Half-elven owner of the [[Elfsong Tavern]] in [[Baldur's Gate]]. Referred to [[Cath|Maegcarak'cath]] by [[Tasar Taurntyrith]] as a possible source of advice and information.
//29 Nightal, Year of the Worm://\nThe Truehawks Trading Company, a supposed "shipping" venture founded and financed via roundshield*, has been exposed to be nothing more than a snatch-and-grab slaving venture! \n\nOlophin, armar (sergeant) of the Watch, is said to have recognized one of the Truehawks traders as a notorious slaver of Memnon, and to have tracked him to a rough-and-tumble group of "associates," who in turn were whispered by frightened folk to be whisking youths and maidens from the streets of Waterdeep itself to fill shipboard slave-holds! \n\nThose tradesmen of the City who paid funds into the Truehawks roundshield have not only lost their gold but are now facing investigation by the Watch, and worse still embarrassment and possible ruin of their businesses due to their involvement in such a scandal.
+++[10th of Hammer 1357DR - Cath]\n\nOut of sheer boredom, or I don't know what, we ([[Sir Perrigan|Sir Perrigan Roaringhorn]], [[Safina]], [[Carter]] and [[I|Maegcarak'cath]]—[[Majmalo]] had some business or tinkering to tend to) decided to go to the [[Temple of Good Cheer]] to see what the deal was with these rodents of unusual size. It was surprising to me that Sir P changed his mind, but winter can drive a man to madness. Seen it happen, 60, or was it 80 years ago? I forget.\n\nWhen we arrived, [[Rae|Raethiira Arren]] was both pleased and surprised to see us. She said she was afraid that the rats would next be chewing their way through the door.\n\nWe armed ourselves and readied for what lay beyond. At first I could only see about four or five of the rats (each around three feet long, I swear!). We took our places on the stair and began engaging them.\n\nI spotted a small object on the floor next to the obvious hole they had entered from. It appeared that the workers had excavated just a little too close to the sewer allowing the rats (or something else?) to make their way through.\n\nI fired at a rat but didn't quite kill it on the first shot. They tried to swarm the stair, and did succeed in biting both Sir P and Carter (hm... I forgot to mention that I'm immune to their diseases... well, I'll mention it at some other more convenient time). All told, we slew five while the others fled through the opening.\n\nExamining the hand, we found it contained a map (which turned out to be of the sewers). Several landmarks were indicated, both above and below ground, though we had some trouble understanding it all (well, I couldn't read the writing at all... I could make out some of the letters, but I really need to learn to read one of these decades).\n\nWe decided that the hand had been bitten off by something with a very large mouth, given the size of the teeth marks (Sir P seems to know a bit about wild animals for a City aristocrat). As I looked through the hole, I could barely make out a floating object resembling a body in the sewage. As I was trying to determine the best tool to safely retrieve this poor soul, Carter, as brave a man as I've ever seen, clambered through to grab the body.\n\nThen all hell broke loose.\n\nThe creature was a lizard of some sort. I've taken to calling it a sewer dragon. Well, I thought it had killed Carter for certain, especially when it took him under the water and he seemed to go limp. Deciding that my bow just wasn't doing the job, I climbed onto the tiny ledge and tried to poke the creature in the lungs whenever Sir P had it distracted. After Carter 'died', it let go of him and grabbed Sir P. But that was it's last mistake. Carter jumped up and whacked it as hard as I've ever seen a man strike a creature. A terrible crack sounded as his weapon penetrated the creature neck.\n\nSir P removed himself from the creature's maw and stuck it again for good measure. I suppose he'll tell the tale as though he killed it, though who could blame him? We killed a dragon! That's like legendary, though the smell hardly was. Thank goodness for Rae's baths that she had drawn and delivered to us. Of course, I only got a little of the slime on my boots, which washed off easily enough. I think Carter may smell that way for some time. (I think Sir P wears men's perfume, though the mixture of the two smells was... interesting?).\n\nDeciding that the beast's head should go on our wall, we made plans to speak to [[Essimuth|Essimuth Lanys]] about that. He recommended the [[Monster Shop]] across town for that sort of thing.\n\nI covered the beast with snow to preserve it while we waited until our cart could pick it up the next day and deliver it.\n\nMeanwhile, we made a deal with the Cellarers/Plumbers to come fix the wall. We are entertaining the idea of creating an entrance from our shop as well. With the handy map we found, we could have a warmer (though smellier) means of travel about the City.\n\nOh, which reminds me. The map had a red hand on the back of it, much like the one we found on the note left behind when Jed was spirited away. Who are these Red Hand characters and what do they want?\n===\n\n
+++[12th of Hammer 1357DR - Cath]\n\nWe made our way into the sewer through the toilet of the [[Spouting Fish]]. Someone had loosened the grate, unbeknownst to [[Quallos|Quallos Myntion]]. It was firmly in place when installed originally.\n\nFollowed the map. First ran into a pinch-faced man standing on the sewer ledge as though just waiting for friends on the street who said to [[Cath|Maegcarak'cath]], "//So, you are the Cat.//" Cath paused for a moment then replied grimly, "//And you must be the Rat.//" The man smiled.\n\nHe said that if we wanted The Red Hand, that was fine. He also said that my time would come, but not now... but soon.\n\nCath thanked the [[Rat]] for allowing them passage, to which The Rat replied, "//I allow you nothing,//" and he disappeared into a wall from which erupted a swarm of rats that chased us back to the nearest ladder up to an alley (we later learned that the alley was near Prestar's Furniture Shop... something we must remember). After a narrow escape the rats passed us by as we clung to our perches above them, and we climbed back down to make our way further into the sewers.\n\nThis time we sped by the spot where we met the Rat as much as possible, taking the ledge on the side opposite to where we saw him disappear.\n\nAs we came to the next junction, Carter was attacked by the demon I had seen earlier during the fight with the sewer dragon... the kroc-a-dill or whatever. I didn't actually see the attack because I was underwater, having been attacked by some tentacled creature that drug me under the sewage (which tastes almost as bad as it smells, by the way). As if that weren't enough, Carter was also attacked by a black ghost... a shadowy figure that just moved through the walls and floor as it pleased. Soon after the demon left, the ghost disappeared. I assume it had nothing to do with my using the silver dagger on it, as I didn't seem to touch it at all.\n\nWe slew the tentacled thingy but the demon got away. We paused for a few moments to catch our breath and moved on again. This time, we saw some lights ahead, so we extinguished our torches and listened a bit as they approached. We overheard some conversations about how the "Cloak Master" would be displeased and some other things (such as they had run into slavers earlier on and that they couldn't find the map, which I take to be the one we found clutched in the severed hand).\n\nThere were five of them. As soon as they came into view, I fired an arrow taking down the first one. [[Carter]] and [[Safina]] sprang into action taking them on as well as the demon who reappeared and again attacked Carter. Safina hit it once with an arrow, and a pretty nasty shot it was too. I hit it once with an arrow, but it just seemed to bounce off of it.\n\nAfter we had taken down two and staggered a third, a floating man in a black cloak appeared stating that this was not our fight and that we should leave. He also laughed derisively at the Red Hand. I asked nicely if he needed them or could we could take one with us to which he replied rather loudly and intimidatingly, "I need nothing!" Grabbing the nearest fellow, who was still alive, but barely, we made our way out to the sound of magic and steel. As we looked back we saw yet another tentacled creature like the one we drug around to hang on the ceiling of our shop (after being properly treated, of course). Pretty sure the mage won the battle. The Red Hand guys seemed pretty weak comparatively, and the mage had that little demon to help too.\n\nWe returned with our prisoner, whom Safina bandaged up to prevent his dying. Now, maybe, we can get some answers about what's going on with Lashan, the Dales, and our missing acquaintance Jed.\n\nWhen we finally returned to our shop, there was a letter pinned to the door by a dagger, the hilt of which was bound with a red strip of cloth. The note read, "//It has come to our attention that you are in possession of some knowledge as to navigating the sewers. Additionally, you are known to us through common friends as reliable folk of honor. Should you have interest in work that requires a strong hand and stout spirit, be in the back room of the Spouting Fish at eight bells two days hence.//" It was unsigned.\n\nYay! Another dagger to add to the collection!\n===\n
+++[13th of Hammer 1357DR - Cath]\n\nWe questioned the man we skewered and then later rescued in the sewers. His name is [[Olamor]]. The name of his group is the [[Bloody Hand]]. Basically, they are a thieving, kidnapping, and killing group who just works for whoever pays them. No real motives for them directly, other than keeping nosy folk like us out of the sewer so they can work uninhibited.\n\n[[Sir P|Sir Perrigan Roaringhorn]] got a little rough with Olamor (who probably deserves worse) and I even played around with Olamor's club (which is quite heavy, given the metal rod inserted in the center to give it more weight). I really think I am lousy at being scary to bad people. I need to find a new way of dealing with them. There's just something about a frail little elf that simply doesn't strike terror in people no matter how badly he stinks of the sewers. Oh, well.\n\nOlamor seemed to know more about the disappearance of Jed, but refused to share any details. He did indicate that someone paid them to nab him, and that that someone brought Jed directly to him with magic. He said that only the [[Cloakmaster]] would know who the client is. \n\nWe also learned that The Bloody Hand is currently in a street (or sewer?) war with another group: The Plague Rats. It seems our paths are destined to cross, [[Mr. Mouse|Rat]].\n\n(I also now realize that the Cloakmaster is not the wizard we saw in the sewer, but rather the head of The Bloody Hand. His assistant is named [[Marilith]], and I think he may be the owner of the bloody hand—not The Bloody Hand!—that we found in the basement. He is—was—the Cloakmaster's right hand man. Wow, that is grimly ironic and weirdly repetitive.)\n\nSir P explained that there were murdered horses at a stable in town that caters to the Roaringhorn family. It seems some two-legged beast climbed out of the sewers and tortured them to death. I think I know who or what is responsible.\n\nWe let Olamar go and were forced to clean up the place. The monkey-octopus thing that attacked us in the sewers that we brought back as a trophy sort of melted and bubbled away, though it left the most horrific stench behind. Several applications of vinegar and wine got rid of most of the smell, but there is a stain. [[Carter]] suggested a rug before going to bed.\n\nThen they got some rest.\n\n(Humans sleep, which I find an interesting waste of time... ironic that elves are so long-lived and yet don't spend any of it sleeping. Seems like humans waste a good portion of their brief lives doing this.)\n\nI spent some time looking through the book the Sir P gave me. Funny, the first page I turned to was a picture of a cat. I even tried to write the letters under the picture into some table salt.\n\nC A T\n\nThe next page had what I thought was a rat, but I think is actually a mouse. I mean cat and rat rhyme, and this word seems to have too many letters to 'rat'. And the little creature in the picture looks harmless enough. Not like the little (and BIG) beasties I've put down over the years.\n\n----------\n\nSir P asked me to go with him to the City of the Dead this evening. [[Safina]] and [[Maj|Majmalo]] overheard some conversation about their being another transaction occurring there... something about it being "dealt with." Whatever 'it' is, it sounds like there will be action. Safina will come as well.\n\n----------\n\nI've posed as a servant, waiting outside a boarded-up manor home for some delivery or other, while Sir P and Safina wait in an alley sheltered from the bitter wind. Yet another elven advantage being able to withstand the cold, but I have to say that humans are more focused and generally a sturdier bunch than—well, I am anyway, if I am representative of elves in some way.\n\nEventually, I saw some men jumping over the metal fence around the giant graveyard. Safina followed while I kept watch for their leaving, which we expect would be via cart through this north gate (which is the closest to the suspected House, [[Gralhund]]).\n\n----------\n\nWell, Safina chucked a dagger at one of the men leaving the [[City of the Dead]]. Only two of them this time and they are carrying bags. Sir P and I set up an ambush as they tried to rush by us. I was forced to put one down (though he survived, barely). The other was convinced to stop his attacks when I sliced his cheek.\n\nSafina rejoined us. After going through their strange belongings and much discussion and questioning (which mostly resulted in blank, dumb stares), we let them go. Sir P said it would be best if his house took care of whatever is going on through the back channels. Fine with me. The guard is fine, but they have their job to do and keeping quiet about who helped them can be a problem. One that I'd prefer not to have to deal with in the middle of the night at swordpoint.\n\nSafina took me back to the scene of the meeting which apparently went badly. There were three dead; an orc and what I thought were two men. The orc had a hole in his throat. These men had (no frog faces as rumor would suggest), but serpentine eyes and one even had some scales on one hand. We took what we could (several items coated with poison; I nearly poisoned myself on a garrotte that one of the snakemen had on him) and returned to Sir P who was keeping the two would-be-escaping men busy.\n\nWe eventually let them go, though Safina followed the men for some time and saw them enter a building. Sometime afterward, a tall man with an axe entered, and then later left. Something about his demeanor indicated to her that he might be a noble or similar. Sounds like a military commander of some sort to me. Probably a mercenary.\n\nShe returned and we compared notes. Within the bags these men carried were some strange packages. Showing them to Maj, he couldn't really make heads or tails of them. We will have someone like an alchemist or similar look them over.\n\nAll there really is to do now is wait until our meeting at the Spouting Fish tomorrow. My silver arrows will be ready as well. Need to pick them up.\n===\n
+++[14th of Hammer 1357DR - Cath]\n\nAfter hanging around [[The Fish|Spouting Fish]] while they got the back room ready, we picked up various rumors flying about town. One was of the death of a sewer dragon at the hands of "//an elvish prince from [[Evermeet]].//" I should meet this daring fellow, sounds an excellent chap. Ha!\n\nWhich only goes to show, don't believe everything you hear. Frog-faced men wind up being snake-faced men and elven princes the ratcatcher.\n\nWe eventually met with a man who did not identify himself. He explained that a nine-year-old girl named [[Aurelia Ssorn]] had been kidnapped and it was believed she was taken to the sewers. A mercenary band had been dispatched previously and never returned alive. Throats slit and various other sneaky wounds were found. They never knew what hit them.\n\nWe agreed to a price: 1,000 gold. I would have done it for free, but could find no words to convince my friends to agree. Besides, there are bound to be various expenses, which I agree we should be compensated for. But the mere idea of a child in the hands of the Rat makes me ill. He is going to pay!\n\n----------\n\nAfter picking up a quiver of silver arrows and redistributing half to Carter, we bought a few more supplies (high-top boots and two bullseye lanterns) and made our way down into the sewer from the Fish and toward the place where the dead mercenaries were found.\n\nI also had to suffer through more of [[Essimuth's|Essimuth Lanys]] stories. Despite the advantage of years, he hasn't changed from the storytelling little kid I remember from thirty or forty years ago.\n\nEven more about how he lost his leg (there is apparently either a monstrous conspiracy to take bits and pieces of his leg away or that leg smells and tastes like steak, because all of his enemies seem to go after it and remove a chunk). One possibly useful thing he mentioned was that he had run into a cult of the snake-people before. Forget who they worshipped, but there are rumors that a House is involved with them.\n\nAfter a long walk I started hearing a voice in my head telling me over and over to "//turn back.//" As it became increasingly louder and it was apparent that the others couldn't hear it (at first) I started moving away. [[Carter]] and the others mentioned seeing a large whitish fish with a great red eye, tentacles and a tail far back that made the thing about 30' in length.\n\nSeems like it was the wrong way to go.\n\nAs we made our way back, I passed by what appeared to be a secret door in the stone, though there appeared to be no way to open it. As we stood there talking, [[Safina]] heard something down the tunnel. Probably the little demon we encountered before, who was a pet of the wizard fellow who destroyed The Bloody Hand.\n\nOur belief was confirmed when we saw a magical image of the wizard's mouth that proclaimed, "//Again you are in my sewers?!? This time you will burn!//" And then the mouth spouted flame at us.\n\nI dove into the sewer and avoided getting burned at all (though my clothes are suffering the fate of being uncomfortably smelly now). Sir P was not so lucky, but as I noted before, these humans are a hearty bunch.\n\nAgain, this was the wrong way to go.\n\n----------\n\nAfter deciding that my first inclination, to go back to where we encountered the [[Rat]] in the first place was the right thing to do, we made our way there, past the entrance to the old furniture shop where we escaped last time from the horde of rats.\n\nWhile I was looking for the door that The Rat used to escape us, I was suddenly pulled through the wall by the beast himself. I dropped my bow and nicked him once with the silver dagger. After that, it was a struggle as he kept trying to pin my dagger arm to prevent getting scratched again.\n\nFortunately for me, [[Sir P|Sir Perrigan Roaringhorn]] grabbed my leg and was pulled through the wall with me (the wall is an illusion I take it, though a real stone door slammed shut behind trapping Sir P and I in with the Rat!).\n\nI was hoping for some help from Sir P, but he had problems of his own. More of The Rat's men made their way toward him down the hall as well as another horde of sewer rats that climbed all over us. I was bitten several times while still rolling around with the Rat, who had transformed from a man into a rat-man. He also bit me, but I did get one more strike in with the dagger, to the shoulder which made him howl in pain.\n\nBarely able to stand, I finally got away from the rat just as Carter burst through the stone with his maul. I stood there thinking that it was to be my last act for all time, one last blow against the Rat before he felled me for good. But it was not to be so. [[Safina]] fired one of the silver arrows I sold to Carter and struck the beast right in the heart. The Rat is dead! As he died, he transformed back into a man.\n\nSir P's opponents too changed themselves into rat-men until he felled them and they changed back into young men. Too young to die but too wicked to live, I'm afraid. Their shields were tarnished.\n\nCarter pressed forward and took the left passage. He came to a dead end that had four holes in the wall that only large rats could crawl through. He shouted to try the other way. I did so, and thought for certain not for the first or last time that this was to be my end.\n\nI made my way through a winding tunnel, keeping in contact with one wall as I'd heard the heroes of old did in mazes. I nearly died of fright as I was surrounded by rats! Large, furry bodies that pressed up against me in the darkness and finally started screeching loudly to warn the others that an intruder was in their midst. Would I die here to be eaten by these vermin?\n\nNo longer able to remember which way I had come, I called out to the girl. She answered! I made my way toward her voice and at last came to a small room with a barred door on the other side. Between me and the door were two of the rat-men, armed and quite aware that I was coming. I put on my best bluffing face and tried to trick them with a half-truth. Perhaps it's the burden of the good to not be able to lie well, or perhaps it's because I'm a non-threatening elf. Either way, they didn't believe me when I told them that their leader was dead and that the guard was on their way. Further, being so badly wounded, I think they recognized that I was no threat (a mistake!) and decided to deal with me later.\n\nAs one turned to open the door I ran him straight through with the silver dagger. After that, the other lashed out and all went black.\n===\n\n
+++[15th of Hammer 1357DR - Cath]\n\nWhen I awoke I was surprised to find myself in my own bed and feeling much better. Thank the Fickle One I survived at all.\n\nMy companions had succeeded in rescuing the girl [[Aurelia Ssarn]], though what to do with her has become the question of the day. We did not trust the man who asked us to rescue her, and there is more confusion afoot, as... well let me back up a bit.\n\nIt seems she has a magical mark on her arm that signifies some connection to [[Selune]], a deity worshipped throughout Faerun. The Plague Rats also seemed to be connected somehow to worshippers of ??????, the god of poison. In fact, they found robes which contained poison and a gold candlestick holder that was shaped in the symbol of a triangle with three tear drops. This symbol also appeared on the robes.\n\nI wonder if there isn't a connection between worshippers of this cult and the snake-eyed men we met. Essimuth mentioned a cult of the snake people under the City, and we certainly found poison in various forms on these people (poison darts, poison vials, and strange glass globes that [[Maj|Majmalo]] called bombs with unknown gases inside them).\n\nThey also found a letter that indicates that it is House Roaringhorn who wanted the girl dead. [[Sir P|Sir Perrigan Roaringhorn]] seems quite upset about this. Probably, it is someone in his house who wants this to happen for some reason. Hard to figure out how a little girl with a mark of a deity is so dangerous to someone. It should be noted that they said there was a strange, blue glow about her that protected her from numerous rats (and even Sir P when he first tried to pick her up). More magic. It's just everywhere, man.\n\nAnyway, I think we're going to take her to the temple of Selune before delivering her to some unknown parties in a stable. Once she wakes up we'll have a chat with her.\n===\n
Our bold adventurers in [[Thauntle's Company]] (minus [[Cath|Maegcarak'cath]], who had to leave town for a few days on some "urgent business"), conferenced about their plans to investigate the following:\n\n-The murder of [[Gondar]] alchemist [[Geran]] at the [[House of Inspired Hands]], and the disappearance of the mysterious substances that the Company had recovered by intercepting couriers in the [[City of the Dead]];\n-The role and operations of [[Hlethvagi]];\n-The "[[Eye]]" and the cryptic note stating its will to the [[Savants of the Dark Tide]];\n-The information uncovered on the Luskanite longship [[Maid of Victory]] regarding the hidden comings and goings of [[Knights of the Shield]] and magelings and spies of the [[Arcane Brotherhood]]; \n-The internal intrigues of House [[Anteos]], including (i) some evidence to the effect that [[Korras Anteos]], the nephew of house patriarch [[Dulbravvan Anteos]], has been leaking valuable commercial secrets to Dulbravvan's old rival [[Yunth Hothemer]]; and (ii) a possible attempt to implicate the house in slaving activities through Dulbravvan's friend [[Fylgard Onister]].\n\nAs a first step, our brave heroes decided to present the information about the Eye to the Lords in public council. Through bleak, wind-swept streets covered in driving sleet, the company walked to Piergeiron's Palace and the Lords' council hall. After a brief conversation with Master of the [[Cellarers' Guild|Guilds]] [[Hilithimm Turnstone]], during which he implored the characters not to be too dramatic about the sewer problems, the company drew upon Perrigan's noble privilege to address the Lords. \n\nDiscussions about the Sewers and the Eye were received with grave concern by the Lords, who, as both reward and duty for the heroes, gave them the title of Deputies of the [[Watch]], including a stipend and a signal-horn (with which they can summon a Watch patrol for reinforcements).\n\nDiscussions about the Luskanite ship, on the other hand, drew an immediate (and angry) protest from [[Skandar Gundersson]], the hulking and formidable (though middle-aged and lame in one leg) ambassador to the [[Lords' Court]] from [[Luskan]]. The [[Lords]] replied that they would not consider any information thus obtained, although they did not arrest the ~PCs for illegally entering a foreign ship.\n\nUpon leaving the Lords' Court, the company was briefly (and unobtrusively) approached by an unremarkable man in a brown cloak, who displayed a red ribbon or sash and told them that, if the Lords were too bull-headed to address the threat raised by foreign spies, the [[Red Sashes]] would be pleased to welcome any information or assistance on this topic. He gave Perrigan a suitable contact: [[Surrolph Hlaaken]], of [[Hlaaken Stables]] in [[South Ward]]. \n\nThe next step for the company was continuing its investigation of the Gondar murder. Over the next few days, the company uncovered a witness ([[Alaya]], a junior priestess at the [[House of Inspired Hands]] and the niece of the High Priestess herself) who stated that Geran received occasional visits from a courtesan, and that such a visit had occurred on the night of the murder. A thorough ransacking of Geran's quarters disclosed a woman's perfumed note; coupled with [[Perrigan|Sir Perrigan Roaringhorn]]'s memories of that scent, the note led to a courtesan named [[Narnra]] at the [[Purple Palace]], which the company had visited before in connection with [[Dessra]], a courtesan of that festhall who had been associated with the dead rope merchant [[Glaerth Homblestaum]]. \n\nThe company sent [[Majmalo]] to the festhall to investigate; after befriending another guest ([[Tezim]], the rotund, silk-clad vizier of the Sultan of [[Ankhapur]]), Majmalo talked with Narnra, who appeared to be telling the truth about knowing nothing of this matter. However, shortly after Narnra left, Majmalo was apparently drugged and attacked in an alley after leaving the Purple Palace in a state of "drunken" insensibility. By an amazing stroke of luck, a Watch patrol (led by the fiery-haired and equally fiery-tempered civilar [[Dichara Stormheart]]) happened upon the alley and drove off the attackers, one of whom, according to Dichara, ran and the other of whom simply... vanished. The Watch patrol brought Majmalo home, as Narnra had remembered him telling her to contact him at Thauntle's house with any information. \n\nSubsequently, the company made further investigations of the Purple Palace, only to find that the Watch had been as well. The proprietress, the middle-aged but still beautiful [[Tathla "Flamehair" Nightstar|Tathla Nightstar]], as well as all other available witnesses, stated that Majmalo had left in what appeared to be a state of extreme inebriation. No one knew what could have caused anyone to have drugged him; however, the Purple Palace features pierced stone meshworks facing onto the common room from an upstairs gallery; someone in the gallery could have watched him speaking with Narnra, although it is doubtful that anyone could have known exactly what was being discussed.\n\nThe proprietress claims to have searched Narnra's room and found nothing suspicious; an inspection of the outside of the window shows that she did not appear to have exited the room by that route. The proprietress does distinctly remember, though, that Narnra had been at the Purple Palace on the night that she had been seen at the temple. \n\nOnly one clue was really garnered. Majmalo paid a visit to his newfound friend Tezim and was welcomed warmly. Tezim did remember something that Majmalo could not have noticed; he recalled "a dark-skinned lass, nearly black, of fine-chiseled features" talking with Narnra shortly after she had left Maj. The description seems to match with Dessra's. But is she the one responsible for the attack on Maj? Or is there another involved?
+++[1st to 9th of Alturiak 1357DR - Cath]\n\n1) The [[Red Wizard]] is dead. [[Carter]] saw him attacked and pulled under by a multi-tentacled, armed creature (armed as in many of the tentacles held weapons). Carter followed him to a sewer entrance in the [[Thirsty Throat]] and later staked out the sewer from the other side. A note was sent to the bookseller from the Savants of the Dark Tide explaining that their forays would no longer be welcome, especially since Hlethvagi's henchman was seen following him. (Note masterfully forged by [[Maj|Majmalo]]).\n\n2) [[Dulbravvan Anteos]] is dead. A servant heard a cry from his room. When they entered, he was dead. No notable marks on the body. His wife may allow someone to examine if we can ask nicely enough (this is only a hunch). His [[nephew|Nelson Anteos]] will be acting regent until he manages to kill the children next in line.\n\n3) Got additional information on [[Elaith Craulnobur]]. He has been the member of at least four adventuring groups (Claw, Seven Swords, Crossed Blades, ?) and has miraculously been the only surviving member of each. It is believed he double-crossed all of them. He is very rich.\n\nCath is trying to decide what to do regarding [[Stoneturn]]:\n\nA) Raid, clear and pillage the elven fortress (NO!)\nB) Take the map from Elaith and do nothing (No. He undoubtedly has more copies. Useless.)\nC) Clear the fortress for his elven friends. (Presents a problem since there are only about a half-dozen of them and they are not martially trained ... not enough in any event to hold the place from those who would wish to plunder it).\nD) Kill Elaith and hide/burn the maps to prevent the fortress being found by those who would misuse it or plunder it (He is a very accomplished swordsman and, as we already know, treacherous.)\nE) Maj thinks robbing him of the maps might work, but Cath suspects he'd have copies of the maps in places other than his home and he's not likely to be unprotected.\nF) Something else.\n\nAs you can see, it's a quagmire.\n===\n
+++[17th of Alturiak - Cath]\nMore big developments.\n\nThe [[Doctor]] returned to her house, killed one guard, and nearly everyone else too. She had a small shadow bat (familiar?) that attacked and used magic as well. She charmed some of the guards and the civilar who was there (the one for that district, not the one we met previously).\n\nShe (we assume it was The Doctor; she wore a cloak and was shrouded in shadow, so hard to identify her for certain) got away with her body dissection book and a few of her tools. She did not get the evidence we gathered. This took place after [[Sir P|Sir Perrigan Roaringhorn]] and [[Safina]] took the housekeeper to the palace to be imprisoned. She was questioned the next day by the magister but refused to talk. (Also note that [[Carter]] and Safina searched her and found some more toys, not to mention the in-plain-sight iron spikes in her hair {poisoned} which Cath decided should be taken away.\n\nA couple of GI's revealed that [[Hlethvagi]] was seen with a woman matching her description coming to his shop (which occurred before the attack at her house).\n\nBoth Hlethvagi's house and shop were cleared out completely. He gave his servants their discharge pay and told them that the house was sold to someone else.\n\nCath found a black scroll tube glued to the curb in the sewer near the entrance to Hlethvagi's shop. He touched it and avoided the brunt of the damage\n\n+++[Behind the Scenes](I used a d10 Glory point and rolled a 35 Reflex all told).===\n\nThe watch wizard removed the second magical trap on the scrolltube. The message said in essence:\n\n//Friends,\n\nIt is a shame you refused my offer. I am, of course, innocent of the charges that you levelled against me. Nevertheless, I think it wise to leave town. You shall not see me again.\n\n(Unsigned)//\n\nI may have forgotten a sentence or two.\n\nCath convinced the watch that this, though circumstantial, points to Hlethvagi's involvement, given where it was found and recalling the offer delivered by [[Malcer|Malcer Stormwind]] previously.\n\nIt seemed we were out of leads.\n\nThen I remembered [[Ulmner]], leader (or at least a boss) of The Headsmen, a gang. Carter and Cath went to the [[Bloody Fist]] to meet him.\n\nLong story short, we convinced him to talk by explaining that he was double-crossed by his client to take on the watch, and that we would get the watch off of his back.\n\nHe was hired by a noble sort of man wearing a cloak, metal breastplate, and quite tall. Sort of (exactly, really) like Sir P.\n\nThe shapeshifter is a tricky one.\n\nAt least we nailed it down that far.\n\n[[Majmalo]] did some checking at the docks and could not find that any ships had left port at all between the time that Hlethvagi supposedly headed there and now. This may mean he only pretended to leave town (Cath's belief). The question is where could he be hiding? Sewers? Underdark? A safe house somewhere? Also, unfortunately, he could still buy the interests in the house and run them from hiding or abroad.\n\nSure enough, after the meeting with Ulmner, Cath and Carter were attacked by two crossbowmen and a priestess who said, "You have interfered with the High Whipmaster for the last time!"\n\nCarter and Cath took the trio out. The priestess was taken to the Palace. She tried to poison herself but the guards stopped her (watch wizard and healer was around).\n\nSir P, Safina, the Civilar, the watchwizard and two guards took the priestess/housekeeper to the palace. I believe there was also FUD (what does that stand for?) among your uncles and extended family. Safina was looking into the assassination and how her fellow classmate came to be in Waterdeep, get the job, etc.\n\n===\n
+++[18th to 20th of Alturiak 1357DR - Sir Perrigan Roaringhorn]\n\nDear [[Crium|Crium Roaringhorn]],\n\nI trust this letter will find you, and find you well. I have heard through [[Uncle Kuldos|Kuldos Roaringhorn]] that you are working wonders as the Baldurian Factor for our family's interest. Bless you for that; you know I do not have the merchant's temperment.\n\nI always seem to write to you under odd circumstances. I am at this very moment writing by the light of the moon. You may think that the moon does not provide enough light for writing, but here in the temple of [[Selune]]'s inner chambers the light shines much brighter.\n\nHow did I come to be in Selune's inner chambers? I will not keep you in suspense.\n\nAs you know from my last missive, my companions and I were investigating the disappearance of everyone's favorite moneylender / evil cultist, [[Hleth Vagi|Hlethvagi]]. Our elven companion went off on his own for a time, but I had faith he would pursue the quest in his own way. The warrior [[Carter]], who has made friends with our local Watch, brought the rest of us news of the interrogation of the [[Surgeon]]'s "assistant" to go with our morning tea. Although she never spoke (after all, she just likes being tortured) the watch wizard did manage to pick out two thoughts from her mind (which I didn't even know was possible) related to Hleth Vagi's disappearance: "the Temple below" and "the long, dark stair." Even dumber men than me could figure out that the latter no doubt led to the former. As my companions and I were sure (and nothing has changed our mind in that regard) that Hleth Vagi would cause further harm to Waterdeep if left to his own devices, we decided we needed to find the entrance to this stairway and chase the rat into this hole.\n\nOnce again, it was Carter who brought the next lead. I supposed one of the 'benefits' of being poor is that Carter has made friends with several lenders around the city, including [[Mirt]]. It seems that one of Mirt's old companions, [[Durnan]] (yes, the innkeeper who's head waiter kicked your ass at Castles three winters ago) is sitting on top of an entrance to the Underdark. No wonder he never said why he named his Inn "The [[Yawning Portal]]." Not exactly subtle, is it? Anyway, a brief conversation with Durnan revealed that (1) he kept a close eye on the portal beneath his Inn, and no cultists have been using it, and (2) the old man knew of another entrance to the Underdark which would accurately be described as a "not short and poorly illuminated stairwell."\n\nWhere is this dark stair you ask? I will say this: the more drunk you get at the [[Blushing Nymph]] (which is very easy to do, as you recall), the more imperative it becomes to only leave by the front door. You do not, I repeat "do not", want to get lost in the alley behind it. That's all I have to say about that.\n\nBefore we could go on our adventure down into the Underdark (do you hear how blase I am about that? Ha! I really have changed in the last two months), we had to get some supplies. The Underdark is not like other places we have gone. As usual the simple things caused the biggest arguments. I thought everyone saw the obvious benefits of torches over lanterns, but I was wrong. We ended up taking both, but only as a group. I would not have any of those dangerous devices strapped to my body.\n\nOff we went to The Blushing Nymph's rear entrance (heh heh) when the oddest thing happened: we were ambushed by a lone assassin, but our sniper was sniped in turn before he could get a shot off! Our "savior" then ran off before we could thank or question them. The whole thing was very mysterious, but I am confident that it was one of Hleth Vagi's men (probably a sentry watching the stairwell entrance) that was killed; he had poison on his crossbow that the lovely Safina indentified as being the same brew found on [[Malcer Stormwind]]'s lackey's weapons. As for who our savior was, I still have no idea. He wore a pendant to Mask, the Lord of Thieves too. So now we have poisoners, thieves and torturors of the helpless all working together. An Alliance of the Cowardly.\n\nThere was a short discussion on what to do with the body. I voted to toss him in the sewers; Carter blew the watch horn and had the body carted off by the authorities. Priss.\n\nFinally, without further delay, we headed into the depths. As we closed the door behind us some disembodied voice laughed at us. Less like [[Nelson Anteos]], more like [[Maskar Wand]]'s evil twin brother on his 8th shot of whiskey. Certainly not welcoming.\n\n"[[The long dark stair|Long Dark Stair]]" is what it sounds like. It's a stair. It's long. We brought torches. About half-way down we fought a land-squid. That's what I call it. Looked like log, tentacles and maw like a squid. The battle ranged over the length of the stair, with us all doing some harm and Carter eventually finishing it off with his big-ass hammer. It wasn't until we got to the bottom of the stair that it got interesting.\n\nThe stair ended at a landing with a laughing face carved into the stone, and no door or other obvious stonework. Surprise! The face was a trap, and shot arrows at us. Other little trap doors opened up and dropped something on us, but Carter caught it and threw it back before it did anything. It must have done something to the folks on the other side, because we heard cries of (orcish) dismay. The next time they opened the door in the ceiling Carter himself jumped up and through and knocked a bunch of flamables onto the orcs in that room. Most of them burned to death, but we did capture one. He had a white hand emblem on his helmet and armor like those other orcs we saw in Dock Ward, but apparently just means they're members of a very large clan which rents out mercenaries to anyone. Hleth Vagi paid for their services in meat, gold and slaves, that bastard. Where he got the slaves, or what the orcs did with them is unknown. That dude is working up quite a bill.\n\nThe orcs were guarding the coat room to the Underdark, and in the rooms that followed were a floating glass sphere filled with a strange glowing gas and the skeletons of a battle fought long ago. I got a cool shield out of it, and Carter took a brass ring from a skeleton that was still shiny after centuries. We also avoided a few ogres: no need to fight those when you don't need to.\n\nIt was a round room with three doors that is the reason I am sitting in Selune's hall now. We were attacked by were-rats (again), and luckily most of us still had the silver weapons we had prepared the last time around. During the fight however I got a nasty bite from one of those half-rat-half-man critters, and I could feel his blood mixing with mine. I knew I would have to do something about that, and luckily Tymora smiled upon me again. I'm getting a bit ahead of myself though.\n\nThe fight with the rats started out looking grim, but we 'experimented' on them with those glass sphere which we assumed to be weapons but never used before. It was some kind of knock-out gas. Not as good as warfarin, but good enough. The gas quickly turned the odds in our favor and my bite was the only serious injury sustained. The cowards (part of the Alliance) tried to run away, but we ran them down like the rats they were.\n\nWe dared to venture a bit deeper into the Underdark, and it was a good thing we did. We came to a roiling curtain of shadow, but passing through it appeared to do no harm. It was a mere illusion, hiding a dark temple. Inside was a young maiden ([[Feluna Moonstar]]!) tied to an alter and unconscious. That's not all though - our companion [[Cath|Maegcarak'cath]] was there as well! I have no idea how either of them ended up there, but he was badly unconscious as well, but badly wounded. It's clear he did not go down without a fight, as I would expect, but maybe that will teach him to stop wandering off from the group. So, with two wounded to carry and some wounds of our own we decided to head back up to the surface.\n\nSo, that's how I ended up in the inner Sanctum of Selune. Feluna has entered the Temple's service since you left (no surprise there), and I had to have my bite seen to. So, here I am, soaking up the holy moonlight and whiling the night away. Cath is being seen to in some other part of the Temple, and I'm not sure where Carter, Safina or Maj have gone. Probably sleeping somewhere, as I should be as well. I believe I will write to [[Uncle Kuldos|Kuldos Roaringhorn]] next, and then call it a night.\n\nGood night my brother, and may the southern stars watch over you with benevolence.\n\nYour brother,\nPerry\n\n-------------------\n\nUncle Kuldos,\n\nWent to the Underdark. Rescued Feluna Moonstar. Thought you'd want to know.\n\nS.P.R.\n\nPS - Grlhnds still making weapons. Who is buying them? Thoughts? \n===\n
+++[24th of Alturiak 1357DR - Sir Perrigan Roaringhorn]\n\nThe echoes of the battle recede down the tunnels of [[Undermountain]] to unknown ears. The great room becomes silent, but for the breathing, and the wounded ogres' gasps for air.\n\n[[Sir Perrigan|Sir Perrigan Roaringhorn]] looks about the room wearily. His eyes settle on his covered shield. He rips off the cover angrily. "//If I am to die down here I will not go nameless into this eternal night. My enemies will know they faced a Knight of Waterdeep.//"\n\nHe looks at his companions, judging their wounds with his medic's eye. The wounds are real, but none worse than his own. He will look to his friends eventually.\n\nPerrigan walks over the Priestess of [[Loviatar]] and checks to see if she is still breathing. If she is he tends to her wounds to make sure she lives long enough to yield tactical information. Death is her reward for choosing the service of Loviatar, but death can wait until her worth is spent preserving what is good in this world.\n\nNext, unless one of his companions gives a damn good reason why not, Perrigan sets about the grim task of making sure there are no miraculous recoveries by one of the Ogre warriors or their dire wolf pets. The beasts are too strong to bind with rope, and no one brought chains. Any recoveries on their part would be grim news for this wounded band.\n\nPerrigan then sees to his own wounds, and the wounds of his companions. Lastly, after the bodies have been searched and any reconnaissance done, he suggests the party pulls back with their prisoner to the room under [[Mystra]]'s protection. There is no safety in Undermountain, but that room may be safer than others while they rest for a little while.\n===\n
+++[6th of Tarsakh 1357DR - Sir Perrigan Roaringhorn]\n\nThauntle's Co.:\n\nThis night I was taken by magical means from the streets of [[Waterdeep]], to the very library of [[Khelben Arunsun]], the Blackstaff Lord of Warerdeep. It would appear that our investigating into [[Marune]], whom we have called "the Man on the Mountain" has piqued interest in high places. Although my conversation with him was short, there is much to tell. My speculations are in (parentheticals).\n\nMarune\n* Marune is over 100 years old.\n* Marune is "the Cloakmaster" of the Shadow Thieves, and one of the organization's founding members.\n* Marune has been gone from the north "these seventeen winters." (Note to self (Ask [[Cath|Maegcarak'cath]]?): What happened of note seventeen years ago?) ''Cath: That coincides with the time that the [[Shadow Thieves]] were run out of Waterdeep.''\n* If you face Marune, break this crystal. It will bring you the aid you need.\n\nDark Deeds about the City\n* Dark have been the dreams of the city of late. This is a new thing. If they are connected, then a great power is at work; greater than any power currently suspected of operating.\n* Our planned trip to rescue [[Lareth|Lareth Myntion]] is fortuitous. If a power is at work, its influence spans the whole of the Sword Coast. More clues may be found in [[Baldur's Gate]].\n\nMagical Portals (a.k.a., Gates)\n* They are a secret of the old High Elven Magic. The Blackstaff has not the Art to control them.\n* The [[Mad Mage]] (created?) controls the portals about Waterdeep.\n* Occasionally other persons have descended into the Undercity and wrested control of the portals from the Mad Mage for a time. (Or did he simply allow this?)\n* The portals may or may not operate according to a fixed schedule. There is no way to be sure. (Our enemies, hopefully, are taking advantage of operations they cannot control. If we followed them through the portals the Mad Mage would be able to lock us into those places, but our enemies probably can't. Hopefully.)\n\nHouse [[Gralhund]]\n* The Blackstaff was unaware of their involvement.\n* The Blackstaff would be most pleased if they were undone.\n===\n
+++[8th through 10th of Tarsakh 1357DR - Cath]\n\n[[Carter]] and [[Cath|Maegcarak'cath]] decided to take a short scouting mission out to the location of [[Stoneturn]] indicated on the map the party received from [[Elaith Craulnobur]].\n\nIn preparation, Carter decided it would be best to visit [[Jasmal]], the dwarven sage and explorer at her usual hangout, [[Selune's Smile]]. While discussing the trip the party agreed to do for her, the subject of Stoneturn came up, as well as The Serpent. The devil soon appeared after his name was mentioned. He asked about the party's task for him and offered to buy a drink for Carter and Cath. Cath quickly paid for his own, though Carter accepted.\n\nJasmal decided to accompany the pair on the trip and they set off on mounts along the Amphail Road only to be ambushed by nine assassins.\n\nThe trio killed all but two, one of which escaped. They learned that the leader's name was [[Joss]]. The captured survivor was [[Marden]]. Cath tricked him into revealing a bit more than he intended (and a swift punch to the crotch from Carter may have helped encourage him to reveal the rest).\n\nThe assassins were to find their payment behind the bar of the [[Thirsty Throat]]. He didn't know who hired them. Marden agreed to accompany the trio, disguised as the assassins, to get the money. Marden would take the next ship out with the entire 1,000gp payment, promising Cath to live an honest life from that day forward. While Cath was dubious, he nonetheless sealed the deal. The four of them spent the night uneventfully in the forest and set out to return to Waterdeep the next morning.\n\nCath disguised the trio as the assassins (Carter specifically as Joss to do the talking) using his newly found magical abilities. Carter could barely contain himself when speaking to the bartender, having gotten tired of dealing with the rathole and people trying to kill the Company working out of it, but he kept his cool and they waited until closing time to come back and have a chat with the barkeep and the man who always seemed to be there: [[Ornthiir Hilsar]].\n\nAfter waiting until nearly five in the morning, Cath immediately jumped over the bar and past the barkeep and into the next room, since he could not see Orthiir in the main sitting area. Jasmal waited outside by the side door. Carter wrestled and bantered with the huge barkeep while being harassed by the Throat's ghost, 'Grampa'. Cath passed through the kitchen and let Jasmal in. As the elf and dwarf made their way back to the bar, Cath felt a slight breeze coming up from the floor. A trap door!\n\nCath threw open the trapdoor and jumped down. A door had closed with some faint light beyond. He threw it open just in time to see another closing. He ran to that one and threw it open to find a surprised Ornthiir on the other side. It was a warehouse filled with barrels.\n\nOrnthiir asked what Cath was doing there.\n\n"//I've come to put an end to the assassination attempts on my friends and I. It was nice knowing you,//" swishing his rapier. He then focused and created a magical force that tried to grap the pawnbroker, but he escaped and ran through the barrels, heading for the stairs up. Cath ran right over the barrels and up the railing of the stair past Ornthiir, to stop him.\n\n"//I know where you live, Ornthiir. Running away is pointless.//"\n\nThe sneaky man seemed to be seriously considering what Cath was saying, but then lunged twice with his daggers. One struck home, sapping some of the elf's agility.\n\nUndaunted, Cath ran behind Ornthiir, below him on the stairs and felt his magic effect move up behind him, and stabbed Ornthiir in the kidney.\n\nJasmal was slowly making her way through the barrels and up the stairs.\n\nTaking a different tack Ornthiir tried to reason with Cath, though as he spoke, Cath felt confused by his words, "//You know, we don't have to do this. We could just have a chat or something else. Don't you think? I think so.//"\n\nCath's head started to spin, nearly overwhelmed by the clever man's fasttalking, but something in his blood pushed it away.\n\n"//I think you're right...//"\n\nCath again dodged under one of Ornthiir's arms up the stair above him. Both the spell and Jasmal were right below now... and Cath struck!\n\nBleeding but not down, Ornthiir growled at the elf. But not for long.\n\nJasmal swung her hammer down on the man's head and he crumpled to the floor.\n\nCath's spell carrier him back to the bar, where Carter was just plying the loser of the wrestling match for information.\n\n===\n
+++[Whispers of a Nameless Fear - DM]\nIt had been a hell of a two days.\n\nThrough a gray curtain of spring rain, [[Carter]] and [[Cath|Maegcarak'cath]] had ridden the [[Amphail Road]] in company with the dwarf sage [[Jasmal]], heading eastward beyond [[Ardeep Forest]] in search of the (possible) location of [[Stoneturn]], a fortress built by the dwarves for the Eldar of the kingdom of Ardeep centuries past. Their only clue to the place was a map provided by the renegade elf [[Elaith "the Serpent" Craulnobur|Elaith Craulnobur]], who had retained them, in a sense, to find and explore the place. Neither Carter nor Cath trusted the elf much (nor did Jasmal, judging from their brief conversations), but they were interested in at least finding the place, if only to keep its treasures safe from all evil, including possibly Elaith himself.\n\nThe journey had gone uncompleted, however. A surprise attack by nine assassins on the road had ended in disaster... for the assassins, anyway. Nonetheless, the three companions were hardly happy about their own wounds, and after questioning the remaining living assassin they had captured (one had escaped), they found out that these cut-throats had been promised a good deal of gold by a person or persons unknown to find and slay some folk traveling "with a dwarf" on the Amphail Road. Descriptions had been provided of a quickfooted, graceful elf, an extraordinarily tall man in elaborately-spired armor, a hugely-muscled, a broad-shouldered noble knight, and a young girl with an incongrously-sized broadsword. Payment was to be delivered at the [[Thirsty Throat]] tavern, a notorious dive already previously ventured by some of the companions and now, it seemed, due for a return visit.\n\nThese thoughts ran through Cath's head as he watched the scene before him. The back room of the Thirsty Throat tavern lay in a shambles: Overturned barrels of ale rolling about, a box of salted pork staved in here and there and yielding a musty meat aroma, sacks of flour ripped open and pouring their contents on the floor. \n\nDominating this ruin were three very different bodies, the first two prone. The squat, toadlike, and monstrously fat body of [[Bulaedo "Fists" Ledgileer|Bulaedo Ledgileer]], sprawled over nearly half the chamber, was made even more grotesque by the bloody blade-marks and purple bruises covering it. In contrast, the crumpled, scarecrow-like form of [[Ornthiir Hilsar]] was almost tiny and pathetic, relegated to a corner. \n\nCarter's towering form, its once-shining armor spattered with "Fists'" blood and splashed with the mud and rain, loomed over the two prone figures, blocking the dim, sputtering light given by the swinging oil lamp above and spreading a daunting shadow over his two captives. Standing discreetly behind him, watching each of the storeroom's exits, were Cath and the stocky, dark-cloaked dwarf sage Jasmal.\n\n"//I'm still waiting for you to tell me what the meaning of all this is,//" says Carter. "//I've told you already: I know for a fact that this place has been involved in two attacks on me and my comrades. I also know that it's probably perfectly flammable. So you'd better start talking.//"\n\n"//I told you: I don't know anything,//" said Bulaedo. "//Why would I be stupid enough to ask questions? All I know is that I allow certain folk to do business in my place and I make sure to keep out the Watch. If you want answers, you've come to the wrong person.//"\n\n"//I doubt that,//" said Carter. "//Look, you understand, right? Either talk, or we'll kill you. The only thing keeping you out of my grasp and alive is the possibility of your providing information.//"\n\n"//Once more: I don't know anything!//"\n\n"//Who does, then? Tell us that, and perhaps you'll live.//"\n\n"//Ask him,//" said Bulaedo, sticking a sausage-like thumb in the direction of Ornthir's sprawled form. "//He knows more than I do, I warrant.//"\n\n"//He's not awake right now,//" rumbled Carter. "//And anyway, I don't think that's all you know, what with all these secret entrances and exits and all the coin that passes through them. I think it's time for a little structural rearrangement,//" and he slid his great maul from his shoulders.\n\n"//I've told you everything! Besides, there are worse fates than death!//"\n\n"//Well, death is what you have to face right now, unless you talk.//"\n\n"//Well enough. Truly!//" said Bulaedo. "//I know one thing: There is a new power in Waterdeep, judging from the spate of activity I've seen. Someone with the force to intimidate many of the petty cutpurses and sell-swords lurking around.//"\n\n[To be continued...]\n===
+++[Fall of the Shadow Thieves - Cath]\nGetting a wagon from surly Carters' guildmembers at a mere seven bells had been enough pain after a long night. Dragging the cadaverous, jerky pawnbroker [[Ornthiir Hilsar]] through the streets, along with two rather awkward paintings and an //extremely// awkward (and heavy!) elven statue was even more. Working up the courage to knock on the door of Blackstaff Tower, itself an object of sinister legendry, was the icing on the cake.\n\nBut it was all worth it, Cath reflected, as he watched Ornthiir squirm under the black-browed gaze of the archmage [[Khelben "Blackstaff" Arunsun|Khelben Arunsun]]. Khelben's six-foot stature might as well have been a hundred as he towered over the groveling merchant.\n\n"Speak, cur! You know who I am. I imagine your masters at Shadowhouse frighten young thieves into obedience by the mention of my name. Now, these good folk have given me much reason to trust them... and even more reasons to immediately distrust you. So tell me what you know of your operations here, your master Marune, and what the Shadow Thieves want in //my// city."\n\nOrnthiir's fear was awesome to behold.. but dissembling was as natural to his character as breathing. His protestations of innocence began immediately... only to be cut off as the Blackstaff leaned down and whispered //something// in his ear. His eyes went blank for a moment, and he trembled as with an ague.\n\n"Take it away. I'll tell you anything; just take it away!"\n\n"Well enough," said Khelben. "Really, you should have known better. We've played this game over a century, your masters and I, and the Masked Lady before us. So tell us, then. What is the Guild doing here in Waterdeep?"\n\nSo Ornthiir explained everything: How he was the contact for the [[Shadow Thieves]] in Waterdeep, and tasked with gathering various criminal gangs and thugs under a common banner via promises of wealth, intimidation, and fellow feeling. He had little success to date, although he had succeeded in passing some goods (weapons, drugs, poisons, and such) to his master [[Marune]] through various channels. He noted that several of these shipments were the product of transactions with the Underdark, including some transactions with the same folk supplying House [[Gralhund]] with metal bars. He claimed to be communicating with Marune only through various anonymous, hooded and cloaked intermediaries. Finally, he cited the name of his only known contact in Waterdeep: the shipping agent [[Maknis]].\n\nAt Khelben's behest, [[Thauntle's Company]] took Ornthiir to Castle Waterdeep and before the Magister [[Baelam]] "Broadshoulders." Fortunately, it was still morning, and Baelam had not had time to develop his famed state of inebriation. Ornthiir was sentenced immediately, on the testimony of the noble [[Dolerphus Thongolir]], the company itself, and a magically-delivered missive of the Blackstaff's, to three years in the city's dungeons, with additional sentences possible should further charges be confirmed by hard evidence.\n\nSubsequent to this, the Company searched both Ornthiir's warehouse and his shop, [[Waukeen's Wares]]. They located several apparently legitimate goods, as well as: \n*Three pieces of art (two paintings and a statue of a nude elf), all stolen from the [[Thongolir]] estate;\n*A trapped crate with a false bottom, below which were several bottles with red, blue, and green wax stoppers;\n*A metal-lined ship's chest containing thirty-six coffers, each marked with a cipher which (upon decryption by Cath) was revealed to be a date for "return of payment" and an address, usually an alley with a dark reputation;\n*A note: \n//The ancient Citadel of the Bloody Hand has been usurped by the Harpers. The location is the cave on the west side.//\n*A shipping log:\n//Includes the [[Maid of Victory]] with several trips north to [[Luskan]] and south to [[Athkatla]].//\n*Mention of the [[Ruldegost]] Estate, Kara Ruldegost and [[Bly Ruldegost]].\n*Another note:\n//Overtures to the Lantan merchant have received no response. Suggest approaching locally.//\nStamped with an Eye.\n*Yet another note:\n//Your overtures are causing us trouble. The City will stamp us all out. Desist from your crude and unnecessary operations.//\n*And another:\n//Maernath Storage. Investigate?//\n\nWhile [[Cath|Maegcarak'cath]] and [[Safina]] were searching Ornthiir's warehouse and shop, [[Sir Perrigan Roaringhorn]] and [[Carter]] were on their own adventure, investigating rumours of strange, sibilant voices next door to their acquaintance and local merchant [[Rokkek Ingerr]]. They investigated, and found a stirring scene indeed! A mighty combat ensued, during which Perrigan and Carter defeated a fell wizard and discovered that Rokkek's neighbor, [[Ilnaster Ravenar]], was engaged in activities a bit beyond the scope of the typical Waterdhavian merchant. Specifically, they discovered that Ilnaster was involved with the [[Cult of the Dragon]], as well as some 5,000 gp in trade bars apparently earmarked for payment ("tithing") to the Cult.\n\nOn the 13th of Tarsakh, Cath visited the temples of [[Selune]], [[Tempus]] and [[Tymora]] to warn them that the Cult was trying to play them off against each other by attacking each an hour apart and placing the marks of the others at the scene. \n\nThe proposed trip to Baldur's Gate is becoming more pressing as the reasons stack up:\n\n1 - Recovery of the rest of the stolen Thonglolir artwork\n2 - Rescuing Laereth\n3 - Find and Defeat Marune\n4 - Cath wishes to contact the elves there\n\nWith regards to point 3, Cath again suggested that Safina and Majmalo infiltrate the Shadow Thieves separately, while Carter, Cath and Sir P wait around and attend to other business. The voyage is booked for 18 Tarsakh.\n===
+++[Baldur's Gate - DM]\nPerrigan staggered out of the Surly Wench Tavern, head spinning from copious drink as well as from the occasional lucky blow sustained in a long night's brawling. Strangely enough, his blood was still up despite his attempts to let off steam. He absently scratched the livid spot on his forearm, which seemed to be a bit larger than he remembered it.\n\nHe had been unwilling to reveal his plan even to his cohorts, thinking secrecy the best option, but at least //he// had a good picture as to what was going on. Starting with Majmalo's inquiries in the Wide, Baldur's Gate's market (coupled with some innuendos from the Lantanese merchant to the effect that there was a hefty reward going around for information about missing paladins of Tyr), the members of Thauntle's Company had individually uncovered some key points of information:\n\n1) The paladins had been seen about the darker quarters of town, breaking heads and making forceful inquiries into the existence of a new conspiracy within the Baldur's Gate Thieves' Guild. (Carter)\n\n2) They had presented themselves to the Church of Helm the Guardian God, the faith in the city closest in spirit to that of Tyr, but a rival faith nonetheless. The Church of Helm had no information about any more serious evildoing than the usual Guild operations, which were always low-key to avoid confrontation with the City's vigilant Watch and the other law enforcement group in town, the famous Flaming Fist mercenary company. However, as a merchant's city, the Gate was little given to strong militant religious forces, and thus the Helmites would have been unable to muster the resources to investigate such a problem even if they had known about one. (Cath)\n\n3) As revealed in conversation with the thief Joss, who had fled here after being sent off by Cath to redeem himself and had set himself up as a market-trader, there were a few discreet points of contact for the Guild in Baldur's Gate, each of which had access to a safehouse that served as the Guild's district/local "headquarters" and each of which was home to a few senior thieves as well as a number of rank-and-file members. One of these points of contact was an unnamed wineshop just down the street from Felogyr's Fireworks, another a theater-dancehall called the Grinning Gargoyle in the eastern section of town. Finally, the [[Blushing Mermaid]], a rambling inn and tavern by the docks, was the point of contact for all the shadiest folk in town. (the PCs)\n\n4) A visit to the Blushing Mermaid by Perrigan produced some brief contact with a woodcarver named [[Ulmyn Andalor]], who seems to sit quietly and endlessly in one of the corners of that place carving small bits of wood. Perrigan requested a carving of a camel's head, which was provided in due time. (Perrigan)\n\n5) Subsequently, Cath visited the Blushing Mermaid as well to meet with Ulmyn. He attempted a discreet offer for the lives and/or safety of the paladins, which was either ignored or turned down, as Ulmyn simply professed ignorance of any such matters and bid Cath good day. (Cath)\n\n6) Meanwhile, after much roaming around the rougher taverns in the Gate, buying drinks, asking questions, and occasionally breaking heads, Carter was attacked by four black-clad assassins with strange shadow-tattoos. He managed to capture one and brought it to the headquarters of the Flaming Fist, where interrogation showed that the assassins had been set on his trail after he "had been seen asking too many questions." The assassin confirmed the existence of the aforementioned safehouses, and even gave a description of how to enter the Grinning Gargoyle safehouse: By moving a panel in one of the theatre's side walls (fronting on an alley), going through a crawlspace to a locked door, and knocking a pattern on that door, at which point one would be admitted, then sent along another crawl-passage to another door, which was both guarded and protected by a pit trap in front of it. (Carter)\n\n7) Safina had fought a mysteriously-conjured shadow-creature to save the lives of two lasses, Ilmeera and Ardeth, who along with their sister Jhalassa (now dead), had traveled on the [[Mermaid Sword]] with Thauntle's Company and were now staying at the [[Blade and Stars]]. By doing so, she had found out that the sisters had engaged in some burglaries in Waterdeep and had come southward to fence their take as well as to hide from the Watch a while. (Safina)\n\n8) Safina also had learned the whereabouts of Thardin, a gruff dwarven blacksmith who served as a Thieves' Guild contact in the Gate, and from him, had gained admission to the Guild safehouse that was connected to the unnamed wineshop. Safina was introduced to the district high-up, a man by the name of [[Janus Bevren]]. Janus offered Safina provisional admission to the Guild provided that she paid the necessary 25 gp dues and engaged in a spying mission for him. Specifically, Janus ordered Safina to tail "a dark-skinned man in Calishite robes with a great scimitar" and "a giant in elaborately-fluted coat-of-plate." (Safina)\n\n9) Safina "followed" the two men (the disguised Perrigan and Carter, of course) and, in doing so, found out that the sisters she had helped had gotten themselves into more trouble than they'd bargained for. Another of the passengers on the [[Mermaid Sword]], the "herbalist" Hessalo Avrein, was in reality a Cult of the Dragon mageling in search of an item that the sisters had robbed from the "box-merchant" [[Ilnaster Ravenar]]. Thauntle's Company thus reunited, albeit briefly, for a spectacular rooftop battle against the wizard and his shadow-creatures right outside Cath's room at the [[Blade and Stars]]. (the PCs)\n\nAs the Second Day of Merry Mirtul dawned on the Halfway Port, Perrigan felt less merry than perplexed. The mysterious note that he had planted by the Gralhund family's Baldur's Gate mansion had been picked up, but by whom? What was to be the next step? How would he get in touch with Safina now that she had fled in order to avoid being seen with the rest of her companions?\n\n//Adventure can be a tricky thing//, he mused, and scratched once more at his forearm.
