultural Tools

Baker of crumblecake, haver of a white bun of hair
Renaer Neverember

**Renaer Neverember** (pronounced: *reh-NAIR*) is a noble member of the Neverember and Brandarth families, and son of the exiled former Open Lord of Waterdeep, Dagult Neverember. Renaer's mother died in his youth, leaving everything to Renaer rather than Dagult. Renaer managed his family's extensive property holdings while his father spent time at the palace.

In 1492 DR, 02 - A Friend in Need, Renaer was involved in the search of the lost gold hidden by his father. He was targeted by both Zhentarim and Xanathar's Thieves' Guild, despite not knowing anything about the cache of gold. One night Renaer casually met his drunken friend Floon Blagmaar at the Skewered Dragon tavern in the Dock Ward. When the two friends exited from the tavern, some Zhentarim members ambushed and captured them, with the objective of interrogating Renaer about the lost Stone of Golorr.

Renaer was found hidden in the Zhent hideout by adventurers hired by Volothamp in order to find Floon, and correctly deduced that the Xanathar's agents mistook Floon for him.

*The Zhentarim thinks that my father embezzled a large amount of gold while he was Open Lord, and that he hid the dragons somewhere in the city. They think they can find it by using an artifact called the Stone of Golorr, which was in the hands of the Xanathar Guild until recently. Apparently, someone stole it. The Zhents thought I knew something about all of this, but I don't. My father and I haven't spoken in years.*
City Watch

Perhaps the best police force on the Sword Coast is the famous **Watch of Waterdeep**. It is the responsibility of the Watch to enforce the Code Legal and to bring serious offenders to the attention of a Black Cloak for judgement.

Waterdhavian Watch officers always wear uniforms when on patrol, and carry both weapons and horns with which to summon aid. Aid is usually in the form of other Watch patrols, but specific horn calls can summon Watchful Order magists or soldiers from Waterdeep’s small standing army, the City Guard, as well.

Though they often work together, the average Waterdhavian or visitor to the city will most often come into contact with Watch street patrols, and see the Guard only at city gates, manning the walls or boarding ships for harbor inspections, and overhead on griffonback. Most Waterdhavians grumble at the watch, but obey them, because the watch is seen as fair (if often thick-headed) and helpful as well as jack-booted.

Patrols pass along main streets once between bells, and vary their routes often. Dockside, "red-light," and known frequent-theft areas receive around five patrols per bell, as do known "bad" taverns and inns. Temples are policed lightly, because clergy are assumed to police their own grounds and buildings. Watch patrols are on foot but can call horsedrawn watch prison carts to carry off prisoners or confiscated goods.

Members of the **Watch** customarily address male citizens as “*goodsir,*” except for persons they know to be Waterdhavian nobility, whom they call “*gentlesir.*” Every veteran Watch officer knows at least the top people and the heirs of all Waterdhavian noble families on sight, plus the troublemakers. Mixed-gender noble groups are addressed as “*gentles.*”

Commoner women are “*goodwives*” unless young, whereupon they become “*goodlasses*.” Young commoner men are usually called “*jacks*” or “*my jacks*,” as in: “*What befalls? Hold and deliver truth, my jacks!*”

“*Hold!*” meaning “*Freeze,*” “*Down arms!*” meaning “*Drop your weapons,*” and “*Talk truth!*” meaning “*Answer me*” are frequent Watch commands.

## Members

* Saeth Cromley - Retired sergeant and assistant to the Watchful Order's special investigator Barnibus Blastwind
* Captain Hyustus Staget - Captain in the Dock Ward of Waterdeep
Jankin Chergoba

**Jankin Chergoba** is the head chef at a noble's Villa. Jankin determines each days menu and oversees all activity in the kitchen but he is unhappy with his current position. Recently discovered in red robes in a dark god's underground temple, having passed out in a cot after drinking too much sacramental wine.

His life was spared after he provided valuable knowledge of the temple's secret passages after Ulysses's charm person succeeded.
Gift codes

## Redeeming codes

1. Start the game.
2. Click **Benefits**.
3. Scroll down to **Redeem Code**.

## SUBREDDIT

Last time they game a gift code at 1,000 members on their subreddit, Go and join their reddit to get to 2,000 for possibly another code! GOTWIC Subreddit

## Stay informed

Join and subscribe to the following discords and YouTube for frequent updates and codes:

Join in giveaways!