+++[28th of Mirtul 1357DR - DM]\nPoised in an alleyway a mere few paces from the court in which bloody battle had raged moments ago, Cath surveyed his companions and thought back on what had brought them to rumor-shrouded [[Skullport]]; a rumor no more to the members of [[Thauntle's Company]], who had braved it a second time. Their first trip down had been an investigation into where the all-too-familiar sewer depths might lead; following the track of the disappeared Red Wizard Ethur Anszim, an ally of the [[Order of the Black Flame]], the company had discovered a magical //gate// leading to this mysterious underground city, a ramshackle, dark, faerie-lit cove stinking of rotting fish, Underdark mold, and stranger things, home to orcs, dark elves, and illithids brazenly walking the streets, and littered with caged, half-starved, or enslaved beings in various stages and phases of torment.\n\nOn the last trip, the Company had successfully traced the missing Lantanese galleon //Gond's Glory//, a ship that had gone missing along with its cargo, a powerful and mystery-cloaked weapon of the Gondar called a //spellweb//. They had purchased the freedom of some of the crew, who had been enslaved, and discovered that the rest had been purchased by the drow "merchant" [[Malakuth Tabuirr]], to be taken into the Realms Below for purposes unknown. The Company had also come to grips with its old enemy [[Dessra the Dark|Dessra]], who had been conducting at least part of her trade in "firebirth alchemicals" from the Port of Shadow. Striking a bargain with Dessra for information and a promise never to return or recommence the operations of the [[Order of the Black Flame]] in Waterdeep, the Company sent her on her way out of Skullport, keeping her stock of alchemicals for Majmalo to bear forth to the [[House of Inspired Hands]]. \n\nThis time, the Company had entered Skullport through the front door, as it were; having recovered a letter of passage from their raid on the [[Genie of the Wave]] in [[Baldur's Gate]], the Company used the letter (and Maj's considerable powers of persuasion) to negotiate the [[South Seacaves]] and ride an eldritch lift-hoist and several steep falls down into the City Below. Upon their arrival, the Company had been approached by an unexpected ally: the hedge-mage (or was she more than a hedge-mage? Cath wondered) [[Kylia]], who swept them through a hidden door into a back room of the [[Findlewulf's Galley]] tavern and gave them some information as to the whereabouts and nature of Malakuth, who is apparently a member of the [[Iron Ring]], a consortium of slavers.\n\nActing on this intelligence and their own findings, the Company investigated Malakuth's townhouse in Skullport's [[Lower Heart]]. As it lay conveniently adjacent to the [[House of the Long Slow Kiss]] festhall, Perrigan, Majmalo, and Safina went into the pleasure-house to gain a vantage and gather intelligence while Cath sent Danuril, his spirit companion, to investigate the grounds, which turned out to be heavily guarded by drow mercenaries and wandering basilisks. \n\nWhile in the House, Perrigan noticed [[Vajra Gralhund]] speaking with two cowled figures. Maj inquired as to who the cowled figures might be, to find out from a pair of hireswords in [[Rhaunaguth]]'s company that they are folk recently arrived to Skullport, who bear shadow-tattoos on their necks. Vajra got up and left about an hour after Perrigan and Maj arrived, meeting her bodyguards at the door; the cowled figures left about twenty minutes later. Neither Perrigan nor Maj has any idea what they might have been discussing.\n\nFinally, Cath and Safina, standing on the roof of the House with other "outdoor" revelers, noticed the gates of Malakuth's townhouse swing open and an armed band sally forth, bracketing the slaves on their coffle and led by a wizard moving on a black, faerie-fire-limned floating disk. The Company trailed the caravan to an open square in which hung various cages with sad figures living and dead, as well as a golden-furred, twelve-legged beast in an adamantine cage. There, the battle commenced as Cath drew upon Sehanine's power to blind the drow with moon-radiance. Perhaps especially goaded to act against the ancient, slave-taking foes of the Eldar, the goddess obliged. While Cath and Safina had tried to engage the wizard in combat as he blasted them with flame, lightning, dark energies, and great crawling clouds of darkness, Perrigan waded into the midst of the blinded drow guards, cleaving limbs, smashing skulls, and sweeping through ranks in terrible slaughter. Not without some blows being struck in return, however.\n\nPerrigan sat still as a decorative armored statue while Safina efficiently peeled back his breastplate and carefully worked aside the undertunic to disclose a dark bruise over his heart. His breathing was stertorous, and an occasional cough spotted his pristine armor with flecks of blood, black in the dim faerie-light of Skullport. Safina slipped a dark herb from a belt pouch and bruised it under Perrigan's nose, stilling his breath and causing him to relax into serenity... or something like it, anyway. "Where //is// that weasel Maj, anyway?" growled Perrigan. \n\nMajmalo, meanwhile, was stealing toward the dock with his Lantanese compatriots in tow. Sailors on the //Gond's Glory//, a galleon come northward to the House of Inspired Hands in Waterdeep from Lantan for the Ippensheir festivities (Gond's high holy days), they had been taken by pirate slavers, along with, of course, the //spellweb//, a thing of paramount concern to the merchant-rogue who had braved the Port of Shadow to rescue these slaves.\n\n"So where is it, anyway? Is one of you the captain? Can you give me some more information?" gasped Maj as the group raced toward the Port, homing in on the scent of rotting fish and murky water. \n\n"The captain's dead. They tortured him to death right in front of us," said a slight, bookish man who looked practically bent double from having borne his slave-coffle. "I'm the chief engineer. I take it you want to know where the spellweb is... to which I'll say I don't know. A group of fierce-looking Northmen bore it off the ship and onto their own. A vessel with a great carved figurehead: A sword-wielding maiden." \n\n"Hm; I think I know that ship," mused Majmalo, as he guided the slaves onto the stripped-down longship lent by the House of Inspired Hands. "We'll have to see where it went."
+++[29th and 30th of Mirtul 1357DR - Cath]\n\n''29 Mirtul, Year of the Prince''\nHaving returned from Skullport with the poor Lantanese sailors, Majmalo decided that pursuing the spellweb northward would wait until Midsummer. This was for two stated reasons: we are far behind the ship (the [[Maid of Victory]], no less!) and have other business there at that time (our promise to [[Jasmal]]. (Though I suspect he simply hates the cold—there are advantages to having elven blood!).\n\nWe ran into [[Madame Garah]], who asked me (ME?!?) to carry her laundry. Fortunately, [[Sir P|Sir Perrigan Roaringhorn]] was around and was more readily able to balance the large pile of clothing on his broad shoulders.\n\nWe soon ran into [[Shaerlee]] of the [[Men of the Purple Arrow]]. She said that [[Carter]] is getting quite impatient waiting in the woods. I assume there he's simply run out of things to choke...\n\nPerrigan was ready to start out immediately. So much for my plans of bathing, resting, and planning. But it's probably just as well. I feel the pull of my ancestry more and more these days and it's quite easy to fall into the //idea// of a thing as opposed to the thing itself. Will [[Stoneturn]] actually be what I expect? What do I expect? And will I be able to resist the other pull long enough to reach our goal? I fear dealing with //the book// may be the end of me.\n\nBut onward we ride around (and certainly not //through// where who knows what dwells?) the [[Ardeep Forest]] and to Stoneturn and the rest of my friends.\n\n-----\n\nI see a sliver of moonlight ahead and am off to investigate.\n\n-----\n\nEveryone but Safina and I fell asleep. They did not even awaken when they slid off of their horses to the ground!\n\nWe are now encamped in a circle of stones on this hill where I first saw the light shining down. Here did I find a mysterious lady who obviously represented the interests of My Lady of the Silvery Moon. She spoke of [[Aurelia Ssarn]] and her disappearance. Thankfully, it was she (and not those of the Enemy) who took her. But all the news is not good. She did so because there are enemies in the House of [[Selune]] in [[Waterdeep]]. She said I could trust [[Feluna Moonstar]] and that others are not. Is she so outnumbered? And why is my presence seemingly always needed in so many places at once? "//There is a cancer in the City's heart, Cath.//" What can that mean? Perhaps another visit to the [[Blackstaff]] is in order when we return to Waterdeep.\n\nShe also said not to fear [[the Serpent|Elaith Craulnobur]]. It is well then. Perhaps tonight's rest will be Cathartic! I believe we can camp here without fear of being disturbed.\n\n-----\n\n''30 Mirtul, Year of the Prince''\nAs we hoped we rested without incident. Off again at midday, we rode until an arrow struck the ground near me. No more followed. Figuring that must either mean we've found our friends or a lone goblin with a very over-inflated opinion of his abilities, I called out.\n\nSure enough, 'twas [[Tasar|Tasar Taurntyrith]] answered the call claiming to have intended to miss by so much with his arrow simply to stop us. He didn't look me in the eye when he said it, so I have to wonder if he's really been practicing with his bow or doing his daydreaming thing. I'll wager the latter. Let's hope we don't soon have to find out!\n\nWe were soon reunited with Carter and my other elven friends ([[Oenel|Oenel Mrhulaedir]], [["Nemmer"|Nremyn Sarsantyr]], and [[Rauvelore|Rauvelore Bhephel]]). Carter has been busy setting traps all around their encampment. My theory about him being bored must be true. He also looks larger than I recall and his armor is not as well-kept. Perhaps being in the woods has awakened his 'wild' side.\n\nStoneturn is not quite what I expected. It is cubical in shape and quite large; approximately six-hundred feet to a side. There is a large pair of doors about the height of three elves with an arched top, one of which is open. There is also a large giant impaled on a stone spike a few paces before the door—a material reminder of why I wanted [[Majmalo]] to come on this trip.\n\nAfter investigating the area thoroughly, we discovered that this was a false entrance. In fact, there was a ceiling trap that prevented all forward movement (and could have crushed all of us into a fine powder). Safina spotted it (despite its many cobwebs hiding the high ceiling itself) and we decided to let Majmalo trigger it to see if there was a way forward after the ceiling collapsed. There was nowhere to go that we could find. So much for the obvious.\n\nWe found another large entrance about halfway between the false entrance and the corner of the structure. Well hidden, it was trimmed with elvish runes and was 20 feet or so square.\n\nThe runes read (translated): "//If you be friend, speak your intent and place your hand on this inscription.//"\n\nI turned to my companions, seeking an answer to the question. They mentioned many different reasons, but ultimately it was the nagging voice in my head who answered:\n\n"//To learn.//"\n\nI still feel the jolt of energy that ran up my arm and into my shoulder. Answering elvish riddles in a human language is not recommended.\n\n"//Amin irma istin.//"\n\nThis time the result was a deep rumbling and the stone retreating into the wall allowing us entry. This passage, in contrast to the false one, was quite clean. On the floor was a another set of runes, this time a mix of the elvish and dwarvish. "//Seek ye here the way to [[Ilefarn]]...//" began the inscription on the floor. This time the elvish formed a path amongst the dwarvish. Another trap, this time avoidable by knowing the elvish script! Ilefarn—the home of my forebears. The fabled elven kingdom of Ilefarn... can the answers the [[Dawntree Elves]] seek really be found here after all this time?\n\nThere is a great round door—a wheel it seems—at the end of this hall. As the inscriptions on the walls continue, they become less and less abstracted and form figurative etchings. Further down the hall is an elf lord and lady looking at a magical portal with a castle visible through it. The inscription on the floor continues thusly:\n\n"//Seek ye here the way to Ilefarn and the second hall you'll find. Know ye that the wheel is a worse torment thant a ring of fire, but that the pit may lead to a fortuitous fall.//"\n\nIt ends there, short of the wheel-door. Slanting myself aside, I asked Carter to strike the floor in front of me with his halberd. As he did so, the floor dropped open. Leaning over, I saw spikes not far below in a pit. No sign of a way out; which is a clear indication that it must be the correct way to go!\n\nWhile the others got ropes at the ready I hopped down (flipped really to keep my balance and avoid the spikes). Deciding not to take any chances, I asked Sir P to hand down his tower shield to cover the spikes in case anyone fell when climbing down. As I laid it across the spikes, they retracted and a stair appeared. Oh, and I noticed a tiny line in the wall... another door.\n\nAs we passed through this door we found others, but I headed toward the nearest. When I opened the door, it was nearly tumbled into the room which was depressed further into the ground. I ducked as Carter spilled into the room. In true faen fashion, I thought, it is good to remind the big man that not everything can be choked. He had no comment.\n\nIn the next room were three intimidating statues on pedestals. There was my Lady of the Moon (in solid silver!), the father of the Elves himself: [[Corellon Larethian]] (in gold of course), and [[Labelas Enoreth]] (an elven god of longevity, in bronze). Each statue gave off a palpable magical aura, though each also differed. Sehanine Moonbow's was divinatory, Correllon Larethian's was charmic, and Labelas' was necromantic. This made sense.\n\nNow came the question of which to approach first. There were two schools of thought on this. In the order of their heirarchy (Corellon Larethian clearly the first, followed by Sehanine Moonbow, and finally Labelas Enoreth). The other was a bit more pragmatic and less obvious. Approach Sehanine Moonbow first for wisdom and hopefully discern which to seek next based on that experience.\n\nEverything we have seen so far (and, yea, I feel it even in my very blood) points to the more subtle, less obvious solution. I hoped that Corellon Larethian was not jealous and quick to anger as I kneeled before the Moonmaiden and prayed.\n\nA drawer opened in the statue's base revealing a silver wand. The wand itself (and not the statue) was the source of the divination aura I sensed earlier.\n\nAs I picked up the wand, it vibrated like a tuning fork and pointed my arm at the bronze statue. As I repeated the process, I found a strange ring with a half-twist on one edge: the symbol of eternal life.\n\nI quickly put on the ring (which immediately caused people around me to be repelled) and held the wand as I at last approached the imposing golden statue of Correlon Larethian. I bid everyone stand back (for the ring must be protecting me but not the others from something). As I approached the likeness of the Creator of the Elves, a gigantic explosion of blue-white energy erupted followed by a great humming. I glowed for some time afterward. The energy was of the evocation school but I could not discern anything else but this must have been pure divine energy. Inside the golden drawer was a golden key!\n\nThe three statues spoke at once, "//You have gained entrance to Stoneturn. Speak enter and welcome.//"\n\nYet another riddle! Well, the longlived have plenty of time to think them up.\n\n-----\n\nIn the next large hall, we found a portal on one end and two sets of doors on the other. We investigated the doors first. Majmalo realized that this was an elevated platform. Whether it went up or down remained to be seen. Half of us entered and pulled the lever. The doors closed and we heard chains clinking and great machinery in action. As the doors opened we had the answer to our question: we had descended a long way to a great cavern.\n\nThe sound of rushing water nearby could be heard. We saw a broken bridge. But what we smelled was beyond description. There were, at a distance, several lizardlike humanoids. I can only think that they ferment their own excrement and urine then wrap that in garbage, bake it, then eat and regurgitate that. Still that falls short of odor we experienced.\n\nThese creatures did not notice our arrival due to the sound of the rushing water, so I said that we should return before the rest of our group comes down. We surmised that this is probably the 'back entrance', probably to the elves' neighbors, the dwarves. But we saw no dwarves. What can this mean?\n\nWe returned and turned our attention to the portal. After several experiments, I decided to return to the first hall where we saw the mural of the lord and lady elves. The depiction had changed! Instead of a castle through the portal we saw a grand hall of pillars.\n\nRushing back to the portal, I stuck my hand in. I could feel a pulling on it. Carter played with an arrow. Finally, I held my breath and stepped through.\n\n-----\n\nAs the others followed suit, I could make out several armed and armored humanoids dressed in black skulking around. There was a large chandelier hanging from the center of the room. There were two more mobile platforms to either side of us, but both looked broken and there was water trickling out of each.\n\nAt the far end were three openings with faint rays of light coming through. To either side, a large stone stair going up. The number of humanoids (ORCS! Orcs, I would later learn!) was difficult to gauge. Approximately forty in all that we could see.\n\nWe waited for Maj and Carter to negotiate with them, using the typical traders looking for new avenues of commerce. One orc sent some others to gather the chieftain. The others warily watched our every move and even prevented Sir P and I from conversing in elvish. But he had made his intent clear to me before we were interrupted: when the chieftain returns this battle would be more than doubly difficult. It was now or never.\n\nI began calling on the power of the Moon Maiden as Sir P threw a spear and killed one. The battle was on!\n\nI had complimented Sir P on his battle prowess recently in Skullport, but he was not my only companion to have shown he knew a few tricks. Majmalo shot the nearest one in the throat, killing the beast in one shot.\n\nSir P began trying to bring the chandelier down and urging others to do so also.\n\nCarter began engaging them, striking them down as they dared approach within his ample reach. He then threw his guisarme at the chandelier. We heard a chain giving out with a squeak. Destroying an ancient elven fortress would not be my first choice, but we were outnumbered here at least five-to-one.\n\nSafina all but disappeared behind a pillar.\n\nAt last the chandelier came crashing down, spilling oil throughout the orcs. Fire was never in my arcane repertoire, but I had an idea. Thank the dwarves for this House of Stone!\n\nI ran right through the pack of wretches dragging Flaern's rapier behind me. Sparks flew immediately but it wasn't until I made it out of the oily pool that I heard a whoosh! and the orcs were engulfed in flame. As I looked up from where I stopped I found myself between two of them and a third nearby. They would soon surround me on three sides with flames on the fourth. But they had no idea who this elf was they were dealing with. Being entrapped is not high on my list of worries.\n\nMeanwhile, the others (with the exceptionof Tasar, who I now confirm has been daydreaming instead of learning to use his bow) took out orcs left and right.\n\nFinally, we stood triumphant with only dead orcs at our feet, the battle over.\n\nThe sound of wardrums began to echo through the chamber from some place deep within Stoneturn. The battle may be over, but the war for Stoneturn has only just begun. Death to the defilers! I will not give them quarter!
+++[30th of Mirtul 1357DR - Cath]\n\nThe Battle of [[Stoneturn]]\n''30 Mirtul, Year of the Prince''\nWe quickly decided exploring the adjacent areas would be a good idea. As [[Safina]] and I moved through the opening in the middle of the east wall, we heard a cry for help in the common tongue.\n\nExploring further we found a grate beneath which was a young human man who told us which way to go by signalling with his hands. He bade us be quiet lest we alert the orcs in the area.\n\nWe went down some stairs and found the door to the man's cell and slid in quietly and back out the same way. As we returned we could hear the sounds of combat. My head was hurting for some inexplicable reason, spinning with images of the great hall in its previous splendor. What was happening to me? I was not feeling myself at all and could feel something, some power, welling up inside me.\n\nWe learned that the captive we rescued was named Heru and he was part of a caravan that was attacked by the orcs. For some unknown reason, they had spared him alone and imprisoned him here.\n\nAs the others began to block the north stair with the fallen chandelier, orcs probed our defenses both to the north and the south. It was at about this time that—\n\n\n''INTRUDERS IN THE HOUSE OF STONE?!? THIS WILL NOT BE BORNE! PREPARE TO DIE FOUL BEASTS!''\n\n----\n\nWhen I returned to my senses, there were several dead orcs strewn behind me and more surrounding me. The elven sword was caked with their gore and I had several wounds that I did not recall receiving. The orc chieftain, decked in platemail made of elven mithril, marched towards me. How had I gotten into this precarious position? I thought this would be my last battle as the world turned to black.\n\n----\n\nWhen I awoke we were in another chamber of the House of Stone. They told me that the orc chieftain was about to kill me when Safina ran up the stairs and as his axe came down and flew out of his hands as if some unseen force had prevented the axe from striking. They also said that Heru had told them that their cowled master would not appreciate their killing us, and they let us pass. I had apparently been possessed by an elven warrior's spirit who, courageously or foolishly, ran forward after the orcs without the least bit of thought about my safety. I must get control over this entity if it happens again! This thing killed five or six orcs on his mad foray, using my body to mete out punishment.\n\nWe rested and discussed what to do next. Going back to take on the orcs now seemed futile, though that will eventually have to happen. I cannnot leave the home of my ancestors in the hands of these defilers.\n\nBut for now, we would push forward into Stoneturn. We are not sure at all where we are, except that if the two elevated rooms are any indication of location, we were either directly above or below the others we saw in the large hall that lead to the portal that brought us here.\n\nThis room has glowing Seldruin runes of protection on it. I think neither the orcs nor other creatures with evil souls can pass it. We are safe for now and will continue resting for a bit.
+++[30th of Mirtul 1357DR - Cath]\n\n\n''The Battle of [[Stoneturn]]''\nWe continued through various passages, past numerous traps, discovering more and more elven and dwarven puzzles. One in particular had me worried. An entire passageway was a trap, where the passage could close in on itself and crush anyone unfortunate enough to still be inside. We found the areas where, if someone steps on it, would trigger the crushing activity. We discussed attempting to trigger it at range, but that may either present a problem of having to dig through solid stone ([[Majmalo]] explained that that would take a very long time) or trying to find a way to reset it all, which would only lead us back to having to figure out another way through.\n\nSo everyone else pulled back and I jumped across the wide area which would trigger the trap—only to find that there was another such place on the other side of where I landed. Quite thorough in ensuring that intruders cannot pass through the constructors of this place were.\n\nI jumped across that one as well only to find a short piece of rope attached to a grappling hook. The faint outline of a trapdoor in the floor was visible. The trapdoor had closed, preventing whoever was climbing up or down from completing any trek up.\n\nI stepped lightly on the trapdoor with one foot and nothing happened. When I stamped on it hard, it opened to reveal three skeletons at the bottom amongst several long spikes and a length of rope strewn about with them. They tried to get out using the grappling hook, failed, and ended in their makeshift tomb below.\n\nI managed to walk next to the trapdoor and examined the wall at the end of the hall. I could see the outline of a crest dedicated to the elven father, [[Corellon Larethian]]. It appeared to be pressable.\n\nI pressed it and Safina said she noticed a slight change in the floor. The trapdoor closed and the wall began sliding away to reveal yet another corridor.\n\nThe others came forward and found that the trapdoor would not open again. Depressing the crest shut down all the traps here. We moved onward.\n\nThe next room was filled with mist or steam. It also had webs hanging about from every wall. Safina and I both heard skittering. Spiders!\n\nWe moved forward and the skittering got closer. At my suggestion, we pulled back to the door as the insects moved closer. There were several spiders but there were also large bugs that, rather than biting with thier mouth, had two great pincers like a crab and an agile tail with a poison sac next to a large stinger like a wasp's. Their skin was chitonous and appeared to be thick like armor.\n\nWe were attacked from two sides, but split up efficiently enough to fight on each side. The spiders eventually withdrew after we killed a few of their fellows easily (are these vermin intelligent?). The crabwasps, however, did not and [[Carter]] got a deep cut on one arm as a pincer squeezed at a weak point in his armor.\n\nPerrigan slew one of them in a mighty blow that hacked right through it's tough shell. Didn't see who killed the other, but we were at last alone but for the few spiders who escaped. We hunted them down and finished them off.\n\nThe room had a lattice shape and six doors including the one we came through. Maj managed to figure out that the steam was rising through one of the thick pillars, which served as a chimney in this area. We discussed breaking through the wall to climb up or down, thus bypassing whatever other traps and dangers lay ahead, but thankfully (for I have no desire to do more damage to this place than has already been donw) Sir P argued against it and we instead took the doors, one by one, to see where they lead.\n\nThe first door lead to a wider hall, at the end of which was a fountain. Between it and us was another insect, with many, many legs. It sprang forward and bit Carter, which seemed to slow down his reaction time. Eventually my friends nearly brought it down having dealt the beast many blows and I jumped over, stabbed it in the head (which Sir P had suggested to us all along), and set a foot upon it's lifeless body (I'm not sure the humor of this act was well-received).\n\nAt the fountain, I found that there were shiny tiles (gems?) inlaid at the bottom depicting the elven goddess of beauty, [[Hanali Celanil]]. We eventually dared drink from it. We felt refreshed and healed, and even Carter felt better after the creature's poisonous bite.\n\nFinding that this room was a dead end, we rested for the night and then returned to the lattice-shaped room and took the next door.\n\n===\n\n+++[1st of Kythorn 1357DR - Cath]\n\n''Drow in the House''\n===
+++[20th of Flamerule 1357DR - Cath]\n\n''20 Flamerule, Year of the Prince''\n\nFound and defeated a drow priestess of Lolth from the City of Menzoberranzan. She was on a mission from drow houses Baruson Delarngo and Agrak Diir to seek allies and wealth for these two minor houses. They found the mines inhabited by orcs. They defeated the orcs and used them as minions. Discovered Stoneturn over their heads and sought the magic within. We disocovered this by translating and decoding several thin sheets of metal which served as her journal. She is currently locked up in a cell through the all door. Six of her underlings escaped and took a boat back to Menzoberranzan.\n\nHeru left and said he will meet us again in the great forest. He seeks the path to Braceldaur which is somehow tied to his fate.\n\nWe go to meet with [[Jasmal]] in [[Waterdeep]] to discuss Stoneturn and Luskan, where [[Majmalo]] still seeks to go to find the spell web.\n\n
+++[29th of Flamerule 1357DR - DM]\n\n''29 Flamerule, Year of the Prince''\n\nThe teacup rattled slightly in its saucer as [[High Initiate Arisel Malandar|Arisel Malandar]] put it down. In the cathedral silence of the High Priestess's sanctum, the noise was practically deafening.\n\n"So, it is done. The Synod has approved the appointment of Feluna Moonstar as High Priestess-In-Waiting, pending a sign of the Goddess's favor or disfavor, as occurs by Her will. In this matter, your judgment and your service to our faith has weighed heavily indeed.\n\n"I must say that these events have gone hard with me, as they have with many of our sisters and brothers," she said, giving her beatific, motherly smile and smoothing the skirts of her moonstone-beaded gown. "It is difficult to accept that the Priestess of High Moonlight was a fiend of darkness and a servant of the Lady of Loss. Especially for those such as myself, who were so close in her confidences and exercised so much authority on her behalf."\n\nMajmalo gave the wry grin that had charmed so many, and prepared to employ the art of voice and inflection that could sway even the most steadfast mind to his will. But he stopped himself. The truth of the matter was stamped on High Initiate Arisel's face for all to see. She, and the other members of the Selunite synod, had understood perfectly what poison had come into the Church, and the role of Thauntle's Company in purging it.\n\nIt had started with the Company being put on the trail of Aurelia Sarn, a kidnapped girl of Amphail. After rescuing Aurelia, the Company had discovered that she was somehow related to the goddess Selune, the Moonmaiden, and important to the fate of Waterdeep as a whole. Cath's spiritual awakening to the reverence of Selune, or Sehanine Moonbow among the Eldar, had come at this time. After rescuing Aurelia from a mysterious skeletal undead creature at the Moon Sphere, the Company had returned her to the custody of the House of the Moon... until she vanished one night. Desperately seeking her trail, the Priestess of High Moonlight, the regal [[Naneatha Suaril]], had implored the Company to find the girl. She had also spent night and day (seemingly) communing with the Moonmaiden to locate Aurelia. \n\nOn a journey to reclaim Stoneturn, Cath had encountered a strange, veiled female figure who explained that Aurelia was safe, and not to trust anyone in the temple other than the (comparatively junior) priestess [[Feluna Moonstar]]. \n\nUpon the Company's return to Waterdeep, they learned the truth behind this mystery, which lay in an ancient conflict between two undead beings: The [[Lady Alathene Moonstar|Alathene Moonstar]] (the veiled figure who appeared to Cath in the wilderness), and her brother [[Lord Vanrak|Vanrak Moonstar]] (the skeletal being who had attempted to take the child at Dancing Court six months ago). The fate of the Moonstars had always been closely entwined with that of the Selunite faith; Vanrak betrayed that faith and fell to the worship of the Dark Lady Shar after an expedition to the southern jungles of Chult in the Year of Dark Dawn (1104 DR), wherein some mysterious event transpired. Upon his return to Waterdeep, Lord Vanrak began secret worship services to the Lady of Loss. \n\nBy the Year of the Howling Moon (1130 DR), House Moonstar was in open schism. Those Moonstars who still venerated Selune aligned themselves with Lord Vanrak's sister, Lady Alathene, and took refuge in the temple of Selune. At the Moonstar villa in Dock Ward, Lord Vanrak and his followers - a small army of mercenaries and priests of Shar - extended their dark influence over much of the city's harbor.\n\nOn the night of the seventh full moon of the year, Lady Alathene asked the Lords to strip her brother of his title and banish him from the city. To prove her case, she presented evidence of numerous crimes, including slavery, arson, theft, and murder. The Lords ordered Vanrak's immediate capture, but when the watch breached the villa, they found that the Dark Ranger and his followers had disappeared.\n\nVanrak and his hidden conclave achieved their most dramatic success in the Year of the Tomb (1182 DR), when his followers infiltrated the cellars of the High House of Stars, the then temple of Selune in Waterdeep, slaughtering most of the inhabitants and seizing the temple's treasure. The temple vanished from memory in coming years, its ruins paved over and covered with a street (Moonstar Alley) and the new Moonstar family villa. As the Company learned, the temple's cellars, the Vault of Stars, had endured as Lady Alathene's personal demesne following her conversion to lichdom. When they found the Vault, they saw that Alathene was keeping Aurelia there under guard against the assaults of the High Priestess, who was revealed to be a fiend of the Lower Realms, a servant of Shar.\n\nThe Company attempted to draw the High Priestess out, first by sending a communique to Feluna that they assumed would be intercepted, saying that they were moving the child. Following the letter, the Company's residence was attacked by a troupe of demons. The Company then tried a more desperate gamble, fooling Cath into thinking that he had received a vision from the goddess herself: A vision that the child would be revealed in the Moon Sphere, but that the High Priestess would need to be there to receive the message. \n\nThe following night, the Moon Sphere appeared in Dancing Court, and the Company arrived there prepared for battle. The High Priestess manifested, and with the aid of the Moon Sphere's power, but moreso by their own might and valour, the Company triumphed and destroyed the demon masquerading as Naneatha Suaril. They then convened the Church that very night, under the radiance of Selune's full glory, to elect a new Priestess of High Moonlight, with Maj's well-seeded words and the Company's own standing serving them well in obtaining the post (at least temporarily) for Feluna.\n\nThe moon had now set, and the first rays of dawn were limning the moonstone panels of the temple with flame. A new day had begun.
+++[30th of Flamerule 1357DR - DM]\n\n''30 Flamerule, Year of the Prince''\n\nThe Hanging Lantern glimmered like a jewel in the grime and late-night darkness of Dock Ward. Perrigan jauntily entered the place, as Majmalo had done earlier that night. \n\nThe Company had spent the better part of a day and a half recovering from its battle with the false Priestess of High Moonlight and seeking information about some other unfinished business: Namely, the whereabouts of the woman Avaereene. The Company had spent much time piecing together the myriad disparate elements that pointed to //something// brewing in Waterdeep's underworld: something that might affect the City of Splendors' very existence forever. Nothing was known about Avaereene save that she might have some relation to portals or gates in or beneath the city, in Skullport and Undermountain, and that she "took care of errands" for some shady person or persons. Her old haunt, the Thirsty Throat tavern, had been found locked, barred, and empty after the Company had raided it, but word around the seamier quarters of Dock Ward was that she occasionally could be found at the Hanging Lantern festhall, a popular destination for merchants, sailors, and travelers up and down the Sword Coast.\n\nAvaereene was not to be found at the Lantern, but Maj had noticed [[Ilmara Anteos]] slipping into a back room there and meeting with a red-bearded man named [[Randulaith]]. Perrigan roamed about the place awhile until he spotted Randulaith on a second-floor landing. Calling to him, he arranged a meeting in which he stated quite calmly to the man that 1) he was preparing to take action against the Anteos and various other evildoers, 2) Randulaith and his associates wouldn't want to get in the way; and 3) Perrigan would pay well for information that would help his efforts rather than hinder them, the latter course of which could only lead to disaster. Randulaith smiled, nodded, and agreed to meet on the morrow.\n\nBut all was not as simple as that.\n\nWalking home from the festhall, Perrigan soon noticed that he was being trailed. His "shadow" vanished after a while, but then a random drunk who bumped into him in the Dock Ward scrum turned out to be something more: A human to all appearances, but with a fist that hit like a maul and the apparent ability to have its wounds knit up almost immediately. The being's attack was followed by a squad of tough fighters and a cloaked being with great sorcerous power. In a desperate battle that had left him a mere lucky sword-stroke from death, Perrigan fought off his assailants, most of whom were slain, though one of the warriors and the wizard escaped. \n\nStill, Perrigan's wounds were largely superficial. //A good night's rest and a flagon of wine will put me to rights//, he mused, as he staggered home.
//6th Hammer, Year of the Prince//:\nDharjamyn Thauntle has collected "pretty rocks" for years, buying "stones from afar" from caravan masters. A short, stout citizen of respectable years, Thauntle says he can no longer swing a pick with "sureness," nor scramble up the brigand-haunted tors and cliffs within a halfday ride of the city. So he has turned to scaling the slopes of Mount Waterdeep despite City Guard disapproval.\n\nSomewhere thereon, before sunset yestereve, he split a rock along a "soft streak" and found that it held six rubies of worthy size. Local gemcutters scoff at Thauntle's tale, but a nameless one of them purchased his stones this morn.\n\nHorthan Hethdance of the Guard warns that citizens who "tear apart the mountainside looking for gems or anything else" can expect "arrest, at the very least!"\n\nThe cobbler's shop, Thauntle's Good Heels and Soles, stands on the north side of Olaim's Cut.
//10th Hammer, Year of the Prince://\nA tall, curvaceous, dusky-skinned human woman wearing a decorative veil (as many wealthy Waterdhavian women do when facing the stinks of the docks, slaughterhouses, and livestock pens of the southern city) is sought by the Watch today after she murdered someone on an open street at dawn in Dock Ward.\n\nWitnesses say the unfamiliar-to-all woman, probably an outlander, encountered a fishmonger in Book Street before the doors of the Sunset Satyr tavern (east-front Book Street, north-fronting Candle Lane). She spoke with him briefly, and then drew a "needle-thin rapier of great length" and thrust it through him. All agree the conversation was neither friendly nor heated, no oaths nor emphatic words were exchanged, and the attack was a complete surprise. Pierced through the heart, the victim (later identified as Aldo Nurlamyn of the Dancing Marlin Market, Net Street, Dock Ward) fell dead, and the woman strode away.\n\nOne Itham Flarmar (of Stathor's Boots and Weathercloaks in Book Street) accosted her, but she whirled and slashed at him with her still-drawn rapier until he fled -- whereupon she walked "purposefully but unhurrying" into Drakiir Street, where she disappeared.\n\nFlarmar tore off her veil, and says he found himself facing "an angry but beautiful face, with very large, dark brown eyes, a pert nose -- but from her upper lip and cheekbones down, all was a writhing tangle of fanged snake-heads, framing a sucking mouth!" Other witnesses saw no snake-heads in their brief glimpses, but described the woman's lower face as "a mass of coiling, slithering tentacles" or "reaching eels."\n\nThe Watch has retained Nurlamyn's body and the mysterious woman's veil for examination, and they ask anyone seeing "a tall, dusky-skinned woman with a covering or anything unusual about her face" to contact them immediately.
//11 Hammer, Year of the Prince://\nFor the second time in a tenday, an unexpected fire (all the more unexpected, given the winter snows, sleet, and rain) has erupted despite the efforts of the Guard and Watchful Order of Magists and Protectors to stem such fire in the city. \n\nThis time, the fire broke out along Net Street ([[Dock Ward]]), devastating an entire row of houses. Fortunately, many of the shops along this route, which is busy during the warmer months, are closed for the winter, hence there were few folk harmed. However, at least four merchants and winter caretakers are said to have been caught in the fires, which happened at night, to fatal effect.\n\nSeveral folk have braved the winter gales to gather in protest at the gates of [[Piergeiron's Palace]]. The Open Lord has issued no comment as yet.
//15 Hammer, Year of the Prince://\nNotorious local "lady of pleasure" Nauloene Tharantra (of Sevenlamps Cut, Castle Ward), who for years ran the Heartflame festhall on Snail Street in Dock Ward until the Night of Pirates, is seeking a husband once more.\n\nTharantra has been wed nine times. Five husbands died (at least two, rumors whisper, with Tharantra's direct help); two fled Waterdeep loudly denouncing the Flouncing Flame's freespending, loving-all ways; one was revealed as a doppelganger and slain in the streets; and Tharantra threw out her last (the Innarlithan merchant Mharelk Thorlkan), paying to have their union broken. Announcing herself "sufficiently recovered from Thorlkan's cruelties," Tharantra took the stage at the Splendid Falcon theater and dancehall (Street of Bells, Castle Ward, east-front four doors north of the Pampered Traveler inn) in a striking gown made of crisscrossing chains and teardrop blue diamond "dangles," to tell the city she's seeking a mate once more.\n\nThe Night of Pirates befell late in the Uktar of the Year of the Bow. The pirate-lord Elro Starankh of the Nelanther, and three of his crews (ninety-six seadogs strong), visited the Heartflame and offered to wed every working-lass there. The bride-price was twenty dragons per head to Tharantra and ten thousand dragons each to the brides. All but two accepted, and Starankh set fire to the Heartflame in a wild, dancing celebration. The ornate Arrowsar Apartments now stand on the festhall site.
//20 Hammer, Year of the Prince://\nThe owners of the Copper Cup festhall and neighboring establishments are still patching walls, repairing windows, and replacing signboards after the festhall was overrun by "at least thirty" carousing Illuskan reavers yesterday. In addition to much broken furniture and several injuries (all of which, it is assured, were shared among the reavers themselves rather than by any of the Cup's dancers or bystanders), there was also the "impressive" wreck of the entire Northern Passage sail-shop after a dozen heavily-armed members of the City Guard, called in response to a Watch-horn, forced several of the fierce, drunken berserk reavers against the shop's wall in order to forestall a conflict between the Illuskani and a local street gang, the Alley Cleavers. According to a passing Dungsweeper, one of the reavers "simply began pullin' down the shop and throwin' pillars and beams at the gangers like they was javelins, as Tyr's me witness!" The reavers eventually were escorted back to their ship and deposited aboard. Evethe Unthusk, one of the Cup's dancers, said, with a smile, that the festhall would be closed a tenday "for recovery... of the property AND the escorts."
//29 Hammer, Year of the Prince://\nPriests of Lathander have come to Waterdeep to recruit adventurers and warriors for "lasting hire" of two seasons or more. The task -- to guard workers as a planned temple and farming community, New Dawn, is built in the wild countryside northwest of Secomber. The chosen site is in what local shepherds and drovers call the Hindhorn Hills, a rolling area of scrub woodlands, small cliffs, and deep ravines shown on few maps -- an area rich in deer, hares, and hawks but plagued by roaming packs of wolves and armed bands of gnolls and orcs.\n\nThis scheme is no doubt inspired by the success of Goldenfields, but Voice of the New Dawn Harammas Malark describes its advent as "visions streaming into our minds straight from the Divine Morninglord himself." These visions revealed to priest after priest the locale and structure of the temple-farm as if it were a real place. "It took me, at least, some time," the spokespriest admitted, "to realize that our task was to make it real. For some months, we all thought we were being shown a farm that already existed as we were seeing it and that our duty was to find it.\n\n"That ended when we all had new and very similar dreams, in which we saw a warrior-priest preaching to a throng of enthusiastic faithful. His words ended with the promise -- 'Our Lord leads us all through smoke and fire, to bright victory!'\n\n"As the last clouds of night rolled away like dark smoke, he waved a sword above his head, flashing back the light of dawn like red fire, and brought it thrusting down into the ground -- and behold! It struck there as a shovel, a war-blade no longer, and turned the earth aside, and the tillage was begun."\n\nMalark and his fellow priests of the New Dawn promise pay of no less than two dragons per day to every skilled warrior or battle-mage who "agrees to submit themselves utterly to our direction." Such remuneration will begin as soon as the first priest-led expedition sets forth from Waterdeep's gates toward the chosen site and continue throughout every day that includes shifts of duty.
//14 Alturiak, Year of the Prince://\n[[Dolerphus Thongolir]] has put out a public call for a "kind, gentle woman who loves to cook, knows how to ride, won't disapprove of frivolity, hard drinking, or long hours of neglect while I attend to work, and is willing to share my bed." Thongolir promises to make his bride more wealthy than most women ever dream of becoming (his generally well-thought-of family is rich indeed), and the "work" he refers to is the family business concerns of calligraphy, limning, and printing.\n\nQuestioned bluntly as to the reason for his unusual request, the tall, slender, and handsome Thongolir heir replied that he now believes he can find a suitable life-mate only by casting his net wider afield. He has become disgusted by the predatory courtesans, daughters of ambitious wealthy merchants, and jaded, dishonest noblewomen who keep trying to snare him. A recent "bride-to-be" is believed to have absconded with a goodly amount of the House's fine art collection, including a rare statue said to be from ancient Ascalhorn.
//30 Ches, Year of the Prince://\nIn a "modest celebration" held in preparation for the Fleetswake festival, Lord Thentival Tarm announced the betrothal of his son and heir [[Arun Tarm]] to the lady [[Jeryth Phaulkon]], the second daughter of [[Lord Barauthar Phaulkon|Barauthar Phaulkon]]. While "hardly a surprise to anyone," as the lady [[Myrna Cassalanter]] sniffed, the announcement did seem to cause a stir among certain members of the [[Amcathra]] family when the young [[Regnet Amcathra]] stormed out.\n\nLord Barauthar also announced that the Phaulkon family would be holding a corresponding celebration in the family's great manse of [[Phaulkonmere]] in [[South Ward]]. Both great nobles and common folk of the ward are likely to be invited.
//Overheard while taking midfeast (lunch) at [[Felzoun's Folly]] in [[Trades Ward]], 14th Tarsakh, Year of the Prince://\n\n"Three ships, ye say?"\n\n"Aye, three that've sailed the Inner Sea in the past week in any event. They've failed to make port again.\n\n"Hmm. Sounds like the ice, the pirates, or something else is very bad this year." \n\n"What ships, then?\n\n"Well, says here in [[The Eternal Dawn]] that the ships were:\n*The Ratclaw, an independent caravel out of Selgaunt captained by Strauph Omerehellin, carrying dates, nuts and olive oil from the cities of the south to the cities about the Moonsea. The Ratclaw left Selgaunt fourteen days ago, and was due in Hillsfar six days ago.\n*The Umbolden, a full-rigged cog that left Telpir with a cargo of dried fish and cheese twelve days ago. It also was bound for the Moonsea, to dock at Melvaunt two days ago, but it was to call in at Scardale or one of the cities south of Scardale on the coast of the Dragon Reach, and did not. No word has yet come from it.\n*The Bloody Umber, a “sailrig” (large wooden raft fitted with a trisail and sweeps), a coaster working its way up from the Neck to Harrowdale and back with pottery, fine clothing, ironware and rugs, live swine and poultry, axeheads and twenty score crossbows bolts for the army of Scardale.\n\n"Among the first vessels to venture out of harbor this season, eh? Such a large number of boats lost without a trace in the first two tendays of sailing. Very alarming indeed."\n\n"Well, p'raps 'twill drive traffic along the Sword Coast, no?"\n\n"Perhaps."
//14th Tarsakh, Year of the Prince://\nPatrons at the [[Hanged Man]] tavern last night were shocked out of their usual tale-spinning and philosophical maunderings by a series of thunderous explosions! Some of the more courageous patrons headed into [[Melinter's Court]], behind the tavern, to witness a spectacular magical battle in action. Several blue- and grey-robed mages, flanked by officers of the [[Watch]], were trading crackling lightnings, chilling blasts of fog and wind, and black bolts of energy with a "wild-eyed, black-bearded man surrounded by a ring of green-glowing, laughing and cackling floating skulls!" according to bystanders, the more excitable of whom also stated that the skulls themselves were hurling spells back at the mages and Watchmen. Several black-cloaked figures also littered the Court, riddled with crossbow bolts or smoking with the impact of recent spell-hurlings. The battle lasted mere moments before a flash of light obscured the view of all present; when it faded, only the (surprised-looking) Watchmen were present, the wild-eyed wizard, skulls, and other mages all having apparently vanished.\n\nSome witnesses recognized ~Mage-Civilar [[Thyrienthella Snome]] as one of the blue-robed wizards; the others' identities are unknown.
//Overheard at a "cobble party" (an open-air affair held out on the pavements and courtyards of the city on better-weather evenings) in Baldur's Gate, 12 Tarsakh, Year of the Prince://\n\nRoald of the Merchants' League, a prominent merchant of the city, has recently returned from Ruathyn with some stirring news: The fabled Tome of the Unicorn, the long-lost grimoire of Shoon, Mage King of vanished Iltkazar, has been found... or lost, rather. It seems the ruling house of Ruathyn has held the Tome in the Green Rooms, their great library in the palace, for hundreds of years. When Roald docked there, all was in uproar: someone had stolen the grimoire, and the secrets that none outside of the royal house of Ruathyn had seen for a great while were out. Roald could get no hint of who is suspected of the theft, or any details of it, but he and his crew and ship were most thoroughly searched by both magical and physical means. Some he talked to on the island did believe that in the Tome of the Unicorn are the means to create a permanent gate between the planes of existence, the means to create golem armies, and many spells found nowhere else. Roald reported his news to an open meeting of merchants in the city earlier today, warning all to beware a sudden rise in magical power, anywhere in the Realms, in the near future.
//From the most recent reports of the Open Lord Piergeiron to current and former members of the City Guard of Waterdeep and to all noble houses with interests in hireswording and weapons://\n\nA Ruathyn war vessel searching for the stolen Tome of the Unicorn has destroyed a merchant caravel of Luskan. The caravel //Telgontan Horn// was boarded two days sail south and east of Luskan, searched, and then set afire. The crew sailed the blazing hulk landwards until they could no longer control its course, and then took to boats. The Horn was seen to burn to the waterline and sink. The boats were later picked up by a cog out of Neverwinter.\n\nTwo of the High Captains of Luskan have put to sea with six large rakers (low warships), and it is rumored that they are bound for Ruathyn.\n\nIt is certain that a Ruathyn vessel in the harbor at Waterdeep was seized by Luskan forces who entered the city and reached the quays by means of stealth and disguise. This craft was sailed out of the harbor but was not found when pursued an hour or so later, and is believed to have been scuttled in coastal waters.
//From Falcon's Quarter broadsheet //The Light of Truth//://\n\nThe Roaringhorns are apparently not taking the embarassment of their Lord Kuldos by Gast Brokengulf lying down. Lord Vastarr was apparently heard recently threatening a duel of honor with fisticuffs against Lord Gast, accompanied by the claim that Lord Gast "is even now engaging in far more outrageous improprieties than anything of which he falsely accused my brother." Lord Gast is apparently guesting at the Phylund family estates near Ardeepforest, where he spends much time hunting with his boon companion Lord Urtos Phylund, but Vastarr has threatened "to search him out even in his forest hovel and administer the justice due."
Type the text for '2 March 2007'
A - mysterious person who wrote a letter to the [[Savants of the Dark Tide]].
''History:''\nDuring the time of Ahghairon, nearly a hundred rich merchant families from all areas of the Sword Coast and parts east (including not a few lesser nobles of Cormyr and Sembia) settled in the fledgling city of Waterdeep, using their money and influence to increase the trade (and their own personal power) in the city. With these early successful beginnings, the merchant families soon became the mainstays of Waterdeep’s early social and civil stability. After a time, and with their growing influence in the burgeoning guilds, these merchants and transplanted nobles became the mainstays of Waterdeep’s early social and civil stability and swiftly grew into the city”s “high society” and bastions of cultural tone. Over the centuries, some of these families have died out or been submerged by marriage, and others have arisen with each decade.\n\nWhen Ahghairon died, many noble houses also controlled the guilds, patriarchs often being the Guild Masters themselves. While Ahghairon ruled, the Lords provided a balance to the unified power of the guilds and the nobility, and the city prospered with its open trade; with the great mage’s passing and the subsequent hunting down and killing of the secretive Lords, the nobles used their own forces and the resources of their guilds to assert the rule they believed was theirs to take.\n\nIn the 17 years when the Guild Council governed the city, many members of over 30 noble houses were decimated by the Guildwars and other ensuing conflicts. Only eight noble houses fell entirely, their lands and resources absorbed into those of their killers. Many young heirs, cowed by the ruthlessness of some noble Guild Masters and the general bloodshed involved with their internal guild politics, renounced all claims within the guilds and stayed out of the conflicts. By the time of the Lords Magister, only the noble houses of the Gildeggh and Zoar families still controlled any guilds. \n\n''The Renegade Houses:''\nThe houses Zoar and Gildeggh ruled Waterdeep for a short time, but justice prevailed at last, with the return of the Lords of Waterdeep under Open Lord Baeron. Because of their crimes against the people of the city, the families of the Lords Magister were declared Outcast by Baeron, and the Gildeggh and Zoar clans were permanently exiled from Waterdeep.\n\nToday, the Gildeggh family line is believed extinct; the arms of the Gildeggh family were a red rose clutched in a silver gauntlet, on a green field.\n\nThe Zoar family is still a bitter enemy of Waterdeep’s rulers, its members dwelling in Luskan, Scornubel, and Amn; the Zoar arms consist of a realistic, severed umber hulk’s head impaled on a bloody spear, on a scarlet field.\n\nAfter the “Bloody Misrule of the ~Lords-Magister” and the return of the Lords, the noble families renounced many of their old guild alliances and power bases. Slavery, which Ahghairon banned but the ~Lords-Magister reinstated, was again outlawed in a mandate by the new Open Lord Baeron and his fellow Lords; the few nobles still actively involved in this trade were actively censured until such trade stopped entirely. With the stability of the Lords’ rule returned, Waterdeep soon became the thriving port city again, the trade of the guilds once again lawful and fair (through no small influence by the Lords upon the elections of new Guild Masters), and the nobles reduced to their trades and parties, not government.\n\nIt has been nearly a century since the Lords’ return, and the 76 noble families of Waterdeep [[work with the Lords and the Ruling Faction|Social Life in Waterdeep]] far more now than they ever did in the past (though not without some resentment...).\n\n''The Nobles’ World:''\nMany noble families of Waterdeep have been ennobled for hundreds of years – some can trace their genealogies back six hundred years or more. However, there is no established order of precedence or seniority among the nobility. At Court, nobles may speak whenever recognized by Piergeiron, or when silently pointed at by one of the masked Lords. While it is of some minor effect among the social circles of the nobles themselves, the length of time a family has been nobility in Waterdeep is of little impact or importance to the city at large and its other peoples. The time merely serves as a benchmark of how successful a given family has been at working with the Lords, the guilds, and the changes of the growing City of Splendors.\n\n''Nobles & Their Clans:''\nGiven the instability and the dangers of the Realms, nobles and those to whom it is important to pass on a family name and inheritance have huge families. Most noble families have fifteen or so members of direct blood resident in Waterdeep. One or all of these may also own extensive holdings elsewhere in the Realms and other residences inthe city. A noble household typically houses fifty or so servants, and has available mounts for all blood members and about half of the servants. Many noble families are also landlords of substantial holdings within the city. Ownership of buildings around one’s own villa is the best way to rid oneself of noisy, undesirable neighbors.\n\nTitles, lands, and funds can be inherited by any child or heir of a noble patriarch or matriarch. The standard practice in the Realms assumes the eldest child (regardless of sex) inherits the title and the majority holdings of a family, with younger siblings and other relations getting lesser legacies. Living rulers of a noble family can proclaim a different heir should they choose, but such a proclamationmust take place in the Lord’s Court, keeping the city rulers apprised of who stands to inherit the lands and titles (and avoiding any problems with contesting the inheritance after a ruler’s passing). The changing of an heir is rare, most often occurring after the death of the heir (though a number of heirs have refused family lands and titles, dedicating their lives to religious orders, magecraft, or some other cause).\n\nMatriarchal noble families are not uncommon in Waterdeep or the rest of the Realms; established matriarchs wishing to marry a nobleman can choose to adopt his name and family holdings (at which time she would abdicate her title and legacy to her chosen heir), or her husband can become a Lord-Consort (the husband abdicates any former family inheritances and holdings in order to share in his wife’s title and station.\n\nIf either spouse (or both) is a solitary heir with no heirs to receive his or her title, family portfolios can combine under one name and one titular head of the house. This has happened twice within the past four decades: The Maerklos family was formed 32 years ago with the fusing of the matriarchal Marrek family holdings and the Relekos clan holdings of her consort. More recently, Lord Urtos Phylund II married Lythis Mhairuun, the sole heir of her merchant family, and absorbed her family holdings into his own.\n\n''Arms and Heraldry:''\nNoble families are granted the right to bear arms – that is, real arms: Small private armies (no more than 70 fully-equipped men-at-arms) within the city to guard the security of their goods, properties, and trade. Non-noble families, businesses, and individuals in the city are allowed no more than 16 fully-armed bodyguards, by edict of the Lords. While this seems unfair to outsiders, natives of the city recognize the benefit of these men-at-arms as additional protection (provided they are allied with a noble willing to provide them). As well, men-at-arms are not one massed army at a villa, but are scattered about all the noble’s properties across the city.\n\nNobles are also granted the right to bear symbolic arms, also known as “arms of grace”: heraldic coats-of-arms, to be used as recognition-badges by such armsmen. The family coat-of-arms is borne by all men-at-arms and low-ranking servants of each noble family, and thus is often seen in the streets of Waterdeep. The heraldry of Waterdeep may seem simplistic and crude, but this is largely due to practical considerations, such as the need to readily recognize a distinctive family device from afar, even in twilight, bad weather, torchlight, or in a fight. Lastly, the heraldry reflects the personaltastes of the nobles and of the Heralds involved over the years. Close examination of the coats-of-arms will reveal many complex elements, although differencing (by labels) is rare, as only family members who have had a deep, long-lasting breach with their kin request differentiated arms for themselves – and most such individuals usually leave the City of Splendors for more hospitable habitations elsewhere in theRealms.\n\nNo “arms of grace” have been granted by the Lords of Waterdeep in more than 30 winters (since theformation of the Maerklos arms); this recognition of nobility involves Falconfree, the Herald of Waterdeep, and unanimous agreement of the Lords, an action that seldom occurs.\n\n''Noble Villas:''\nVillas of the nobility are all grand houses with additional buildings for servants and guests; the majority of the villas arewalled around the property perimeter, many with interior gardens. The walls around the villas were more functional when the villas were still outside the city walls, and needed walls for constant protection of those inside. Now, with the villas inside Waterdeep, the walls provide more privacy than protection, though this doesn’t mean that the villas are easy to pillage. Remember, money is no object to most nobles; they are rich enough that they need not work if they do not care to and can invest money in monstrous guardians, deadly traps, and other surprises.\n\n''Noble Obligations:''\nWhile the nobles are afforded quite a few privileges within the city by the Lords, they are expected, by the nature and the wealth of their station, to contribute to the general welfare of the city and its denizens. As such, a hundredth of the annual wealth of each noble family goes directly into the city coffers each Midsummer for the defense and maintenance of the city.
//Religion has never really had a serious impact on the city as a whole. And that is as it should be, for religion is fraught with personal choices and personal ethos, and is not something that should dictate the fortunes of a city like Waterdeep. Besides, if you let your religion and your belief systems rule your city, you might just end up like Zhentil Keep. . . . I’ll keep religion my own way, and you keep it in yours, and the City of Splendors will be all the better for it.//\n\n – an unknown Waterdhavian responding to a plea from a priest at the Plinth\n\nWaterdeep is undoubtedly the most tolerant city of any size in Faerun when it comes to religion, and perhaps the most tolerant anywhere in all the planes. All creeds are respected, due to the eclectic crossroads nature of the city, but the Lords have set a few major strictures on religious practices if the faiths wish to be allowed to remain in the city:\n\n-Worship of a particular deity cannot involve the theft or destruction of other beings (i.e. human or animal sacrifice).\n-Harmful activities condoned or supported by a faith cannot be practiced upon non- believers; for example, the followers of Tempus are not allowed to run amok in the streets, wantonly assaulting and attacking others in the name of the god of battle.\n-A deity’s worship cannot require tribute from those outside its faith; believers may freely give offerings, but nonbelievers should not be compelled to do so.\n\nHundreds of gods, even those from outside the Realms, are known in Waterdeep, since travelers and faithful from hundreds of places convene on Waterdeep and need places of worship, and all are tolerated here. However, trade is of paramount importance in Waterdeep. \n\nPriesthoods that attempt to restrict trade, or expect large cash gifts to their deity, or who try to collect temple tithes through coercion, will not be popular. Waterdhavians vary widely in the strength of their faith (and monetary devotion) totheir goal.\n\nThere are few large temple complexes in the city, considering its size. In addition, three new temples have sprung up within the past ten years, the first to be built in Waterdeep in nearly four decades.\n\nIn such a large and bustling center of commerce, priests have relatively little power and influence; large temples tend to establish themselves in small communities on major roads, where they are readily reached by the faithful and yet can dominate – if not control outright – their surroundings. Here, in Waterdeep, the large temples serve more to reflect the generosity and affluence of the faithful, and in a city filled with rich merchants and nobles and adventurers loaded down with treasures, generosity to the gods can be quite phenomenal.\n\nSmall shrines attended to by lay worshipers (not permanent clergy) can be found in many cellars and upper stories of buildings throughout Waterdeep; one of the more prominent deities worshiped solely through lay shrines is Siamorphe, the goddess who allegedly grants nobles their divine right to rule.\n\nPlaces of worship are forbidden by edict of the Lords only in the City of the Dead, to prevent various priesthoods from claiming tomb after tomb as sacred to (and thus, exclusive to) their deity, and charging fees for entry and burial.\n\nIn the past, much of the education of Waterdeep’s citizenry was the result of either schools run by the temples (with the Lords’ sponsorship, or that of noble benefactors) or independent neighborhood schools underwritten by local parents, businesses, or guilds (or the rare self-taught individual). The only long-standing school of any matter within the walls of Waterdeep has been the Academy of Arms, sponsored by the clergy of the House of Heroes and various nobles involved in the mercenary fighting trades. Now, with the advent of the Font of Knowledge, the number of sages and bards has increased within the city, and plans are in the works for a school to be established within the temple of Oghma to educate Waterdeep’s children.
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Sorceress of [[Moonwind]].
Lady Alathene appears as an old and graceful woman, with the regal air of a centuries-old aristocrat. She goes veiled in public. In reality, Alathene is a lich who has retained undead status for over 150 years. She frequently can be found in her laboratory in the [[Vault of Stars]], the ruined cellars of Waterdeep's former temple of [[Selune]]. Lady Alathene seeks to protect House [[Moonstar]] and the City of Splendors, and to destroy her corrupted brother [[Lord Vanrak|Vanrak Moonstar]] and the worshipers of [[Shar]], the Lady of Loss and Selune's greatest enemy.
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''Occupations:'' Wine, sword forging, horse breeding and training\n''Locations:'' Amcathra villa (N34), [[Amphail]], [[Silverymoon]]\n\nA noble family with a long and distinguished history in the service of Waterdeep, and a wide variety of trading interests. The family is active in The Splendid Order of Armorers, Locksmiths, and Finesmiths and the Vintners, Distillers, & Brewers Guild. They are heavily invested in several sword-smithing operations, and as such are trade-rivals to the [[Gralhund]] family. The Amcathras are also friendly with the [[Roaringhorn]] family due to personal friendships between [[Kuldos Roaringhorn]] and the family heir, Arilos Amcathra, as well as between [[Sir Perrigan Roaringhorn]] and [[Regnet Amcathra]].
The village of Amphail, famous for its horse breeders, lies on the Long Road, a good three-day ride north of Waterdeep through rolling farmlands. By night or in a snowstorm, a traveler can locate this quiet, beautiful village by the thick stands of duskwood and spruce that cluster along the road nearby. In summer, the stench of horse manure gives outsiders ample evidence of the town’s presence.\n\nAt the heart of the settlement is an open space known as the Malanderways, where several side streets meet the Long Road. In the center of this square is a black stone statue of the great Shalarn, a war stallion bred in Amphail decades ago. Other notable landmarks include the Horse Pond, the Old Dead Rowan (a tree as large as some cottages), and the ruins of the Laughing Bandit Inn.\n\nAmphail was named for Amphail the Just, one of Waterdeep’s early warlords who had estates here. Although all traces of his keep are long gone, legend holds that Amphail still rides the area in spirit form, frightening away trolls and hostile barbarians.\n\nAmphail’s horse farms have traditionally equipped the noble families and armies of Waterdeep and Neverwinter, as well as merchants and satraps from Amn and Calimshan. Amphail grays are famous across Faerûn as intelligent, loyal, and hardy personal mounts. Most soldiers, however, prefer the larger, more powerful, glossy black chargers that Amphail’s breeders produce.\n\nThe various Waterdhavian noble families who keep stables here—most notably the Amcathra, Ilzimmer, Jhansczil, Roaringhorn, and Tarm families—have traditionally been major breeders, and the whip-wielding Ilzimmer racing teams that frequently thunder up and down the Long Road are grudgingly tolerated by the locals. The independent stable masters Ohm “Steelhand” Ssarn, Rorth Baldasker, and Elraghona Selember are also noted breeders.\n\nThe extensive holdings of the Eagleshield clan include a farm where sick animals are nursed and a shop where tack of the finest sort is made and sold. The Ammakyl family—the richest in the region by far—is Amphail’s dominant producer of grain and vegetables. Ammakyl caravans are a regular sight on the road from Amphail to the City of Splendors.\n\nNotable businesses in Amphail include the Stag-Horned Flagon tavern, the Stone Stallion Inn, and Mother Gothal’s Festhall. Other places of interest include Ammakyl Flowers and Foods (a produce shop), Blodhlar’s Wares (a hardware shop), Eagleshield Fine Horse Leathers (a tack store), Elboar’s Finest (a winery), Golaund Sester’s (a rooming house), Hagala’s Manyturrets (another rooming house), Halan Shauluth’s (a bakery), Imbryl’s Cloaks (a garment shop), Maerlbar Eggs and Fresh Fowl (a fowler), Pelost Galathaer’s (a carpenter), Shrunedalar’s Secrets (a boutique), and Ulvinhand Smithy.
''Location:'' [[Amrani’s Laundry]] (S31); S30\n\nThis bustling, rail-thin woman of advancing years is the head laundress and shop owner of [[Amrani’s Laundry]]. She is an old friend of Madame Garah, and the two often can be found gossiping while Amrani’s hired girls tend to the laundry.\n
S31. Amrani's Laundry \nWith the close boardinghouses, clothiers, and inns nearby, [[Amrani]] and her small staff of young girls are kept constantly busy with laundry. Payment is set at the standard guild rates (2 sp per garment while you wait, 1 sp for overnight washing), but additional money gets special treatment for one's clothes such as perfumed soaps (an additional 5 cp), new embroidery or fresh dyes to brighten the cloth (1-5 additional sp) or minor stitching and repairs (an additional 1 sp). Amrani and Madame Garah are old friends and are often found out onthe curbsides chatting.
Androm Kherr - Luskanite captain of the //Maid of Victory//, serves unknown "masters," has transported legal and illegal goods, including smuggled weapons and poisons, and several persons who are possible members of the [[Arcane Brotherhood]] and the [[Knights of the Shield]].
''Occupations:'' Trading, moneychanging and barter, (formerly) slaves\n''Locations:'' Anteos villa (N3)\n\nNoble family who formerly had holdings in slavery. The Anteos family has fallen on difficult times of late; the patriarch [[Dulbravvan Anteos]] murdered, his young heir (Dulbravvan the Younger) only six years of age and thus unable to take the reins, and the regency up for grabs after the arrest of the most likely candidate [[Korras Anteos]] for Dulbravvan's murder and the subsequent exposure and defeat of [[Hlethvagi]], a cousin who tried to purchase the regency using no-doubt ill-gotten funds. The current likely candidate for the regency is the recently-arrived [[Ilmara Anteos]], a young cousin supervising caravans in Amn.
S42. Anteos Warehouses\nThis large block of warehouses stores imported goods from any number of small villages and large cities of the North, all dealt in by the powerful [[Anteos]] noble family of Waterdeep. All these goods are shipped out by sea to customers in Calimshan and Tethyr. The warehouses are watched over by hired mercenaries.
A shadowy wizards' guild said to wield much influence in the city of [[Luskan]], perhaps even over that city's [[High Captains|High Captains of Luskan]]. The Brotherhood is a known enemy of [[Waterdeep]], and its magelings are not welcome in the City of Splendors, according to the city's watch-wizards.
Ancient forest to the east of [[Waterdeep]], between the Dessarin and Delimbiyr river valleys. It is composed of tall blueleaf, duskwood, and weirwood trees. Ardeep’s verges are relatively pleasant, with sun-dappled paths roamed by foraging deer. The interior of the forest is filled with ridges and breakneck gullies cloaked in thick vines and shrubbery. Wild boars roam through the mists that pervade the forest, and ruins lie hidden beneath forest loam and stands of faintly glowing mushrooms.\n\nThe forest is the former site of the elven realm of Ardeep, which flourished here until the Year of the Moonfall (1344 DR). Named “the Faraway Forest” (because, although it was near the western coast of Faerûn, it was still “far away” from what the elves considered home: the island of Evermeet), this wood has stood forlorn and empty since the departure of Ardeep’s moon elves to the West.
A senior priestess of [[Selune]] with a kind, motherly demeanor concealing shrewd wisdom, Arisel is the major liaison for the Priestess of High Moonlight, currently [[Feluna Moonstar]]. She is usually found at the [[House of the Moon]].
''Occupation'': Cleric of [[Milil]], music teacher, bard\n''Locations'': S29; C4, C25, C32, T19\n\n''Description'': Tall, slender Arkiem has long, curly, blond locks, blue eyes, and the bronzed skin and musculature of an athlete. He favors white and green in his simple clothes of tunic, jerkin, and breeches with high, soft leather boots. His only finery is a gold oak leaf clasp on his forest green cloak. He always carries his thelarr on his belt. Arkiem and his wife [[Raethiira|Raethiira Arren]] (“Rae”) have recently founded a center for music and dance instruction (and place of prayer to the deities [[Milil]] and [[Lliira]] called the [[Temple of Good Cheer]]. Arkiem also often can be found performing at the [[Spouting Fish]].\n\n''Personality'': Arkiem is extremely personable, and is all smiles for all people, so far as anyone’s noticed. Arkiem is quietly proud, accepting praise for his skill with a harp but not being overly arrogant or self-aggrandizing. \n\n''Trivia'': Arkiem and his wife, [[Raethiira|Raethiira Arren]] are recent arrivals (within the last six months) from [[Berdusk]]. Arkiem has names for many of his personal instruments (for example, his lute is named “Sparrow”).\n
The strongly-built, handsome but somewhat less than sharp-witted heir of the [[Tarm]] noble family. Arun, while not being the quickest of folk, is a prodigy with horses, and thus stands high in the family business. Arun is recently engaged to [[Jeryth Phaulkon]].
An old, noble house of [[Waterdeep]].
Young girl from [[Amphail]], was kidnapped from the 3rd floor of the [[Gentle Rest]] inn, rescued from the [[Plague Rats]] by [[Thauntle's Company]], and showing signs of strange effects from the power of [[Selune]].\n\nShe has blond hair, green eyes and a strange mark of [[Selune]] on her shoulder.\n\nThere was an attempt to capture her again at the [[Moon Sphere]]. The party helped to prevent it, though a priestess, [[Cairissa]], was killed in the process.
Avaereene: A tall and beautiful lady (quite out of place at the [[Thirsty Throat]]), Avaereene is apparently involved in procuring errand-runners and hirelings, the implication being that she does so for "no questions asked" shady activities as well as legitimate ones.
A great trading city of the [[Sword Coast]], nine days' sail (about 500 miles) south of [[Waterdeep]]. Probably current location of [[Lareth Myntion]] and [[Marune]], the evil [[Cloakmaster]] of the [[Shadow Thieves]].
Lord Barauthar Phaulkon\nOccupation: Caravan organizer, minor noble ([[Cormyr]])\nLocations: [[Phaulkonmere]] (S44); N59, C15. (Formerly) $4, T42, S5, S13, D31.\nDescription: The aging Lord Barauthar Phaulkon still has a full head of jet-black hair and is clean-shaven, with sparkling blue eyes. He occasionally can be seen out in the streets smoking a pipe in the evenings.\nPersonality: Lord Phaulkon is an animated giant of a man, proud of his appearance, his business, and his family. He is honorable and constantly curious about other people; some might even say he is naive and trusting.\nTrivia: People set their schedules by the regular walks Lord Phaulkon and his wife make from the Quarter to the [[Gull Leap]] and back each afternoon.\n
''Occupations:'' Griffon breeding and taming, hunting\n''Location:'' Belabranta villa ($52)\n\nOne of Waterdeep's oldest noble families, known for its patriarch's skill at magic and for the exemplary service of [[Mourn Belabranta]], the family heir, in the [[City Guard|Guard]]. House Belabranta provides most of the trained griffons for the Guard's elite griffon cavalry. \n\nA family heirloom, the [[Griffontack of Belabranta]], went missing over two centuries ago.
One of the seven senior captains of the [[Flaming Fist]] mercenary company in [[Baldur's Gate]]. Beluarion interviewed [[Carter]] for a position within the company, and has provided some assistance in interrogating members of the Thieves' Guild who were captured by Carter when they attempted to assassinate him.
A ranger of the [[High Forest]].
The Black Orchid: A modest boardinghouse on the High Road in [[Trades Ward]].\n\nCouriers trading [[Xundorn]] metal were followed here by [[Thauntle's Company]]. [[Malcer Stormwind]] arrived here shortly after the couriers went in and emerged whistling and swinging his axe lightly. Within were the bodies of the slain couriers.
This inn is named for its enchanted signboard, looted from a ruined village in Amn after a long-ago trade war. It’s a large black sign displaying a curved saber held by a delicate, long-fingered female human hand. The sign is enspelled so that stars wink and slowly drift around the blade over the dark surface. The inn itself is less exciting, but still a good, safe, clean, pleasant place to stay.\n\nThe Blade is a long, tall building with attached stables and kitchens on one side and balconies opening out of upper rooms on the other. It rises four floors above the street, and its furnishings are clean and fairly new. There’s a small lounge off the front lobby for guests to meet citizens in, but it lacks a table.\n\nService in the Blade is curt but swift. Vigilant stairwatchers on staff keep track of guests’ comings and goings, discouraging street thieves and even dopplegangers, who are a growing though unreported problem in cities all over Faerûn. Your stay is apt to be quiet and unremarkable, unless your demeanor makes it otherwise. Rowdy or reckless guests are firmly warned, once–and if something else happens, firmly asked to leave.\n\nMeals are served in guests’ rooms rather than in a dining room, so the fare is never better than lukewarm–but as it’s simple ale, bread, and fish, this is little loss. Bread can be ordered spread with herbed cheese or melted eggs (both surprisingly good). On cold nights, the proprietor, [[Aundegul Shawm]], serves ruby cordial on request–a sweet, syrupy concoction of cherries dissolved in sugared red wine. It’s nice, once you’re used to the rawness it leaves in the throat.\n\nRooms, including bath, stabling and meals, are 3 gp per night. A guest can order three servings of food a day, but it’s always the same repast. Cordial is 4 cp per goblet. Ale is 3 cp per tankard. One tankard of ale is free with each meal, and a guest can purchase two extra a day–those requesting more will be told to find a tavern.
Supplier of mercenaries. Blazidon can usually be contacted at the [[Bowels of the Earth]] tavern or in [[Virgin's Square]].
Bledryn - a watch mage who helped [[Thauntle's Company]] deal with [[Hlethvagi]]'s intrigue.
The Bloody Fist (D17) \nA notorious, ramshackle dive even for [[Dock Ward]]. Repeated furniture breakage has resulted in only wall benches and a stand-up elbow bar in the center of the room being left. Wooden mugs have replaced metal, ceramic, and glass vessels, and the beer barrels are chained down to prevent their easy use as missiles. Drinkers stand herded together like rothe in a pen, snarling and belching, and fights are almost constant. Bullies and angry people come here to pick fights, and a room upstairs is retained for a succession of novice priests of Tempus, who dress broken bones and patch scrapes in return for donations to the war god. This has resulted in the place sometimes being called "the Wargod."\n\n[[Thauntle's Company]] tracked down [[Ulmrin]], leader of the [[Headsmen]], here.
The Bloody Hand - band of cutthroats who operated out of the sewers beneath [[Waterdeep]] until [[Thauntle's Company]] destroyed them. The Bloody Hand were allegedly led by a "[[Cloakmaster]]."
The Mermaid is known up and down the Coast lands as a meeting place in which to conduct illicit business for folk who are dangerous or criminals. It is a noisy, brawling establishment, best only for those who go well armed, know how to use their weapons, and bring lots of loyal friends with similar skills.\n\nThe Mermaid is a long, low, ramshackle place with a confusing maze of wings, outbuildings, stockaded enclosures, and stables surrounding it on three sides–the better to give cover to those trying to approach or leave unseen, most Baldurians say. It has at least four levels of cellars–many more, some say–and rumors abound of secret passages, or even connections to an underground stream or sewer connecting with the harbor.\n\nRooms at the Mermaid are low-ceilinged, dingy, and apt to be furnished with mismatched pieces that have seen better days. In general, they are loot-and-salvage pieces that have seen heavy use since their installation here. The overall effect is of a rather dangerous but endearingly cluttered cellar, decorated with the flotsam of a hundred shipwrecks.\n\nThe lobby is the only high-ceilinged room in the place, except the stairwell to the two upper floors. A life-size and crudely carved wooden mermaid hangs overhead above the reception desk. The nearly nude mermaid’s body is covered with a score or more shriveled and blackened severed hands. If asked about them, the staff will smile and tell you that they were – er, donated by folks who forgot to pay their bills. \n\nThe desk has its own trophy–a huge broad axe buried deep in the wood. Be warned that the axe can easily be snatched up out of the deep cleft it caused long ago and hurled with speed and accuracy across the lobby by the balding, bearded, hairy-armed clerk who looks like a walking cask!\n\nThe visitor will find in the Mermaid an astonishing collection of smooth-tongued, scarred old sea dogs nursing drinks at all hours. It is rumored that each and every one of these folk is a contact or panderer for some criminal organization, pirate clan, or "grey trader." Among them is the woodcarver [[Ulmyn Andalor]]. \n\nThe Mermaid is apt to be quite safe, so long as one avoids battle and does nothing overly insulting or stupid. (Some sharp-tongued killers like to taunt and goad other guests to see if they can get a fight out of them.) The proprietors, who are unknown and never seen, have instructed their staff to make the House a relatively safe, neutral ground for all patrons, whatever their race, past, or profession. It’s better for business that way.\n\nMeals at the Mermaid are of two sorts: elaborate food, brought in to order from nearby eateries, and food prepared on the premises. The brought-in food is usually good and of generous portions, but not overly warm by the time it reaches you.\n\nThe fare prepared at the Mermaid is of the simple but good and filling variety, except for a truly vile salted smallfish stew. Many sailors order only bread spread with drippings (crusty nutbread rolls with thick organ meat gravy ladled over them) or handwheels of cheese, but the Mermaid’s kitchen also produces a splendid pork, thyme, and mushroom platter. The most commonly ordered meal is ale, bread, and fish. Some patrons also like small squid pickled in vinegar.\n\nSailors have prodigious appetites. It’s not uncommon to look across the dining room at the Mermaid and not see several diners. They’re entirely hidden by the roasts set in front of them!\n\nWhole roast pigs are another favorite dish. It seems most seafolk are sick of marine edibles by the time they reach land, but land-treading travelers and sailors long ashore often order literal heaps of oysters, clams, or mussels and attack them with a knife. Hairy-chested men (those foolish enough to risk diseases and parasites) often eat the shellfish raw–and a crazed few like to shell them alive from a saltwater basin and devour them still squirming!\n\nBeer at the Mermaid is sea ale (thicker and more bitter than most tongues find enjoyable), stout, and a light, golden-hued lager from Mintarn. No wines are available, but one can get whisky strong and smoky enough to strip paint or tar from wood. It brings tears to the eyes of most who drink it, and probably worse things to their insides!\n\nRooms are 2 gp per night, stabling included. Food for mounts is an extra 3 cp each. No tenday room rate or bathing facilities are available. All food and drink is extra. A platter of fish, bread, and drippings is 2 cp, and meat dishes are all 3 cp per platter.\n\nHeaps of shellfish are 1 gp per serving, and whole roasts are 3 gp each. Ale is 3 cp per tankard, and whisky is 1 sp per tallglass (with no larger measure prices).\n\nTravelers’ Lore\nPredictably, fourscore tales of treachery, hidden treasure, secret passages, and trapped chests swirl around the Mermaid. It’s impossible to tell how many are pure fabrication or have grown wildly in the telling. It is said that stolen or illegal items, or even people–willingly or unwillingly–can be hidden quickly and well here for a fee.
The Blushing Nymph (C81) - A raucous festhall in [[Castle Ward]], behind which is the [[Long Dark Stair]] down to [[Undermountain]].
Lord Bly Ruldegost is a middle-aged man of elegant mien, tall, thin, dignified, and with a splendid mane of white hair. Bly is known in noble circles as a man of great honor and integrity, whose banking ventures are always carried out with an eye to conservative risk and return and preserving his infant nephew's fortunes.
Legendary city of the elves, lost to the sands of time. The [[Dawntree Elves]] seek to restore it.