## Codes

Here are all known codes. (Date Format: DD-MM-YYYY)
Waterdeep

Across Faerûn, the name **Waterdeep** evokes feelings of wonder, awe, and envy. Although it is not the largest nor most powerful, the City of Splendors is undoubtedly the most famous and most cosmopolitan metropolis on the Sword Coast.

The City of Splendors lies in the shadow of Mount Waterdeep on the shore of the best natural harbour along the Sword Coast. Waterdeep is the trading hub of the Sword Coast, located between the mineral-rich lands near the Spine of the World and the merchant kingdoms of Amn and Calimshan to the south.

The road to **Waterdeep** is well paved and well patrolled with its authority extending some thirty to forty miles beyond its walls. Waterdeep has strong walls on its landward sides and is protected in part by Mount Waterdeep on the seaward side. Mount Waterdeep in the heart of the city is studded with watch towers and defensive positions, and patrolled by griffon cavalry.

## Wards of Waterdeep

Waterdeep is roughly divided into wards which at some point in the past had their own guards and walls. The press of progress has toppled or bored through most of the original internal fortifications except those maintained around the City of the Dead and Castle Waterdeep.

Castle Ward - Castle Ward lies in the heart of Waterdeep, wrapping around the eastern slopes of Mount Waterdeep. This ward is home to the city's administrative buildings and buildings of state.

Dock Ward - Waterdeep's most notorious and colorful ward is also the oldest. Traveler's tales portray it as a lawless, brawling place of drunks, smugglers, roaming monsters, and fell magic, which is not all that far from the truth. The bustling harbor scene and its attendant activities dominate this ward.

North Ward - Tucked in the northeastern portion of the city, North Ward is the home of the nobility and their villas. The moneyed classes make their homes here, far removed from the hustle and bustle of the lower classes by the docks and in Southern Ward. This placid reputation belies the intrigues and scheming that goes on behind closed doors, and the volumes of smuggled goods that lie in cellars beneath the city streets.

Sea Ward - Waterdeep's wealthiest ward is notable for the many-spired, grand homes of the nobility, the gleaming edifices of the city's leading temples, and the imposing towers of the city's premier wizards.
Threestrings

**Mattrim "Threestrings" Mereg** (pronounced: *MAT-trim MAIR-egg*) is a journeyman instructor at New Olamn and a resident performer at the Yawning Portal Inn. He's called "Threestrings" because he plays a lute that has only three strings remaining.

While performing outside the college part of his act is pretending to be less skilled than he actually is. He is often seen in the company of Bonnie, a friendly barmaid who started working for Durnan in the last year.

*"Anyone can play 'The Three Flambinis' on a lute, but try playing it with just three strings!"*
Book Wyrm's Treasure

The front of this bookstore is adorned with a charming sign of a gold dragon curled around a treasure hoard of books and scrolls. Inside, the shop is decorated with beautiful hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able to hold.

The shop is managed by a short dragonborn of gold dragon ancestry named **Rishaal the Page-Turner**, who lives on the third floor. Rishaal, a member of the Watchful Order of Magists and Protectors, is a mage.

The shop contains books of all sorts. In addition, **Rishaal** has a small collection of spellbooks and charges wizards to copy spells from them. He can scribe any of these spells as a scroll, and allows those with guild approval to copy spells from their source spellbooks for half this price.

## Spell Services

 1
 2
 3

5e hardcover spells up to the third circle are well known to the Watchful Order and are available from the **Book Wyrm's Treasure** without major difficulty. Rarer or more dangerous spells are rumoured to be available to regular clientele with the ability to pay.

## Enchanted Items

**Wand of Secrets** - 178 gp

*A willow wand, set with topaz.*

**Staff of the War Mage (+1)** - 423 gp

*This masterwork staff also grants the magical ability to locate keys.*
Johanna

Thinking back to your time together in the village, you remember **Johanna the parsnip farmer** as a tough, hard-working youth who was always willing to lend a hand. Since coming to the city, though she remains helpful, her humour has acquired a sardonic edge and her eyes have hardened.