Broadsheets, or "Short scrolls," are what we call "newspapers." Usually strips of parchment no longer than a human is tall and of widely varying widths, from chapbook width to thrice as broad, they are printed by mechanical means on both sides (at different times; that is, after one side is printed, it's left to dry before the other side is printed). Their vegetable inks tend to run when wet, no matter how long ago they were printed (a few of the more exclusive broadsheets are baked to inhibit this effect), and at times cause certain neighborhoods to reek when many hearth fires are started with their crumpled carcasses at the same time. To Waterdhavians, these short, written newsheets are known as "broadsheets" after Haumbroad "the Humble," a now-dead tireless producer of them, who through years of sheer persistence trained the folk of the city to seek out and trust this form of news.\n\nOlder Waterdhavians remember Haumbroad as a wizened, untidily bearded old man who stood hunched over on many a street corner along the High Road, day after day, calling out to passersby to "trade a nib for the wonders of the world!" Many broadsheets still cost a single copper coin today, though most of the better-known ones are priced at twice that (until a vendor wants to be free of them and elsewhere in a hurry).\n\nHaumbroad certainly started something popular. On a given day, thirty to forty regularly produced broadsheets are for sale on the streets, and some shops (notably the stall of "Sharkroar" Horth Shalark in the Market, and Berendarr's World of Words on the High Road, west-front just a few doors up from the Waymoot) even specialize in broadsheets. (The older ones are rolled and thrust into wall-shelves, and more recent offerings hang from the ceiling on clips like so many miniature tapestries.) Most old broadsheets sell for two to five per copper coin, but a few that contain especially salacious tales or notorious rants are sought after by collectors and fetch prices of as much as a dragon each!\n\nMany Waterdhavians are fans of particular broadsheets, preferring the political rants, sly social comments, jokes, and serialized "adventures" (often bawdy or pranksome) they contain. New issues of most broadsheets appear on the streets every three or four days, and important events always trigger floods of "extras." The most haughty broadsheets (favored by the wealthiest and most noble clientele) publish once-a-tenday, and these concentrate on overviews of unfolding events and the best-written serial tales of entertainment.\n\nBroadsheet vendors are usually young street children or the printers themselves, and they are universally known as "broadcryers" for their common habit of calling out headlines. "Learn who's behind the mask! A hidden Lord revealed!" is a frequent cry (almost always denoting a fanciful tale used when there's little news of worth to be told).\n\nThe most aggressive broadcryers take up stations inside the city gates (Waymoot near the South Gate being the busiest), places many Waterdhavians visit daily (such as the Market), and strategic locations like the moot of the High Road and Waterdeep Way, the northerly moot of the High Road and the Way of the Dragon, and entrances to the City of the Dead around highsun (when many Waterdhavians enjoy their midday "highsunfest" by taking portable viands to the cemetery's parklike setting).\n\nSome broadcryers strike deals with inns and taverns (particularly those near city gates), who allow them to sell in the lobbies without the usual calling of headlines. Almost all other broadcryers, save the few who deliver broadsheets personally to the villas of the noble and wealthy, cry out headlines on the streets -- which usually irritates folk living or shopkeeping nearby.\n\nAs a result, any citizen can complain to any Watch officer to have a broadcryer (or any street vendor) "moved along," and the Watch officer is bound to promptly issue such an order. This will always be "at least onto the next street," and is good for about half an hour unless the vendor wants to be detained and frowningly questioned for an entire morning or evening (losing a lot of trade in the process). Because of this, only the quietest broadcryers remain stationary in their vending locations. Young children selling broadsheets may even run to intercept or catch up with persons who seemed interested in their cry but in a hurry to accomplish some pressing task. Few broadcryers sell on the streets before dawn or after dusk -- and those who try to "cry headlines" at such times will be arrested by the Watch, taken to a Watchpost for a stern (and time-wasting) lecture, and then sent on their way without charge or punishment.\n\nThe City Guard keeps the immediate vicinity of all city gates clear of vendors to avoid impeding traffic or providing cover for any attack on the city that might begin with the destruction of gates, so the first broadcryers to be met with are half a dozen leather-lunged sellers at Waymoot. Most are usually casual hires and street urchins, but among them will always be One-Legged Alram, a great giant of a man with a black beard, an eyepatch, and frankly piratical garb of colorful coat, large flopping seaboots, and a broad-brimmed wreck of a hat. He sells his own broadsheet, Straight Talk from the Docks (which he bills as "the seafarers' forum, where all dirty truths are told").\n\nProceeding up the High Road, the stretch between the Waymoot and the Forcebar is the battleground of many street urchins selling divers broadsheets, and another of Waterdeep's colorful printers: Astel Turjan, owner and writer of Turjan's Trumpet. Turjan is a handsome, debonair "young blade about town," and writes a dashing, light-hearted broadsheet concentrating on telling other young gallants where to be seen, what to wear to be best seen in, where to have fun, and where to find the best (looking and willing, that is) young lasses to have fun with. The Trumpet is popular among many Waterdhavians of both genders and all ages seeking to know "where the latest action is" so they can show up there for their own purposes.\n\nA few broadcryers along this stretch sell religious broadsheets, but these hit their real stride farther north, closer to the Plinth.\n\nOur tour of broadcryers continues north up the High Road from Waymoot. From the Forcebar to the Windhowl (the moot of River Street and the High Road, the nearest vendors are allowed to the River Gate), retired drovers and warriors share the cobbles, peddling various special interest broadsheets such as Calagar's Caravans (which advertises caravan musterings, guard-hirings, and folk looking to buy or sell wagons, harness, and draft beasts and riding horses) and Thaeler's Coinwatch (a cynical survey of shipping business over land and water entering or departing Waterdeep, and how "those with big coin" control everything for their profit and the general misery of everyone else).\n\nAt the moot of the High Road and Waterdeep Way, dozens of broadcryers hawk every imaginable broadsheet (many having small pushcarts and offering a dozen or more titles), but the High Road between this intersection and the Windhowl, and the Way of the Dragon as far south as Candle Lane, are haunted by priests and lay worshipers dressed in grandiose religious garb, selling the "devout broadsheets" of their faith.\n\nThe most popular are Thy Daily Luck, dedicated to Tymora but really to local investments and gambling, and the Merchants' True Friend, consecrated to Waukeen. Many nondevout Waterdhavians occasionally pick up a copy of [[The Eternal Dawn]], the Lathanderite broadsheet, because it concerns itself with new ventures, new organizations, near-future plans, and probable politics just ahead. Like the "gilded broadsheets" of the rich and noble, the devout broadsheets tend to cost three nibs to a shard per issue.\n\nThe tendency of many sailors to make rough sport of broadcryers by shredding their wares has resulted in most of Dock Ward being forever free of street crying. Interested readers must travel to a main street location elsewhere or visit Ralagut's Wheelhouse, a sundries shop on west-front Snail Street half a block south off Shesstra's Street.\n\nIn the rest of the city, broadcryers work in the Market and on its boundary streets of Trader's Way and Bazaar Street, all along the High Road, on the Sutherlane and Julthoon Street, and the lengths of the Street of the Singing Dolphin, Stormstar's Ride, and both the Street of Lances and the Street of Glances.\n\nOn pleasant evenings, the Street of Whispers sports a few "silent" broadcryers who are actually employees of the festhalls, sent out to peddle a few broadsheets to provide an excuse for the timid to venture down the street -- and to sell steamy chapbooks to folk too timid to enter a festhall.
Bulaedo "Fists" Ledgileer\nProprietor of the [[Thirsty Throat]] tavern.\n\nBested by Carter in one-on-one combat.
Caiyrissa - cleric of [[Selune]] who was slain by an unknown skullish necromancer at the [[Moon Sphere]] protecting [[Aurelia Ssarn]].
Land far to the south of [[Waterdeep]]. Calimshan is noted as a hot, desert land of many teeming coastal cities and much wealth, casual magic, and slavery. Calishite men are said to treat women worse than dogs and to have little respect for the folk of the "Savage North." A Northern proverb goes that "the Calishite's tongue wags so long with lies that it wraps about his head, blinding him to his own foolishness."
Packed-dirt courtyard in [[South Ward]] that serves as a rallying point for most caravans coming and going from [[Waterdeep]]. Elderly citizens are often found here, watching people and animals going hither and yon with the caravans. Many vagrants are here at night, sleeping with the animals for warmth.
<html><center><b><font size=6>CARTER</font></b></center></html>\n+++[Picture]\n[img[http://cknott.home.mindspring.com/roi/carter01.jpg]]\n\n''OR''\n\n[img[http://cknott.home.mindspring.com/roi/carter02.jpg]]\n===\n\n\n+++[Background]\n\nTBD\n\n===
Cassandra is the strong-willed, quick-witted, and prolific matriarch of the [[Thann]] noble family. She dotes on her nine children (six sons, three daughters) and twelve grandchildren, but spends much time managing the affairs of the family in partnership with her husband Rhammas, the family patriarch.\n\nCassandra was born a year before her father Zelphar Arunsun left Neverwinter, her mother dying in childbirth. They came to Waterdeep, where Zelphar married [[Lhestyn Arunsun]]. Cassandra is thus the stepdaughter of the Masked Lady and the (older) stepsister of the archmage [[Khelben Arunsun]].\n\nLosing herself in her father's library, Cassandra became quite the intellectual, and can still hold arguments with the best minds in Waterdeep. Cassandra became Lady Thann on her 22nd birthday, but her joy was marred by the subsequent murder of her father and the disappearance of Khelben. Three years later, upon her mother's death, Cassandra broke ties with the Arunsun clan, “as the name has only death tied to its unfathomable power.”\n\nThe return of Khelben to Waterdeep after a decade-long absence gladdened Cassandra, and she had her family to share with him. The two are known to keep in touch, and Khelben is an occasional visitor to the Thann villa.
Castle Ward\nIn terms of both geography and power, Castle Ward is the city's center. Most, if not all, of the city's administrative buildings are within the ward boundaries, from the lofty spires of [[Piergeiron's Palace]] to the low-slung crenelations of the guard smithy. While money and social standing are the prevalent benchmarks of might in the City of Splendors, [[Waterdeep]]'s true power and what keeps it running are the Lords and Magisters here. If you like the taste of power and authority mixed with the usual commerce of the city, Castle Ward is the place to go.\n \nThe city guard maintains a strong presence in Castle Ward due to the concentration of city officials and areas of importance in need of heavier security. Even so, the watch maintains much of the order, especially around the [[Market]], the [[Palace|Piergeiron's Palace]], and the Castle Ward docks. Like the guard, the watch makes a show of force in Castle. Ward, traveling in larger patrols of six and brandishing short swords in addition to their normal rods and clubs.\n\nThe ward boundaries are the southern side of Julthoon Street over to Shield Street and down to Trader's Way on the north, meeting up with the High Road and Snail Street for the eastern perimeter. Lackpurse Lane, Belnimbra's Street, Gut Alley, and Shesstra's Street combine in an uneven boundary to the south, whereas the mountain and the coastline form the western edges of the ward. While Castle Ward covers the most territory, [[Mount Waterdeep]] makes up a lot of empty land and the ward is effectively little larger than Sea or North Ward.
//The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All//\nGoddess of Agriculture\n''Symbol:'' A budding flower encircled by the sun, or a sheaf of golden wheat.\n\nChauntea (Chawn-TEE-ah) rarely appears to mortals, although the most devout sometimes see her smiling face in their dreams. Her hand is on every place where humans seek to grow things. She is not a goddess given to spectacle or pageant, but rather calls her followers to small acts of devotion. She is immensely popular among gardeners, farmers, and common folk of many nations. Through her blessing, most of Faerûn is fruitful. She is wise and quiet, though not passive, and is not given to hasty action.\n\nChauntea’s faith is one of nurture and growth. Agricultural sayings and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common thread in Chauntea’s faith. Destruction for its own sake, or leveling without rebuilding, is anathema to the church. \n\nChauntean priests are charged to nurture, tend, and plant whenever and wherever possible; protect trees and plants, and save their seeds so that what is destroyed can be replaced; see to the fertility of the earth, but let the human womb see to its own; and to eschew fire.\n\nChauntea's nearest major religious center to [[Waterdeep]] is the fortified abbey of [[Goldenfields]], about three days' ride east of the City of Splendors.
Cial Myntion\nThe third child of [[Quallos|Quallos Myntion]] and [[Miri Myntion]] is a confident woman with a reputation for outdrinking any full-grown man who cares to test her, and many do. Quallos doesn’t mind, since it gets people to buy more beer, though Miri worries that her daughter is still too much of a tomboy. Secondly, she has a habit of breaking fingers (and noses) of men whose hands stray too far while she's serving drinks.
This walled enclosure on the eastern edges of Trades Ward is the necropolis of Waterdeep, and its size nearly makes it a ward in and of itself. It is neatly tended by a contingent of watch members (who keep it peaceful with strict patrols every 20 minutes) and various members of the Guild of Chandlers and Lamplighters (who light the torches around and inside a number of the tombs). It is a beautiful, open park during the day, one of the few places dominated by greenery that the citizens of Waterdeep share within the city walls. \n\nCitizens are forbidden to enter the City of the Dead at night; of course, many of the city’s shady natives ignore this and take their chances having meetings here at all hours. Numerous shady dealings take place by lantern-light here.\n\nThe areas within the City of the Dead are filled with marble tombs, all connected along a gravel path that leads to all the exits of the cemetery. Less than half the noble families keep tombs here (many have family crypts beneath their villas, or have their dead buried in family land holdings outside the city), but in several cases, noble families share a tomb.\n\nThere are two large watchtowers along the walls of the City of the Dead, each with an external guard posted to watch for trouble in the shadowy corners and alleys abutting the cemetery.
''Occupation'': Watch armar ([[South Ward]])\n''Locations'': [[Watch Guardpost]] (S36); [[Spouting Fish]], S9, T13, wanders Southern Ward\n\n''Description'': Clion is a short, red-haired man with a neatly trimmed full beard and short cropped hair. His complexion is the standard ruddiness of the Northmen, but his eyes are the uncommon color of sand. While short (5’), he has a wiry, muscular frame and his strength is often underestimated. When on duty, he wears the uniform of a watch patrolman. Off duty, he favors loose tunics, close-cut pants, high boots, and a vest made of glacier-snake hide.\n\n''Personality'': Clion is a joker by nature, always ready with a quip or snide remark. There isn’t a joke or a snappy retort told within the city that Clion doesn’t know. However, the jokes end when he’s at work, as all his concentration is set on keeping order and doing his job.\n\n''Trivia'': Clion has a distinct knife scar slashed across the back of his right hand.\n\n
The Cloakmaster - probably a title among thieves' guilds for a higher-up. A former Cloakmaster of the [[Bloody Hand]] may be dead. [[Marune]] was a Cloakmaster of the [[Shadow Thieves]].
The Copper Cup - festhall in [[Dock Ward]].\n\nNews item:\n\n//The owners of the Copper Cup festhall and neighboring establishments are still patching walls, repairing windows, and replacing signboards after the festhall was overrun by "at least thirty" carousing Illuskan reavers yesterday. In addition to much broken furniture and several injuries (all of which, it is assured, were shared among the reavers themselves rather than by any of the Cup's dancers or bystanders), there was also the "impressive" wreck of the entire Northern Passage sail-shop after a dozen heavily-armed members of the City [[Guard]], called in response to a [[Watch]]-horn, forced several of the fierce, drunken berserk reavers against the shop's wall in order to forestall a conflict between the Illuskani and a local street gang, the [[Alley Cleavers]]. According to a passing dungsweeper, one of the reavers "//simply began pullin' down the shop and throwin' pillars and beams at the gangers like they was javelins, as Tyr's me witness!//" The reavers eventually were escorted back to their ship and deposited aboard. Evethe Unthusk, one of the Cup's dancers, said, with a smile, that the festhall would be closed a tenday "//for recovery... of the property AND the escorts.//"//
An cousin of Perrigan's, whom he considers an adopted brother, and with whom he frequently corresponds. Crium is located in [[Baldur's Gate]].\nOccupation: Horsebreeding, nobility
Also known as the Followers of the Scaly Way, the Cult of the Dragon is a debased sect that holds the belief that the world will one day be ruled by undead dragons, known also as the "Dark Dragons" or "Dead Dragons," and that the free folk of Faerun must pave the way for their ascendancy. According to the priestess [[Naneatha Suaril]], the Cult in reality serves more as a protection or extortion racket than a religious movement; many folk are said to "tithe" coins to the Cult in order to avoid its depredations. \n\nThe Cult's presence was heretofore unknown in Waterdeep, until [[Sir Perrigan Roaringhorn]] and [[Carter]] discovered a clandestine meeting between the merchant [[Ilnaster Ravenar]] and an unkempt, white-bearded Cult wizard. The duo defeated the Cult wizard and placed him in the custody of the [[Watch]]; a careful search of Ilnaster's shop and house revealed 5,000 gp in gold trade bars and a list indicating that several amounts of similar size had passed through the merchant's house over the previous twelvemonth. Given references to "guarding coins well until they're under the claws of a Dead Dragon," they can only presume that this money constitutes revenues for the Cult.
Danilo Thann: Feckless, hard-partying and rather lackwitted scion of the Thann noble family (son of [[Cassandra Thann]], the family matriarch and younger sister of [[Khelben Arunsun]]).
The Dawntree Elves - group of elves seeking a new home here in Faerun (as opposed to Evermeet). Various members have differing ideas about where and how to accomplish this task.
[[Home]]
A festhall-girl at the [[Purple Palace]]. Known as "the Dark" for her complexion (she is from [[Thay]]) and perhaps her (mis)deeds, for she is an accomplished gray trader and assassin for the [[Order of the Black Flame]]. Recently cornered in Skullport and chased out of Waterdeep by [[Thauntle's Company]].
Dhaeramos Cragsmere: Senior member of House Cragsmere (one of [[Waterdeep]]'s richest families), and son of Japhyl "the Hawk," patriarch of that house. Dhaeramos once hired [[Thauntle's Company]] to babysit his son [[Flaern|Flaern Cragsmere]] on some monster-hunting mission outside the city.
Dharjamyn "Dhar" Thauntle - former [[Waterdeep]] cobbler who found his fortune in rubies and fled town. The party took the name [[Thauntle's Company]] from his shop, which he left them in payment for protection.
Dichara Stormheart: Flame-haired "roving civilar" (Watch investigative officer) who has plagued [[Thauntle's Company]] about its "improper" investigations of various homes and businesses (most recently [[Hlethvagi]]'s house).\n\nShe has since changed her attitude toward the party a bit, through conversation with [[Majmalo]] and by watching the party help the Watch with their job.\n\nDichara is assisted by the watch-wizard [[Tagon Banestar]].
(C13)
Ports, by their very nature, are unclean, noisy, crowded, and constantly busy places where few outsiders are welcome. [[Waterdeep]]'s Dock Ward fits this mold, though its notoriety and bedlam are, if nothing else, slightly muted by the tales told up and down the Sword Coast. It was best described, by a wizard of no little note, as a '//riotous, semi-stationary but nigh-perpetual brawl that covers entire acres and is interrupted only by small buildings, intermittent trade business, an errant dog or two, and a few brave watchmen (who do manage to keep the chaos from spreading beyond the docks), the whole lot wallowing in the stench of rotting fish. Still, in all, twas quite a lusty, intriguing place to spend an evening.//'\n\nCity watch patrols and guard contingents keep this ward in a semblance of order, traveling in well-armed groups of eight during the day and groups of twelve or more after dusk. Many of the roads are gravel-packed dirt, once the docks and cobblestone access roads to the [[Way of the Dragon]] are left behind. The dark, mud-strewn alleys are endless in Dock Ward, and they hide many dangers, despite the alertness of Waterdeep's defenders, so travel in large, heavily armed groups if you must.\n\nDock Ward's boundaries, quickly stated, are the harbor and the southern boundaries of Castle and Trades Wards. The northern boundary runs north and east on Lackpurse Lane to Belnimbra's Street, over and down Gut Alley, and turns east to Shesstra's Street. Moving east and turning south onto Book Street, the boundary moves east again on Drakiir Street until it meets the Way of the Dragon, the eastern perimeter of Dock Ward. The southern border of the ward is, of course, the docks and the harbor.\n\nDespite being the oldest settled area of Waterdeep, Dock Ward consists of many wooden structures all built upon each other with a few stone buildings to provide structural support for therest. While people worked and lived here for 1000 years before Ahghairon’s rule, few buildings last for more than 30 years. The only permanent constructions that have existed for extensive periods of time in Dock Ward are the docks themselves, as well as the protective harbor walls and the towers of Deepwatch Isle. With the relatively new cobblestone streets along the docks providing easier access to trade routes within the city, talk is circulating of updating and improving buildings along those routes. As far as the Lords are concerned, any improvements here are definitely for the better.
See [[Ellandra Tolbaern]].
The the tall, slender, and handsome heir of the [[Thongolir]] noble family. Currently searching for a bride, ideally a "kind, gentle woman who loves to cook, knows how to ride, won't disapprove of frivolity, hard drinking, or long hours of neglect while I attend to work, and is willing to share my bed." Dolerphus has been disappointed in his search, his last bride having absconded with a good part of the House's fine art collection, which he dispatched [[Safina]] to retrieve.
The Inn of the Dripping Dagger (T3) is a cozy old inn on the east side of the High Road, south of Selduth Street and north of the Coffinmarch. It’s well-known as the favorite watering hole and resting place for hireswords, and has a reputation for jovial horseplay that keeps the more timid merchants and pilgrims away from its doors.\n\nThis tavern has a fieldstone street-level floor pierced by a few squat, iron-barred arched windows. A row of iron and amber-glass lamps run along its front, illuminating the hanging dripping dagger signboard and the entry door, which is covered with many bloodstains and weaponscars. \n\nThere is a stable behind and a little south of the inn reached by a passage off Spindle Street, and a few gnarled old trees that one can relax under. This back alley is frequently full of fighting men at practice.\n\nInside, the inn has a dark, low-ceilinged taproom like many a tavern. A stair beside the bar leads up to the inn rooms, and there is a private dining room around behind the stairs that has been used for many war councils and private business meetings down through the years.\n\nThe place is simple, but comfortably furnished and welcoming. The warrior guests seem to relax completely here, and laugh, joke, and play at dice, cards, or board games with easy, lazy enjoyment. Songs and playacting, wherein one hairy warrior gets up and lisps and flirts his way through an imitation of a noble lady or mimics a pompous merchant met during the day, are common.\n\nLaughter rings often around this taproom. It’s easy to see why guests love this place so and become regulars. Those who are not fighting men are greeted affably and treated with courtesy rather than being made to feel unwelcome or out of place. On a typical visit, one might see three hulking mercenaries on their knees on the floor solemnly playing orc squash with a little boy as his mother looked on in pleased amazement.\n\nThe proprietor is [[Filiare]], a jovial, middle-aged ex-mercenary who’s [[Blazidon "One-Eye"]]’s chief competitor in the business of getting mercenaries hired. Many folk come here seeking hireswords in a hurry and Filiare is known to all and trusted by most. He has lots of spare weapons and gear given to him by fighting men who never came back or who paid him in goods when they lacked coin, which he will sell or rent to adventurers. He has also known to trim his prices a bit for guests thin in the purse.
Dulbravvan Anteos - Business associate of [[Fylgard Onister]] and head of House [[Anteos]]. Once a slaver house, Anteos is now a moneylending and trading house. The House has a famous ghost who haunts the house from outside the windows whenever a party is thrown requiring the shades be shut. Party discovered that [[Korras Anteos]], nephew to Dulbravvan, is probably spying for Anteos' old rival, [[Yunth Hothemer]] of House [[Hothemer]], a competitor of House Anteos who is also involved with caravans.\n\nDulbravvan was found slain by poison on the 6th of Alturiak in the Year of the Prince (1357 DR). Thauntle's Company discovered information suggesting that the assassin [[Voralanya Maragund]] undertook the job at the request of [[Korras Anteos]], and passed this information to Dulbravvan's widow Ranaya, who had Korras arrested.
Proprietor of the [[Yawning Portal]] inn. A tall, broad-shouldered man of advancing years with a reputation as an adventurer of note. Durnan is relatively little-spoken and seems to spend almost all his time at his inn.
Once a thriving community of 100,000 dwarves, this dwarven city now holds only a tenth of its former strength. Located in a high mountain valley in the midst of the Earthfast Mountains of Impiltur, Earthfast seems a grim, doomed city.\n\nFew women and children live there today. The bustling trade that once went on is now limited to a few brave peddlers from other cities who slip through the goblin-kin patrols to reach the city, bringing seeds and fruit, cheeses and textiles to trade for the famous war-goods of Earthfast. The dwarves that remain in the city mine and fight valiantly, beset by orcs and goblins who have recently gathered together in attacks aimed at eradicating the remaining dwarves. The city is a gloomy, silent place, but for the noises of smithy-work and war. The dwarves of Earthfast fight silently, too, though they do utter an eerie low, rumbling roar of victory when a battle is won.\n\nEarthfast is ruled by a single hereditary leader, the ironlord. The current lord, Torg Arnfist, blood of Dorn, commands the army and keeps law and order in the shrinking city. A black-bearded, foul-tempered dwarf, he is prone to bombast and overstatement, and has recently trained his troops in the use of polearms to augment their traditional crossbows, axes, and swords.\n\nTorg has taken a liking to the canaries used by dwarven miners in the north. In warmer caverns of the south, glowing fungi betrays bad air by a change in hue, but it dies in the chill air of northerly delves, so they have turned to these winged companions. He can often be seen carrying a beautifully-wrought birdcage with him about the city, even in the midst of battles. The ironlord lost both wife and son to orcs some time ago.\n\nVery few creatures of any race earn the trust of the dwarves of Earthfast. This is true even of most other dwarves. There are notable exceptions, including King Azoun of Cormyr, who has a longstanding treaty of alliance with Earthfast. King Azoun is said to have helped the dwarves in the past.\n\nRecently, a mysterious human female warrior of great fighting-skills has been seen fighting alongside the dwarves. Some say that she is a renegade witch of Rashemen, and others that it is one of the Knights of the North, cast out of the Citadel of the Raven by the Zhentarim. Other traders who have seen her say that it is a woman of fierce temper and a regal manner, possibly a petty ruler or courtesan of a more southerly land. The pirate queen Shandagara recently vanished from the waters of the Vilhon Reach, leaving her abandoned ship wallowing in the waves still laden with treasure -- spirited away by magic, obviously. Perhaps she came to Earthfast. Pressed on this point, Elminster merely smiled enigmatically and said that some things were best revealed in good time -- and revealed they would be, though the time might not be good.\n\nThe dwarves of Earthfast are skilled weaponsmiths, and their axes are especially valued. A full suit of Earthfast plate can fetch a staggering price, for it is said to be the equal of Ironstar-work -- conferring extraordinarily resilience even without the need for magical reinforcement. Armor from Earthfast is extremely rare, however, and under no circumstances can the city's dwarves be commissioned to make new armor for outsiders (they are far too busy fighting and repairing their own armor for the ongoing fray). Most of the Earthfast armor in existence fits only dwarves; the few suits that are larger tend to be close-guarded family treasures, in Sembia, Amn, Waterdeep, and other wealthy places (such as the Palace of King Azoun, in Suzail).\n\nMuch of Earthfast is abandoned already, and because the rest of it seems doomed to fall from the hands of the dwarves sooner or later. It will then be one more dwarven casualty in the long wars with the orcs.
Elaith "The Serpent" Craulnobur (male elf) - Silverhaired, self-styled adventurer. Rich and very graceful (movements of a cat... or a snake).\n\nCath spoke to him at the [[Hawkwinter]] Ball. He seemed uninterested in other elves, somewhat rude, and asked Cath to meet him at the [[Elfstone Tavern]] the next day.\n\nCath came with the entire entourage, but not after Carter did a little digging around. Turns out [[Blazidon]] and [[Filiare]] (mercenary suppliers both) will not do business with him because the consensus seems to be he only wants cheap, expendable muscle.\n\nMeeting with him revealed he has a map supposedly of [[The House of Stone (Stoneturn)|Stoneturn]]; the citadel built by the dwarves for elves in Ardeep Forest for the purpose of holding elven valuables against attackers (such as orcs and trolls). It is riddled with traps.\n\nElaith offered [[Thauntle's Company]] the map in exchange for 1/10th of whatver the party retrieves from the citadel. The party accepted his offer.\n\nFurther discussion with Cath's new friends (the [[Dawntree Elves]]) revealed that Elaith was also a member of several adventuring groups and was the only survivor. It is believed he betrayed them (if not killed some or all of them himself).
The Elfstone Tavern (C32): A place popular among elves in [[Waterdeep]]. This old, dimly lit tavern stands on the east side of the Street of the Sword, north of Waterdeep Way. It is an earthy-smelling place, where living trees have been encouraged through elven patience and forestry skill to grow up from the cellar and through the taprooms. By day, rooftop shutters are pulled aside to let rain and sunlight in for the trees. By night, dancing lights spells bathe the place in soft, floating, blue motes of light.\n\nHere elves gather to drink Evereskan clearwater (2 gp/tallglass), moonwine (4 gp/ tallglass), elverquisst (14 gp/tallglass), guldathen nectar (16 gp/glass) and maerlathen bluewine (17 gp/glass), and dine onbiscuits spread with roe, shrimp, spiced silverfin, crab meat, or mint jelly (all 1 gp/platter). You can also eat skewers of sizzled squirrel, rabbit, or venison done in a green sauce (2 gp each). These are so good that the gods would ask for more!\n\nGentle harp, pipe, flute, and choral music is performed and service is fast, near-silent, and graceful. This is a place where dwarves and half-orcs may be viewed with suspicion, and even humans and halflings regarded with mere tolerant amusement – elves can be very standoffish when they choose to be. However, the mood is usually light or serene, and the owner and staff welcome //all// folk. They will not allow anything to get too far out of hand.\n\nThe proprietor of the Elfstone is [[Yaereene Ilbaereth]]. The wizard [[Mistmyr Iroan]], as well as several sages of the city, can often be found here.
"The Doctor." An anatomist, worshipper of [[Loviatar]] and co-conspirator of [[Hlethvagi]]'s.
The Sage of Shadowdale; perhaps the single greatest living loremaster of the Realms.
Commander of the [[Flaming Fist]] mercenary company and one of the four Grand Dukes of [[Baldur's Gate]].
Ward Civilar, North Ward. Emmer is an urbane, witty, and surprisingly sophisticated swordsman. He is friendly with many of the city's younger nobles, including [[Sir Perrigan Roaringhorn]], and especially close with [[Danilo Thann]] and [[Regnet Amcathra]]. \n\nEmmer replaced the previous Ward Civilar, Ryn Sulbrinter, after the latter was accused of embezzelling and of using his position to ruin various political enemies. Some whisper that the charges were false, trumped up by Jhundyl's influential friends. He has quickly become known as the "Lion of North Ward," due to his booming, jovial voice, swiftly-expanding waistline, and general newfound swagger.
Erevan Ilesere\nElven deity of of Mischief and Change.\n\n[[Cath|Maegcarak'cath]] used to worship her until he was called by [[Sehanine Moonbow|Selune]].
Erik\nFormerly an orphan of [[Helm's Hall]], Erik is the adopted apprentice of [[Hammerhand Krabbellor]]. At age fourteen, he has proven to be a gifted silversmith, and his own designs have been praised as having “the excellent workmanship of dwarven material with a nimbleness and finesse like elven work.” His specialty, however, is silver-plating weapons, and one that the boy takes too well to, causing Hammerhand to worry about him running off to become an adventurer.
Essimuth Lanys\n''Occupation'': [[Merchant|Essimuth's Equipment]], retired mercenary\n''Locations'': [[Essimuth's Equipment]] (S28), [[Spouting Fish]]; S1, S8, S9, S15, S18, C21\n\n''Description'': Sometimes mistaken for a dwarf due to his height (and demeanor), Essimuth is a scarred veteran of many battles. A scruffy gray beard covers most of his facial scars save the long scar from chin to brow that runs under the eye patch over his right eye. He wears a cap to cover his bald head and the rest of his clothes are typical linen shirt and leather breeches. His right leg is missing below the knee, replaced by a peg leg. His clothes are very often covered with wood shavings from his whittling and carving.\n\n''Personality'': Essimuth is an adventurer at heart, and his only exploits now are through his own stories and those of current heroes. He truly misses the excitement of the open road, but is content to while away his later years here in Waterdeep around family and friends. While his manner and tone are always quite gruff, there’s a layer of mischief underneath when dealing with children and favored friends. He is extremely long-winded and can be a tad vindictive if not allowed to finish his stories; while seeming to ramble, Essimuth actually has distinct points to make, “//especially to young warriors who would do best to take my advice, lest they end up in the wake of a pirate ship or in the gullet of a monster!//” Nothing hurts Essimuth more than disrespect for his experience; “//Even though I’m past my prime, don’t think I can’t teach you lackwits a lesson or three!//”\n\n''Trivia'': Essimuth is a former hiresword who is said to have served with [[Mirt “the Moneylender”|Mirt]] back in the latter’s days as Mirt “the Merciless,” Essimuth owns three elaborately carved peg legs. His usual leg looks like an owlbear holding up his leg with its arms and shoulders; for more formal occasions, he has a duskwood leg carved with the shield and coat of arms of his old mercenary company; and for winter he has an ivory leg carved like a rearing white dragon (the wings becoming the top, of the leg) with grooves for better traction on ice and snow.
S28. Essimuth's Equipment\nThe ground floor of this less-than-tidy two-story tenement contains this equipment shop. Over the door is the symbol of a wolf's head surrounded by a snake swallowing its tail. Inside, the shop is surprisingly organized and well-kept, a shop boy always busy polishing and dusting the rack of weapons and armor behind a counter. There are barrels and racks of nearly any conceivable piece of equipment one might need at reasonable prices.\n\nThe short, battle-scarred proprietor, [[Essimuth|Essimuth Lanys]], sits upon a stool behind the main counter at all times of the day, constantly whittling and carving pieces of wood that healso sells as trinkets (his standards are little orcs that he often just tosses to children who enter his shop). His right eye is covered with an eye patch, a dull, jagged scar from brow to jaw telling its fate, and his right leg is replaced below the knee with a peg leg (also carved by Essimuth into a little owlbear bearing his weight on its shoulders and arms). \n\nPeople that shop here can expect great service in terms of Essimuth telling what's available and how best to use it in sticky situations; of course, this is all tangled within somewhat long-winded stories of Essimuth's days as a caravan-guard and soldier of the Sword Coast (and, to hear him tell it, pirate!).
Estrip Rosznar, "the Masked Lady": Lone member of House [[Rosznar]] (who had the rest of her family banished to [[Amn]] after exposing details of slavery, blackmail, and worse operations), Estrip has had a rumor dropped at the [[Hawkwinter ball]] by [[Myrna Cassalanter]] that she's having an affair with "that Southerner... Anszim or something?" \n\nSaid rumor, at the request of [[Danilo Thann]], subsequently led [[Thauntle's Company]] to track down the Red Wizard [[Ethur Anszim]], who also appears to have been involved with the [[Order of the Black Flame]]. Ethur was devoured in the sewers by a strange tentacled creature perhaps associated with the [[Savants of the Dark Tide]].
A Red Wizard involved with [[Serpentil Books and Folios]], the [[Order of the Black Flame]], and apparently various underhanded doings in the sewers. Deceased in the sewers at the hands of a tentacled creature possibly associated with the [[Savants of the Dark Tide]].
Legendary Elven island home where many elves have travelled to. Exactly why is still a mystery.
The Eye - unknown entity operating below [[Waterdeep]] who commands [[A]].
Now that Waterdhavian societal norms are covered, the discussion turns to what drives such a society. The various power groups of Waterdeep can be divided into four factions. These four factions are the Ruling Faction, the Guilds, the Temples, and the Independents.\n\nThe Ruling Faction consists of the [[Lords|Masked Lords]], the [[Magisters]], the [[Guard]], the [[Watch]], the [[Palace|Piergeiron's Palace]] officials and diplomats, and the special groups working directly (and discreetly) for the Lords. This faction traditionally has the upper hand in Waterdeep, and the Lords are extremely careful to ensure that things stay that way by retaining (ruthlessly, if need be) the absolute loyalty of the other members of this faction, particularly the guard (whose loyalty, traditionally, the guilds always try to purchase). \n\nWith few exceptions, the [[nobles|Nobles]] are considered part of the Ruling Faction, as they stand squarely behind it. The nobles largely leave the Lords alone in terms of city rule, and they are thus far more free to act as they wish without responsibilities beyond their immediate fiscal duties. At one time, almost all the noble families controlled the guilds; these days, most noble families withdraw from the cut-and thrust of active guild membership (only to replace such activity with the social cut-and-thrust within the nobility).\n\nThe second faction, the [[Guilds]], operate within limits set by the Lords, some only as far as the Lords’ vigilance forces them to.\n\nThe Temples and priesthoods, long thought of as “silent partners” among the power groups of the city, work their ends solely through their influence in the common people. Their control is evident only by exhortation and by direct diplomatic appeal to the Palace on behalf of one faith or one congregation.\n\nThe most numerous of the blocs, the Independents faction consists of any private citizens of Waterdeep who do not belong to a guild. Most adventurers and mercenaries are members of this faction, as are lone wizards and thieves. This faction gains its name from the independent (nonguild) merchants of Waterdeep. The lack of any common organization renders this most numerous group the least powerful.\n\nThe most active interfactional rivalry in Waterdeep is between the Guilds and the Ruling Faction, a rivalry traditionally won by the Lords because of the personal strength of the Lords, although weaker Lords could crack down on all other factions with stiffer, martial law; of course, the only effect this would have in the end would be to ruin Waterdeep’s ever-growing prosperity, and the Lords' own popularity. \n\nWaterdeep is not like many more corrupt cities in the South, however, which squander their time, resources, and energy in futile feuds and vendettas of power. By and large, everyone in the City of Splendors is too busy making or spending money to care enough about such rivalries to cause any open conflict. This or that individual might slay or trick a rival individual, but the factions do not see themselves as cohesive groups warring with each other. Indeed, within guilds, priesthoods, and nobles, there are stronger rivalries than between factions.
Faerun (~Fay-ROON) is the cradle of the Realms. In discussion, Faerun and the Realms are used interchangeably. Faerun consists of the north-west quarter of the dominant continent on [[Toril]]. It is bounded on the west by the [[Trackless Sea]], on the south by the [[Great Sea]], on the east by the wide expanses of the [[Hordelands]], and on the north by the ice of the uttermost north. The continent includes a number of large off-shore islands, including [[Lantan]], [[Nimbral]], the [[Moonshaes]], fabled [[Anchorome]], and [[Evermeet]].
''Occupation'': Priestess of High Moonlight (High Priestess of Selune/Sehanine Moonbow). \n''Location'': [[House of the Moon]] ($56).\n\n''Description'': Feluna is petite and beautiful, with soft, impish features, dark blue eyes, and black hair. She has a catlike manner in her movement, fastidiousness, and manner.\n\n''Background'': Feluna is a younger daughter of the [[Moonstar]] noble family, sister to Lord Rober, the family heir. She was recently made Priestess of High Moonlight (the leader of [[Selune]]'s faith in Waterdeep) following the exposure of [[Naneatha Suaril]] as a disguised fiend. Feluna's technical title is "priestess-in-waiting," since she has been elected by the Selunite synod to serve only until the Moonmaiden provides a sign of her will.
Mercenary broker who runs the Inn of the [[Dripping Dagger]] (T3). Filiare can usually be found there, behind the bar. He is a jovial, middle-aged man whose thinning black hair and moustache are shot with gray. Despite his years of retirement from the field, Filiare manages to maintain the strong physique and fighting reflexes that made him one of the higher-paid mercenaries of the Sword Coast decades agone.\n\nAlways pleasant and inviting, Filiare is one of the city’s most beloved innkeepers (by all save [[Blazidon "One-Eye"]], with whom he competes as a job-finder for hireswords). Filiare is a good, kind, considerate host, and is more than willing to shave a few coppers off a bill (for used weapons or a bar tab) for folks down on their luck.
A tavern in the Lower Port section of [[Skullport]] off Furlough Street, just north of the Fish Market. The members of [[Thauntle's Company]] were brought through a hidden entrance to a back room here by [[Kylia]].
Flaern Cragsmere: A handsome, charming, effusive, but apparently somewhat adventurous, reckless and unwise member of the Cragsmere noble family and son of [[Dhaeramos Cragsmere]]. Flaern will one day be head of the family, if he survives to middle age! \n\nGave [[Cath|Maegcarak'cath]] his rapier, which is of superior make, for helping to protect him on a hunting foray to the north.
The largest and mightiest mercenary company in Faerun. The Flaming Fist is usually based in [[Baldur's Gate]], where its commander, [[Eltan]], is a Duke. The Fist has many agents sown among the City Watch of the Gate. \n\nThe Fists have a good record of achievements, particularly when operating against other mercenary companies, such as bands of hired orcs, goblins, or even giants! The Flaming Fist is the most powerful and most expensive fighting forces in the Realms, and is the result of decades of work and effort, both in training and in accumulating magical items for use on the battlefield. The Fist normally hires out at a base rate of 50,000 gp per day plus its share of the plunder, but will pay its own transportation costs and agree not to begin charging their rates until directly entering the employer's service.\n\nMembers of the Flaming Fist encountered by [[Thauntle's Company]] include the company wizardess [[Moruene]] and [[Beluarion]], one of the Fist's seven senior captains.
The unassuming house of the so-called "potion wizard" Kappiyan Flurmastyr (S10), this place is where folk come to seek alchemical items of a non-offensive nature. It is a landmark of [[South Ward]], though Kappiyan is a quiet, kindly neighbor, living here alone except for a single apprentice, the 16-year-old Shalara Malarkkin.\n\nThe house sits at the northern entrance to Anchoret’s Court and has easy access to the safe drinking water well there. An arched wooden door with a brass strike-gong and a brass nameplate that says “Kappiyan” leads into a small, neat, richly appointed two-story building.
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Fylgard "The Fat" Onister - Rope merchant and old friend of [[Cath|Maegcarak'cath]]'s. Originally concerned about rumors that he and his business associates (House [[Anteos]] and some other merchants) were being maligned with rumors of being involved with slavery. Asked party to investigate his competitors, [[Baershin Talnu]] ([[Talnu's Ropeworks]] on [[Adder Lane]] in [[Dock Ward]]), [[Ornliir Lalthlussz]] ([[Old Knot Shop]] on the [[Street of Bells]] in [[Trades Ward]]), and [[Glaerth Homblestaum]] ([[Merlook's Nets & Knotware]] on [[Net Street]] in [[Dock Ward]]). \n\nInvestigation yielded little, save Glaernth's involvement with an expensive escort and some possible strange dealings with the [[Guild of Apothecaries and Physicians]] regarding someone investing in new healing substances via a roundshield called the "[[Avauntance Fellowship]]." After Fylgard called off the investigation, Glaernth's shop and home were burnt down along with an entire row of houses and shops. Glaernth is presumed dead. New investigation revealed that someone is indeed attempting to spread rumors that House [[Anteos]] and her associates are involved with slavery to hurt their reputation and business.
S37. The Garrulous Grocer\nThese three adjoining buildings are owned by [[Nindil Jalbuck]], a halfling merchant. The one-story long building has two doors leading into a one-room grocery with all manner of foodstuffs, dry goods, and household supplies in ready reserves. A door within the grocery leads into the two-story storehouse and granary, where much of the produce is stored. Next to the two-building arrangement for business is the row house that Nindil shares with his wife [[Scyphia|Scyphia Jalbuck]] and his employees, [[Riath and Illia|Illia & Riath Perhkes]], a married couple. This house is a three story wattle-and-daub with a stone foundation.\n\nDuring the summer and harvest months, the Grocer's bins are always overflowing with fresh fruits and vegetables direct from the fields; during the winter months, dried and preserved produce is available. Fresh milk, butter, and cheese are always on hand, thanks to Nindil's small herd of cows that are kept at a local farm to the east. The Garrulous Grocer is open from sunup to highsun every day, with special full day hours once every tenday when fresh butter, cheeses, and other prepared items are sold. While the store is open, Riath and Nindil act as haulers, stockers, and as the primary help; Scyphia and Illia keep the house and the grocery in order, make sure everything is tended, and act as the primary sales staff. After closing at highsun, all attend to other chores from churning butter to repairing and restocking the bins and the stores.
A Calishite merchant-galley bound northward through [[Baldur's Gate]] to parts unknown. The ship was slated to carry some "black box" cargo arranged through the [[Thieves' Guild of Baldur's Gate]]. Investigations by [[Thauntle's Company]] revealed that the ship took on a new crew with each voyage, with the exception of the ship's guards and the two partners running the vessel, [[Masakaddyr]] and Chuul, a priest of Bhaelros. Inspection of the ship's contents uncovered several boxes of cargo marked with the symbol of a many-tentacled squidlike thing, as well as the "black boxes" brought on board by the Thieves' Guild. Inside the boxes were some pieces of jewelry sized to fit a creature of truly enormous size, as well a large amount of trade bars with the coster stamps filed away. Other boxes (not the "black boxes") were found to contain silks, spices, and other goods being brought from the South. Finally, the boxes with the squidlike creature on it were opened to reveal a number of large, irregularly-shaped pieces of stone covered in carving of indescribably ancient design; [[Majmalo]] was unable to identify their origin or purpose.\n\nInspection of the ship's records revealed that Masakaddyr and Chuul had been trading regularly up north via the [[Seacaves]], and thence into the [[Sargauth Deeps]]; such trips included records of "human cargo," or slaves. Also found was a letter of passage and vouchsafe for them from the [[Eye]].
This inn and stables (T32-33) is run by [[Torst Urlivan]]. It is a popular destination for horse-traders and travelers with large stabling needs. Torst is known as an excellent groom.\n\n[[Aurelia Ssarn]] was kidnapped from here.
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Glaerth Homblestaum - a rope merchant, proprietor of Merlook Nets and Knotware (D65) on Net Street in [[Dock Ward]] and trade rival of [[Fylgard Onister]]. Glaerth was a rather ridiculously foppish old man who spent far too much for a simple rope merchant; the cause was revealed to be his involvement with a festhall escort at the [[Purple Palace]] named [[Dessra the Dark]]. Subsequent investigation revealed Glaerth's investment into a roundshield called the [[Avauntance Fellowship]] sponsored in part by the [[Guild of Apothecaries and Physicians]]. After the investigation was called off, Glaernth's shop and home were burnt down along with an entire row of houses and shops. Glaernth is presumed dead.
Wonderbringer\nGod of Blacksmiths, Artificers, Crafts and Construction\n''Symbol:'' A toothed wheel of brass, bronze, iron, or bone.\n\nGond (GOHND) Wonderbringer is the god of blacksmiths, woodworkers, inventors, and engineers. In religious art, he is most often portrayed as a burly, red-hued smith, with a mighty hammer and a forge and anvil that allow him to craft the stuff that stars are made from.\n\nAll Gondar strive to make new things that work. All of Gond’s clergy are said to be skilled at forging, casting, or tempering, and to practice various means of joining and fastening until they are adept at making things to fit a space or situation with which they are confronted. To venerate Gond is to continually question and challenge the unknown with new devices and items.\n\nGondar practice experimentation and innovation in the making of tools and implementation of processes and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. Gond’s church is known for the vast array of bizarre and complex devices that it is continually turning out and refining, and steam, clacking cogs, and magical auras are common in the vicinity of the Wonderbringer’s temples. \n\n''Places of Worship:'' Gondarism is the official state religion of the island nation of Lantan, which is also a hotbed of invention and new devices. There are a number of northern branches of the Gondar faith, including a budding temple complex in Tilverton and, of course, Gond's temple in [[Waterdeep]]. As a center of innovation and craftwork, the City of Splendors is seen as an important center to Gondar worship, and thus Gond's temple here, the [[House of Inspired Hands]], is one of Waterdeep's largest and has strong affiliations with several of the city's guilds.\n\n''Hierarchy:'' Clergy refer to themselves as the Consecrated of Gond, and may speak of other Gondar priests as “fellow Consecrates." Though Gondar may act independently in their duty of encouraging inventions, their religious hierarchy is ordered and obedience to a superior is unquestioning. All Gondar thus defer to the Most Holy Servant of Gond, the highest-ranking mortal priest of the Wonderbringer. This priest, currently Danactar the High Artificer, presides over the High Holy Crafthouse of Inspiration in the city of Illul in Lantan.\n\n''Dogma:'' The beliefs of the Gondar can be summed up as “Actions count.” Intentions and thought are one thing, but in the end it is the result—what remains after the sword is forged, the battle is fought—that is the most important. Talk is for others; those who truly serve Gond do.\n\nAll Gondar are to strive to make new things that work. All of Gond’s clergy should become skilled at forging, casting, or tempering, and practice various means of joining and fastening until they are adept at making things to fit a space or situation with which they are confronted. To venerate Gond is to continually question and challenge the unknown with new devices and items. Elegance and usefulness are the two legs any new making should stand on.\n\nGondar must practice experimentation and innovation in the making of tools and implementation of processes and encourage these virtues in others through direct aid, sponsorship, and diplomatic support. They should strive to make farmers, hunters, and others think of new tools, improved ways of crafting and using their existing gear, and new ways of doing things. The Consecrated must keep records of their strivings, ideas, and attempts, so that others can continue where they leave off when gathered at death to the Holy Maker of All Things. Gondar are instructed to observe, acquire, and store safely the makings of others, and show what they have learned to other Consecrated of Gond. They are to discuss ideas and spread them so that all may see the divine light that is Gond.\n\n''Daily Activities:'' Gondar keep the formulas for smoke powder and various sealants, cleansers, and lubricants secret. They sell small jars of all of these as they travel Faerûn, making a lot of money thereby as well as by selling buckles, small brass bells, mortars and pestles, and various monocles and lenses. The special glass jars they use to store smoke powder and other formulas were formerly made only in Lantan. They have proven so popular that rival makers have sprung up in Calimshan and the Tashalar. To protect church trade secrets, Gondar priests are charged to work against these rivals by sabotage, diplomacy, and financial influence, whenever they can covertly do so.\n\nAs they travel, Gondar clergy establish caches, investments, and alliances and grab samples of any new inventions they come across. It is their duty to assist inventors and innovators and to file regular reports to the nearest Master by means of messenger envoys of the faith as they travel.\n\nSettling in one place is frowned upon unless a priest can show his or her superiors that their prospective home is a locale where much innovation occurs that bears need for constant watching such as Waterdeep, Athkatla, Suzail, or Zhentil Keep. Making a handsome personal living while one serves Gond is encouraged, however, for who better walks upon Faerûn to demonstrate the rewards of following the Way of Gond?\n\nPriests of Gond are much in demand as builders, especially of vaulted and buttressed temples dedicated to other gods. Because of these temple engineering and construction contracts, the faith of Gond is growing in wealth and influence, but also in foes. Who else would know the secret ways of a rival temple than the builder?\n\n''Holy Days/Important Ceremonies:'' Gondar have only one calendar-related festival: the Ippensheir, The Ippensheir is the name given to the 12 days immediately following Greengrass. It is named for Ippen, the first great cleric of Gond, who sometimes appears to clergy in need these days as Gond’s First Servant. During the Ippensheir, all clergy members of Gond’s faith and his devout worshipers gather at a temple, abbey, or holy site of Gond to share innovations and show inventions and innovations they have made or witnessed with and to their fellow Gondar. (Many cavern networks and remote towers where capable inventors once dwelt are revered by Gondar as holy sites.) It is a time of feasting, drinking, and revelry, and some Gondar make much use of magic to visit as many gatherings of the faithful as they can during this time.\n\nDaily rituals to Gond are simple: muttered prayers upon rising and retiring that are often scheduled as part of dressing or disrobing so that they are not forgotten, a longer prayer of thanks at the main meal of a priest’s day, and a special prayer of thanks and dedication of their work before commencing any work of new making (as opposed to repair or maintenance).\n\nIf a new tool or machine is seen or made by any Gondar, that Gondar is charged to make two copies of it if possible. One is hidden away against the prying eyes of thieves or vandals for later display to fellow Gondar, and the other is smashed—or preferably, burned—while a prayer of offering to Gond, the Sacred Unmaking, is chanted. This ceremony reinforces Gond’s dominion over both constructive and destructive engineering.\n\n''Priestly Vestments:'' Gondar clergy members wear saffron ceremonial vestments with a crimson collar and stole. Over their right or left shoulder they wear a leather sash ending in a large pouch. The sash is dotted with small metal tools, gears, wire, cord, locks, hooks, hasps, buckles, and bits of steel, tin, and wood that might prove interesting or useful in a pinch (including, for Gondsmen, their lockpicks). Their vestments also include belts of large, linked metal medallions and enormous sun hats. They wear Gond’s holy symbol as a pendant fashioned of bone, brass, bronze, or ivory.