### Genesis (1492 DR)

```
Farmer (Parsnip)
Bountiful Harvest: +2 HP per level
Str: 12 +1
Dex: 14 +2
Con: 10 +0
Int: 8  -1
Cha: 13 +1

```
Home

The Waterdeep contained herein is underpinned by Elminster's Forgotten Realms, the AD&D archives, the Forgotten Realms Wiki, and the Candlekeep forums.

Player continuity begins in the Year of the Rune Lords Triumphant, 1487 DR, with the beginning of the 5th Edition of Dungeons and Dragons.

## Home game history: continuity just feels good

1. Rise of the Runelords, Year of the Pathfinder
2. Lost Mine of Phandelver, Year of the Grinning Halfling, 1487 DR
3. Tyranny of Dragons, Year of the Warrior Princess, 1489 DR
4. Princes of the Apocalypse, Year of the Scarlet Witch, 1491 DR
5. Curse of Strahd, 735 B.C. (1491 DR)
6. Waterdeep: Dragon Heist, Year of Three Ships Sailing, 1492 DR
Marketing (Downtime)

Frequency: *Unlimited*

Prerequisite: *Office*

Marketing can take several forms. You might print and distribute leaflets, put an advertisement in the local newspaper, or pay for the town crier to promote your tavern. Each day that you spend this activity costs you 1d3s and grants a +2 bonus to your next business results roll.
Dock Ward

The **Dock Ward** is situated on the Great Harbor of Waterdeep. It contains the docks, shipbuilding yards, and warehouses for the sea trade. Compared to the rest of the city it is exceptionally dirty, smelly, and particularly dangerous. In the words of Elminster himself, the Dock Ward is a *“riotous, nigh-perpetual brawl that covers entire acres, interrupted only by small buildings, intermittent trade businesses, an errant dog or two, and a few brave watchguards, who manage to keep the chaos from spreading beyond the docks; the whole lot wallowing in the stench of rotting fish.”*

After the Spellplague the northern section of Waterdeep harbor became dilapidated with most of the harbor choked with sunken ship hulls. This section became known as Mistshore.

## Locations

* Bob Xoblob's - A seller of purple trinkets and discount legal services
* Sea Maiden's Faire - A travelling carnival of entertainers hailing from the city of Luskan
Recruit Hirelings (Downtime)

Frequency: *unlimited*

Prerequisite: *Guest Bedrooms*

As guests come and go, you’ll brush shoulders with a variety of skilled professionals: mercenaries, artisans, healers, armorers, and many more. Each day you spend on this activity lets you recruit a hireling of your choice for any term of service you can afford. Hirelings recruited via this activity are always trustworthy and reliable.
Vaelle

**Vaelle Lurval** (LE female Tethyrian human ex-cultist).

A waterdhavian florist who is quick to remind you she that had a boyfriend, and that it was him that did all the serious culting. Currently under de facto indentured service to adventurers following a rescue from near-certain ritual sacrifice to an Asmodean cult.
Magistrate

Most crimes against Waterdeep’s Code Legal are heard by one of twenty-six **magistrates** (commonly known as Black Robes, for their uniforms), but cases can be appealed to the Lord’s Court, which consists of the Open Lord of the city and two magistrates, neither of whom is the magistrate whose decision is being appealed.
Blue Alley

Word of mouth says that many years ago an evil and reclusive mage constructed Blue Alley for his own amusement. He filled it with rich treasures and deadly traps, and enticed adventurers to brave its dangers while he gleefully watched from a hidden location. Although everyone knows Blue Alley is a deathtrap, it has become a rite of passage for young adventurers seeking to establish a reputation. The dungeon is regularly replenished with treasure, often stolen from the affluent houses of Waterdeep.

The entrance to Blue Alley is off Ivory Street in the Sea Ward. It is easy to locate as the cobblestones in the alley are made from glittering blue stone. It is rumored that all those who enter Blue Alley are secretly observed, with nobles gambling with on the outcome of each venture within.

Gia, Ulysses and Johanna braved Blue Alley to recover a small sculpture called the Celestite Unicorn, a statute that claims to be a real unicorn that was cursed, and who doesn't seem to mind being part of Mirt's household.
Hair shirt of suffering

A **hair shirt of suffering** is an magical horsehair shirt associated with the faith of the god Ilmater, the One Who Endures. It is, as the name suggests, a thick shirt fashioned of several layers of coarse, brown woven horsehair, making quite a stiff fabric. These hair shirts were typically quite ragged.