''Occupations:'' Mercenary recruiting, weaponsmithing\n''Location:'' Gralhund villa (N20)\n\nA noble house of [[Waterdeep]]. Found to be purchasing finished bars of metal alloy, the work of the duergar clan [[Xundorn]], from Undermountain for sword-forging, apparently in an attempt to undercut their rivals, including [[House Amcathra|Amcathra]]. Also notable for the strangely sulfurous smell that the scouts of [[Thauntle's Company]] noticed when investigating the trail of metal bars to their estate.
A set of magical harness once possessed by the [[Belabranta]] family, this heirloom was lost over three centuries ago during the Battle of ~Blood-Drenched Swords in the [[Second Trollwar]], the same battle that resulted in the ennobling of the Belabranta clan. \n\nPersons unknown recently contacted [[Safina]] to retrieve the item on behalf of the Belabranta family; she has mentioned it to her comrades in [[Thauntle's Company]] and also to [[Lord Mourn Belabranta]], heir to that house. Mourn mentioned that the //Griffontack// had been lost when the then lord of the house fell in battle; it was suspected that the lord's battle-companion Obleth Zoar might have carried off the //Griffontack//, and that [[House Ilvastarr|Ilvastarr]], a rival family, received them from the Zoars when they were forced to abandon Waterdeep following the return of Open Lord Baeron and the end of the [["Bloody Misrule of the Lords Magister"|About Nobles]].
Grocer's Lane, an alleyway finally named by locals, is wide and tidy as [[Nindil Jalbuck]] hires men to keep it that way (and keep the midden within its bounds, not in the street). Many assume Snake Alley is named after its twisting path, but some tell tales of a monstrous serpent loose in [[Waterdeep]] that carved this path through the buildings nearly two centuries ago.
The City Guard are the heavily-trained, fully-armored military of [[Waterdeep]]. They crew the city's rakers (light fighting ships), defend the city or outlying holdings in times of war, patrol roads outside the city walls, and garrison for Piergeiron’s Palace, Castle Waterdeep, and the many guardposts along the city’s perimeter – towers, walls, seacaves, jails, and armories. \n\nThe Guard also serves as bodyguards for Piergeiron and as honor guards for visiting diplomats. The city gates are manned by both by the Guard, who control access and see to the security of the city from attack, and by [[Watch]] patrols, who observe those entering, and are ready to aid the guard introubles, chase fugitives so that the guard need not abandon their posts, or escort visitors if required.\n\nThe Guards’ uniforms are silver scale mail covered by black tabards with gold trim. They tend to be armed with rods, short bows, short swords, and daggers; different posts demand different weapons, so guards posted at the gates might be armed with spears and long swords, whereas the raker crews might be more proficient with crossbows and throwing daggers.\n\nA Guard patrol typically consists of twelve members: A civilar (captain or lieutenant), an armar (sergeant), and ten Guardsmen. Reinforcements are sometimes on horseback.\n\nA precious few elite Guardsmen also patrol the City of Splendors from above on griffon-back.
On your trip back to Waterdeep, you have much opportunity to talk with the bold Guardsmen who accompanied you in the attack on the goblin/winter wolf caves. Orsar (Swordcaptain) Vorhyn, leader of the force, is thankful for you having preserved the lives of his men (and the men are of course thankful as well at having been kept out of harm's way!). You are able to befriend the guards and develop a nodding acquaintance with their ranks and customs, as well as perhaps find a contact or two who can be useful, including Vorhyn himself.\n\nVorhyn commends you on your bravery and prowess. He mentions several items of potential interest:\n\nOne month past, in the town of Secomber, east of Waterdeep, a Guard patrol reported that the inhabitants found the corpses of six elves, washed down the Unicorn Run from the woods upstream. The extraordinary thing is that the elves were completely ebon-black in color, and clad in featureless gray cloaks that were nearly disintegrated as if eaten by acid. All were slain by fire and sword. The purpose that brought these creatures to the woods, and the identities of their slayers, are unknown. \n\nAll is quiet around Dragonspear Castle. The armies encamped there report that no devils or other foes have been seen since The Feast of the Moon (previous Uktar). But at least one caravan from Calimshan, heading northwards from the borders of Amn at the beginning of Ches, has vanished without a trace in the lands between Amn and the Way Inn, where Waterdeep’s forces have a guard on the road.\n\nKnights of the Guard are readying griffons for aerial patrols along the caravan-ways as soon as spring comes in earnest. Young griffons and intact, warm griffon eggs are sought, and Piergeiron will pay top prices for any brought to him in Waterdeep.\n\nOrcs are reported to be on the move in large bands near Baldur’s Gate and along the northern borders of Amn, and even remote villages have reported the passage of secretive, stealthy orc patrols, who avoid men rather than slaughter them, and make no raids on livestock or stored crops. Some believe that these are forces from Dragonspear Castle sneaking away ere Waterdeep's forces attack again in the spring, but others fear the orcs' unusual behavior denotes something worse, such as the gathering of many orc-bands into a Horde, for instance, something not seen for nearly two hundred years in the North, or perhaps some new plot of the mysterious wizards for the Inner Lands who command many of the orcs in the area, or their monstrous allies. Others say the orc King Graul is gathering all loyal to him to drive men out of the North, now that the elves have left, and establish a great orc kingdom.
animals, slaughtering of: Butchers\narmor, fitting: Armorers, Locksmiths, and Finesmiths\narmor, leather: Skinners & Tanners\narmor, metal: Armorers, Locksmiths, and Finesmiths\narrows: Bowyers and Fletchers\nart: Scriveners, Scribes, & Clerks\nbaked goods: Bakers\nbars (windows, grates): Smiths & Metalforgers\nbarrels, making & repair: Coopers\nbaskets, making & repair: Basketmakers\nbeer: Vintners, Distillers, & Brewers\nbells: Pewterers and Casters\nbelts, etc.: Skinners & Tanners\nblacksmithing: Smiths & Metalforgers\nbookkeeping: Scriveners, Scribes, & Clerks\nboots: Cobblers & Corvisers\nbottles: Glassblowers, Glaziers, & Speculum-makers\nbows: Bowyers and Fletchers\nboxes: Salters, Packers, and Joiners\nbranding (animals): Stablemasters & Farriers\nbuilding construction: Carpenters, Roofers, and Plaisterers, Stonecutters, Masons, Potters, & Tilemakers\nbuilding design: Surveyors and Mapmakers (Carpenters, Roofers, and Plaisterers)\nbuilding repair: Carpenters, Roofers, and Plaisterers\ncandles, making: Chandlers and Lamplighters\ncargo handling: Watermen\ncarpentry: Carpenters, Roofers, and Plaisterers\ncaulking and sealing: Cellarers and Plumbers (not ships)\nchain: Smiths & Metalforgers\nchain, fine: Jewelers\ncharts, nautical: Surveyors and Mapmakers\ncleaning (streets & stables): Dungsweepers\nclerks: Scriveners, Scribes, & Clerks\ncloth: Weavers and Dyers, Taylors, Glovers, and Mercers\nclothing: Launderers, Taylors, Glovers, and Mercers\ncoach building: Wagonmakers\ncomposing (poetry & music): Musicians and ~Instrument-Makers\ncounterfeiting: Scriveners, Scribes, & Clerks\ncourt records: Scriveners, Scribes, & Clerks\ncrates: Salters, Packers, and Joiners\ncrystal balls: Glassblowers, Glaziers, & Speculum-makers, Magists & Protectors\ndictation: Scriveners, Scribes, & Clerks\ndigging: Cellarers and Plumbers, Street Laborers\ndistillation: Vintners, Distillers, & Brewers\ndocks, loading & unloading: Watermen\ndocuments: Scriveners, Scribes, & Clerks\ndrugs, medicinal: Apothecaries and Physicians\ndrydocks: Shipwrights\ndung removal: Dungsweepers\ndyeing: Weavers and Dyers\nengraving: Pewterers and Casters, Jewelers\neyeglasses: Glassblowers, Glaziers, & Speculum-makers\nferrying: Watermen\nfertilizer: ~Farmer-Grocers, Dungsweepers, Fishmongers\nfinesmith-work: Armorers, Locksmiths, and Finesmiths\nfirefighting: Magists & Protectors\nfish, fishermen, fish-sellers: Fishmongers\nflowers: ~Farmer-Grocers\nfood: ~Farmer-Grocers\nfood, preservation and packing of: Salters, Packers, and Joiners\nfootwear, making & repair: Cobblers & Corvisers\nframes, metal: Smiths & Metalforgers\nfurniture: Fine Carvers, Basketmakers\nfurs: Furriers & Woolmen\ngarbage removal: Dungsweepers, Watermen\ngems: Jewelers\nglass, making & installation: Glassblowers, Glaziers, & Speculum-makers\ngloves: Taylors, Glovers, and Mercers\ngold: Jewelers\nguiding through streets: Chandlers and Lamplighters\nharness: Saddlers & Harness Makers\nhealing: Apothecaries and Physicians\nhorseshoeing: Smiths & Metalforgers\nhorse breeding & training: Smiths & Metalforgers\nhousing (“who lives where” information): Basketmakers\nink: Stationers\ninns: Innkeepers\njewelry: Jewelers\nlamplighting: Chandlers and Lamplighters\nlatches: Smiths & Metalforgers\nlaundry: Launderers\nleather: Skinners & Tanners, Cobblers & Corvisers; (winter only) Saddlers & Harness Makers\nletters (written): Scriveners, Scribes, & Clerks\nlighting, night: Chandlers and Lamplighters\nliquor: Vintners, Distillers, & Brewers\nlivestock: Butchers\nlocks: Armorers, Locksmiths, and Finesmiths\nlongshoremen: Watermen\nmagic (including protection against): Magists & Protectors\nmagnifying glasses: Glassblowers, Glaziers, & Speculum-makers\nmaps (purchased, drawn, and sold): Surveyors and Mapmakers\nmasks: Armorers, Locksmiths, and Finesmiths\nmasonry: Stonecutters, Masons, Potters, & Tilemakers\nmaterial components (for spellcasting): Magists & Protectors\nmeat: Butchers\nmedicine: Apothecaries and Physicians\nmetal, precious: Jewelers\nmetal-work, design & repair: Smiths & Metalforgers\nmetal casting: Pewterers and Casters\nmounts, “trade-in”: Stablemasters & Farriers\nmusic: Musicians and ~Instrument-Makers\nmusical instruments: Musicians and ~Instrument-Makers\nnautical charts: Surveyors and Mapmakers\nneedles: Smiths & Metalforgers\npackaging, construction of: Salters, Packers, and Joiners\npacking: Salters, Packers, and Joiners\nparchment, fine: Stationers\npaper-making: Stationers\npastries: Bakers\npedigrees, animal: Stablemasters & Farriers\npens: Stationers\npewter-work: Pewterers and Casters\npiloting (harbor): Mariners (Watermen)\npipe laying: Cellarers and Plumbers\nplans (building): Surveyors and Mapmakers\nplaster work: Carpenters, Roofers, and Plaisterers\nplumbing: Cellarers and Plumbers\nportraits: Scriveners, Scribes, & Clerks\npottery: Stonecutters, Masons, Potters, & Tilemakers\npreservatives, making & using: Salters, Packers, and Joiners\n“problem patrons,” information: Innkeepers\nquarrying: Stonecutters, Masons, Potters, & Tilemakers\nquills: Stationers\nrecord-keeping: Scriveners, Scribes, & Clerks\nrenovations, building (plans): Surveyors and Mapmakers\nrental coaches & wagons: Carters and Coachmen\nrepairing buildings: Carpenters, Roofers, and Plaisterers\nroofing: Carpenters, Roofers, and Plaisterers, Stonecutters, Masons, Potters, & Tilemakers\nrope: Sailmakers and Cordwainers (Mariners)\nsaddles: Saddlers & Harness Makers\nsages: no guild; see here\nsail: Sailmakers and Cordwainers (Mariners)\nsand: Glassblowers, Glaziers, & Speculum-makers, Stonecutters, Masons, Potters, & Tilemakers\nsandpaper: Glassblowers, Glaziers, & Speculum-makers, Stonecutters, Masons, Potters, & Tilemakers, Jewelers\nscabbards: Skinners & Tanners\nscribes: Scriveners, Scribes, & Clerks\nscriveners: Scriveners, Scribes, & Clerks\nseals: Armorers, Locksmiths, and Finesmiths (see also Stationers)\nseasonings: Butchers\nsecret compartments: Wagonmakers\nsewer work: Cellarers and Plumbers, Dungsweepers\nshipbuilding (very uncommon): Shipwrights\nship-loading & -unloading: Watermen\nship-captaining: Mariners\nship-owning: Mariners\nship-repair: Shipwrights\nsigners: Armorers, Locksmiths, and Finesmiths\nsilver: Jewelers\nsinging: Musicians and ~Instrument-Makers\nskinning, animals: Skinners & Tanners\nslaughtering, animals: Butchers\nsleighs & sledges, rental: Carters and Coachmen\nsmithy-work: Smiths & Metalforgers\nsmuggling: Coopers, Apothecaries and Physicians, Wagonmakers\nsoap-making: Launderers\nspectacles: Glassblowers, Glaziers, & Speculum-makers\n“spell-guard”: Magists & Protectors\nstable cleaning: Dungsweepers\nstamps, business: Armorers, Locksmiths, and Finesmiths\nstolen animals, tracing: Stablemasters & Farriers\nstone polishing: Stonecutters, Masons, Potters, & Tilemakers\nstone cutting: Stonecutters, Masons, Potters, & Tilemakers\nstreet cleaning: Dungsweepers\nstreet construction: Street Laborers\nstreet repair: Street Laborers\ntack: Saddlers & Harness Makers\ntailors: Taylors, Glovers, and Mercers\ntanning, hides: Skinners & Tanners\nthieves: no guild (see Jewelers)\ntile making: Stonecutters, Masons, Potters, & Tilemakers\ntools: Pewterers and Casters, Smiths & Metalforgers\ntoys: Fine Carvers, Armorers, Locksmiths, and Finesmiths\n“trade-in” mounts: Stablemasters & Farriers\ntransportation (within city), land: Carters and Coachmen\ntransportation (within city), water: Watermen\nveterinary aid: Stablemasters & Farriers\nwagons, making & repair: Wagonmakers\n“wanted” likenesses: Scriveners, Scribes, & Clerks\nwarehouse rental: ~Farmer-Grocers\nwaxes: Stationers\nweapons: Smiths & Metalforgers, Armorers, Locksmiths, and Finesmiths (swords, finest quality)\nweaving: Weavers and Dyers\nwheels: Wheelwrights\nwicker-work: Basketmakers\nwine: Vintners, Distillers, & Brewers\nwire: Jewelers, Armorers, Locksmiths, and Finesmiths\nwoodcarving: Fine Carvers\nwool & woolens: Furriers & Woolmen\nwork clothing: Taylors, Glovers, and Mercers\nzzar: Vintners, Distillers, & Brewers
Nearly seven feet tall, with the brilliant golden skin and maiden-fine hair of the high elves, Haldar is a compelling figure. Perhaps the greatest bard of consequence among the "poor remnant" of the Fair Folk who inhabit lands outside the elven stronghold of Evereska and the fabled isle of Evermeet. Sought after by the greatest lords of all free folk, he is as likely to be found performing at the court of the [[High Lady Alustriel]] of [[Silverymoon]] as in a quiet forest glade along the [[Trade Way]], of an unknown house. [[Cath|Maegcarak'cath]] heard him sing of [[Braceldaur]].\n\n\n''The Horns of the Far Elf Realm''\n//As I walked that grim battlefield forlorn\nI heard a distant, haunting elven horn\nCalling o'er high hills beyond the moon\nCalling from a land I'll find soon\nBraceldaur, where elves still stand proud\nBlowing their horns, sounding them loud\nCalling to thee, calling to me\nCalling to all who burn to be free\nBraceldaur, where the lost trails run\nLost in mists, in shadow, in sun\nLand of beauty, land so green\nBright and far in dreams I've seen\nBraceldaur, fore'er awaiting me\nReached by paths I cannot see\nSoft blue mists, dark standing trees\nDarker eyes watching through leaves\nFind it I must\nIn it I trust\nBraceldaur, my life I bind to thee.//
Halifer the Scribe\nOccupation: Broadsheet editor\nLocations: The [[Light of Truth]] offices (S45); the [[Spouting Fish]]\nThis boisterous man’s voice always booms loudly when he talks – and he talks constantly! A giant in self-promotion as well as girth, Halifer takes every opportunity to plug his broadsheet, the [[Light of Truth]], “//just making sure everyone knows the news of the day//” (and the news behind it, adding his own editorial pronouncements). If he isn’t gossiping or bragging, this self-aggrandizing bald man cracks the worst puns ever heard in Waterdeep. Despite all this, he is a fair employer who pays his staff well.\n
“Hammerhand” Krabbellor\nOccupation: Silversmith\nLocation: Krabellor Silversmiths (S38)\nKrabbellor is a dwarven silversmith of some note. His name comes from the fact that, when just a child and apprentice to his father, a mishap at the forge caused his left hand to be coated in iron and crippled. Krabellor had it fashioned into the shape of a hammer to give it use.
This tavern (D32) stands on Net Street about two blocks west of the Way of the Dragon, in [[Dock Ward]]. It is a gathering place for poets, scriveners, writers, calligraphers, and other literary folk, and is a good place to hear a tale. The patrons tend to smoke pipes, snore a lot, and to be hopelessly behind on everyday news. They also tend to be rude and opinionated, but not of the build or temperament to actually engage in physical disputes. Patrons who come up short on a bar tab are occasionally allowed by the proprietor to work off their bills by beating the regulars at a tall tales contest\n\nA surprisingly good selection of wine is available, as well as all sorts of ales.
The Headsmen - a gang who was paid by [[Hlethvagi]] to prevent [[Thauntle's Company]] from reaching some guard outposts with items, corpses and captured enemies.
Hedrik\nOccupation: Boarding house help, part-time cook\nLocations: [[Madame Garah's Boarding House]] (S30); Hemmerem's Stables (S34), [[Spouting Fish]]\nDescription: Hedrik is a tall, gangly lad of fourteen, his most recent height increase putting him at 5’10’ tall and still growing! His skinny face has bold, squared features that suggest a strength and solidity that the rest of his body has yet to catch up to. His coal-black hair is always tousled and in disarray, and he wears it at shoulder-length. His eyes are his most haunting feature, both eyes covered in a milk-white film that obscures his eye color and vision. He wears simple clothes of breeches and shirts, though he is meticulous and is never covered in dirt and dust.\nPersonality: Until he was adopted by [[Madame Garah]], Hedrik was a sullen, angry young child who struck out at anything that threatened him. Since his blinding, he has calmed down and thrived in the care of his new mother, but he has an inner drive to prove himself that sometimes frightens people. Hedrik is headstrong, and has an insatiable need to finish any task he puts to himself. The boy is noticeably sharp of wit and mind, and often astonishes people many years his elder in [[Philosophers' Court]].\nTrivia: Hedrik uses a staff to guide him a clear path, and he is often heard talking to it as if it were alive, though his mother swears it’s a normal staff.
HELM \n//He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians//\nGod of Guardians\nLesser God of Mechanus\nSymbol: An open, staring eye, often painted on a metal gauntlet.\n\nHelm (HELM) is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps.\n Helm is difficult to understand and is often viewed as emotionless, heartless, and devoted only to his duty or goal at the cost of all mortal consideration. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian. He is fond of children and has been known to be most uncharacteristically lenient (for Helm) when dealing with small infractions by them or on their behalf.\n “He also serves who stands and waits and watches carefully” and “Careful planning always defeats rushed actions in the end” are popular sayings of Helm’s faithful. Followers of Helm are charged to be vigilant and to be fair and diligent in the conduct of their orders. They must protect the weak, the unpopular, the injured, and the young and not sacrifice them for others. They must anticipate attacks and be ready, know their foes, and care carefully for their weapons so that their weapons can perform their duties properly when called upon.\n Helm’s faith is most popular among groups of guardians (city watches, knightly orders, and lawful mercenaries) and in regions that face a daily threat, such as the towns near Darkhold.\nThe aged knight [[Kiber Ederick]], founder of the orphanage known as [[Helm's Hall]] in [[Falcon's Quarter]], [[Waterdeep]], is a servant of Helm.
S46. Helm's Hall \n[[Kiber Ederick]], an aged paladin of [[Helm]], has turned his duty to protecting the weak and watching over those who are forgotten or lost, rather than pursuing the usually martial duties of servants of the Watchful God. He takes many orphans off [[Waterdeep]]'s streets and feeds and clothes them. Together with the help of various temples throughout the city, Kiber teaches the children basic reading, writing, and the history of the Realms. Many of the children ten and over are either apprenticed or working with [[The Lamplighters' Guild|Guilds]] at night, though they must show the ability to ply a trade before leaving Helm's Hall at age 15.
Hemmerem\nOccupation: Stabler\nLocation: [[Hemmerem's Stables]] (S34); The [[Spouting Fish]]\nThis successful horse merchant and stables owner was once a street beggar in the alleys of [[Trades Ward]]. He learned his trade by hiring out with caravans and watching the drovers at [[Caravan Court]]. The clean-shaven, chocolate-brown-haired man now runs a profitable stable and provides cheap lodgings for those down on their luck, as he once was. He spends much time around the [[Spouting Fish]], vying for the attentions of [[Cial Myntion]].
S34. Hemmerem's Stables\n\n[[Hemmerem]], an enterprising young merchant, wisely bought up four decrepit warehouses fronting on Slop Street two years ago and spent six months and much gold renovating them. The one- and two-story stables now bear well-kept fronts, and the saddle symbol of a stable is emblazoned across the front of all four buildings in bright green paint. The lower floors are the stables, with room enough for 100 horses here at one time. On the floor above, Hemmerem keeps an office in each building, multiple storerooms for stabling equipment and tack and barding, and loads of dry hay and feed for the horses.\n\nFees for stabling and feeding a horse here are 2 sp for less than 6 hours, 1 gp for up to 48 hours, or 4 gp for a tenday. Because Hemmerem remembers his downtrodden days, he also has twenty cots set up in the northern stable's second floor that he lets to people at 1 cp per night (all folk turned out at sunrise).
A strange, beak-nosed, furtive man (who doesn’t seem to wash much) who accompanied the PCs on the [[Mermaid Sword]] journey to [[Baldur's Gate]]. Seemingly returning with rare seeds and plants he had been collecting in the North for the gardens and farms of the Western Heartlands. In reality an alias used by a mageling of the [[Cult of the Dragon]] who attacked the PCs repeatedly until slain in a rooftop battle near the [[Blade and Stars]] inn.
This vast woodland covers much of the eastern central North, stretching for almost five hundred miles from its southern edges (near Secomber) to its northern end (near Turnstone Pass). The High Forest is said to be home to many strange races of intelligent woodland creatures. Treants, the “woodrulers,” are closest to Everlund, and that part of the Forest is known as “The Woods of Turlang” in deference to the treants’ aeons-old leader, Turlang “the Thoughtful.”\n\nMen know little of the interior of the High Forest, although dwarvish faerie creatures are said to inhabit the headwaters of the Dessarin, and several networks of subterranean caverns to underlie the Forest’s western edge.\n\nThe Unicorn Run, a place sacred to the goddess [[Mielikki]], enters the interior of the High Forest from the south. To the east, along the western bank of the upper Delimbiyr, elves of old had a realm called Eaerlann that was abandoned when Ascalhorn fell, becoming the fell Hellgate Keep. Despite the dangers from the Keep, druids moved into the region known as the Tall Trees to preserve and defend the forest. To this day, the druids remain here, defending the trees and the forest creatures from the evil of Hellgate Keep as well as the careless evils of adventurers who might wander their way.\n\nThe Forest is so vast that travelers can, and have, found every sort of woodland creature within its green depths. Rumors of lost cities and treasure regularly surface in taverns about the North, but the truth is, few dare to investigate. With all the powerful adventurers resident in the North, few have chosen the High Forest for their home (aside from the legendary adventuring company the Nine and the powerful illusionist called the Mistmaster, and even then they did not settle the Forest’s interior). Lesser men have been much slower to cut trees and carve roads through the High Forest than the settlers in the Dragonreach lands.While few openly admit to it, there is something about the Forest itself that warns civilization away. What is it? Only time and daring exploration will tell.
Hlaaken Stables (S17): A horse stable in [[South Ward]]. The party has been advised to leave messages for the [[Red Sashes]] here.
Sinister moneylender and once-potential successor to [[Dulbravvan Anteos]]. Also known as "the Whipmaster" of the cult of [[Loviatar]]. Deceased.
Welcome to the Wiki for the Realms of Iron, a //Monte Cook Presents: Iron Heroes// game set in the Forgotten Realms.\n\nThe starting date for the campaign is 1357 DR, the Year of the Prince. The previous year has seen tremendous turmoil: the annexation of Tilver's Gap by the powerful kingdom of Cormyr, the invasion and near-successful conquest of the Dales by Lashan of Scardale, the (unsuccessful) invasion of the small town of Shadowdale by the forces of Zhentil Keep, the burning of numerous towns and cities of the far East by rampaging fire elementals born of raw magic, and, most momentous of all, the devastation of several of the North's great cities and much of its countryside by a mysterious and world-shattering event: The Flight of Dragons. Help is hard to find in these dark and turbulent times, and heroes even more so.\n\nMagic in the Realms, while a thing of diverse wonders and marvels, is nothing like the reliable science it may be in some stories. The Art (the shared term for magic among scholars) is a dangerous and subtle thing indeed to wield, and, the church of Azuth argues, a thing that should not be wielded at all without tremendous restraint. The presence of the wild and dead magic areas that dot Faerun are a mute testament to the dangers of magic gone awry. \n\nAs a result, most wielders of magic, save in the churches of Mystra and Azuth (and, it is rumored, in certain semi-mythical nations of the Shining South) are careful not to reveal their true powers or nature. \n\nThe profession of "adventurer" is not unheard of in the Realms; however, true adventurers are nowhere near as common as tavern-tales might suggest. Most so-called adventurers are mere hireswords or bored noble younger sons, not heroes of true merit and iron prowess. In border areas, such heroes are likely to be the only examples of their kind.
''Occupations:'' Trading, owning fleets of caravan wagons\n''Location:'' Hothemer villa (N52)\n\nA noble family of Waterdeep.
The House of Inspired Hands ($38): The temple to [[Gond]] in [[Waterdeep]]. The House is a sprawling edifice encircled by a high wall, within which various clankings, hisses, and explosions can often be heard: the results of testing various new "sacred artifacts." Some of the more dangerous inventions are occasionally tested in Gondwatch Lane, the alley south of the temple. Adventurous children often gather here when the saffron vestments and leather sashes of Gondar priests are glimpsed on folk heading to that alley.\n\nThe church of Gond is friendly with several of the [[Guilds]] of Waterdeep, especially the Splendid Order of Armorers, Locksmiths, and Finesmiths; the Guild of Stonecutters, Masons, Potters, & Tilemakers; and the Watchful Order of Magists & Protectors. In partnership with these guilds, the church markets alchemical items, firearms, and explosives (such as smoke powder) as well as clockwork constructs and various other mechanical inventions, known to the faithful as //apparati//.
The Kiss is the most infamous festhall in all of Skullport. It is a towering four-story structure with whitewashed walls and balconies on every level upon which loiter lovely professional escorts of all kinds and dispositions, including humans, half-elves, dark elves, and even orc females. It has numerous entrances and exits on all its levels, providing for ready entry and rapid escapes. The interior is a maze of small but jewel-like, intimate chambers, cramped but richly decorated with warm wall hangings and suggestive sculptures from distant parts of Faerûn. Scattered throughout these chambers are gaming tables (for everything frivolous draughts-and-lanceboard play among couples as well as deadly-serious, high-stakes private card games.\n\nThe festhall is run by the notorious entrepreneur [[Transtra]], who took possession of the festhall from the previous owners after their unfortunate encounter with her sorcery. She acquired the adjoining properties soon after and expanded the festhall both upward and outward. She is reputed to be fabulously wealthy and to have lived in the Port of Shadow for over a century.\n\nPrices at the Kiss are fabulously high, with meals averaging 10 gp or more and drinks equal to that (excellent quality, exorbitant prices). For company while one dines, the cost, as always, is extra. Tips are strongly recommended.
The House of the Moon:\nThis is the temple to [[Selune]] in [[Waterdeep]], and one of the principal houses of worship to the Moonmaiden in all Faerun. The House of the Moon is a spectacularly spired building of translucent white marble, with a great open chancel and a huge circular terrace on the roof on which services to the goddess may be conducted on nights when the moon is clearly visible (for Selune prefers sevices done under the open night sky). The temple has extensive quarters for its priest(esse)s, lay brethren, servants, and guards, and maintains a force of sixteen men-at-arms for security (more being forbidden by will of the [[Lords|Masked Lords]]). \n\nThe temple was erected nearly two hundred years ago, though it was nearly burned down in the Year of the Saddle (1345 DR), during the Night of Temple Fires.\n\nThe high priestess of the House of the Moon is [[Naneatha Suaril]]; other known clergy include [[Feluna Moonstar]] and [[Arisel Malandar]].
Fabled elven kingdom that supposedly ruled the Sword Coast before the founding of [[Waterdeep]]. The [[Dawntree Elves]] hope to refound it in its original location or elsewhere.\n\n[[Cath|Maegcarak'cath]]'s parents claim that their parents came from there.
Illia & Riath Perhkes\nAn older couple, Illia and Riath work for and live with the [[Jalbucks|Nindil Jalbuck]]. They all met at [[Goldenfields]] years before, when Nindil saved Riath from a bulette attack. In addition, Illia’s only child was delivered by [[Scyphia|Scyphia Jalbuck]]; the child still lives and works as a border guard at Goldenfields. Illia and Riath are both lifelong worshippers of [[Chauntea]] who simply tired of the farming and joined the couple they owed so much to in [[Waterdeep]]. While Nindil insists they are not his servants, Illia and Riath tend to the household chores and other duties.\n[[Madame Garah]] describes the situation thusly: “//Those two look on the halfling and Scyphia like they were their children; it goes beyond paying a debt or simply serving someone. They’re part of your life and that’s that.//”
//Deceased//\n\nA drunken, gossipy seller of coffers, lockboxes, satchels, and handchests, Ravenar appears to have been a local contact for the [[Cult of the Dragon]], and to have often held interviews with cult members in the upper room of his shop and home. Some years back, Ilnaster's next-door neighbor, [[Rokkek Ingerr]], discovered that the roof-drain their shops share makes a good listening-tube for anyone in Rokkek's attic to hear what’s said in Ravenar’s upper room. \n\nIlnaster certainly seems to have had some interesting visitors—though one woman, who hisses like a snake, seems to have sensed that someone is listening; upon hearing her, Rokkek quickly departed for a tavern elsewhere in the city.\n\nRecently, [[Sir Perrigan Roaringhorn]] and [[Carter]] investigated the roof-drain listenings and interrupted a conversation between Ilnaster and a Cult wizard. They were too late, however, to save Ilnaster, who was "rewarded" for his service by being blasted to death with a spell of black lightnings.
''Occupations:'' Beast taming and breeding, exotic meats\n''Location:'' Ilvastarr villa (N53)\n\nA noble family of Waterdeep. Suspected by various individuals of holding the legended [[Griffontack of Belabranta]] in their vaults. [[Thauntle's Company]] has recently offered to retrieve it.
''Location:'' Ingerr residence (S33); [[Spouting Fish]] (S18), [[Temple of Good Cheer]] (S29)\n\nImerra, the Amnite wife of Rokkek Ingerr, dearly loves Waterdeep and its hustle and bustle, but she doesn’t adapt well to the commerce and leaves that to her husband. She loves music and is attempting to learn to play the harp ("with some small progress...," proffers her instructor, [[Arkiem Arren]]). As it is, she spends much time at the [[Spouting Fish]] watching Arkiem every night when he plays there. With her husband growing more distant and his business flagging, she spends even more time drinking to forget her troubles.
A consortium of slavers in [[Skullport]]. The Ring appears to have exclusive control over [[Skull Island]] and also substantial influence over trade practices in Skullport's Slave Market. Known members of the Ring include [[Malakuth Tabuirr]] and the [[Horned Dwarf]], as well as priests of [[Loviatar]].
Jannaxil Serpentil: A scrawny, hunched, bitter and ill-mannered old man, Jannaxil has owned and operated [[Serpentil Books and Folios]] (on Book Street in [[Dock Ward]]) for over 60 years; according to older locals, he hasn't aged a day in that time. He's rumored to stock tomes dealing with dark lore and magic, and to live in the windowless apartments above his shop. The shop itself is protected by powerful magical wards.
Thieves' Guild "senior" of [[Baldur's Gate]]. A quiet, unassuming, bookish man who seems extremely cautious and little given to bold steps.
Dwarven scholar and explorer with a light beard and a ready smile. She is only in Waterdeep in winter, and she spends the rest of the year wandering the Savage Frontier, looking for dwarven relics as well as observing the local fauna. When in Waterdeep, she can be found at the [[Selune's Smile]] tavern (D6) in [[Dock Ward]]. \n\nIn return for advice provided earlier regarding [[the provenance of a certain bar of metal|Xundorn]], [[Thauntle's Company]] has agreed to accompany Jasmal for part of her usual explorations. She requested that the company meet her on [[Midsummer]] in the city of [[Luskan]], at the [[Seven Sails Inn]].\n\nJasmal recently accompanied [[Carter]] and [[Cath|Maegcarak'cath]] out of Waterdeep in search of [[Stoneturn]], but the trio were ambushed by assassins and forced to abandon their search for the moment.
Bard and former friend of Cath's, Carter's and Safina's. Was kidnapped outside the [[Spouting Fish]] tavern.
Lady Jeryth Phaulkon\n''Occupation:'' Idle noble\n''Locations:'' [[Phaulkonmere]] (S44); all parties about town\n\n''Description:'' Jeryth, a fashion plate of [[Waterdeep]], is a person never seen with a hair out of place or a wrinkle in any clothing. Her long blonde hair is arranged in elaborate coiffures, and she wears many green and gold outfits to match her eyes and hair. Her use of cosmetics and perfumes is a bit excessive, always trailing a cloying cloud of fragrance. Jeryth has recently most often been seen in the company of [[Regnet Amcathra]] and of [[Arun Tarm]], the young heir of the Tarm family, although she has taken the opportunity to flirt with [[Perrigan|Sir Perrigan Roaringhorn]] at every occasion.\n\n''Personality:'' Jeryth is a typical young noblewoman of Waterdeep: vain, arrogant, and utterly frivolous in her interests of only the next good party. Despite her faults, many like her and respect her for her forthrightness and honesty in their dealings with her, provided they can get and keep her attention.\n\n''Trivia:'' Jeryth has a habit of idly toying with her hair, twisting a length of it around her fingers playfully.
Leader and contact of a loose association of assassins in [[Waterdeep]] who attacked [[Carter]], [[Cath|Maegcarak'cath]] and [[Jasmal]] while on their way to scout out [[Stoneturn]]. He was slain by one of his own men when he surrendered to [[Carter]].
Type the text for 'Journal Entries'
Kerrigan's Court is named after a traitor-Lord from [[Ahghairon]]'s time. Ahghairon killed him with spells and then cursed [[Kerrigan]] "//to lie in the dust and never have stone to decorate your passing.//" To this day, any large stones that are laid down or pass over the center of the court fly up and strike passersby!
Khelben Arunsun, "The Blackstaff"\nOccupation: Wizard\nLocations: [[Blackstaff Tower]] (C6), Castle Ward\nDescription: Khelben is a six-foot-tall, well-muscled, bearded man with a receding hairline, black hair shot through with silver (a distinctive silver wedge in the center of his beard), and a distinguished manner. He wears simple blue or gray robes and carries his signature //blackstaff//, a simple staff of zalantar-wood.\nPersonality: Khelben is gravely wise, but not pompous or humorless. He is known as a learned sage and definitive expert in the history, lore, and traditions of magic and spirituality as practiced by humans in the North since the rise from barbarism.\nTrivia: Rumored to be one of the [[Masked Lords]] of [[Waterdeep]].\n
Servant of the [[Snome]] household and Wife of [[Tomed Myntion]].
Kiber Ederick\nThe elderly man who runs [[Helm's Hall]] still holds himself with noble bearing, though he is more apt to carry a nightmare-plagued child at night than a sword. Kiber has not often raised a weapon in two decades, and then only to protect his charges. He still tells stories to the children and others of his noble adventures with a distant twinkle in his eye. He does, however, get angry with patrons of the [[Spouting Fish]] when they attempt to teach the kids tavern games and crude mercenary songs.\n
Knights of the Shield - Trading group?
Nephew of [[Dulbravvan Anteos]], until recently head of the [[Anteos]] noble family, Korras was initially suspected of having been funneling Anteos trade secrets to Dulbravvan's rival, [[Yunth Hothemer]]. Subsequently, Korras was connected by [[Thauntle's Company]] to Dulbravvan's death on the 6th of Alturiak, Year of the Prince (1357 DR), and arrested. He has been sentenced to death by beheading in front of the [[Palace gates|Piergeiron's Palace]] on the 15th of Tarsakh in the same year.
S38. Krabbellor Silversmiths\nThis little first floor shop, fronting off [[Weeping Maiden's Run]], is less than perfectly maintained, its windows cracked and dirty and its floors almost always unswept and dusty. Nevertheless, the wares in the window showcase draw many into this otherwise unremarkable shop. The showcase and three tall floor-to-ceiling sets of shelves are filled with incredibly fine silverwork. Nearly anything made of silver can be found here, from silverware to tea sets, daggers to trophies, or even daring headresses and bustiers of silver mail! Each item within the shop is a display piece and purchases are made to order; people say that [[Krabbellor|Hammerhand Krabbellor]] is slower in his work than his immediate competitor ([[Ilmar Gaukul]], over on Fishwife Alley), but his craftsmanship and versatility make it worth the wait. \n\nWhile most naturally assume Krabbellor was a former adventurer, he bristles at such suggestions: "//Me brother died on some fool quest seeking gold and fame; there's precious few dwarves enough, and I'd always been more fond of my life and my silver.//" His left hand is coated with iron (an accident from early childhood); since then, Krabbellor had his hand and its metal magically reshaped and reforged into the shape of a hammer to give it some use, thus giving him the nickname of "Hammerhand." He is gruff and dour, a typical dwarf in all appearances with a very conservative and cautious outlook. His apprentice, [[Erik]], is a bright, cheerful lad who laughs at many of Hammerhand's threats as "over-worrying," though he does heed them. He is one of the few who can get a smile out of Hammerhand, having been raised by him for the past six years. Erik's specialty is silver-plating weapons.\n\nThe only other remarkable item of note about the shop is its ghost. The apparation is that of a young boy carrying a long-poled lantern. His clothes and lantern mark him as one of the Chandlers' and Lamplighters' Guild of a century agone. He enters the shop through the center of the east wall and, looking behind him every few seconds, walks hurriedly through all objects and exits through the forge and the west wall. The boy seems very frightened of someone behind him; of note, the boy's steps make no sound but he is swiftly pursued by heavy bootsteps and the tapping of a cane only a few seconds behind him. This visitation occurs each year on the last night of Kythorn.
Occupation: Noble; Horsebreeding and mercenary recruiting and training\nLocation: [[High House of Roaringhorn]] (N42)\nDescription: Kuldos is a giant of a man, resembling his nephew [[Perrigan|Sir Perrigan Roaringhorn]]. A veteran of several mercenary campaigns and an expert wrestler, Kuldos shares the responsibility of managing House [[Roaringhorn]] with his brother [[Vastarr|Vastarr Roaringhorn]]. He is a seemingly constant participant in the incessant revelry and competitions of strength that have reduced the High House of Roaringhorn to its current shambles. Kuldos is a good friend of Arilos Amcathra, heir of the [[Amcathra]] noble family.\n
Kylia\n''Occupation'': Stage magician\n''Locations'': [[Madame Garah's Boarding House]] (S30); [[Spouting Fish]]; [[Garrulous Grocer]]; [[Helm's Hall]]\n\n''Description'': This tiny (4’6”) woman looks like a fragile doll, her auburn hair and red robes never disheveled or out of place. Her face, often smiling and innocent, can be both childlike and serious well beyond her apparent years. Few ever get a good look at her, as she tends to move quickly and use theatrical garb to emphasize the variety of stage tricks she pulls off.\n\n''Personality'': Madame Garah’s nickname of “Secrets” fits Kylia, as few get close enough to her to find out what she’s really like. Overall, she is a pleasant woman, though a tad brusque, and she has a flair for the dramatic if using magic. Her demeanor is unassuming, almost meek, but those who know her sense that something fierce lurks just beneath the surface.\n\nRecently, Kylia disclosed herself as something more than just a meek, secretive performing magician when [[Thauntle's Company]] unexpectedly ran into her in [[Skullport]]. She appears to be a habitue of the City Below (or at least knows more than one safehouse, such as the one she dragged the Company to) and has some rather confidential information about who's who and what's what in the Port of Shadow.\n\n''Trivia'': Kylia clearly has some mastery of magic, although probably only the most basic of hedge magic. She is a popular hire for wealthy merchants’ and noble parties. She cannot resist using simple tricks to punctuate her entrances and exits; her most common approach is the classic thunderclap and puff of smoke, though she’s had some fun with a shimmering outline effect that coalesces into her normal form.
Lady Marie Phaulkon\nThe elder daughter of Lord [[Barauthar Phaulkon]], Marie has always been the wildest of children. Despite a cultured, “ladylike” upbringing, she horrified her mother with wild escapades and excesses with the young nobles of [[North Ward]] (and, rumor has it, sailors in [[Dock Ward]]). Of late, Marie has four suitors among the commoners and noble men of [[Waterdeep]] and she is said to be faithful to none.\n\n
Laran\nLocation: [[Laran's Cartographers]] (S39)\nA sallow-skinned native of Unther, Laran escaped from slavery long ago and fled to the west. He fell in with a group of adventurers who taught him languages, reading, and writing; thirteen years ago, Laran came to Waterdeep to stay, his comrades moving on without him. He worked with the Surveyors’, Mapmakers, & Chartmakers’ Guild in the Map House for seven years and still keeps in close contact with them. Laran opened his own [[map shop|Laran's Cartographers]] four years ago and he and his staff of three chartmakers have been quite successful. Laran’s goal, after seeing the wonders of much of Faerûn, is to create a map of all of Toril.
S39. Laran's Cartographers\nOne of the Guild's best cartographers, formerly based at the Zoarstar, has opened this new shop on [[Grocer's Lane]], establishing his own business of creating maps on order. For affordable fees, [[Laran]] and his staff will take log books, notes, and descriptions of lands and areas in question and create maps of desired sizes. Laran is also noted as a top-rate illustrator and is commissioned quite often to render portraits of customers.
Lareth is [[Quallos|Quallos Myntion]]’ and [[Miri|Miri Myntion]]’s eldest son, formerly a watch member until a year ago. He began ardently worshipping Tyr and became “a holy warrior in a just cause,” leaving Waterdeep on a quest to right wrongs as a paladin. ==Since then, he has disappeared and no one knows his fate.== His last known location is [[Baldur's Gate]]. Thauntle's Company has agreed to go find him.
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The legended "Masked Lady" of Waterdeep, Lhestyn was the daughter of Waterdeep's first Open Lord, Baeron Silmaeril (and ancestor of [[Khelben Arunsun]]) who infiltrated the [[Thieves' Guild of Waterdeep]] in order to destroy it.
S45. The Light of Truth \nThis old stone two-story building, home to one of [[Waterdeep]]'s more infamous broadsheets, is constantly in need of cleaning due to "//dissenting opinions armed, alas, with offal and rotten vegetables,//" according to the Light's [[editor|Halifer the Scribe]]. The broadsheets are printed and distributed each afternoon, posted on the various kiosks throughout the city and handled by a few intrepid broadcryers (many of whom, thanks to the broadsheet's reputation, know to carry handy daggers to ward off irate objectors!) and available for 1 cp each. \n\nDespite its somewhat sketchy facts in reporting the social goings-on inside the parties of North and Sea Wards (Hlanta Melshimber still resents the insinuations that she had spoiled, inferior wines at her last party, while Ultas Maernos is still demanding reparations for a report that he was affiliated with a rumored evil cult), the Light has many eyes and ears and much of what is reported tends to be found true. While the editor, one [[Halifer the Scribe]], is given to "provocative and enticing" headlines and reporting, he does tend to steer clear of outright libel and definitely takes care not to openly insult or question the Lords and their rulings; this is all that keeps him and his staff of 12 from being exiled outside the city walls.