The magical hair shirt allowed the wearer to *lay on hands* as a first level paladin, but only on someone other than the wearer, in accordance with the teachings of Ilmater. When doing so the initiate is able to learn to channel the gift of Ilmater through experience.
Great Cities

*The Seven Kingdoms contain many well-known Castles. They represent the honor, power and wealth of the great houses. The Alliance that occupies and rules a Castle gains the support of its subjects as well as the bonuses and buffs the Castle provides.*

## Dispute rules

Dispute: When this status is active, all Alliances may dispute the possession of the city. The Alliance that occupies the city at the end of the countdown becomes the owner. When the ownership of a city changes hands, the occupation countdown is determined by the start time of the current battle. When King's Landing enters a state of peace, a countdown of 5 days will start, after which all cities reenter disputed status.

Peace: Castles at peace cannot be disputed.

War of the Kingdoms: Great cities cannot enter peace. Invaders from other servers can join in city siege.

## Castle buff

Castles occupied or owned by an alliance grant a buff to all alliance members. Occupying the same castle in different kingdoms does not stack.
Xanathar's Thieves' Guild

**Xanathar's Thieves' Guild,** or simply **Xanathar Guild** is one of the most powerful criminal networks in Waterdeep and the Sword Coast. To join a member has to prove their ruthlessness, obedience and loyalty by committing a serious crime: such as murder or slavery.

Given that the faction is evil at the core, advancement through assassination is a popular "shortcut".
Mount Waterdeep

The whole of **Mount Waterdeep** is considered to be in the Castle Ward. The mountain on which the city of Waterdeep is built is a bald, rough crag with a peak some 1,500 feet above sea level. A lookout tower and griffon-steed eyrie sit atop this mountain. On its seaward flanks are emplaced eleven gigantic triple-catapults for hurling loads of rock and burning material out to sea against attacking ships. Several sea caves pierce the base of its western flank, connecting it to Undermountain and various points under the city by smuggling tunnels of great antiquity.
Ahghairon

*There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of Splendors, and sing its praises. I have seen it thus, and I endeavor to make it true*. -Ahghairon*,* circa1032 DR

**Ahghairon** (pronounced: *ah-GAIR-awn*) was a human mage from northwest Faerûn and the first Open Lord of Waterdeep. He created the Lords of Waterdeep, the system by which Waterdeep had been ruled ever since.

In 1007 DR, Ahghairon constructed his wizard tower, but positioned it outside the walls of Waterdeep (which since expanded). At the same time, he imposed magical barriers on Halaster's Hold, which prevented the possibility of any dangers escaping into the city. He created a magical axe named *Azuredge* in 1026 DR.
Tiger's Eye

This private detective's business is unremarkable on the outside, its only distinguishing mark an orange and black sign featuring a cat's eyes. Inside is a regal apartment dimly lit by flickering oil lamps. The door is locked, and visitors must knock or ring the bell before being let in.

They are met by Vincent Trench, a human detective and the owner of the Tiger's Eye. He speaks concisely, dresses in a sharp suit, and smokes a slim pipe.

Trench can discover any secret in Waterdeep, for a fee.

Trench is secretly a Rakshasa named Valantajar casting a Disquise Self spell.
The Triad

**The Triad** is an alliance of three good-aligned deities: Tyr the Maimed God, god of justice; Ilmater the Broken God, god of suffering and compassion; and Torm the True, god of duty.

Creed: Tyr is the sword of justice whose wrath punishes the wicked, Torm is the shield of faith who protects the weak, and Ilmater is the beating heart who tempers each with mercy and compassion.
Princes of the Apocalypse

2015-06-10

1. Subi - Pinkus - Died
2. Sister Donna - David - Died
3. Luthien - Myra - Died?
4. Cruzzblug - Brendan
5. Erik Erikson - David
6. Silantro - Pinkus
7. Tosscobble - Liz

Noteable events during the **Princes of the Apocalypse** and the Elemental Evil crisis:

1. Savra Belabranta, a member of the Cult of the Howling Hatred, was spared by adventurers and later became a member of the Order of the Gauntlet in Waterdeep.