LLIIRA\n//Our Lady of Joy, Joybringer, the Goddess of Joy, Mistress of the Revels//\nGoddess of joy, happiness, dance, festivals, carefree celebration, contentment, release, hospitality, freedom/liberty\n''Symbol:'' Three six-pointed stars arranged in a triangle with their points touching with the orange star upppermost, yellowon the left, and red on the right\n\nLliira (LEER-ah, with a trill on the long “e” sound) is ever-changing, ever-moving, ever alive. She embodies happiness, freedom, and joyful movement. She is not an ambitious deity, nor does she like pretense. Lliira is usually depicted as a young, sensuous, laughing, lady with pure blue eyes and long gold hair. (Sometimes her hair appears to be streaked with silver or with odd pastel colors of blue, pink, green, or lilac.) Moving on air, this shapely, carefree woman dances uncaring of dignity, literally reveling in the joy of movement.\n\nLliira’s allegiance is said to be to Sune (who until recently was also served by Selûne), though her closest everyday ties are to Milil, and the two powers are said to often work together, and are occasionally linked romantically in legends and tales.\n\nLliira attracts to her worship dancers of all sorts and fun-loving hedonists. She also receives offerings from lay worshipers and casual worshipers seeking her blessing for a particular party, revel, festival, or other gathering. Lliirans (priests and lay worshipers of Lliira) have a well-deserved reputation as marathon revelers, and more than one coster or traveling band has found an empty till when it left the Lliiran priest in charge.\n\nNo formal temple to Lliira exists in [[Waterdeep]], although she is worshipped both through formal services and dance and revelry by [[Raethiira Arren]] at the [[Temple of Good Cheer]].
The Long Dark Stair - stair entered through the oubliette in the alley behind the [[Blushing Nymph]] festhall and leading down into [[Undermountain]] below [[Waterdeep]].
Heir of the [[Belabranta]] noble house and lieutenant commander of the [[City Guard|Guard]], Mourn is a skilled griffon-trainer and -rider and head of the griffon cavalry that patrol the skies above the City of Splendors.\n\nRecently talked with [[Thauntle's Company]] regarding the Company's offer to recover the lost [[Griffontack of Belabranta]].
//A rumor that has begun to spread among some of Carter's extended family and Perrigan's more adventurous young noble rakes://\n\nGauntlgrym, a “Lost City” built in the northern mountains by the dwarves centuries ago for a warrior-king and his followers, has been located by someone in Waterdeep! A large (thirty or so strong) party of mercenaries, called the Company of the Gryphon had been organized to explore it on behalf of a person or persons unknown in the City of Splendors. \n\nOnly three of that company have returned to the city, these three having fled shortly after the party located the crumbling entrance to this lost mountain-hold, in a high hidden valley. Several adventurers in Waterdeep are trying to find out the whereabouts of this city of Gauntlgrym, said to hold riches and magic, but if they have even found survivors of the ill-fated band or the one who sent them forth, no one else yet knows of it in Waterdeep.
//Maiden of Pain, the Willing Whip//\nGoddess of Pain, Hurt, Patron of Torturers \nDemipower of Gehenna\nSymbol: A black whip of nine strands with barbed tips.\n\nLoviatar (~Loh-VEE-a-tar), one of the Dark Gods, appears in her religion’s art as a pale maiden dressed in white, pleated armor and carrying a bone-white wand, a whip, or a scourge that she uses as a weapon against her foes. She is venerated by torturers, sadists, and other twisted and evil people and creatures, including some nonhumans who love to bully other nonhumans. \n Loviatar serves Bhaal along with Talona, though the two goddesses are heated rivals. Loviatar loves to torment and tease Talona and has more than once expressed the opinion that by all rights Talona ought to and eventually will serve her.\n Loviatar teaches that the world is filled with pain and torment, and the best that one can do is to suffer those blows that cannot be avoided and deal with the pain back to those who offend. Her followers (chillingly) believe that true pleasure is only won through pain. In the Loviatan faith, the strong are those who taste pain and strive on.\n Worship of Loviatar tends to be strongest in large, decadent cities such as Athkatla, Calimport, Mulmaster, Saerloon, Selgaunt, Telflamm, Waterdeep, and Westgate. Newcomers are often recruited from the ranks of the bored and wealthy, or desperately hungry beggars, through large revels where much drugged wine is drunk and dancing and more intimate pursuits go on for several days and nights.\n\nThe moneylender [[Hlethvagi]] appears to have served as the High Whipmaster (high priest) of Loviatar in [[Waterdeep]], worshipping her in the [[Temple Below]], until he was slain by [[Thauntle's Company]] on the 24th of Alturiak, Year of the Prince (1357 DR).
One of the "wards" of [[Skullport]], this is the ground-level section of the Heart (the easternmost portion of the city's main cavern where it opens out from the Trade Lanes and rounds off naturally at the easternmost wall). This ward holds numerous residences and some businesses. It is the highest-class area in Skullport, a distinction of dubious relevance considering the low-class nature of the entire city. The bulk of the Skulker population makes their homes here among the stone columns and stalactites of the cave. Most of the more unusual races make their homes here as well, since the unfinished, natural look of the place appeals to underground dwellers. \n\nThe Lower Heart is host to many unusual structures and landmarks, many of which predate the founding of Skullport. Some them appear to be dwarven in origin, while others hint at an ancient civilization of humans. There are few street names (Illithid Way being the one exception), and the twisting alleyways are rarely referred to in a consistent fashion. Most Skulkers are either unwilling or unable to agree on the name of a particular alleyway or path, relying instead upon landmarks and businesses to navigate.\n\nThe ground here is well paved with cobblestones and large slabs of stone embedded in the hard-packed earth. Most of the buildings here are in much better condition than elsewhere in the Port of Shadow.
In the various taverns of Waterdeep, particularly those patronized by adventurers and men of arms, you've often heard the following tale of Undermountain:\n\n//A mad wizard dwells deep in Undermountain. He commands strange and terrible spells so powerful that the Lords of Waterdeep (and all the archmages they can call on) have never been able to defeat him. If he ever decides to emerge and claim or destroy Waterdeep itself, there is no one powerful enough to stop him . . .//
Madame Garah\nOccupation: Boarding house owner & operator\nLocations: [[Madame Garah's Boarding House]] (S30); [[Spouting Fish]]\nDescription: Madame Garah is a middle-aged matron with her long graying hair usually kept up in a bun. While overweight, she is healthy and hearty, her green eyes twinkling in her rosy, oft-smiling face. She wears simple dresses and almost never takes her apron off. Though she has added much weight to her small frame (4’11”), she still moves gracefully like the dancer she was.\nPersonality: Madame Garah is a cheerful woman who, while quite unassuming and harmless, is unflappable in the face of any danger. She never gets flustered and hums songs to herself while she works. She has nerve and determination enough to rule whole countries, but is quite content to look after her own hearth and home. One southerner described her as a “tigress protecting her cubs and den” when she faced down an entire band of sword-wielding Calishite bravos in her parlor, demanding they take a vendetta against one of her boarders elsewhere.\nMadame Garah's boarding house long provided a home for [[Carter]] and [[Cath|Maegcarak'cath]] in the years before they found adventure and joined with others to form [[Thauntle's Company]]. She is still a neighborhood fixture and always has a ready smile (and, in winter, a steaming mug of mulled wine or mintwater tea!) for her "boys."\nTrivia: She generates nicknames for her boarders and friends based on first impressions (which are often spot on) such as “Secrets” ([[Kylia]]), “Scribbles” ([[Laran]]), and “Steel Rose” ([[Vhonna|Vhonna Deepdell]]); generally, she calls people “dear” or “sweetheart,” but if she uses a person’s full name, she is most definitely angry or bothered.
S30. Madame Garah's Boarding House\nThis two-story timber, wattle-and-daub building fronts onto Slop Street and faces Curtain Alley with a row of small glass windows on either side of a wide arched door. As the house has no sign or markings, one only enters [[Mme. Garah|Madame Garah]]'s house on invitation or if seeking a room for an extended stay (a tenday or more). \n\nAll of the rented rooms are of equal size, spacious enough for up to two people, and each comes equipped with a bed, a washbasin and chamberpot, a small chest, and a small oil lamp. Copper bathing tubs and hot water are available upon request for an additional charge (10 silver pieces). Rooms are 35 silver pieces per tenday, with the two rooms on each floor with windows facing Slop Street costing five silver pieces more per tenday and the two back rooms with windows over Weeping Maiden's Run an additional three silver pieces. Within the small courtyard is an elm tree and an unkempt rose garden that has taken to growing up and over the northeastern wall.With the pay for their rooms, boarders receive two meals daily, at midmorning and at sunset.\n\nBoth [[Carter]] and [[Cath|Maegcarak'cath]] stayed in Madame Garah's house for a long time before acquiring a residence with [[Thauntle's Company]].
<html><center><b><font size=6>CATH</font></b></center></html>\n+++[Picture][img[http://cknott.home.mindspring.com/roi/Cath.jpg]]===\n\n\n+++[Background]\n\n//Maegcarak'cath// translated from Elven to Common is 'Sharp-toothed Cat'. He is called 'Cath' by those who find pronouncing the elven version cumbersome. This is the name he is known by now. The name he was born with—Erendel—all but the elves he has known have forgotten, the humans and halflings having long since died.\n\nHe was born to elven fur traders from the High Forest. Cath's parents claim their ancestors once lived in Ilefarn, the Fallen Kingdom that once ruled the Sword Coast, before the founding of Waterdeep.\n\nAt one point when Cath was barely out of his infancy, his parents asked a longtime trading partner if they could leave Cath with him and his family because the road was getting dangerous due to problems elsewhere that Cath was never privvy to. They assured the human family that they would be back for him quickly. What wasn't clear to the merchant, however, is that elves and humans reckon time quite differently.\n\nCath essentially grew up in Waterdeep. As he grew older, the merchant tried to find some use for him in his tiny shop. Were it not for the pervasive rat problem in the shop's cellar, he might have had more room for Erendel to work and train as a furrier and clothier.\n\nOne day, the merchant was discussing this problem with a mage friend who had come in for some robe repairs. The mage explained that elves were immune to diseases such as the rats would carry, and that Erendel might be the perfect choice for taking care of the problem, that several cats and "adventurers" (more often drunks attempting to pass themselves off as such) had failed to do.\n\nThe mage's steely gaze fell upon Erendel as he spoke, "//Well, boy? What think you? Are you capable of taking on these rodents? Or are you too weak... too frightened?//"\n\nErendel looked up from the picture book he was looking at only briefly to think about his answer, then looked back down to the book and said, "//Sure. Whatever.//"\n\nAnd so started the tale of a local legend.\n\n----\n\nArmed with two cloth-cutting knives, the young elf descended into the cellar.\n\nReturning an hour later with only a few scratches (most of them from jumping around on boxes), Erendel had taken care of a half-dozen rats on his first foray.\n\nCongratulating him, the merchant explained that that was a good start.\n\n"//Good start?//", queried the elf.\n\n"//Yes. Good start. There are hundreds that run throughout the cellar, passing through the walls and coming and going from and to the shops adjacent to ours. Not to worry. I can see you've got a knack, my boy. Let's home to dinner and we'll plan what to do for tomorrow.//"\n\nAs word spread about Erendel's skill at killing rats, so did the call for his services. The other property owners paid the merchant who set some aside for Erendel.\n\nOne day, an elegantly dressed sun elf from one of the elven settlements in the North came into the shop looking for an outfit for a local ball. Erendel, ever-curious about his kind which he had spent so little time with, started up a conversation with the elven diplomat.\n\nThe boy explained what he was doing with himself as a rat hunter. The diplomat listened more patiently to Erendel than had most humans he had known. At the end of the tale, the elf seemed to remember something, some tale, song or poem, "//Ah, you are the Maegcarak'cath.//"\n\nThe name stuck, though it was shortened to just 'Cath', as humans and halflings often found saying the full version impossible.\n\n----\n\nCath wasted his days, or so it seemed to the shortlived folk who knew him, occasionally taking care of a delicate infestation here, shops overrun there, and for the most part kept to himself apart from spending time at the Spouting Fish. Mostly, he looked at books full of pictures, determined that one day he would learn to read. "//But why hurry?//" he thought, "//I have a long life ahead of me.//"\n\n===\n\nCath has taken up the study of magic recently, spending many hours in his room studying. He can also be heard talking to his new 'pet', [[Danuril]], who appears to be a cat, though there is something strange and otherworldly about the feline, especially during the full moon when she stares out the window for hours.\n\n+++[Picture][img[http://images16.fotki.com/v278/photos/7/70880/56/7143-vi.jpg]]\n\n
A ship captained by [[Androm Kherr]], which also shuttled members of the [[Arcane Brotherhood]] and the [[Knights of the Shield]]. [[Neruudan]] travelled on this ship.\n\nRecent discoveries indicate that it has taken the [[Spellweb]] north. [[Thauntle's Company]] will be picking up its trail at Midsummer.
[[Home]]\n<<tag PCs>>\n<<tag [[Journal Entries]]>>\n\n+++[NPCs]\n<<tag All|NPCs>>\n<<tag Allies>>\n<<tag Criminals>>\n<<tag Deities>>\n<<tag Neighbors>>\n<<tag Nobles>>\n<<tag Villains>>\n===\n\n+++[Places]\n<<tag All|Places>>\n<<tag Cities>>\n<<tag Forests>>\n<<tag Inns>>\n<<tag Shops>>\n<<tag Streets>>\n<<tag Taverns>>\n<<tag Festhalls>>\n<<tag Temples>>\n<<tag Wards>>\n===\n\n+++[Organizations]\n<<tag All|Organizations>>\n<<tag Guilds>>\n<<tag Temples>>\n===\n\n<<tag [[Local Lore]]>>\n+++[News and Rumors|News]\n<<tag All|News>>\n<<tag [[Breaking News]]>>\n<<tag [[Current Clack]]>>\n<<tag [[Research and Investigation]]|Research>>\n===\n\n----\n<html><a href='http://www.cusick.ca-a.googlepages.com/home.html' target=_newwindow>SRD</a></html>\n<html><a href='http://p082.ezboard.com/fwizoficefrm90.showMessage?topicID=3.topic' target=_newwindow>House Rules</a></html>\n<html><a href='http://p082.ezboard.com/fwizoficefrm90' target=_newwindow>Messageboard</a></html>\n<html><a href='http://www.maplib.net/map.php?id=196' target=_newwindow>Map of Faerun</a></html>\n<html><a href='http://www.maplib.net/map.php?id=273' target=_newwindow>Map of Waterdeep</a></html>\n+++[Ward Maps]\n<html><a href='http://www.maplib.net/map.php?id=966' target=_newwindow>Castle Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=967' target=_newwindow>City of the Dead</a><br>\n<a href='http://www.maplib.net/map.php?id=968' target=_newwindow>Dock Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=970' target=_newwindow>North Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=971' target=_newwindow>Sea Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=973' target=_newwindow>Sewers</a><br>\n<a href='http://www.maplib.net/map.php?id=972' target=_newwindow>South Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=974' target=_newwindow>Sewers</a><br>\n<a href='http://www.maplib.net/map.php?id=973' target=_newwindow>Trades Ward</a><br>\n<a href='http://www.maplib.net/map.php?id=969' target=_newwindow>Waterdeep Harbor</a><br></html>\n===\n----\nGettingStarted
<html><center><b><font size=6>MAJMALO</font></b></center></html>\n+++[Picture][img[http://cknott.home.mindspring.com/roi/majmalo.jpg]]===\n\n\n+++[Background]\n\nTBD\n\n===\n
A shipping agent (handling cargo and passenger transport bookings). Exposed as a member of the [[Shadow Thieves]] by his colleague [[Ornthiir Hilsar]]. Slain by [[Safina]] in the [[Sleeping Wench]] tavern in [[Dock Ward]] after [[Majmalo]] had received from him information necessary to make contact with the Shadow Thieves in [[Baldur's Gate]].
A drow merchant and slave-trader residing in [[Skullport]], in a well-guarded townhouse adjacent to the [[House of the Long Slow Kiss]]. Known to be a member of the [[Iron Ring]].
Malcer Stormwind\nOccupation: Money collector, enforcer\nTrivia: Former money collector and enforcer for Hlethvagi. Now deceased.\n
Survivor of a loose association of assassins who attacked [[Carter]], [[Cath|Maegcarak'cath]] and [[Jasmal]] while on their way to the east side of [[Ardeep Forest]].
Lieutenant of the [[Bloody Hand]] and assistant to one of the [[Cloakmasters|Cloakmaster]].
The largest open space in [[the City of Splendors|Waterdeep]] is the city's open marketplace. The Market is encircled by Traders’ Way on the north and Bazaar Street on the south. It is a huge marketplace often crammed with a maze of stalls and camped vendors. You can easily spend days and nights – except in winter, when the Market is open only for the two hours around highsun – lost in the myriad shopping opportunities here. The place never closes for mere darkness. But be aware: Many thieves spend days and nights there, too. \n\nIt has been said many times that you can buy anything in Waterdeep, from ancient spells to floating cloud castles. The Market is the best place in the city to haggle for the best bargains, although there is no guarantee of finding anything and certain exceptionally valuable or rare items (heavy armor, custom jewelry, and the like) are simply not available here.
Marune, "The [[Cloakmaster]]" of the [[Shadow Thieves]], "The Man on the Mountain"\nOccupation: Evil Wizard\nLocations: [[Mount Sar]], [[Baldur's Gate]], [[Waterdeep]]\nDescription: \nPesonality: \nTrivia: One of the founding members of the Shadow Thieves. Over 100 years old. Probably currently in Baldur's Gate. Judging from a conversation with the archmage [[Khelben "Blackstaff" Arunsun|Khelben Arunsun]], Marune is known to have been active in the Waterdeep region until the Year of the Behir (1340 DR) when he sold his holdings in Luskan and Mirabar and vanished.
Captain of the [[Genie of the Wave]] and a mighty former gladiator and war-captain of Memnon (Calimshan). Killed in battle by [[Thauntle's Company]] on the 13th Mirtul, Year of the Prince.
The governing body of the city of [[Waterdeep]], the Lords of Waterdeep, as they are officially known, are never seen publicly without heavy robes and polished steel masks that hide their faces and forms. In audience, all of them look to be of the same height and build (that of a medium-sized human of indeterminate gender) and their voices sound similar and somewhat alien. \n\nWaterdeep is presently governed by sixteen Lords, who are seen by the general populace only when sitting in the Lord's Court or when the Lords' Rule is reaffirmed each [[Shieldmeet]]. Their individual identities are always concealed by identical masks and robes. It is rare indeed for more than seven Lords to sit in Court on a given occasion save for the Shieldmeet Council.\n\nThis democratic council has a largely secret membership. [[Piergeiron “the Paladinson,”|Piergeiron]] Warden of Waterdeep (commander of the guard), Overmaster of the Guilds, and Commander of the Watch, is the Open Lord of Waterdeep, the only Lord whose face is exposed and known to the public. The paladin sits in his golden-spired palace conducting the city's diplomatic and legal business. \n\nAmong the citizens, it is generally rumored that the archmage [[Khelben “Blackstaff” Arunsun|Khelben Arunsun]] is also of the Lords, but no one who knows the identities of the other Lords for certain has made them public knowledge.
Lying directly behind (east of) the [[Hanged Man]] tavern, this dark courtyard is often full of pipe smoke, as philosophers spill out of the tavern, tankards in hand, to continue debates begun inside. It is named for the evil mage who, a decade or so ago, formed a gang of thieves that met here to plan their villainy.\n\nRecently, Melinter's Court was the seen of another [[sorcerous battle|Sorcerous battle in Dock Ward!]].
A two-masted wooden ship of beautiful, slim lines. Its bow rises into a figurehead of a mermaid thrusting a long sword ahead of her (the bowsprit). Its stern rises into an elevated captain’s deck with a long steering oar used for navigating rocky straits where sudden turns may be needed. (The Sword carries a spare oar plus three spare sails and a spare mast.)\n\nThe Mermaid Sword is as good as a Sword Coast merchant caravel gets. Flying under the Merchant’s League banner (the three stars of Baldur’s Gate over a coin), the ship has two sky-blue square canvas sails and a brown double-thickness “storm sail” for the mainmast. \n\nIts crew are all expert sailors, who know The Sea of Swords between Neverwinter, Amn, and the Moonshaes well. The current crew of the Mermaid Sword consists of 10 human males, 14 human females, 6 half-elven males, and the captain and her second.\n\nAll the men come from the Sword Coast; their names include Belarn, Coryn, Deldar, and Iniph. The females also come from the Sword Coast, and their names include Endelene, Filfaera, Ilmrene, and Jalassyn.\n\nThe half-elves come from the mainland North and from the realm of Corwell in the Moonshaes (of Llewyrr blood). Their names are Corl, Donthas, Elendan, Ilvren, Niraen, and Talastin.\n\nThe captain’s second (her “first mate”) is Arenthor, a human male fighter. He is grim, brutish-looking, and fiercely loyal to his captain (and lady), Veldyrina.\n\nVeldyrina Flaenitarr, a former pirate born in Neverwinter, is a muscular, rugged-looking blonde with dark brown eyes and a wary nature. \n\nThe members of [[Thauntle's Company]] traveled south from [[Waterdeep]] to [[Baldur's Gate]] on the Mermaid Sword, in the process fending off a pirate attack and a midnight onslaught of magic and "drowned dead" from the depths. In gratitude, Veldyrina has promised them passage anywhere along the Sword Coast or to the Moonshaes, should they require it.
//Lady of the Forest//\nGoddess of Forests, Dryads, Patron of Rangers\n''Symbol:'' The unicorn (or the white star on a green leaf)\n\nMielikki (My-LEE-kee) is the Lady of the Forest, the goddess of the woods and those creatures who live within them. She is the patron of woodsmen in the same way that Oghma is the patron of bards. She is worshiped by humans, elves, half-elves, and dryads alike.\n\nMielikki often is depicted as a young maiden with leaves and golden moss for hair who walks the air garbed in sheer robes of green and yellow and is surrounded by summer songbirds. Mielikki’s voice is a low, rich purr in whatever form she takes, and she sometimes appears with the antlers of a stag growing from her forehead. The Lady of the Forest is fond of wandering the woods of all of Faerûn, although her faithful are concentrated in northern Faerûn, where the goddess herself is said often to visit the Unicorn's Run in the [[High Forest]], the spot most sacred to her.\n\nMielikki’s followers are close to those of Silvanus in outlook and ethos, save that they stress the positive and outreaching nature of the wild. Intelligent beings can live in harmony with the wild without requiring the destruction of one in the name of the other. Mielikkians are taught to embrace the wild and not fear it, because the wild ways are the good ways. They are to keep the balance and learn the hidden ways of all life. They should not allow trees to be needlessly felled or the forest to be burned. They are to live in the forest and be a part of the forest, not dwell in endless battle against the forest.
MILIL\n//Lord of Song, the Lord of All Songs, Melira Taralen//\nGod of Poetry, Eloquence, and Song\nDemipower of the Beastlands\nSymbol: A silver harp\n\nMilil (~Mihl-LILL) is depicted in religious art and song is a handsome male human or (male or female) elf with a charismatic manner and a haunting, melodic voice. He is venerated by human, elf, and half-elf bards, who see him as the One Who Watches While Music is Alive (when they are performing), the Guardian of Singers and Troubadours, and the One True Hand of ~All-Wise Oghma.\n Deneir, Gond, and Milil serve Oghma, though Milil has little in common with Gond, and their relationship is strained. He is on excellent terms with a number of powerful gods, including Mystra and Sune, and often works closely with Lliira. He is welcome in the elf pantheon as well as the Faerûnian pantheon because of the beauty of his song, and known therein as Melira Taralen.\n Milil is a god of creativity and inspiration, of the whole song more than just the lyrics or the music. He represents the finished thought, the process that takes an idea from conception to completion. As a result, the ethos of Milil teaches to consider the world in terms of a continuing process, a song that begins at birth and is only silenced with the final chord.\n\nMilil has no formal temple in [[Waterdeep]], although he is worshipped by [[Arkiem Arren]] through daily song and practice at the [[Temple of Good Cheer]].
Miri Myntion\nMiri is a fun, bouncy little woman who seems to have endless energy. Her brown hair kept short, she favors long, elaborate earrings that are the style in the south. She enjoys creating new recipes and trying them out on willing customers; be warned, though. Miri likes her dishes very spicy and hot!
''Occupation:'' Moneylender, retired mercenary and adventurer(?)\n''Location:'' Mirt's Mansion (C52)\n''Description:'' Mirt "the Moneylender," or "Old Mirt," is a gruff, wheezing, enormously fat man in late middle age. He dresses in seeming finery, but his clothes are perpetually rumpled and stained from late nights and much food and drink. Mirt's voice and laughter are stentorian.\n''Personality:'' Mirt is hard-drinking, coarse-mannered, and gruff. He is usually seen staggering and wheezing from one tavern to the next, scarcely being present (save during the hours from dawn to highsun) at his abode for actual business. He is, however, a kind man whose nature is readily apparent to those who know him.\n''Trivia:'' Mirt is likely quite rich. He is a former successful mercenary general, and his abode in Waterdeep resembles a sort of opulent fortress. Mirt's constant companion is his ward, [[Asper]], who manages the affairs of the Mansion.
Location: Usually at the [[Elfstone Tavern]] (C32)\nDescription: A human wizard of somewhat humble means, Mistmyr wears blue robes and is extremely gaunt and ghostly pale. He is willing to cast spells for hire or possibly even accompany adventurers as a hire-wizard, although he asks a steep fee and to be kept as far out of harm's way as possible. Mistmyr seems to have picked up a great deal of lore about elves, and it is either because of this, or as a source of that knowledge, that he frequents the Elfstone Tavern.
''Occupations'': Guiding, cartography, exploration, and caravan mastering\n''Location'': Moonstar villa ($57), [[Vault of Stars]]\n\nThe Moonstars are one of Waterdeep's oldest families, with strong ties to the Church of [[Selune]], the Master Mariners' Guild, and the Surveyors', Map- & Chartmakers' Guild. Notable members include [[Feluna Moonstar]] and [[Alathene Moonstar]].
Senior wizardess of the [[Flaming Fist]] mercenary company. A seemingly young, lithe, beauteous woman with flashing green eyes.
Mountain on which the party expected to find [[Marune]], but he had fled. They found a tribe of goblins and winter wolves. Thauntle's Company defeated the winter wolves with the help of [[Waterdeep]] guard and forged an alliance with the goblins. The party also encountered ???? who was cursed by Marune long ago. [[Sir Perrigan|Sir Perrigan Roaringhorn]] has agreed to help lift the curse.
The mountain on which the city 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 at its peak. On the Mount's seaward flanks are emplaced eleven gigantic triple-catapults for hurling loads of rock and burning material out to sea against attacking ships. \n\nThe Mount is riddled with tunnels and caverns, the mysteries of which are imponderable to the average citizen and dangerous enough to tighten the throat of the doughtiest guardsman. It is rumored that, for this very reason, the [[City Guard|Guard]] keeps a detachment within the Mount at all times, keeping civilians out of the mountain (and things from coming out into the city . . . ).
Myrna Cassalanter:\n\nOccupation: Noted professional rumormonger and gossip of [[Waterdeep]]. \nLocation: Myrna's Mansion ($78)\nDescription: Myrna has a sharp-angled face (made possible by vigorous self-starvation and delineated by too much makeup) and a pale, perfect complexion. She favors elaborate, revealing owns accented with gems (and made practical in Waterdeep's cold clime by means of an unknown magic) and complicated, upswept hairstyles that dramatically show off her henna-red hair. She has considerable personal wealth, including a small mansion, a vast wardrobe, a stables with riding and carriage horses (bartered favors from the Tarm family), several hawks, and a considerable personal library with books detailing the heraldry, history, and scandals of generations of influential Waterdhavians.\n\nMyrna showed an aptitude for gossipmongering at an early age. One of the best sources of information in upper-class Waterdeep, Myrna prides herself on her discretion and accuracy - except, of course, when she is paid to spread lies.\n\nMyrna is often found in the company of [[Regnet Amcathra]], although she seems a distant third in his favors to [[Jeryth Phaulkon]] and [[Galinda Raventree]].
Goddess of magic.
''Location'': [[House of the Moon]] ($56)\n''Occupation'': Former Priestess of the Moonlight of [[Selune]]. Naneatha is the head of the temple to [[Selune]] in [[Waterdeep]] and one of the most exalted clerics of the Moonmaiden in Faerun. \n\n''Description'': The daughter of a Neveren noble family, Naneatha is a regal middle-aged woman with silvery hair, great green eyes, and impeccable fashion sense. She is usually clad in her ceremonial vestments: A wide-bottomed, animated skirt with a large fanlike collar rising at the back of its neck, and a matching moonstone diadem. Both skirt and collar are stiffened with whalebone and set with clusters of pearls and other gemstones. Naneatha also carries the //wand of four moons//, a scepter of authority.\n\n''Personality'': Naneatha is deliberate, proud, and more than a match for Waterdeep's haughtiest nobles. \n\n''Background'': Naneatha was revealed to have been replaced by a foul demon, a fiend in the service of [[Shar]], at the [[Moon Sphere]] on the night of 28th Flamerule in the Year of the Prince. The fiend was destroyed, or possibly banished, by the valorous might of Thauntle's Company and the power of the sphere itself.
Neruudan -\nDescription: A Luskanite. Slight, brownmaned man with deep, unreadable eyes. \nTrivia: Neruudan became the subject of investigations by [[Thauntle's Company]]. The party questioned him in his room at the [[Gentle Rest]] inn about an attack on him around the same time that [[Aurelia Ssarn]] was kidnapped from her room there.\nThe party later discovered that Neruudan travelled on the [[Maid of Victory]], a ship captained by [[Androm Kherr]], which also shuttled members of the [[Arcane Brotherhood]] and the [[Knights of the Shield]].
/***\n|''Name:''|NestedSlidersPlugin|\n|''Source:''|http://www.TiddlyTools.com/#NestedSlidersPlugin|\n|''Author:''|Eric Shulman - ELS Design Studios|\n|''License:''|[[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|\n|''~CoreVersion:''|2.0.10|\n\nQuickly make any tiddler content into an expandable 'slider' panel, without needing to create a separate tiddler to contain the slider content. Optional syntax allows ''default to open'', ''custom button label/tooltip'' and ''automatic blockquote formatting.''\n\nYou can also 'nest' these sliders as deep as you like (see complex nesting example below), so that expandable 'tree-like' hierarchical displays can be created. This is most useful when converting existing in-line text content to create in-line annotations, footnotes, context-sensitive help, or other subordinate information displays.\n\nFor more details, please click on a section headline below:\n++++!!!!![Configuration]>\nDebugging messages for 'lazy sliders' deferred rendering:\n<<option chkDebugLazySliderDefer>> show debugging alert when deferring slider rendering\n<<option chkDebugLazySliderRender>> show debugging alert when deferred slider is actually rendered\n===\n++++!!!!![Usage]>\nWhen installed, this plugin adds new wiki syntax for embedding 'slider' panels directly into tiddler content. Use {{{+++}}} and {{{===}}} to delimit the slider content. Additional optional syntax elements let you specify\n*default to open\n*cookiename\n*heading level\n*floater (with optional CSS width value)\n*mouse auto rollover\n*custom class/label/tooltip/accesskey\n*automatic blockquote\n*deferred rendering\nThe complete syntax, using all options, is:\n//{{{\n++++(cookiename)!!!!!^width^*{{class{[label=key|tooltip]}}}>...\ncontent goes here\n===\n//}}}\nwhere:\n* {{{+++}}} (or {{{++++}}}) and {{{===}}}^^\nmarks the start and end of the slider definition, respectively. When the extra {{{+}}} is used, the slider will be open when initially displayed.^^\n* {{{(cookiename)}}}^^\nsaves the slider opened/closed state, and restores this state whenever the slider is re-rendered.^^\n* {{{!}}} through {{{!!!!!}}}^^\ndisplays the slider label using a formatted headline (Hn) style instead of a button/link style^^\n* {{{^width^}}} (or just {{{^}}})^^\nmakes the slider 'float' on top of other content rather than shifting that content downward. 'width' must be a valid CSS value (e.g., "30em", "180px", "50%", etc.). If omitted, the default width is "auto" (i.e., fit to content)^^\n* {{{*}}}^^\nautomatically opens/closes slider on "rollover" as well as when clicked^^\n* {{{{{class{[label=key|tooltip]}}}}}}^^\nuses custom label/tooltip/accesskey. {{{{{class{...}}}}}}, {{{=key}}} and {{{|tooltip}}} are optional. 'class' is any valid CSS class name, used to style the slider label text. 'key' must be a ''single letter only''. Default labels/tootips are: ">" (more) and "<" (less), with no default access key assignment.^^\n* {{{">"}}} //(without the quotes)//^^\nautomatically adds blockquote formatting to slider content^^\n* {{{"..."}}} //(without the quotes)//^^\ndefers rendering of closed sliders until the first time they are opened. //Note: deferred rendering may produce unexpected results in some cases. Use with care.//^^\n\n//Note: to make slider definitions easier to read and recognize when editing a tiddler, newlines immediately following the {{{+++}}} 'start slider' or preceding the {{{===}}} 'end slider' sequence are automatically supressed so that excess whitespace is eliminated from the output.//\n===\n++++!!!!![Examples]>\nsimple in-line slider: \n{{{\n+++\n content\n===\n}}}\n+++\n content\n===\n----\nuse a custom label and tooltip: \n{{{\n+++[label|tooltip]\n content\n===\n}}}\n+++[label|tooltip]\n content\n===\n----\ncontent automatically blockquoted: \n{{{\n+++>\n content\n===\n}}}\n+++>\n content\n===\n----\nall options combined //(default open, cookie, heading, sized floater, rollover, class, label/tooltip/key, blockquoted, deferred)//\n{{{\n++++(testcookie)!!!^30em^*{{big{[label=Z|click or press Alt-Z to open]}}}>...\n content\n===\n}}}\n++++(testcookie)!!!^30em^*{{big{[label=Z|click or press Alt-Z to open]}}}>...\n content\n===\n----\ncomplex nesting example:\n{{{\n+++^[get info...=I|click for information or press Alt-I]\n put some general information here, plus a floating slider with more specific info:\n +++^10em^[view details...|click for details]\n put some detail here, which could include a rollover with a +++^25em^*[glossary definition]explaining technical terms===\n ===\n===\n}}}\n+++^[get info...=I|click for information or press Alt-I]\n put some general information here, plus a floating slider with more specific info:\n +++^10em^[view details...|click for details]\n put some detail here, which could include a rollover with a +++^25em^*[glossary definition]explaining technical terms===\n ===\n===\n===\n!!!!!Installation\n<<<\nimport (or copy/paste) the following tiddlers into your document:\n''NestedSlidersPlugin'' (tagged with <<tag systemConfig>>)\n<<<\n!!!!!Revision History\n<<<\n''2006.07.28 - 2.0.0'' added custom class syntax around label/tip/key syntax: {{{{{classname{[label=key|tip]}}}}}}\n''2006.07.25 - 1.9.3'' when parsing slider, save default open/closed state in button element, then in onClickNestedSlider(), if slider state matches saved default, instead of saving cookie, delete it. Significantly reduces the 'cookie overhead' when default slider states are used.\n''2006.06.29 - 1.9.2'' in onClickNestedSlider(), when setting focus to first control, skip over type="hidden"\n''2006.06.22 - 1.9.1'' added panel.defaultPanelWidth to save requested panel width, even after resizing has changed the style value\n''2006.05.11 - 1.9.0'' added optional '^width^' syntax for floating sliders and '=key' syntax for setting an access key on a slider label\n''2006.05.09 - 1.8.0'' in onClickNestedSlider(), when showing panel, set focus to first child input/textarea/select element\n''2006.04.24 - 1.7.8'' in adjustSliderPos(), if floating panel is contained inside another floating panel, subtract offset of containing panel to find correct position\n''2006.02.16 - 1.7.7'' corrected deferred rendering to account for use-case where show/hide state is tracked in a cookie\n''2006.02.15 - 1.7.6'' in adjustSliderPos(), ensure that floating panel is positioned completely within the browser window (i.e., does not go beyond the right edge of the browser window)\n''2006.02.04 - 1.7.5'' add 'var' to unintended global variable declarations to avoid FireFox 1.5.0.1 crash bug when assigning to globals\n''2006.01.18 - 1.7.4'' only define adjustSliderPos() function if it has not already been provided by another plugin. This lets other plugins 'hijack' the function even when they are loaded first.\n''2006.01.16 - 1.7.3'' added adjustSliderPos(place,btn,panel,panelClass) function to permit specialized logic for placement of floating panels. While it provides improved placement for many uses of floating panels, it exhibits a relative offset positioning error when used within *nested* floating panels. Short-term workaround is to only adjust the position for 'top-level' floaters.\n''2006.01.16 - 1.7.2'' added button property to slider panel elements so that slider panel can tell which button it belongs to. Also, re-activated and corrected animation handling so that nested sliders aren't clipped by hijacking Slider.prototype.stop so that "overflow:hidden" can be reset to "overflow:visible" after animation ends\n''2006.01.14 - 1.7.1'' added optional "^" syntax for floating panels. Defines new CSS class, ".floatingPanel", as an alternative for standard in-line ".sliderPanel" styles.\n''2006.01.14 - 1.7.0'' added optional "*" syntax for rollover handling to show/hide slider without requiring a click (Based on a suggestion by tw4efl)\n''2006.01.03 - 1.6.2'' When using optional "!" heading style, instead of creating a clickable "Hn" element, create an "A" element inside the "Hn" element. (allows click-through in SlideShowPlugin, which captures nearly all click events, except for hyperlinks)\n''2005.12.15 - 1.6.1'' added optional "..." syntax to invoke deferred ('lazy') rendering for initially hidden sliders\nremoved checkbox option for 'global' application of lazy sliders\n''2005.11.25 - 1.6.0'' added optional handling for 'lazy sliders' (deferred rendering for initially hidden sliders)\n''2005.11.21 - 1.5.1'' revised regular expressions: if present, a single newline //preceding// and/or //following// a slider definition will be suppressed so start/end syntax can be place on separate lines in the tiddler 'source' for improved readability. Similarly, any whitespace (newlines, tabs, spaces, etc.) trailing the 'start slider' syntax or preceding the 'end slider' syntax is also suppressed.\n''2005.11.20 - 1.5.0'' added (cookiename) syntax for optional tracking and restoring of slider open/close state\n''2005.11.11 - 1.4.0'' added !!!!! syntax to render slider label as a header (Hn) style instead of a button/link style\n''2005.11.07 - 1.3.0'' removed alternative syntax {{{(((}}} and {{{)))}}} (so they can be used by other\nformatting extensions) and simplified/improved regular expressions to trim multiple excess newlines\n''2005.11.05 - 1.2.1'' changed name to NestedSlidersPlugin\nmore documentation\n''2005.11.04 - 1.2.0'' added alternative character-mode syntax {{{(((}}} and {{{)))}}}\ntweaked "eat newlines" logic for line-mode {{{+++}}} and {{{===}}} syntax\n''2005.11.03 - 1.1.1'' fixed toggling of default tooltips ("more..." and "less...") when a non-default button label is used\ncode cleanup, added documentation\n''2005.11.03 - 1.1.0'' changed delimiter syntax from {{{(((}}} and {{{)))}}} to {{{+++}}} and {{{===}}}\nchanged name to EasySlidersPlugin\n''2005.11.03 - 1.0.0'' initial public release\n<<<\n!!!!!Credits\n<<<\nThis feature was implemented by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]] with initial research and suggestions from RodneyGomes, GeoffSlocock, and PaulPetterson.\n<<<\n!!!!!Code\n***/\n//{{{\nversion.extensions.nestedSliders = {major: 2, minor: 0, revision: 0, date: new Date(2006,7,28)};\n//}}}\n\n//{{{\n// options for deferred rendering of sliders that are not initially displayed\nif (config.options.chkDebugLazySliderDefer==undefined) config.options.chkDebugLazySliderDefer=false;\nif (config.options.chkDebugLazySliderRender==undefined) config.options.chkDebugLazySliderRender=false;\n\n// default styles for 'floating' class\nsetStylesheet(".floatingPanel { position:absolute; z-index:10; padding:0.5em; margin:0em; \s\n background-color:#eee; color:#000; border:1px solid #000; text-align:left; }","floatingPanelStylesheet");\n//}}}\n\n//{{{\nconfig.formatters.push( {\n name: "nestedSliders",\n match: "\s\sn?\s\s+{3}",\n terminator: "\s\ss*\s\s={3}\s\sn?",\n lookahead: "\s\sn?\s\s+{3}(\s\s+)?(\s\s([^\s\s)]*\s\s))?(\s\s!*)?(\s\s^(?:[^\s\s^\s\s*\s\s[\s\s>]*\s\s^)?)?(\s\s*)?(?:\s\s{\s\s{([\s\sw]+[\s\ss\s\sw]*)\s\s{)?(\s\s[[^\s\s]]*\s\s])?(?:\s\s}{3})?(\s\s>)?(\s\s.\s\s.\s\s.)?\s\ss*",\n handler: function(w)\n {\n // defopen=lookaheadMatch[1]\n // cookiename=lookaheadMatch[2]\n // header=lookaheadMatch[3]\n // panelwidth=lookaheadMatch[4]\n // rollover=lookaheadMatch[5]\n // class=lookaheadMatch[6]\n // label=lookaheadMatch[7]\n // blockquote=lookaheadMatch[8]\n // deferred=lookaheadMatch[9]\n\n lookaheadRegExp = new RegExp(this.lookahead,"mg");\n lookaheadRegExp.lastIndex = w.matchStart;\n var lookaheadMatch = lookaheadRegExp.exec(w.source)\n if(lookaheadMatch && lookaheadMatch.index == w.matchStart)\n {\n // location for rendering button and panel\n var place=w.output;\n\n // default to closed, no cookie, no accesskey\n var show="none"; var title=">"; var tooltip="show"; var cookie=""; var key="";\n\n // extra "+", default to open\n if (lookaheadMatch[1])\n { show="block"; title="<"; tooltip="hide"; }\n\n // cookie, use saved open/closed state\n if (lookaheadMatch[2]) {\n cookie=lookaheadMatch[2].trim().slice(1,-1);\n cookie="chkSlider"+cookie;\n if (config.options[cookie]==undefined)\n { config.options[cookie] = (show=="block") }\n if (config.options[cookie])\n { show="block"; title="<"; tooltip="hide"; }\n else\n { show="none"; title=">"; tooltip="show"; }\n }\n\n // parse custom label/tooltip/accesskey: [label=X|tooltip]\n if (lookaheadMatch[7]) {\n title = lookaheadMatch[7].trim().slice(1,-1);\n var pos=title.indexOf("|");\n if (pos!=-1) { tooltip = title.substr(pos+1,title.length); title=title.substr(0,pos); }\n if (title.substr(title.length-2,1)=="=") { key=title.substr(title.length-1,1); title=title.slice(0,-2); }\n if (pos==-1) tooltip += " "+title; // default tooltip: "show/hide <title>"\n }\n\n // create the button\n if (lookaheadMatch[3]) { // use "Hn" header format instead of button/link\n var lvl=(lookaheadMatch[3].length>6)?6:lookaheadMatch[3].length;\n var btn = createTiddlyElement(createTiddlyElement(place,"h"+lvl,null,null,null),"a",null,lookaheadMatch[6],title);\n btn.onclick=onClickNestedSlider;\n btn.setAttribute("href","javascript:;");\n btn.setAttribute("title",tooltip);\n }\n else\n var btn = createTiddlyButton(place,title,tooltip,onClickNestedSlider,lookaheadMatch[6]);\n\n // set extra button attributes\n btn.sliderCookie = cookie; // save the cookiename (if any) in the button object\n btn.defOpen=lookaheadMatch[1]!=null; // save default open/closed state (boolean)\n btn.keyparam=key; // save the access key letter ("" if none)\n if (key.length) {\n btn.setAttribute("accessKey",key); // init access key\n btn.onfocus=function(){this.setAttribute("accessKey",this.keyparam);}; // **reclaim** access key on focus\n }\n\n // "non-click" MouseOver open/close slider\n if (lookaheadMatch[5]) btn.onmouseover=onClickNestedSlider;\n\n // create slider panel\n var panelClass=lookaheadMatch[4]?"floatingPanel":"sliderPanel";\n var panel=createTiddlyElement(place,"div",null,panelClass,null);\n panel.button = btn; // so the slider panel know which button it belongs to\n panel.defaultPanelWidth=(lookaheadMatch[4] && lookaheadMatch[4].length>2)?lookaheadMatch[4].slice(1,-1):""; // save requested panel size\n btn.sliderPanel=panel;\n panel.style.display = show;\n panel.style.width=panel.defaultPanelWidth;\n\n // render slider (or defer until shown) \n w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;\n if ((show=="block")||!lookaheadMatch[9]) {\n // render now if panel is supposed to be shown or NOT deferred rendering\n w.subWikify(lookaheadMatch[8]?createTiddlyElement(panel,"blockquote"):panel,this.terminator);\n // align slider/floater position with button\n adjustSliderPos(place,btn,panel,panelClass);\n }\n else {\n var src = w.source.substr(w.nextMatch);\n var endpos=findMatchingDelimiter(src,"+++","===");\n panel.setAttribute("raw",src.substr(0,endpos));\n panel.setAttribute("blockquote",lookaheadMatch[8]?"true":"false");\n panel.setAttribute("rendered","false");\n w.nextMatch += endpos+3;\n if (w.source.substr(w.nextMatch,1)=="\sn") w.nextMatch++;\n if (config.options.chkDebugLazySliderDefer) alert("deferred '"+title+"':\sn\sn"+panel.getAttribute("raw"));\n }\n }\n }\n }\n)\n\n// TBD: ignore 'quoted' delimiters (e.g., "{{{+++foo===}}}" isn't really a slider)\nfunction findMatchingDelimiter(src,starttext,endtext) {\n var startpos = 0;\n var endpos = src.indexOf(endtext);\n // check for nested delimiters\n while (src.substring(startpos,endpos-1).indexOf(starttext)!=-1) {\n // count number of nested 'starts'\n var startcount=0;\n var temp = src.substring(startpos,endpos-1);\n var pos=temp.indexOf(starttext);\n while (pos!=-1) { startcount++; pos=temp.indexOf(starttext,pos+starttext.length); }\n // set up to check for additional 'starts' after adjusting endpos\n startpos=endpos+endtext.length;\n // find endpos for corresponding number of matching 'ends'\n while (startcount && endpos!=-1) {\n endpos = src.indexOf(endtext,endpos+endtext.length);\n startcount--;\n }\n }\n return (endpos==-1)?src.length:endpos;\n}\n//}}}\n\n//{{{\nwindow.onClickNestedSlider=function(e)\n{\n if (!e) var e = window.event;\n var theTarget = resolveTarget(e);\n var theLabel = theTarget.firstChild.data;\n var theSlider = theTarget.sliderPanel\n var isOpen = theSlider.style.display!="none";\n // if using default button labels, toggle labels\n if (theLabel==">") theTarget.firstChild.data = "<";\n else if (theLabel=="<") theTarget.firstChild.data = ">";\n // if using default tooltips, toggle tooltips\n if (theTarget.getAttribute("title")=="show")\n theTarget.setAttribute("title","hide");\n else if (theTarget.getAttribute("title")=="hide")\n theTarget.setAttribute("title","show");\n if (theTarget.getAttribute("title")=="show "+theLabel)\n theTarget.setAttribute("title","hide "+theLabel);\n else if (theTarget.getAttribute("title")=="hide "+theLabel)\n theTarget.setAttribute("title","show "+theLabel);\n // deferred rendering (if needed)\n if (theSlider.getAttribute("rendered")=="false") {\n if (config.options.chkDebugLazySliderRender)\n alert("rendering '"+theLabel+"':\sn\sn"+theSlider.getAttribute("raw"));\n var place=theSlider;\n if (theSlider.getAttribute("blockquote")=="true")\n place=createTiddlyElement(place,"blockquote");\n wikify(theSlider.getAttribute("raw"),place);\n theSlider.setAttribute("rendered","true");\n }\n // show/hide the slider\n if(config.options.chkAnimate)\n anim.startAnimating(new Slider(theSlider,!isOpen,e.shiftKey || e.altKey,"none"));\n else\n theSlider.style.display = isOpen ? "none" : "block";\n // reset to default width (might have been changed via plugin code)\n theSlider.style.width=theSlider.defaultPanelWidth;\n // align slider/floater position with target button\n if (!isOpen) adjustSliderPos(theSlider.parentNode,theTarget,theSlider,theSlider.className);\n // if showing panel, set focus to first 'focus-able' element in panel\n if (theSlider.style.display!="none") {\n var ctrls=theSlider.getElementsByTagName("*");\n for (var c=0; c<ctrls.length; c++) {\n var t=ctrls[c].tagName.toLowerCase();\n if ((t=="input" && ctrls[c].type!="hidden") || t=="textarea" || t=="select")\n { ctrls[c].focus(); break; }\n }\n }\n if (this.sliderCookie && this.sliderCookie.length) {\n config.options[this.sliderCookie]=!isOpen;\n if (config.options[this.sliderCookie]!=this.defOpen)\n saveOptionCookie(this.sliderCookie);\n else { // remove cookie if slider is in default display state\n var ex=new Date(); ex.setTime(ex.getTime()-1000);\n document.cookie = this.sliderCookie+"=novalue; path=/; expires="+ex.toGMTString();\n }\n }\n return false;\n}\n\n// hijack animation handler 'stop' handler so overflow is visible after animation has completed\nSlider.prototype.coreStop = Slider.prototype.stop;\nSlider.prototype.stop = function() { this.coreStop(); this.element.style.overflow = "visible"; }\n\n// adjust panel position based on button position\nif (window.adjustSliderPos==undefined) window.adjustSliderPos=function(place,btn,panel,panelClass) {\n if (panelClass=="floatingPanel") {\n var left=0;\n var top=btn.offsetHeight; \n if (place.style.position!="relative") {\n var left=findPosX(btn);\n var top=findPosY(btn)+btn.offsetHeight;\n var p=place; while (p && p.className!='floatingPanel') p=p.parentNode;\n if (p) { left-=findPosX(p); top-=findPosY(p); }\n }\n if (left+panel.offsetWidth > getWindowWidth()) left=getWindowWidth()-panel.offsetWidth-10;\n panel.style.left=left+"px"; panel.style.top=top+"px";\n }\n}\n\nfunction getWindowWidth() {\n if(document.width!=undefined)\n return document.width; // moz (FF)\n if(document.documentElement && ( document.documentElement.clientWidth || document.documentElement.clientHeight ) )\n return document.documentElement.clientWidth; // IE6\n if(document.body && ( document.body.clientWidth || document.body.clientHeight ) )\n return document.body.clientWidth; // IE4\n if(window.innerWidth!=undefined)\n return window.innerWidth; // IE - general\n return 0; // unknown\n}\n//}}}\n
Nindil Jalbuck\nOccupation: Halfling grocer\nLocations: The [[Garrulous Grocer]] (S37); The [[Spouting Fish]], C8, D10, N60, $5, $15\nDescription: Sporting a jet-black crewcut and golden nose ring, Nindil Jalbuck is one of the most distinctive halflings of the city (at least, to human eyes). He stands 3’ tall. His common clothing and grocer’s apron do not disguise the knowing look of a joker and mischief maker in his sea-green eyes. \nPersonality: While a joker and prankster to the core, Nindil is a good-natured, loyal, and trustworthy person. He is confident in himself and his abilities, and only loses his temper when someone is “talking down” to him, as if he were a child. The love he shares with [[his wife|Scyphia Jalbuck]] seems mutually based in humor (she calls him “Tartoes” or “my little hairy-footed orc,” he calls her “Talldrink” and “Goldenhair”) and passion (Nindil often hops up and fiercely kisses his wife, nonchalantly resuming his work and leaving her gasping for air).\nTrivia: Nindil is a cat lover, and his two pets Vixen (a female tabby) and Mugs (an amber-colored cat with white paws) take care of any mice in his grocery storage.
The North: The North is defined as the region north of the [[River Delimbiyr]], excluding [[Waterdeep]] and reaching to the [[Spine of the World]] (the mountains also known as the [[Wall]]). This is a region of barbarian tribes and walled cities that challenge the dominance of the goblin races.
North Ward\nHome to the many wealthier middle class, lesser nobles, and well-to-do merchants, North Ward is a quiet haven from the hustle and bustle of [[Waterdeep]]'s commercial endeavors. 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.\n\nThe city watch keeps this ward under tight control, suffering noise and disruption only from the local nobles and dandies while rousting noisy trespassers. Though lightly armed, the watch maintains a constant presence in North Ward, making it as safe as one can be in a city of this size. If ever a place '//closes down upon the cobbles at dusk//,' North Ward fits the bill.\n\nNorth Ward's western boundaries consist of the High Road with a western arm extending to Shield Street along Vondhil Street and Trader's Way. Andamaar's Street marks the southern border, while the walls of the [[City of the Dead]] and the [[Trollwall]] close out the rest of the ward.
Nremyn ("Nemmer") Sarsantyr\nNemmer was born in the Year of the Purple Basilisk (1247 DR) to Embre and Raustril Sarsantyr (formerly of [[Ardeep|Ardeep Forest]], and latterly of [[Sarsantyr's Tapestries & Draperies]] of Vondil Street, [[North Ward]], [[Waterdeep]])... and that's all he is willing to say of his parents, or his youth in general. Nemmer is extraordinarily, uncannily charming, outgoing, and witty. However, it has occurred to you on occasion that much as he provides wonderful company, and is a constantly engaging person, one walks away from time spent with him never knowing a single fact more about this young moon elf. However, Nemmer does seem to believe fervently in the idea of [[Braceldaur]], and has been as insightful and helpful as any of the others in pursuing strategies for the "refounding."
Oenel Mrhulaedir (owe-~EN-el) was born in the Year of Pain (1245 DR) to Jhanaethe and Ormsiir Mrhulaedir (formerly of [[Ardeep|Ardeep Forest]], and latterly of the [[Tirelessly Turning Wheel/Caravan Curios from All Far Faerûn]] of Julthoon Street, [[North Ward]], [[Waterdeep]]). His parents were unusually large and big-boned for elves, and their son grew even larger -- to the size of a mature human male of stocky build. Patient, strong, and quiet from birth, Oenel learned to move deftly through a crowded labyrinth of fragile (and irreplaceable) items in the shop, where every breakage cost his parents coin. Oenel's mother told him many bedside tales of the former greatness of Ardeep -- stories Oenel loved -- and it was years before he realized she did this to distract Oenel from his father's covert disappearances.\n\nOenel learned magic from an unknown source -- his father, [[Tasar|Tasar Taurntyrith]] and [[Rauvelore|Rauvelore Bhephel]] both think. His skills are as yet barely manifested, but with the natural inclination of the Fair Folk to magic, it may be that they will blossom into powerful sorcery in years (or centuries) to come.
Member of the [[Bloody Hand]], captured by [[Thauntle's Company]] in the sewers and questioned. Revealed the existence of a [[Cloakmaster]].
Olophin\nOccupation: Watch armar\nLocations: [[Watch Guardpost]] (S36); [[Falcon's Quarter]], T15, C5, C32\nDescription: Olophin is a dusky-skinned Calishite with jet-black curly hair and amber eyes. Olophin always wears more clothes than do natives of [[Waterdeep]], his cloak almost always present even in midsummer. He wears a few rings and gold earrings; his most unique earring has a king’s tear dangling from a platinum chain.\nPersonality: Olophin is always polite, his deep voice demanding respect and attention from any audience. He is a staunch friend to those who are loyal to him, but those who cross him find he holds long grudges and patiently gains fitting and subtle revenge.\nTrivia: Olophin but recently arrived from the South (the son of a sultan of [[Calimshan]], some say!), and has risen meteorically in the ranks of the [[Watch]]. A steel ring on Olophin’s right hand bears the emblem of Anachtyr, a Southern aspect of [[Tyr]] (the scales of justice balanced on the point of a long sword). Many rogues hit by Olophin bear this ring’s imprint on their jaws for a few days as a reminder to stay out of trouble or risk harsher justice.\n
A mysterious organization based in the distant land of [[Thay]]. Worshipers of [[Kossuth]], the Firelord, the Order's primary purpose appears to disseminate "firebirth alchemicals," strange combustible, incendiary, and explosive substances, across Faerun. [[Thauntle's Company]] stumbled across the Order in its (unrelated) investigation of the rope-merchant [[Glaerth Homblestaum]], who was involved in the Order through festhall-companion [[Dessra the Dark|Dessra]] and helping to bankroll open operations in Waterdeep via a roundshield. When the Company discovered this, Glaerth was disposed of in a fire. The Order also made repeated assassination attempts against members of the Company. It was discovered that the Order was using Undermountain and the sewers as a trade route to the surface, under the protection of [[Hlethvagi]]'s organization and potentially other unknown intermediaries. \n\nRecently, the Company chased the Order out of town after they cornered Dessra in [[Skullport]] and forced her hand by slaying her minions and kidnapping her. She has sworn not to return, and has left a signed confession of various crimes with [[Majmalo]] as insurance.
Ornthiir Hilsar\n''Occupation:'' Pawnbroker and moneylender\n''Location:'' [[Waukeen's Wares]] pawnshop (S40); The [[Thirsty Throat]] (D13)\n\n''Description:'' Ornthiir is a hyperactive, skinny fellow who can't sit still for more than seconds at a time. He usually wears a simple gray tunic and cloak.\n\n''Personality:'' Ornthiir is a recent arrival to Waterdeep from Amn, entering the city with a caravan and setting up Waukeen’s Wares, his moneylending and pawn shop, in less than a month. While shady characters have been seen coming and going to his shop, this is quite normal for a pawnbroker; nonetheless, he was investigated by the watch thrice and nothing illegal could be connected to him. He spends his evenings at the [[Thirsty Throat]] tavern in [[Dock Ward]].\n\n''Trivia:'' When a certain aspiring group of adventurers were investigating the circumstances surrounding the attacks on the cobbler [[Dharjamyn Thauntle]], they discovered a hidden cave on the slopes of Mount Waterdeep (near where Dharjamyn had claimed to find rubies when mining the Mount) in which were some sundries and a bedroll, inside which was a note mentioning an assignation at Ornthiir's shop. The Company sent a [[Watch]] patrol to the shop, but the patrol found nothing. \n\nMore recently, on the 10th of Tarsakh, Year of the Prince (1357 DR), [[Carter]], [[Cath|Maegcarak'cath]] and their dwarven friend [[Jasmal]] captured Ornthiir at the [[Thirsty Throat]] after he sent assassins to kill them on the way to the possible location of [[Stoneturn]]. \n\nAt the same time, [[Safina]] traced two paintings and an ancient elven nude statue, part of a collection stolen from the noble heir [[Dolerphus Thongolir]], to an unmarked warehouse of Ornthiir's... which happened to abut the Thirsty Throat via a secret entrance. Also found in the warehouse were a large number of apparently legitimate goods as well as some hidden bottles containing unknown substances and a number of coffers marked with "dates of payment" and addresses, these all being various reputedly-dangerous alleys of Waterdeep.\n\nTwo "interviews" with Ornthiir, first by the companions and subsequently under most severe duress at [[Blackstaff Tower]], revealed that Ornthiir is a member of the [[Shadow Thieves]] and a minion, via indirect channels of communication involving anonymous cloaked, hooded messengers, of the sinister [[Marune]]. Also revealed were Ornthiir's attempts to gain control over several of Waterdeep's independent thieving gangs (with only limited success, including [[Azibar of the Seven Skulls]] and his gang and the [[Three Thrown Daggers]]).\n\nOrnthiir provided the name of his only other known Shadow Thieves contact in Waterdeep: The shipping agent [[Maknis]].\n\nOrnthiir was taken before the Magister [[Baelam Broadshoulders]] and sentenced to three years' imprisonment in the Castle dungeons for fencing stolen goods, assault, and use of poison. He may face additional prison time (or possibly even the gallows) if additional evidence is brought to light.
Otyn Consynt - trader who had a deal to trade metal ore with Majmalo. Otyn tried to have [[Nindil Jalbuck]] beaten or killed for beating him at cards at the [[Spouting Fish]]. Nindil was rescued by the adventurers who would later form [[Thauntle's Company]], and Otyn was captured by the [[Watch]]. His ship, the [[Stormraker]], mysteriously burned to the waterline only a few days later.
Type the text for 'PCs'
S44. Phaulkonmere\nBy far one of the grandest and best-kept buildings of [[South Ward]], this walled villa seems very much out of place among the warehouses and tradeshops of the area. Four warehouses once stood where Phaulkonmere is now, but these were destroyed in the Wardfires of 1348 DR (316 NR); the land was purchased by an up-and-coming merchant, well-to-do caravan organizer, and minor noble from Cormyr. Lord [[Barauthar Phaulkon]] took the land and built his wife and family a manor "//amongst those people who support us, not amongst those who wish to associate with us due only to our income.//" The manor and its high-walled gardens were finished by winter of the next year.\n\nPhaulkonmere is two buildings within a walled enclosure. The two-story manor house is lavishly decorated with pillars, polished stone, and gilded falcons alighting from each comer of its small high tower. Windows are also plentiful, allowing much light and air into the luxurious house.\n\nThe Phaulkon family is well known and loved throughout the Quarter, the daughters having grown into great beauties sought by many young men (noble or otherwise). Their parties each season are open to their neighbors and friends, not exclusively nobles or merchants; their closest friends within the nobility are the Tarms (young Lord [[Arun Tarm]] recently became betrothed to Lady [[Jeryth Phaulkon]]).
Better known to locals by its derisive name, the Foolsquare, this sunny court has always been where old men, drunkards, young thinkers, and the more daring of the city’s wealthy intellectuals have gathered when the weather is good to argue, flapping their jaws on a raised dais and weathered chairs.\n\nDrunks sleep under both the dais and the chairs by night. Certain nameless nobles pay for torches and a standing city watch patrol to keep proceedings from being interrupted by thieves, ruffians, critics, or nightfall. Some whisper that Piergeiron or Khelben Arunsun or Mirt pay for the arrangements, but many nobles have been heard to say that “an afternoon stroll to hear the fools is better mirth than most shows thrice the price.”\n\nLocation where [[Hedrik]] astonishes people who are quite a bit older and wiser than he.
Piatran\nOccupation: Clothier\nLocation: [[Piatran's Clothiers]] (S32); the [[Spouting Fish]]\nPiatran is a native Waterdhavian who prides himself on providing people with any clothing they desire at low prices. He prefers haggling over prices and allegedly can obtain magical cloaks! He will, of course, attempt to convince buyers to pursue the latest clothing trends of the nobles.\n\nPiatran sources much of his thread and cording from [[Fylgard Onister]], with whom he has something of a friendship.\n
S32. Piatran Clothiers\nThis little one-story shop has a split floor in the back, rising up three steps to changing rooms and mirrored rooms for trying on new cloaks, robes,and other garments. [[Piatran]], a gaunt man of impeccable dress, is a mystery to many of the city; he is generous with discounts on his cloaks and garments (especially if friends vouch for you) and prefers to haggle over price rather than set one at the start.
Piergeiron "the Paladinson", Open Lord of Waterdeep\n''Description:'' Piergeiron the Paladinson is a tall, muscular, handsome man, his hair only slightly graying at the temples though he is well past 50 winters. Piergeiron is the most quietly confident man one could meet, and his poise and patience have served him well with his duties inside and outside the city.\n\n''Notes:'' Piergeiron is the only known Lord of Waterdeep, and speaks for the [[Masked Lords]]. He is also the City of Splendors' chief diplomat to foreign powers and its chief defender, being both Commander of the Watch and Warden (commander) of the Guard. As Overmaster of the Guilds, he has the authority to override guild law, and his decree is the only absolute law in this city of interpretation and evasion. As such, he is very safe from Waterdhavians - and his life is threatened by foreign powers, such as Amn, Calimshan, and Luskan, for the same reason. He is so above reproach, and so able in his administration and justice, that the city flourishes. Waterdhavians could not conceive of a better man to be the Open Lord of the city; those wishing the city ill no doubt would wish to remove him if at all possible.\n\nPiergeiron speaks seldom, and slowly; as a result, he is sometimes snidely known as “the Thickskull,” but never to his face. His surname comes from his father Athar, “The Shining Knight,” The Arm of Tyr, who was a very famous paladin adventurer of the North.
Built in the Year of the Smoky Moon (1287 DR), the white marble palace (C75) is the main office location for many city officials, the majority of which are devoted to the administration of city services (the [[Watch]], the [[Guard]], city clerks, etc.). There are also embassies here from many other cities and nations, although such embassies may be located beyond the Palace’s walls.\n\nThe palace has four gates. From the north, these are Horn Gate, Sally Gate, Main Gate, and Guard Gate. Visitors are challenged if they try to use any way in but the Main Gate. There is a large open courtyard in front of the palace. To even get to the Main Gate, you must pass a lone tower in the midst of this open space.\n\nThe entry hall beyond the Main Gate is an impressive, echoing room all of polished marble, empty except for benches along the walls carved into the likenesses of seated lions, and the massive pillars that hold the upper floors of the palace up. Perhaps the most impressive thing in the palace is the scale model of the entire city – building by building – set on a huge stone table in the office of the city clerks. To find it, turn right and go through the archway at the end of the entry hall. The large, grand stairs leading out of the hall in the other direction are the way to the Lords’ Court and audience chambers, which are on the second floor.\n\nThe palace stands with its back hard against a cliff face of Mount Waterdeep. To the north and south are barracks. A small tower set into a mountain cleft to the north guards an entrance to the tunnels of Mount Waterdeep. Known, imaginatively enough, as the Mountain Tower, it is strictly off limits to the public.
The Plague Rats - cult-band of wererats living in the [[Sewers]], whose leader was called the [[Rat]]. Apparently worshippers of [[Talona]].
Several tall, lithe, well-muscled women with dark or white-blond hair who worshiped the goddess [[Loviatar]]. These woman all wore strange white, pleated armor that resisted the strongest blows but crumpled like paper after their deaths, and were able to summon out of thin air black nine-tailed whips with special powers, as well as to wield formidable spell-casting abilities. They all served the moneylender [[Hlethvagi]] or his associate, the [[Doctor]].
This festhall (D25) is the closest thing Waterdeep has to a Calishite silks-boudoir. Its lavender silk draperies and gauzy hangings are heavily perfumed. Everything is cushions, soft carpets, music, and purple-tinted, spiced wine. \n\nAs [[Thauntle's Company]] observed, the Purple Palace has a discreet entrance/exit for patrons onto a back alley, as well as a gallery running at a second-story height all around its main entertainment chamber from which one may peer through the lacy Calishite stonework to observe happenings below.\n\nCompanionship is expensive and (reputedly) very good. Some of the most famous are Naneethil of the Sword Tattoo and [[Dessra of the Dark Desires|Dessra]].\n\nThe proprietress, [[Tathla “Flamehair” Nightstar|Tathla Nightstar]], was famous as a courtesan in Calimport 30 years ago, and is still a great beauty.
Quallos Myntion\nOccupation: Tavernkeeper\nLocation: The [[Spouting Fish]]\nThis overweight, balding man is friendly, courteous, but just a bit pushy by most Northerners’ standards; he deems his nosiness and demeanor “the friendliness of the Southlands.” His enormous moustache connects to his sideburns, continuing the circle of hair about his head; rare is it when Quallos is found without a mug of beer, suds on his moustache, “//testing; simply testing the latest brew.//” He is growing in influence among the Vintners’, Distillers’, and Brewers’ Guild, and is rumored to be the new Guild Master, should the ailing [[Razaar Slissin]] step down.
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Raethiira Arren\n''Occupation:'' Priestess, dance instructor\n''Locations:'' The [[Temple of Good Cheer]] (S29); C9, S15, D18\n''Description:'' Raethiira (“Rae” to almost everyone) is a young human woman of medium height with waist-length russet hair. Her bright, crystal-blue eyes and her distinct, aquiline attributes give her a memorable presence. She usually wears tight leather breeches and flowing tunics with soft doeskin boots. Her dancing and prayer garb is a voluminous but daringly-cut robe over a skintight outfit of orange, red, and yellow silk.\n''Personality:'' One comrade described Rae best as “a human with a halfling’s energy, an elf’s grace, a dwarf’s tenacity, and an ogre’s temper.” Rae is a highly pleasant person, her smiles ample testament to [[Lliira]], the goddess of joy. However, Rae does not suffer fools and liars gladly. She has an uncanny knack for sensing people’s honesty; if they are not truthful with her, she wants little to do with them. While she can be catlike and mercurial, Rae finds pleasure in nearly everything, be it a ray of sunshine, the taste of a fresh red apple from a grocer’s cart, or her husband’s kiss.\n''Trivia:'' Rae always wears an old brass pendant stamped with Lliira’s symbol around her neck.\n
The Rat - leader of a wererat cult. He was defeated by [[Thauntle's Company]] in the [[Sewers]] when they went to rescue [[Aurelia Ssarn]].
Rauvelore (~ROV-el-or) was born in the Year of Burning Steel (1246 DR) to Suedlaurma and Vlorn Bhephel, formerly of [[Ardeep|Ardeep Forest]], and latterly owners and proprietors of [[Bhephel's Bottles/Exotic Wines and Cordials]] of Sulmor Street, [[North Ward]], in [[Waterdeep]]. This shop sells all manner of drinkables, rebottled from travel kegs and casks into the finest, most splendid-looking bottles Vlorn can find and buy -- or Suedlaurma can craft with the three lady gnomes who taught her glassblowing (of [[Tammerbund's Glasswares]], Mendever Street, [[Sea Ward]], Waterdeep). In status-conscious Waterdeep, the bottles -- particularly if they look very expensive or are suitable for long-term use as decanters (and the Bhephels are quite willing to refill bottles they've sold) -- are consistently strong sellers. They enable a shopkeeper or laborer with few coins to spare to bring a "handsome gift" to a feast or wedding without the gesture costing overmuch. [Rauvelore, incidentally, is the provisioner of your little group, bringing beautiful bottles of elverquisst to the gatherings.]\n\nAlthough he likes his parents and the shop work well enough, Rauvelore was always determined to make more of himself -- much more. Until Tasar unfolded the implications of Dawntree, he wasn't sure what "much more" he wanted, and he still isn't quite sure how to get it, but Rauve does have one thing: determination and drive. He'll do whatever it takes, tirelessly, to achieve a desired result, shouldering through life (quietly, politely, and without drawing undue attention) with the persistence and strength of an unstoppable plough.
''Occupation'': Watch patrolman\n''Locations'': [[Watch Guardpost]] S36; [[Spouting Fish]], $9, S9, T13, Southern Ward\n\n''Description'': Raymid is a short, burly little man with long black hair pulled back into a ponytail. He is clean-shaven and meticulous about his appearance, his face, posture, and general body language always set as tense as a coiled spring. While most often found in his watch uniform, his off-duty clothes are all black, from loose linen shirts to black leather pants and boots, his pendant providing the only change of color.\n\n''Personality'': Raymid is a man so business-minded and blunt that few bother to get to know him. He is inscrutable and has a stony stare that many card players envy. Raymid does have a sense of humor, dry and subtle though it is, but prefers to let [[Clion]] have all the jokes; he keeps his attention focused on the matters at hand.\n\n''Trivia'': Raymid always wears a solid silver pendant of [[Mielikki]]’s unicorn head symbol, a gift from his dead mother and, he believes, a good luck charm. Raymid has a habit of only speaking if directly spoken to, and has coerced many into confessing under the silent, forbidding pressure of his stare. Raymid grows quiet when Clion jokes about women.\n
The Red Sashes - a vigilante organization dedicated to eradicating slavery and other acts it considers evil.
A young "bright blade" of the [[Amcathra]] noble family, a friendly rival of [[Sir Perrigan Roaringhorn]] and current paramour of [[Galinda Raventree]]. Regnet is a popular and well known man about town. Famed for his tastes in clothes and drink, he has friends and acquaintances (and not a few enemies) in nearly every tavern in town; his closest friends appear to be fellow bright blade [[Danilo Thann]] and North Ward Civilar [[Emmer Jundhyl]].
A mercenary lord of [[Skullport]], Rhaunaguth apparently has a "captive" force of sellswords that he hires out for missions in the Lands Above as well as for escort in the dark ways of [[Undermountain]]. The members of [[Thauntle's Company]] met two of his hireswords at the [[House of the Long Slow Kiss]] festhall.
''Occupations:'' Horse raising, mercenary recruitment/training\n''Location:'' The [[High House of Roaringhorn]] (N42), [[Amphail]]\n\nA Chondathan family ennobled both in [[Waterdeep]] and in Cormyr (where the Roaringhorns have an exemplary record of military service to the Obarskyr ruling family and its current king, Azoun IV), the Roaringhorns have large business interests in raising horses (mostly conducted at the family's spacious ranches in [[Amphail]]) and recruiting and training mercenaries (conducted at [[the family estate|High House of Roaringhorn]] and through several intermediaries). \n\nThe Roaringhorns are much beloved of Waterdeep's common citizenry for their generous feasts, raucous brawls, and swashbuckling, pranksome approach to life. Their hospitality has made the Roaringhorns deeply loved among the citizenry of Waterdeep. Old men and street youths alike have been known to leap to the defense of a drunken Roaringhorn in Dock Ward at night. The family’s never short of volunteers when it announces mercenary hirings, either.\n\nThe Roaringhorns are currently governed by the brothers [[Kuldos|Kuldos Roaringhorn]] and [[Vastarr|Vastarr Roaringhorn]]. Kuldos and Vastarr's third brother, Braldar, vanished in Calimshan several years ago. Other notable Roaringhorns include [[Perrigan|Sir Perrigan Roaringhorn]] and [[Crium|Crium Roaringhorn]].
''Occupation:'' Imports merchant\n''Locations:'' [[Anteos Warehouses]] (S42); C3, C12, S8, S9, D18, D25\n\n''Description:'' Rokkek Ingerr, the second to carry that name, is the spitting image of his father: An overweight man with a perpetual sheen of perspiration on his forehead and upper lip, he is fully bald with a gray goatee. His gray eyes constantly dart back and forth nervously, and he looks for all the world like an incompetent buffoon, a façade soon shattered when one does business with him. Rokkek overdresses in all the latest fashions popular with the nobility of the city; of late, this entails large plumed hats, short jackets and vests, and lacy shirts with tight breeches (a look none too flattering for the aging merchant).\n\n''Personality:'' Rokkek Ingerr's favorite topic is himself, of that there is no doubt. Nor is there any question of his second love: money. While pleasant enough in his dealings with people, Rokkek Ingerr is consumed with maintaining his business and keeping himself and his wife in the manner to which they have grown accustomed. He tends to be a bit blunt, if not downright rude, to those he deems of lesser stature (beggars, mercenaries, dungsweepers), but he is kind enough to give coppers to street children. Like his father, unfortunately, he has a wandering eye (and hands) for the ladies, and spends his nights at the many festhalls about the city. Of late, he has become quite gruff and terse with everyone, and is rarely seen around his home at all. When seen in public, he is often sunk deep in his cups, drunk and seemingly quite depressed.\n\n''Trivia:'' Rokkek Ingerr has the absent-minded habit of constantly flipping a gold coin, stopping only when eating or when involved in business.\n\nRecently, the source of Rokkek's drunkenness and anxiety was unearthed when [[Sir Perrigan Roaringhorn]] and [[Carter]] went to his home and questioned him about some wild talk of hissing voices that he had uttered while at the [[Spouting Fish]]. Rokkek explained that he had been eavesdropping on conversations held in the apartments of his neighbor [[Ilnaster Ravenar]], via a roof-drain connecting the two merchants' shop-residences. Apparently, conversations had included talk of "dead dragons" and guarding wealth. While Perrigan and Carter were at Rokkek's house, they heard one such conversation through the drainpipe. They burst in on it, only to come face to face with a mage of the [[Cult of the Dragon]].
''Occupations:'' Landowning, winemaking (poison, slaves)\n''Locations:'' Rosznar villa ($13) (Imnescar, Amn)\n\nA noble house of [[Waterdeep]], most of Rosznar's members are now exiled to Amn after the lord of the family disowned them due to their holdings in the slave and poisoning trades. [[Estrip Rosznar]], the "Young Masked Lady," now controls the house alone, without consort or heir.
''Occupations:'' Banking, mercenary fighting, bounty hunting, caravan mastering\n''Holdings:'' Ruldegost villa ($29)\n\nOne of the older noble families of Waterdeep, the Ruldegosts are originally nobles of the lost land of Uthtower (now sunk forever beneath the Mere of Dead Men. The family currently has no patriarch; the aged Brador died in the Year of the Arch (1353 DR) to leave behind a wife (Kara) and a two-year-old child (Detan, now six). The family regent is Brador's brother, [[Lord Bly Ruldegost|Bly Ruldegost]].
Runedar - a watch civilar.
<html><center><b><font size=6>SAFINA</font></b></center></html>\n+++[Picture][img[http://cknott.home.mindspring.com/roi/safina.jpg]]===\n\n\n+++[Background]\n\nTBD\n\n===
A letter to the Savants of the Dark Tide said:\n\n//Let it be known that, by the will of the [[Eye]], to you and your other agents of the [[Kraken]], that you and your activities are restricted to the South Ward and the outlets.\n\n-[[A]]//
Scyphia Jalbuck\nThe human wife of [[Nindil Jalbuck]], this tall, lithe blonde has a laugh that sounds like ringing bells. She was a midwife from Sespech, and now simply relies on her herbalist’s knowledge; Scyphia can identify any plant or herb of the Realms by either sight, smell, or taste. She is a ranking member with the Guild of Apothecaries & Physicians, and often finds herself getting into philosophical arguments over healing with [[Raethiira Arren]], who believes true healing is a mystical gift from the gods.
Sea Ward is the wealthiest ward of [[Waterdeep]]. This district lies north of Julthoon Street and west of Shield Street, with a small eastern arm extending to the High Road along Vondil Street. The major avenue of this ward is the Street of the Singing Dolphin.\n\nLashed by sea storms, it is almost deserted in winter, but in warmer months is home to most of Waterdeep’s noble families, who play here with as much gusto as they do on their own estates. The ward is notable not only for the many-spired and grand homes of the nobles, but for containing the majority of the city’s temples, which soar every bit as grand and haughty as the nobles’ homes. Other notable landmarks include the [[Field of Triumph]] (a vast open stadium), the lush Heroes’ Garden (Waterdeep’s only public parkland outside the [[City of the Dead]]), and West Gate, which leads onto the beaches where folk of strong hearts and tough skins brave the chilly waters whenever winter ice sculptures don’t block access to the waves of the Sea of Swords. Be sure to see the Lion Gate, the impressive carved entrance to the Field of Triumph, facing Gulzindar Street.\n\nFolk of importance who want to build opulent homes come here. Those with less snobbery and more lust or need for everyday power can be found in Castle Ward. Those with less money or less need to impress can be found in North Ward. Truth to tell, except for the fading smell of the sea and lack of temples as one goes east, the visitor can see little difference between North Ward and Sea Ward. Nonetheless, the visitor should remember that the most pushy of Waterdeep’s wealthier merchants crowd into the best addresses they can find in this ward. Some Waterdhavians devote their entire lives to attaining a Sea Ward address. Though citizens may joke about this social climbing, the visitor would do well to avoid talking on such sensitive things.\n\nWatch patrols are very frequent. However, they are always polite and generally lightly armed. Street violence, theft, and vandalism of any sort is not tolerated in this ward. Unless well-dressed or a known Waterdhavian noble, and drunk, those who engage in such things are quickly handled by the city watch.\n\nIn this ward, four-sword watch patrols pass a given point about every 10 minutes and look in to a tavern or inn dining room every 30 minutes. Six-man detachments of the city guard also patrol the ward, armed with long swords, daggers, and darts laced with a paralytic agent. Reinforcements will be a dozen guards (War3) clad in chain mail and armed with maces, long swords, daggers, slings, and a polearm. Guard patrols pass a given street location about every 30 minutes, but appear 1d4 minutes after a city watch patrol blows a warning horn in this ward.\n\nMany visitors to the city, and less prosperous locals, if they can find good weather and time enough, go for a stroll in Sea Ward just to gawk at the griffons and other steeds being flown overhead, the proud architecture all around, and the wasteful display of wealth everywhere.The walk is apt to be thirsty – There are very few taverns inthis ward. Inns stand thin on theground here, tooŠand there are no guildhalls at all.\nArchitecture\nAside from Piergeiron’s Palace, you cannot find more finely crafted workmanship than the homes of Sea Ward. While the North Ward tends toward slightly greater modesty (and thus perhaps better taste), the older, grander villas of this ward have an air of stateliness and majesty (and haughtiness). The ward’s variety of building details are astounding, from talking tavern signs that wink at customers to three gilded towers that seem braided together. \n\nIn evening, the setting sun blazes on many gilded domes and spires here. More ornamental things such as minarets, bell arches, and statuary crowd this ward than other areas of the city. As in [[North Ward]], most nobles’ homes are behind walls.\n\nMost of the ward’s streets are paved in cobbles or corduroy. The nobles insist on getting the rest of the alleys paved, but the Lords’ Loyal Order of Street Laborers are under express orders to maintain the existing corduroy roads. They may, however, replace the corduroy by the House of Inspired Hands with cobblestone, as frequent “testings” and explosions have set the log road on fire on three separate occasions in the past year.
//Our Lady of Silver//\nGoddess of the Moon, Stars, Navigation \nLesser Power of Ysgard\n''Symbol:'' Circle of seven stars around two feminine eyes.\n\nRevered by female spell-casters and by all who navigate or must work at night, Selûne (~Seh-LOON-eh) is continually either growing to full glory or dying. Selûne is linked to [[Mystra]]; children born under a full moon often exhibit magical ability. Lycanthropes who enjoy their condition (rare though they may be) usually come to worship Selune, for she governs their powers. She oversees connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and ensuring safe births.\n\nSelûne has been said to aid devout worshippers of her Mystery of the Night by sending aid to those lost by trails of “moondust” (small motes of light similar to dancing lights or will-o’-the-wisps), which produce moonlight where none would otherwise be. The “night-stalk,” or solitary moonlit walk, is the occasion and ritual of worship to, and communion with, Selûne. Clerics of Selûne seek and prize “drops fallen from the moon,” the offerings of the goddess, for with this precious substance they can make many potions and unguents. These are considered to come from the "tears of Selûne," The shards that follow the Realms’ major satellite in its path. Whether the moon is named for the goddess or vice-versa is unknown. \n\nSelûne appears as a dusky-hued maiden with wide, radiant eyes and a long-tressed mane of white. \n\nSelûne’s eternal foe is the evil goddess Shar, and she battles her ceaselessly on many planes of existence, both through mortal worshipers and servitor creatures. The undying enmity between the two goddesses predates the existence of most, if not all, of the present-day existing Faerûnian deities. The enmity between Shar and Selûne carries into their priesthoods, such that open battle often occurs when followers of each faith meet. Selûne also struggles with Umberlee constantly over the fate of ships at sea and with Mask over the works of mischief and evil he performs in the shadows the moon’s soft glow creates.\n\nSelûne is much honored in [[Waterdeep]], where her temple, the [[House of the Moon]], is one of the preeminent houses of worship in the city and her religion one of the most popular. The City of Splendors has long had great reverence for the Moonmaiden, going back to centuries before its founding when various cults worshipped her under the open sky on nights of the full moon.\n\nKnown to the elves as Sehanine Moonbow.
Serpentil Books and Folios - Book store run by [[Jannaxil Serpentil]]. Carter followed the Red Wizard [[Ethur Anszim]] to and from there.
The Sewers underneath [[Waterdeep]] where many evil creatures live and plot their evil plans.
The Shadow Thieves - Group of thieves once operating in [[Waterdeep]], now in [[Baldur's Gate]]. See the [[Thieves' Guild of Waterdeep]].
Type the text for 'Shadowdale'
//Mistress of the Night, the Lady of Loss//\nGoddess of Darkness, Night, Loss, Forgetfulness \n''Symbol:'' Circle of black with a border of deep purple.\n\nLoss is the nature of Shar (SHAHR). One of the Dark Gods, she is a deeply twisted and perverse being of ineffable evil and endless petty hatred and jealousy. She rules over pains hidden but not forgotten, bitterness carefully nurtured away from the light and from others, and quiet revenge for any slight, no matter how old.\n\nShe is said to have the power to make her devout followers forget their pain, yet what occurs is that they become inured to the loss, treating it as a common and natural state of being. The basic inanity of life and foolishness of hope are the cornerstones of Shar’s being. She revels in the concealed, in that which is hidden, never to be revealed. She can always clearly perceive every being, object, and act performed within darkness.\n\nIn temples, representations of the goddess are either a black sphere outlined in racing, magically animated flames of purple or paintings of a beautiful human with long, raven-black hair dressed in swirling dark garb. She smiles coldly and her large eyes have black pupils and are otherwise solid purple.\n\nShar is the mortal enemy of Selûne and battles her ceaselessly on many planes through mortal worshipers and servitor creatures. The undying enmity between the two goddesses is older than recorded time.\n\nShar is worshiped by blinded, nocturnal, or subterranean-dwelling humans and allied beings and by those who hate the light, such as goblinkin and their allies. She is also worshiped by many who favor dark surroundings or who must undertake deeds or do business in darkness. She is venerated by those who are bitter or are grieving over a loss and wish to find peace (especially through vengeance) and by individuals who want to forget. She is also placated by those who know their wits have been harmed and want to find peace or those who have been mentally harmed and want to remember fully or be restored in their minds. Many in Faerûn fear nightfall, the casting of the cloak of Shar, because of the dangers that lurk in its folds.
Silate Deepdell\n[[Vhonna Deepdell]]’s infant daughter is a beautiful baby with her mother’s chestnut hair and brown eyes. To everyone’s surprise, she is also a half-elf. No one has met the father yet; it is known that he lives in the city of [[Everlund]], to the northeast, and that [[Essimuth|Essimuth Lanys]] approves.\n
<html><center><b><font size=6>SIR PERRIGAN ROARINGHORN</font></b></center></html>\n+++[Picture][img[http://cknott.home.mindspring.com/roi/SirP.jpg]]===\n\n\n+++[Background]\n\n Sir Perrigan is a scion of the [[Roaringhorn]] family of [[Waterdeep]]. Like many of his family, he was raised as both a soldier and a gentleman.\n\n''Physical Appearance:'' Only slightly taller than average, Sir Perrigan is most notable for his breadth of shoulder and dense musculature. He has green eyes, dark black hair trimmed close to avoid entanglement in a helmet's straps, and sports a thick mustache. Those trained to notice details see that his hands are slightly larger than average, and his stance slightly wider, giving him the leverage to wield what would normally be cumbersomely large weapons. He is always seen in some type of armor, even at formal parties (though no more than a finely burnished breastplate in those circumstances), and usually wears tall riding boots and a family-crested tabard. During the winter he wears a heavy fur cloak and rabbit-fur beneath his guantlets, helm and armor.\n\n''Birthplace:'' [[Roaringhorn Estate]], Waterdeep.\n\n''Family Status:'' Perrigan's mother died in childbirth with Perrigan's sister (who also died) when Perrigan was two years old. He has no memory of her. His father disappeared on a trading mission to the Empire of [[Calimshan]] a year thereafter, presumably taken by slavers. Raised by his uncles, he is close to the entire Roaringhorn clan, but is closest to his adopted mother and biological aunt, Lady [[Serenia|Serania Roaringhorn]] and his cousin / adopted brother [[Crium|Crium Roaringhorn]]. The Lady Serenia remarried a few years ago to a nobleman from Neverwinter, and resides with him there. Crium is still seen about the City sometimes, but also regularly volunteers for distant trading missions on behalf of the family. He was an excellent factor for the family's interests in Amn a few years ago, generating excellent profits on the trade with distant [[Chult]].\n\n''Favored Diety:'' [[Tyr]], and occasionally [[Tempus]]\n\n''Training:'' From an early age Sir Perrigan demonstrated both a martial spirit and physical skill with weapons. It was decided by his Uncles that he would be trained as a soldier and work with the family's interests in the provision of weapons and mercenary services. Perrigan was trained for weapons and horsemanship by the family from a young age. At 14 (when Perrigan was already the height and breadth-of-shoulder of many grown men) an apprenticeship with the [[City Guard]] was arranged, and Sir Perrigan served as a squire to Col. [[Taggart Sim]] on extended campaigns beyond the city walls. Perrigan is an excellent horseman, is familiar with the training of hounds and hunting with their aid, and walks about in heavy armor and arms as easily as most men do in silk and linen.\n\n''Family Business Experience:'' For three years after his squireship with the Guard, Perrigan travelled on family business. He has been (if briefly, in some circumstances) in every nation and major trading port on the [[Sea of Swords]] from [[Luskan]] to [[Calimport]] (where he spent two months persuading the Emir of [[Desketch]] to part with a single breeding stallion). Depite months aboard a ship the most he ever learned of sailing was how to stay out of the sailor's way. He spent most of his time aboard ship reading or using pirate helmsman who steered within a quarter-mile of his ship for target practice (his unusually large longbow has a surprisingly long range).\n\n''Recent History:'' Since returning from a trading mission to [[Tethyr]] (saddles & leatherwork) Sir Perrigan has been a bit at loose ends. His family had no immediate need for his services and trade has shut down for the winter. Like many bored young nobles Sir Perrigan has spent a lot of time at festhalls about the city and generally 'socializing' with the young blades of the city. In other words, he's bored out of his mind.\n\n===
~RulesLawyer's Iron Heroes Campaign Set in Faerun
//''Realms of Iron''//
One of the "wards" of [[Skullport]]. A veritable fortress reached via the Murkspan Bridge, a great stone arch from which several folk fish the deeps, and at the foot of which some quiet trading occurs. The Skull Island end of the bridge is heavily guarded. The slaves of Skullport are kept here until they are marched to the market to be sold. Skull Island is reputedly controlled by the [[Iron Ring]].
Also called the Port of Shadow, Skullport is a lawless, ramshackle underground city located beneath the South Seacaves of Mount Waterdeep and, while autonomous and relatively safer than the rest, a significant part of the third level of [[Undermountain]]. It is approachable via the subterranean river Sargauth (which in turn can be reached from the Seacaves via an elaborate system of arcane lift-hoists controlled by nameless, cowled figures), or apparently via a number of magical gates from the Lands Above, as well as presumably by traversing Undermountain. \n\nSkullport is a lawless community of shady dealings and cutthroat justice. At its simplest, Skullport is merely a dark reflection of Waterdeep: a port city (albeit, hundreds of feet below the surface) that buys and sells any and all things (especially those products unavailable or illegal in Waterdeep). Skullport serves as a haven for pirates, traders in stolen or illegal cargo, smugglers, drug- and poison-peddlers, and slavers It is also a home for those not welcome or safe in the City of Splendors: its inhabitants include mind flayers, drow, vampires, gargoyles, beholders – and worse. \n\nSkullport has no government per se, although the various competing power groups form a fluid oligarchy of sorts. The [[Skulls]] keep what peace exist by enforcing a simple credo: “This be safe haven to all traders and customers; keep thine weapons and thine uncivil tongue sheathed lest ye find the grinning skull of Death smiling in thy face.”\n\nSkullport seems to serve as a base for a number of powerful criminal organizations, including agents of the [[Eye]], the [[Order of the Black Flame]] (before that group was driven out by [[Thauntle's Company]]), and the [[Iron Ring]].
''Occupations:'' Brewing, distilling, beer and liquor importing\n''Holdings:'' Snome villa (N5)\n\nA noble family of [[Waterdeep]]. Ruled by the patriarch Arrabas Snome, a prodigiously fat man of 112 winters, keen business sense, and famed stubbornness. The family heir, [[Thyri|Thyrienthella Snome]], is ~Mage-Civilar of the [[City Watch|Watch]].