As time passes from the closure of the Earth and Fire Portals, the land returns to a peaceful normalcy. Varis composes a ballad detailing your exploits, and continues his research into the finer points of magical theory. Erik Erikson continues to hunt for the Water and Air Portals, leaving a trail of dead bandits behind him. Aaron accompanies Teresiel to Golden Fields, where the seeds are planted and begin to grow into a magical grove, which she is dedicated to defend. Silantro escorts Kharloss and Jarlee to Waterdeep, collecting a handsome reward, used as seed money to set up an adventuring company. Tosscobble gives himself to the mastery of magic and baking, and checks in on his friends up and down the Sword Coast, keeping everyone in touch.

Let us not forget the brave deeds of Subi, Sister Donna, Luthien, and Cruzzblug.
Cellarers' and Plumbers' Guild

The Cellarers' and Plumbers' Guild is a guild in Waterdeep that digs building foundations and maintains Waterdeep's sewer system. The Old Guildhall was located on Gaustus Street in the Trades Ward.

## Relationships

Members of the Carpenters', Roofers', and Plasterers' Guild are seen as "thick-fingered clods" by the guild, but the majority of the guild's derision is for the Loyal Order of Street Laborers, whose formation took profitable work away from the Cellarers and Plumbers.

## Livery

The uniform of a Cellarer and Plumber was a deep orange cap and cloak with a red border. They typically wore leather armor and remained armed, to deal with the dangers of the sewers
Guild Beggar

The oldest Guild in Waterdeep and one of the more powerful, it's guild hall is topped with a weather vane shaped like a beggar with his tin cup to the wind. The Beggars control the different sorts of beggars allowed to operate and how many of them in each area of the city. Divisions include Dribblers, Mumblers, Mutterers and Walking-Along-Shouters. A certain amount of leeway would be given to, say, a Mumbler who risked the occasional Mutter, but no Mutterer would dare attempt Walking-Along-Shouting, on pain of pain. Enforcers of these rules are unknown.
Yawning Portal

The **Yawning Portal** Inn, located on Rainrun Street in Castle Ward, between Castle Waterdeep and Snail Street, is perhaps the most famous tavern in all the Sword Coast. The establishment is named after the large well in its common room - the tip of a sunken stone tower - which descends into the mazelike dungeon of Undermountain. Treasure seekers from across the Faerûn meet in the inn’s taproom to plan their own delves.

## The Inn

A stone building with a slate roof, with a signboard that simply reads “The Yawning Portal,” hanging on chains from a black iron pole above the front door, announces the entry to the inn.

The Yawning Portal offers guest rooms on the three upper floors, with well-worn boards cover the floors and the main impression being one of comfort. Rich blue tapestries decorate the wood-paneled walls of the common room, which consist of a bar and tables of stout wood. The room is dominated by the Entry Well, measuring 40 feet in diameter and descending 140 feet into Halaster's Hold in the Undermountain.

## History

The Yawning Portal was built in 1306 DR by the notorious adventurer Durnan, who founded the inn using treasure looted from his own expedition into Undermountain. Durnan later returned into the mad wizard’s maze, leaving the business to his family, but returned almost a century later to reclaim his property. The Yawning Portal first featured in *FR1: Waterdeep and the North (1987)*.

## Regular Patrons

* Floon Blagmaar - A socialite simpleton who enjoys drinking and carousing
* Renaer Neverember - A noble son of the Neverember and Brandarth families
* Volothamp Geddarm - A traveler and storyteller, most famous for his series of guidebooks
Neverember

**Neverember is** a noble family that has de facto split into seperate Waterdeep and Neverwinter branches.

According to some conflicting records, Nasher Alagondar, king of Neverwinter in the late years of the 14th century, had a bastard son named Vers Never, who left Neverwinter and settled in Waterdeep, marrying Mirtria Ember and founding the Neverember family.

Around 1461 DR, the Neverember family rose to prominence when Dagult Neverember became both the Open Lord of Waterdeep and the Lord Protector of Neverwinter. In 1489 DR Dagult Nevermber's enemies in the great game conspired to have him replaced as Open Lord and exiled from Waterdeep.

The Waterdeep branch of the house is based in Brandarth Hall.

## Livery

Blazon: or lion's face afrontee on a field of azure

*(yellow lion's head facing front, on a blue background)*

## Pominent Members

* Dagult Neverember, Lord Protector of Neverwinter, former Open Lord of Waterdeep
* Renaer Neverember, son of Dagult