''Culture:''\nAs Gateway to the North, cosmopolitan Waterdeep is home to all manner of individuals, some of them native but most hailing from distant lands. Humans make up the bulk (75%) of Waterdeep's population, but representatives of nearly every race or ethnic group native to Faerun dwell here. Shield dwarves and halflings make up 7% each of the population, while half-elves make up another 4% and elves and half-orcs 3% each. The remaining 1% of the population are lizardfolk, extraplanar beings, and odd individuals such as the occasional goblin, ogre, or fey being.\n\nWaterdhavian culture and society is a mishmash of ancient Netherese, Illuskan, Tethyrian, and most recently (and principally) Chondathan influences. The ethnic make-up of the human populace is Tethyrian (51%), Illuskan (23%), Chondathan (22%), Calishite (2%), and others (2%). Waterdeep's maritime culture is the heritage of the Illuskan sailors who first anchored on the shores of Deepwater Bay. The city's tolerance and egalitarianism is the legacy of Tethyrian settlers, and its strong mercantile streak the heritage of Chondathan merchants. Waterdeep's primary tongue is Chondathan, though many who live in the City of Splendors do not speak it.\n\n''Social Level:''\nGiven Waterdeep’s size and the presence of a well-established nobility and a prosperous merchant class, many natives of the Realms believe that specific social classes have been established, each with rules and “inherent superiorities.” Instead of the fragmenting and distinct splits based on income or birth, Waterdeep has nullified such differences almost entirely.\n\n“Social level” and class are far less important in Waterdeep than in other cities of the Realms (and elsewhere); any prejudices against folk due to race, creed, or coin are brought in by visitors from outside the walls, and are not tolerated to a large extent. The crossroads nature of the city and the up-and-down fortunes of those who make their living in trade keeps the inhabitants of the city tolerant of a wide variety of peoples, with widely varying customs, religions, and incomes. A paladin native to Waterdeep would readily accept that those who reject rigid authority are just as “good” and worthy of his aid as their more enlightened neighbors, unless they are actively evil. In a like manner, a noble mage might think himself above a dungsweeper, but he would never act superior in dealings with the sweeper beyond slight condescension and a simplification of speech.\n\nIn Waterdeep, low birth or station is not a recipe for rudeness from one’s betters, beyond what one’s actions would earn from one’s equals in any case – if you are ridiculed in Waterdeep, you brought such treatment upon yourself! Visiting knights-errant and paladins are, of course, a different matter – holding themselves above the common man and living for an ideal – although they are soon advised about their pompous elitism by many Waterdhavians. Of course, the watch might take a hand to a very objectionable and disruptive braggart.\n\n“Live and let live” best describes most Waterdhavians’ attitudes; everyone is far too busy in the pursuit of wealth and happiness. Folk who tell others how to act and think are more entertainment to the hard-working folk of Waterdeep than a serious social force.\n\n''Manners:''\nThe cosmopolitan nature of the City of Splendors makes its natives very tolerant. They tend to be talkative, friendly, easygoing, and outspoken, but do not expect others to be. Good Waterdhavian merchants are quick to sense how those they meet like to speak and be spoken to; this penchant allows them to make business deals with speed and to mutual advantage and pleasure.\n\nNatives of the City of Splendors are notoriously slow to take offense. A Waterdhavian will plainly state his or her feelings as a warning before showing anger. One is more apt to hear “I don’t find that amusing, friend,” said pleasantly to a stranger before an angry voice is raised. Some visitors misinterpret such behavior as cowardice or ignorance (“he was too stupid to know I insulted him!”); if they act on such misjudgments, however, surprise and regret are the usual results.\n\nMost Waterdhavians are slow to take fright unless facing magic or monsters. A swaggering human warrior threatening them is quite likely to be stared at calmly, or even sneered at. Imzeel Coopercan, the barkeep of the Mighty Manticore, once reflected, “A bullying braggart in a Waterdhavian tavern is as welcome as a loud rope merchant atthe Ropemakers’ Guild meetings – no one’s interested in what you’re peddling, no matter how high a quality, as no one has need of nor desire for something in abundance.”\n\nThe only warriors that affect Waterdhavians with any frequency wear the colors of the Watch and the Guard. “The only mortals that Waterdhavians fear are a few unstable wizards and the Lords,” Durnan told a first-time visitor surprised by the nonchalance of the Yawning Portal’s regulars about the dungeon, “and only when they’ve incurred the wrath of said persons themselves.”\n\nBeings of almost all races may be seen in the city, too. A typical Waterdhavian would react with hostility and fear only to a drow, an illithid, nonhuman natives of the Lower Planes, and, of course, “monsters” such as beholders and dragons; with all others, it’s generally “business as usual.”\n\nLecherous and drunken behavior tends to be tolerated when considered atypical behavior, and it is treated the same as strange manners of speech or customs (though some of the Distillers’ guild frequently drink to excess while “proving the superiority of Waterdhavian spirits to the uninitiated”). If a drunken outlander makes a coarse proposal to a Waterdhavian who does not find it amusing or inviting, the suggestion will merely be ignored. If repeated, the Waterdhavian will leave if he or she wishes to, or simply state his or her lack of appreciation. This process continues for some time ere fists fly or blades flash. As a general rule, Waterdhavians with hair-trigger tempers who aren’t powerful wizards simply don’t last long.\n\nWaterdhavians do not discuss the weather, unless in a profession governed by it like farmers or sailors. Small talk and idle chatter normally centers on matters of commerce, and secondarily on warfare elsewhere in the Realms. Waterdhavians take a sporting interest in such happenings as the constant minor strife in the South, the recurring unrest and bloodshed in Tethyr, and traditional and longstanding shipping discord between Ruathym and Luskan.\n\n''Dress & Appearance:''\nAll manner of clothing and garb may be seen on the streets of Waterdeep. There are no laws relating to dress except to prohibit private citizens from impersonating the Lords of the city, the black-robed Magisters, or officers and members of the guard or watch. Guild livery can only legally be worn by guild members, and is worn when appearing before the Lords’ Court on official business, during holidays, outside the city on diplomatic trading business, when appearing before a Black Robe, and at anyprivate guild functions that guild laws require it to be wornto, such as voting meetings. Coats of arms to which one is not entitled cannot, of course, be copied and worn.\n\nNobles usually do not wear their coat-of-arms, except in signet rings, belt buckles, or pendants; their servants wear clothes emblazoned with their coats-of-arms. Nobles wear any sort of dress without social censure; it is common for noble women attending parties and other functions to wear glittering, diaphanous gowns of silk and sequins, their lower bodies concealed by layers of translucent silk, and their upper bodies festooned with jewelry (and, if the weather is cold, fur gloves that reach up to points at the shoulders).\n\nMost “high fashion” noble party dresses involve masks, although many are not intended to conceal the wearer’sidentity, but merely to provide a means of further adornment. Younger noble ladies often wear gowns with elaborate filigree “stomachers” in exquisite designs (often set with gems), and the arms and front of the lady will themselves be covered with glued-on gold dust and sequins. A stomacher is a rigid garment, in this case, of open wire-work worn over a silken dress, extending from crotch to breast; Waterdhavian examples often sweep up both sides of the bodice into fantastic swirls and points on the shoulders.\n\nMercenary and adventuring company members usually wear the devices of their organizations openly, with pride, on the city streets; again, it is a crime to falsely wear such garb, although a plaintiff must prove (by oath of recognized officers of such a body, or the enlistment rolls, or both) that such a person is unlawfully bearing such a device – such complaints are, as a result, rarely successful.\n\nJewelry is worn by both sexes in the City of Splendors; some people festoon themselves with its glitter, and others never wear a single bauble, regardless of personal wealth. All manner of hairdos may be seen, and all types and colors of clothing are used.\n\nThere is no law against nudity or requiring particular areas of the body be covered, but Waterdeep is a coastal city – when it isn’t raining (or in winter, snowing), there is usually mist about the streets. Despite the sheltering mountain, the city streets can alsobe windy in bad weather and around highsun (dawn, dusk, and night tends to be calmer). These conditions preclude light or skimpy dress for most beings, most of the time.\n\nThe fashions of other planes, as well as other lands, maybe seen on the city streets, so dress is individual and variance is freely tolerated. There is no such thing as “not in fashion” in the City of Splendors, in regards to dress. However, the younger nobles’ games of one-upmanship in daring or unique clothing tend to sway opinions toward certain modes of dress and away from others.
Caves located deep within the cliffwall shore just south of [[Waterdeep]]. They are hidden from view except from ships traveling //very// close to the coastline (i.e., at risk of foundering on rocks). The Seacaves lead deep into the cliffs to a seawall at which waits a lift-hoist controlled by mysterious cowled figures. The lift-hoist in turn transports ships to the River Sargauth, and thence to [[Skullport]].
Southern Ward\nSouthern Ward, known as South Ward to all natives, is the first ward seen by most visitors who enter the city through the South Gate or the River Gate with the caravans. As much of its business caters to the caravan trade, it is sometimes called [[Caravan City]] with its plentiful forges, smithies, stables, warehouses, and sheds (with coaches and carts for hire). \n\nMany common and poorer folk dwell in South Ward, though the caravan trade allows for some local merchants to attain near-noble status (at least in monetary terms). It is often dusty and grimy from the traffic from overland trade, but this area and its people are mostly friendly and industrious, catering to every need of visitors and merchant-traders. Tourists and visitors rarely idle around to look into wagons and warehouses (unless it is their business to do so), but the presence of guards (both privately hired and those in the watch) is obvious and lends much to the feeling of security about the trade goods and the businesses herein.\n\nOne of the smallest wards in the city, South Ward has probably the least to do with the internal politics (both social and monetary) of the city beyond the overland trades. South Ward is, for the most part, the ordinary or commoners' side of [[Waterdeep]]. The main streets within the ward are the [[Way of the Dragon]] and the [[High Road]]. The Way of the Dragon forms the southern and western boundaries of South Ward, and the [[Trollwall]] is the eastern boundary. The northern boundary consists of a mix of streets and alleys: Telshambra's Street, a little bit of the High Road, Sahtyra's Lane, Caravan Court (all of which is deemed to be in South Ward), and Belzer's Walk.
A powerful and mystery-cloaked weapon of the [[Gondar]].
The Spouting Fish Tavern (S47)\n//Address: The Way of the Dragon, behind Slop Street//\n\n''The Place:'' Large, noisy ("//A bit like drinking in the thick of a street brawl,//" according to one bravo), and popular, this brightly lit establishment succeeds largely because of its relentless street-crying advertising and its strategic location. Many folk entering the city via Southgate get to its huge, upright, spouting fish water fountain and decide they're thirsty. Inside its a many-leveled labyrinth of booths, benches, posts, and beams, all unpainted and very flammable. The staff is constantly on the watch for stray flames, and buckets of water and sand sit ready behind the bar for firefighting.\n\n''The Plan:'' The Fish's huge duskwood bar is located in the room closest to the tavern's main entrance off the Way of the Dragon. The hearth and fireplace encompass nearly half the back wall facing the bar, and two smaller tables with chairs are set by the fire for important persons or performing bards. The main entrance is flanked on the right by a cloakroom for sodden or muddied cloaks and outerwear and on the left by a small privy.\n\n''The Provender:'' Zzar (dry white wine fortified with almond liquor), wines, and beers are available, but little else in the way of drinkables. Though the fare is limited, it is rich and flavorful. Of the few hot meals served here, Miri's specialty is "Owlbear Stew," a hot, spicy stew of beef, sausages, onions, potatoes, and a healthy variety of spices to give it a fiery, biting aftertaste. Other menu items include biscuits, cheeses, roasted chickens, and baked or roasted potatoes.\n\n''The Proprietor:'' Regardless of the Fish's noise level, the loudest sound greeting visitors will be a hearty bellow from [[Quallos Myntion]], the tavern's voluminous owner, who's always found bustling about the place, polishing tankards or sweeping the spotless floor. Quallos makes it a point to greet all patrons who enter his establishment, "//a courtesy of us Southerners that many in the North ingraciously omit.//" His habit of seating several of the place's customers himself (especially the younger and prettier female ones) is well known and endured, if only to humor the aging man. Quallos never seats known rivals or enemies near each other and he (and his sons) are always vigilant in keeping any *really* serious troubles from getting out of hand, despite the noise and confusion.\n\nThe kitchen is the domain of [[Miri Myntion]], Quallos' wife. The only other employees at the Fish are two of the Myntion children, [[Tomed|Tomed Myntion]] and [[Cial|Cial Myntion]]. Tomed acts as a bartender, a stableman, and general taproom peacekeeper, being more than strong enough to handle skittish horses and drunken troublemakers alike. Cial, Quallos' and Miri's eldest, acts as the barmaid and waitress.
Elven citadel made of stone by the dwarves over 1,000 years ago, long sought but not yet found. It is said to lie within or near [[Ardeep Forest]].\n\nThe fortress came to be known as the “House of Stone” after an old childrens’ rhyme:\n//An elf calls the deepest wood his own,\nA human everywhere may roam,\nBut a dwarf just wants a house of stone.//\n\nFor many years, the moon elves of Ardeep guarded the tower, letting no one near it. Since their departure in the [[Year of Moonfall|The Retreat]] (1344 DR), several groups of adventurers set out to explore the structure. As far as Waterdhavians know, none of these groups have ever returned. In old tales, the House of Stone is said to have many hidden doors, sliding rooms, and chambers that rise and fall in shafts like buckets in a well. The House of Stone is also believed to have dangerous traps designed to capture intruders, and numerous caches of treasure (rooms of gold coin and of gems mined by the dwarves from everywhere across the North). Most importantly, an armory of weapons for the defense of the kingdom is apparently collected here, including weapons of powerful magic crafted by the elves and dwarves of long ago.
Surrolph Hlaaken - proprietor of [[Hlaaken's Stables]] in [[South Ward]].
This tavern (S1) is the warriors’ drinking place, the chosen watering hole of those who swing swords for a living. It is a good place to hire out-of-work fighting men. This tavern has strong ale, zzar, and exotic drinks from the far corners of the Realms, and there’s always a whole ox, boar, or deer – or all three – turning on a spit, so hearty meals (1 sp/platter) can be had at any time. Open from highsun (noon) to dawn, daily.\n\nProprietor: Beliarge “Old Boar” Maduskar, called Bel by his friends. This wary old warrior is grizzled and stout, but still capable.
Watchwizard and lieutenant to [[Dichara Stormheart]]. Tagon is sober and level-headed, a counter to Dichara's more agressive nature. He is also the more investigative of the pair, and will spend hours delving into the minutae of a crime scene, as he did when aiding [[Thauntle's Company]] in its investigation of the [[Doctor]]. Tagon narrowly avoided being charmed by a [[Priestess of Loviatar]] during that investigation.
Deity of plague and poison. Apparently patron to a group of wererats infesting the [[Sewers]] and [[Undermountain]] led by [["The Rat"|Rat]].
''Occupations:'' Caravan mastering, horse breeding and training\n''Holdings:'' Tarm villa (N30), Amphail\n\nA noble family of Waterdeep; friendly business rivals (or allies, depending on one's point of view) to the [[Amcathra]] and [[Roaringhorn]] families. The house heir, [[Arun Tarm]], is engaged to [[Jeryth Phaulkon]].
Tasar (~TASS-ar) was born in the Year of the Defiant Keep (1244 DR) to Phelorna and Teirist Taurntyrith, formerly of [[Ardeep|Ardeep Forest]], and latterly owners and proprietors of [[Taurntyrith Adornments]] on Copper Street, [[North Ward]], in [[Waterdeep]]. This shop sells decorative wall and door panels of both painted and iridescent acid-treated copper and enamel, predominantly blue-green or blue-and-silver forest scenes of mysterious beauty, which sell well in crowded, often squalid Waterdeep. Sales have soared in the last six or seven years, since Phelorna hit on the idea of attaching shaped, tempered metal bells to the backs of the panels. When tapped gently with a fingernail, ring, or coin, Taurntyrith panels now ring with a faint "fey" chime daydreamers can use to transport their thoughts to (as Teirist puts it to customers) "faraway and mysterious solitudes."\n\nTasar grew up as a dreamy child, who was talented at painting panels from a very early age but far more interested in sneaking off to hear every bard and minstrel passing through Waterdeep. (That's how he met [[Haldar]], of course.)\n\nTasar befriended irascible old [[Thorauntur Szalmast]], keeper of the [[Old Winding Road Maps and Charts]] shop on the [[High Road]], North Ward, Waterdeep. For years he endured Szalmast's curses, blows, bursts of bad temper, and vituperation directed at "sneaking, thieving" elves, dwarves, and halflings -- purely to see the glorious maps in the littered, dusty gloom of "Firejaw" Thorauntur's shop. Tasar was seeking [[Braceldaur]], and -- in the face of Szalmast's scornful derision -- refused to believe it was a mere song-fancy.\n\nWhen the old shopkeeper died and creditors looted his shop, one thing was brought to Tasar: a map to Braceldaur, labeled in Thorauntur's careful script: "//This belongs to Tasar Taurntyrith, who has earned it a score of times over, and more besides.//" Tasar treasures that yellowing parchment -- though it shows Braceldaur lay in a valley long ago drowned by the Moonsea and is gone forever. A new Braceldaur could be created, even where it had once been if a helpful god or some titanic feat of magic moved or drained away the sea, but it would be just that: a new creation.
Tathla "Flamehair" Nightstar - proprietress of the [[Purple Palace]] festhall. Once a famous courtesan of the Southlands, Tathla retains a great beauty even in late middle age, and her long red hair sweeps down to her ankles. She is kindly disposed toward adventurers, and endeavored her best to aid [[Thauntle's Company]] in their investigations.
Type the text for 'Tavernkeepers'
S29. Temple of Good Cheer\nLocated within the three-story row house just off the corner of Fishwife Alley and Slop Street, the Temple of Good Cheer is little more than a few common rooms on the second floor. Accessible from the streets (an external stairwell leads here from the south face off [[Weeping Maiden's Run]]), the Temple is also the home of [[Arkiem|Arkiem Arren]] and [[Raethiira Arren]], respective priests of [[Milil]] and [[Lliira]]. \n\nIt is usually first noticed by the fact that this part of the building is occupied and kept clean, as opposed to the vacant, decrepit lower and topmost floors; Arkiem and "Rae" are saving money to purchase the building from its owner to fix up the entire building and establish a more proper temple, not just a temporary plaque of their holy symbols in a window. The entire western third of the building is one long room used for dance classes. The southeast room at the top of the stairs (inside and out) is the makeshift temple, large silver holy symbols mounted high on a wall swathed in red velvet. On the east side of the building is a small room for Arkiem's classes and instruments, with the remainder of the rooms being interconnected as a living suite for the married couple.\n\nThe young couple (hailing from [[Berdusk]], to hear tell) moved here only six months past, and have already become a popular fixture in the area. They rent the entire center floor, using various rooms for mutual worship and dance and music instruction. Both of them take donations to teach the local young (and old) adults their skills, and many have benefited from these lessons; in fact, while Raethiira is embarrassingly modest about her skills, her rare knowledge of Rashemite, Tethyrian, and ancient elven court dances have sparked a resurgence in them at balls of nobles and commoners alike. \n\nRae's dance classes range from court dancing and proper dances for balls with nobility to ancient folk dances and celebratory peasant dances from all over the Realms. She takes care to show her students how Lliira's patronage of joy and happiness is reflected in dance; to the chagrin of some male students, however, she does not teach or reveal the fabled, hedonistic dances to Lliira! \n\nArkiem is able to teach about three students at a time in stringed instruments of any type and is quite adept with flutes. He has on hand two additional lutes, one small lyre, and a set of thelarr for students to use but not remove from the building. The songs he teaches are, for the most part, common ballads.
//The Lord of Battles, Foehammer//\nGod of War\n''Symbol:'' Blazing sword on blood-red field.\n\nTempus (TEM-pus), The Lord of Battles, is venerated by all alignments and all causes in conflict. He appears as a 12-foot-tall human giant in battered and bloodied armor, his face hidden by a massive war helm. His shoulders and legs are bare and crossed with wounds, and he is always bleeding, though never tiring.\n\nTempus is called upon before the evening of battle, to enhance the skills of one side and curse another. Tempus has been known to manifest to one side or the other in battle to indicate his favor. Most often he is seen standing with one foot on a white mare, Veiros, and the other on a black stallion, Deiros. If seen riding the mare, favor in battle is indicated, while riding the stallion foretells defeat. The priests of Tempus wear battered armor, but in larger temple complexes wear skull caps made of steel.\n\nTempus is worshiped by those of every morality and lineage who wage war for all causes. The Tempuran clergy may be found on both sides of a conflict, as none can ever truly know whom the war god will favor. Priests of Tempus tend to be human, male, and of a temperament that enjoys battle, though the clergy is open to all beings who have prayed privately to Tempus and received the blessing of a spell, a manifestation, or direct aid of some sort. In some societies, such as that of the Northmen of the Moonshae Islands and the barbarians of Icewind Dale, Tempus is served by shamans.\n\nIn [[Waterdeep]], Tempus has a relatively small following, mostly among hireswords, adventurers, and visiting Northman warriors. Those folk have, however, been able to contribute enough coin to fund a sizeable temple, the House of Heroes, governed by High Sword [[Turik Bloodhelm]].
Terresk\n''Occupation:'' Watch armar\n''Locations:'' [[Watch Guardpost]] (S36); The [[Spouting Fish]]\n''Description:'' Terresk is a tall, forbidding half-orc with fearsome features. He is very conscious of his looks, and wears a hood to keep much of his face hidden; enlarged lower canines betray his orcish lineage. He wears a scale mail mask over the severely scarred left side of his face. Terresk wears black leather gloves at all times and is never out of uniform (if he’s off duty, he’s not far from the guardpost). He walks hunched over but, if confronted by an enemy, his shoulders straighten and his full height (7’!) surprises many.\n''Personality:'' Belying a terrifying appearance, Terresk is a quiet, almost bashful man who blushes at the mere hint of a compliment from a lady and beams proudly when praised by men. Almost childlike in his simplicity, Terresk is a kind-hearted lummox who watches out for his friends. When he laughs, his deep-throated guffaws can be heard easily over any din, and if he’s in a fight, his bellows serve far better warning than his warning horn. Above all else, people who like to keep themselves intact don’t mention the touch of orc blood in him; he hates his heritage and goes into a fury should anyone comment on his tusks.
''Occupations:'' Landowning, merchant shipping, fine wines\n''Location:'' Thann villa (N10)\n\nA noble family of Waterdeep. The Thanns are Waterdeep's leading vintners, with large land-holdings in the South and strong ties to Blackstaff Tower. They have strong ties with the Vintners', Distillers', and Brewers' Guild.\n\nHouse Thann traces its ancestry to Velenese slave traders who built their fortune ferrying slaves from the Port of Shadow to southern lands, where slavery was legal. Over time, the family split into two branches, one based in Tethyr, one in Waterdeep. In the Year of Spilled Blood (1315 DR), Lord Rhammas Thann convinced his aging father, Erktos I, to abandon the slave trade,. The family fortunes are now built on merchant shipping, fine wines, and landowning.\n\nThe Thanns are currently ruled by a family matriarch, [[Cassandra Thann]]. Other notable family members include Cassandra's foppish son [[Danilo|Danilo Thann]]. The Thanns also have a family connection to [[Lhestyn Arunsun]] and [[Khelben Arunsun]].
A gruff dwarven blacksmith. Contact for the Thieves' Guild of [[Baldur's Gate]].
Headquarters for the party and their collective name. Was burned down once. Has entrance to the sewers in the basement. Belonged to Thauntle, a cobbler who found his riches and left town with the aid and protection of the party. [[Ornthiir Hilsar]] was implicated but nothing was ever proved.
//Undermountain? Ah, yes. A great place to have fun, the most famous battlefield in which to earn a reputation as a veteran adventurer – and the largest known mass grave in Faerun today.//\n– Elminster of Shadowdale\n\nAlmost as famed throughout the Realms as the City of Splendors itself is the underground labyrinth on which the city’s very foundations rest, and which predate the city for perhaps thousands of years: the fabled “deepest dungeon of all,” Undermountain. \n\nLate at night, when the lamps are flickering low and the wine is running out, taverns in Waterdeep resound with wild tales of how this mage or that rogue or some such band of adventurers went down into Undermountain, and what befell them there. Nearly everyone has a story about “what happened to the great Company of the Grey Griffon” or “how my great-uncle Jareth barely escaped the embrace of 26 maedar and medusae” within the halls of Undermountain.\n\nThe best tales, of course, are those that end with the safe return of adventurers laden with gems, gold coins, magical swords, and grand suits of armor. Rarely the stories tell of more magnificent things like the giant, silvery snail ridden around Castle Ward by The Company of the Cleaver. Certain adventuring bands emerge relatively unscathed from the depths, including Waterdeep’s own Company of Crazed Venturers, and the famed Knights of Myth Drannor.\n\nMore common by far are the harrowing tales of those who go in and never comeout, those who are found dead, or the poor lost souls driven mad in the depths. A silent toast is often raised in memory of the less fortunate: the elves of The Merry Banner, the dwarves of The Red and Black Axes, and the men of The Company of the Silver Dragon, The Company of the Brown Bear, and The Brotherhood of the Hydra.\n\nPray to your gods, brave adventurers, that ye end up not among them. . .
A [[broadsheet|Broadsheets]] published by the [[Spires of the Morning]], the temple of [[Lathander]] in [[Waterdeep]]. Surprisingly, the Eternal Dawn is devoted more to a portrayal of new business ventures, upcoming political trends, and improvements to the city than to religious doctrine.\n\n
This little-known [[South Ward]] establishment (S8) fronts on the Jar, a close that opens off Tilman’s Lane not far from the Trollwall. There a stone warehouse sports a door marked with “Beware Guardian Monsters Within.” It is flanked by a pair of tall, massive, arched cart doors. Inside, a nondescript-looking man named Feldyn Goadolfyn sells monsters to the hungry, the bored, and the vengeful.\n\n''The Place'': This ugly poorly built warehouse is littered with dust and rubble. It smells of animal dung and damp. The upper floors are largely empty, but visitors entering by the door are immediately confronted by a hungrily interested gargoyle perched on the swinging gate of a service counter. Behind the counter sits [[the proprietor|Feldyn Goadolfyn]], who’s usually examining a map or a worn copy of a crude monthly illustrated chapbook. He always appears calm, even bored. An adventurer who once saw him threatened with a cockatrice said he didn’t even blink, but merely yawned and told the cockatrice-holder to state his business.\n\n''The Prospect'': A surprisingly large number of folk make their ways as unobtrusively as possible to Feldyn’s doors. His clientele include jaded nobles looking for exotic things to hunt, eat, or play with; those who want to create a sensation at parties or with traveling shows, or just acquire a wall trophy they can boast about; adventurers in need of practice; breeders and wizards needing live material for their researches, and so on.\n\nIn pools, cages, and a variety of imprisoning containers in his cellars, Feldyn keeps an ever-changing roster of monsters to sell to them. He also has a room of jugged, jarred, or coffered remnants, from horns and bottled gore to pelts and scales. Feldyn will purchase monsters, including eggs and young. Badly wounded or dead beasts fetch very little from him. \n\nFeldyn buys cheap and sells expensive. He claims to be in business largely to serve the kitchens of Waterdeep, with a few noble patrons who love hunting as special patrons. \n\nThis is the shop where [[Thauntle's Company]] got the sewer dragon skinned and prepared for mounting and armor production.
In the Year of Moonfall (1344 DR), the Elven Court, from its seclusion deep beneath the boughs of Cormanthor (the Elven Wood), issued a message that traveled swiftly across Faerun on hidden channels. Following the Court's proclamation, the elven realms of Ardeep, the Border Forest, the Misty Forest, and numerous others across the Realms were emptied as the elves, quietly, unhurriedly, and without fuss (as is the way of Elves), began traveling westward, whence they departed Faerun on strange ships headed across the Western Sea. \n\nThe Retreat has left unguarded many ancient elvish realms, and it is whispered by bards and intriguers across the Realms that lore, magic, and riches untold still lie deep within the forest refuges that the Realms' eldest Free People have left untenanted.
The thieves' guild of [[Baldur's Gate]]. The Guild was infiltrated by [[Safina]], who learned some basic things about the guild and its structure:\n\n1) The Guild has existed in the Gate for hundreds of years, perhaps since the city's founding by the legendary explorer Balduran.\n\n2) The Guild is divided up into "districts." Each district gains its own headquarters, which functions as a safehouse, training facility, dormitory, and meeting place.\n\n3) The district structure is somewhat similar to a cell structure in that no one junior thief knows the whereabouts of all guild headquarters nor the full membership of the guild. However, pretty much every thief who isn't a "newbie" knows the whereabouts of more than one headquarters and is familiar with some of the senior membership.\n\n4) A specific group of guild "seniors" resides at each of the guild headquarters, directing activities there. The seniors in turn all meet with the Guildmaster (whom none of the thieves you talk to has ever met) at a secure, undisclosed location. In theory, it might be possible to snoop out that location, but it's considered bad form to do so.\n\n5) Guild general meetings do occasionally take place. When such a meeting is called for, the thieves usually "rent out" the [[Grinning Gargoyle]] theater for a "special event." The thieves all then show up appearing to be patrons. No such meeting has been set for the conceivable future, though.\n\n6) No one knows about any paladin prisoners, but the Guild *does* sponsor kidnapping activities from time to time. Typically, kidnap victims are hidden in establishments about town whose proprietors are either friendly to the Guild or can be paid to provide that service; one place might already come to mind for you. ;)\n\n7) Upon some truly deep probing, and only after nearly a tenday spent getting the trust and acquaintance of some members, you learn that the Guild does claim affiliation with the legendary [[Shadow Thieves]]. It is said that the Shadow Thieves assimilated the Guild into its larger organization over a century ago, though it has adopted a hands-off policy toward directing Guild activities.\n\nRecently, though (as in the past six months or so), some high-ups appear to have arrived in the Gate from out of town, causing some changes in Guild policy. One is the creation of a cadre of assassins and elite thugs within the Guild, indicated by their sorcerous tattoos. Another is the increased call for the Guild to support thieving activities in other cities by receiving stolen merchandise and providing training support. Finally, the Guild has been called upon to increase its smuggling activities. Guild rank-and-file have been called upon to sneak a variety of merchandise (exact type and provenance unknown; it comes in boxes) onto ships bound northward, largely to Luskan.
The Thieves' Guild of Waterdeep\nThe City of Splendors has had no recognized thieves' guild for over fifty years. The old Thieves' Guild of [[Waterdeep]] was founded in the Year of the Raging Flame (1255 DR), at the end of the reign of [[Ahghairon]], while the Old Mage of Waterdeep was too busy consolidating his rule and dealing with larger threats to worry about the growth of a criminal organization in the city's underbelly. However, the Guild grew, it is said, too quickly, greedily, and ruthlessly, and attracted the attention of the Lords. It was the Masked Lady, [[Lhestyn Arunsun]], who infiltrated the Guild and smashed it from within in a quick and bloody confrontation in the Year of the Pointed Bone (1298 DR).\n\nThe Guild, nearly destroyed, fled south to Amn and there reestablished itself as the notorious organization known as the [[Shadow Thieves]], who are now said to have tentacles up and down the Sword Coast... with the notable exception of the City of Splendors. \n\nToday, the only thieves in the City of Splendors survive as solitary cutpurses, ragtag street gangs, or independent confidence artists and gray traders. \n\nThe Thieves' Guild's former haunts include the [[Hanged Man Tavern]] in [[Dock Ward]] (now a gathering place for scholars and poets), Buckle Alley ([[Castle Ward]]) and Spoils Alley ([[Trades Ward]]). The Guild was famous for its punishment for failure: Severing the left foot of the bungling thief or assassin and leaving it for the public to find.
''Proprietor:'' [[Bulaedo "Fists" Ledgileer|Bulaedo Ledgileer]].\n\n''Location:'' The Thirsty Throat (D13) is a tavern in [[Dock Ward]], located just west of the Way of the Dragon and at the comer of Slut Street and Candle Lane. It is as ramshackle an establishment as its name implies: “a pile of wood taking its own lazy time about falling into the street,” as it were. \n\n''The Place:'' The Throat is rumored to be a hangout of thieves, cutthroats, andother blackguards. Most of its regular crowd, however, appear to be dockworkers, couriers, and visiting sailors from other ports (some of whom just happen to be thieves . . . ).\n\nThe Throat is a quiet tavern with a small collection of tables, benches, and mismatched stools and chairs for its patrons. All the furniture is crowded together and bolted down. Most of the tables have elaborate carvings in their surfaces from the daggers of the patrons; there might even be some messages left within the general scrawls and carvings and useless graffiti. Its only light fliters in through filthy windows during the day, a tallow candle chandelier providing light at night. The back wall is decorated with some tapestries that once hung in a noble villa (and were used as payment to the barkeep for a favor), though they are now so threadbare and stained by smoke and spilled ale that they are nearly worthless. The larger one has a blue field with a red griffon rampant, and the smaller tapestry shows the silhouette of a sailing ship.\n\nThe washrooms are accessed by two ladders in the floor. Climbing down into an antechamber, male and female patrons find one room with two jakes that face one another across a low 3-foot-high wall. The rushing waters of the sewers are easily heard down in the jakes room.\n\n''Provender:'' This tavern's prices are incredibly cheap (but so is the fare); one copper piece gets you a watery ale in a tankard as large as a man's head. Aside from ale, Bulaedo provides hand wheels of Waterdhavian cheese (2 cp), hunks of cured and smoked meats (1 cp/piece), and zzar (1 cp/glass or 1 sp/bottle), but that's it.\n\n''Happenings:'' Many dirty deeds seem to occur at the Throat. [[Carter]] wrestled the [[proprietor|Bulaedo Ledgileer]] and his ghostly grandpa and won. [[Ornthiir Hilsar]] seems to run assassins out of there.\n\nThere are several ways in and out. A side door to an alley, a secret door in the jakes to the sewer, a trapdoor to a passage leading to [[Ornthiir Hilsar]]'s warehouse, of course the front door, and possibly more.
''Occupations:'' Calligraphy, limning, printing\n''Holdings:'' Thongolir villa ($49)\n\nA noble family of [[Waterdeep]]. Noted for their ties to literate folk of the city (sages, scriveners, and the like) and the exceptional physical beauty of the house's young heir, [[Dolerphus Thongolir]], and his sisters Larissa and Adiira.
~Mage-Civilar of the [[City Watch|Watch]] of [[Waterdeep]] and heir to the [[Snome]] family. "Thyri," as she is known to her friends, is a genial, capable woman of reputedly awesome magical abilities. She has a rivalry with [[Mhair Szeltune]], head of the [[Watchful Order of Magists and Protectors]].
Tomed Myntion\nTomed is the bartender, stablemaster, and bouncer of The [[Spouting Fish]]. A slow but steady man, he is politely described as “reliable.” Though [[his father|Quallos Myntion]] handles all guild business, he handles deliveries, should a noble gala need some of The [[Spouting Fish]]’s ales. On one delivery, he met his wife, [[Khyrri|Khyrri Myntion]], a servant of the Snome household. She is due to deliver their first child any day soon and is bedridden, so Tomed is visibly nervous beyond his norm.
//The True, The Foolish, The Brave, the Loyal Fury//\nGod of Duty, Loyalty, Obedience, Those who face danger to further the cause of good \n''Symbol:'' A metal gauntlet\n\nTorm (TORM) is the patron of paladins and those who face danger for a greater good. In life, Torm was the most faithful of warriors, obeying all the commands of his king regardless of personal danger. Today he is the war arm and champion of Tyr, Lord of Justice, delivering justice to those who are evil, deceitful, and destructive, and acting to keep law, order, and loyalty everywhere. Together, Ilmater, Torm, and Tyr are sometimes called the Triad.\n\nThe Loyal Fury is unflinching in his duty and judges his faithful accordingly. He is stern, righteous, and unyielding, yet his heart is filled first and foremost with goodness, and he can be a kind and gentle power when dealing with the young, the weak, and faithful friends of all sorts.\n\nTorm’s is one of the most ethically pure of all faiths in that it is devoted to loyalty and obedience. This is not a blind obedience, and a servant working for an evil master is responsible to a higher authority in his loyalty. The Tormish believe that salvation may be found through service, that every failure diminishes the Lord of Duty, and that every success adds to his luster: They strive to maintain law and order and to obey their masters to their utmost power with alert judgment and anticipation. The Tormish stand ever alert against corruption and are expected to strike quickly and hard against any rot in the hearts of mortals. Many knightly groups dedicated to a code of arms or protection cite Torm.
Torst Urlivan - Proprietor of the [[Gentle Rest]]. Torst is a small man, with shortly-cropped hair and pointy features.
Trades Ward\nWith no distinct look to separate it from surrounding wards, Trades Ward is somewhat lost in terms of neighborhood identity. On the other hand, though it lacks in neighborhood 'feel,' its sense of community in commerce occupies nearly every building and person within the entire ward. Many of [[Waterdeep]]'s middle class and merchant class live and work here.\n\nThe busiest of wards due to all the constant commercial work within its boundaries, Trades Ward is active day and night, requiring excessive streetlights (many merchants say that Trades Ward at night is beautiful, '//when her streets are filled with the stars of [[Waukeen]]//'). [[The Guild of Chandlers and Lamplighters|Guilds]] keeps a triple shift here at all times of the night, its streets filled with the bobbing lanterns of young lamplighters; the only more frequent sights in Trades Ward at night are the large and frequent watch patrols. While cursing, shoving, and minor street tussles are typical behavior within this business district, the worst criminal offenses are theft, vandalism, and destruction of private property the watch patrols are more often needed to protect thieves from angry merchants than to stop robberies!\n\nThe ward boundaries are defined by the city walls and the [[City of the Dead]] on the east, and Andamaar's Street to the [[High Road]] on the north. The High Road and Snail Street border it on the west until Shesstra's Street cuts east to the Way of the Dragon where it links with the northern boundary of [[South Ward]]. Due to its central nature and rambling boundaries, it is hard to traverse the city without passing through this ward at some point.
//Lady Luck//\nGoddess of Good Fortune, Luck, Victory, Skill, Patron of Adventurers and Warriors\n''Symbol:'' Featureless disk of silver\n\nTymora (~Tie-MORE-ah) is fickle but playful and never vengeful or malicious. She likes a good joke and has been known to play an occasional practical joke on some of the more straight-laced Faerûnian deities, such as Helm and Tyr. She is reputed by sages to have had short-lived romances with several of the good male deities of Faerûn, but these ended amicably on both sides after a short while. She likes merriment and festive occasions and rumors abound at gaming houses throughout Faerûn of people who spotted her at the tables during one holiday or another, laughing and having a good time with all.\n\nTymora’s faith teaches that one should be bold, for to dare is to live. The battle cry of the followers of Tymora is “Fortune favors the bold.” A brave heart and willingness to take risks beat out a carefully wrought plan nine times out of ten. One must place oneself in the hands of fate (meaning in the hands of Tymora) and trust to one’s own luck.\n\nTymora’s faith is one of the most common in Faerûn, in particular since it caters most heavily to a highly mobile, relatively wealthy, and intrinsically powerful group who live by their wits and by their luck: adventurers. Tymora’s temples may be found wherever there is a strong adventuring population. Lady Luck is beloved of those who live or work in danger, for she rewards the faithful and others who live in the manner she deems proper – daring all and trusting to chance – with her favor: good luck.\n\nThe Lady’s ways may seem fickle to the uninitiated or nonbelievers, for by her very nature the support she gives is uncertain in all particulars. The joy of the doubt and the danger – also known as the Lady’s Joy and the Lady’s Way – is that which is most dear to her true followers. Many pay her lip service in times of need; her answers then seem truly random, for the Lady helps those who help themselves.\n\nLady Luck's temple in [[Waterdeep]] is the splendid Tower of Luck ($19), where Honorable Ministress [[Seenroas Halvinhar]] reigns over a hundred-strong order of priests. The temple is dowered with substantial wealth from its lay populace of adventurers, explorers, risk-taking merchant traders, and gamblers. Tymora's priests in Waterdeep are noted healers who are eager and happy to treat adventurers injured in battle in Undermountain or fell places outside the city walls (for a fee, of course!).
//Grimjaws, the Even-Handed//\nGod of Justice\n''Symbol:'' Set of balanced scales, resting on the head of a war hammer.\n\nWhen he is depicted in religious art, Tyr (TEER) appears as a noble warrior missing his right hand, lost to Kezef the Chaos Hound in proving his resilience and strength of spirit. \n\nTyr’s symbol shows his nature: justice through benevolent force and armed vigilance. He opposes all beings who deal in trickery, rule-breaking, and unjust destruction or misdeeds. He is said to be a latecomer among the powers of Faerûn, appearing over a millennium ago but after most other Realms powers had established themselves. His faith is popular, as everyone knows exactly what Tyr expects his faithful to do and everyone can trust Tyrrans to be honorable, honest, just, and righteous. \n\nTorm and Ilmater serve Tyr, and the three deities are sometimes called the Triad.\n\nTyr is most popular with the bureaucrats, judges, and merchants who make the entire system move efficiently. Worshipers of Tyr see the world in clear-cut moral terms; they like to see Faerûn firmly cleansed and ordered by laws that are evenly and diligently applied. While they may be tolerant of other world views, they do not find parody, mockery, or even questions about their faith amusing. \n\nTyr survives very well in the civilized world, and most of his temples are in larger cities. \n\n[[Waterdeep]] has long been a bastion of justice and the rule of law in the North, and the followers of Tyr (including [[the Open Lord|Piergeiron]], senior bureaucrats, and Guard and Watch members of all ranks) have long played an illustrious role in the governance of the City of Splendors.\n\nConsequently, the church of Tyr holds a prominent role in the city's religious and political life, though on occasion, conflicts between the twin obligations of faith and public service have created discord and division among the faithful. In particular, it is widely known that the high priest of Tyr, [[Hyrkos Allumen]], is a strict orthodox with little tolerance for the balancing of religious and state interests practiced by the Open Lord and many others in the government of the City of Splendors.
Leader of the [[Headsmen]]. Ulmrin is human, but with a seeming hint of something "other": An almost snoutlike protruding nose, sharp teeth, and reddish eyes. He carries a heavy broadsword at all times, and probably wears armor beneath his tunic and cloak.
A woodcarver of [[Baldur's Gate]] who seems to be perpetually found whittling or polishing bits of wood in the [[Blushing Mermaid]]. A possible contact for the Thieves' Guild of that city.
//Undermountain? Ah, yes. A great place to have fun, the most famous battlefield in which to earn a reputation as a veteran adventurer – and the largest known mass grave in Faerun today.//\n– [[Elminster]] of [[Shadowdale]]\n\nAlmost as famed throughout the Realms as the City of Splendors itself is the underground labyrinth on which the city’s very foundations rest, and which predate the city for perhaps thousands of years: the fabled “deepest dungeon of all,” Undermountain. \n\nLate at night, when the lamps are flickering low and the wine is running out, taverns in Waterdeep resound with wild tales of how this mage or that rogue or some such band of adventurers went down into Undermountain, and what befell them there. Nearly everyone has a story about “what happened to the great Company of the Grey Griffon” or “how my great-uncle Jareth barely escaped the embrace of 26 maedar and medusae” within the halls of Undermountain.\n\nThe best tales, of course, are those that end with the safe return of adventurers laden with gems, gold coins, magical swords, and grand suits of armor. Rarely the stories tell of more magnificent things like the giant, silvery snail ridden around [[Castle Ward]] by The Company of the Cleaver. Certain adventuring bands emerge relatively unscathed from the depths, including Waterdeep’s own Company of Crazed Venturers, and the famed Knights of [[Myth Drannor]].\n\nMore common by far are the harrowing tales of those who go in and never comeout, those who are found dead, or the poor lost souls driven mad in the depths. A silent toast is often raised in memory of the less fortunate: the elves of The Merry Banner, the dwarves of The Red and Black Axes, and the men of The Company of the Silver Dragon, The Company of the Brown Bear, and The Brotherhood of the Hydra.\n\nPray to your gods, brave adventurers,that ye end up not among them. . . \n----\nAn entire cycle of folklore, legend, myth, and “clack” (rumor) has spread about Undermountain. While the stories range from the grim to the fanciful (and, regardless of content, those with new tales to tell of the Depths Below are lionized in [[Dock Ward]] taverns and noble parties alike), some are more frequently bandied about:\n\n1) A mad wizard dwells deep in Undermountain. He commands strange and terrible spells so powerful that the [[Lords]] of [[Waterdeep]] (and all the archmages they can call on) have never been able to defeat him. If he ever decides to emerge and claim or destroy Waterdeep itself, there is no one powerful enough to stop him . . .\n\n2) Somewhere inside [[Mount Waterdeep]] is a cavern full of gems, linked by a magical gate to a mountaintop in the heart of the [[High Forest]]. The mountain’s peak is an eons-old spawning-ground for evil dragons. It is guarded by old and evil dragons too feeble to fly, but at the height of their cunning and mastery of magic and dragonfire. . .\n\n3) Slavers dwell in the uppermost rooms and passages of Undermountain. They creep out into the sewers by night to snatch folk all over the city, and take them back into the depths, into slavery. . .\n\n4) An entire underground city exists, deep under Mount Waterdeep. Only those ‚in the know’ can reach it (by tunnels from [[Piergeiron's Palace]] and some of the noble villas). It is a place where slaves work ceaselessly to enrich the noble families of Waterdeep. . . \n\n5) [[The Thieves’ Guild|Thieves' Guild of Waterdeep]], banished from Waterdeep long ago, still lurks deep in Undermountain, waiting and scheming to win back power in the city above. They are behind a hundred little thefts and disappearances while their blades and trained guard-rats make the sewers unsafe for honest folk to venture into. . .\n\n6) The dwarves who built Undermountain were all eaten by monsters long, long ago – but their many traps and secret doors still hide entire rooms full of gold. No one knows exactly how to find these hidden caches, but I’ve heard tell of the ghosts of [[Clan Melairkyn]] who trace the steps to their golden hoards every night. . .\n\n7) A band of at least a dozen beautiful elven vampire maidens dwells in a grotto in Undermountain, near the docks. They fly out at nights, wandering the city south of the Castle, searching for luckless men who become their prey. The most handsome become their undead servants and lovers, and the others are left, near death from blood-drain. \n\n8) [[Ahghairon]], the founder of Waterdeep as it is known today, cloned himself before his death. The clone later became a lich, and it dwells in the still-sealed Ahghairon’s Tower. The tower is connected by a long spiral staircase and tunnels to Undermountain. In the depths of Undermountain, the lich experiments and studies, creating ever-more-powerful spells. His spellcasting caverns and antechambers, crammed with thousands of spellbooks, are guarded by magically-trained and bound dragons and other, invisible guardian creatures. . .\n\n9) Secret temples exist in great numbers in Undermountain, particularly those of evil gods not welcomed in the city above. The priests of these deities are engaged in an endless, bloody war for supremacy in the dark tunnels beneath the city – a fight involving summoned and animated monsters, hired adventurers, and unwitting or kidnapped “volunteers” who are thrust into the middle of this endless, nightmarish struggle.\n\n10) A mad necromancer inhabits part of Undermountain. By night, he emerges to steal vagabonds, the sick, and the dead from the city to serve as “raw materials” or “spare parts” for the undead legions he creates. His creations roam Undermountain and guard his lair. He has a special guard near his lair which consists of three headless giant skeletons with glowing stone swords. The touch of these fell blades transforms those struck into zombies, under the command of the giant skeletons. . .\n\n11) The [[City Guard]], the standing army of Waterdeep, has trained monsters to fight for it in battle. The monster-pits are hidden somewhere in Mount Waterdeep. If the soldiers encounter unruly adventurers or ruthless lawbreakers, they dump them down trapdoors to the lightless caverns where the ever-hungry monsters roam. . .\n\n12) One of the oldest tales of Undermountain, many still tell of the six Lost Wizards. These wizards, rivals and contemporaries of the [[Mad Wizard]] of Undermountain, came to the region seeking something from the master of the Underhalls. Tales digress with each telling, many believing the wizards sought knowledge while others say revenge brought them here. Despite these differences, the stories say the wizards now lie dead or imprisoned in Undermountain, their bodies interred with powerful magical items and lost magical knowledge.\n\n13) Recently, new delvers into the deep ways are told of rewards offered by the Lords of Waterdeep for the destruction of evil temples underneath the city. All adventurers need to do is bring evidence of the temple’s destruction up the [[Falling Stair|Long Dark Stair]] and they will be duly rewarded.
An entire cycle of folklore, legend, myth, and “clack” (rumor) has spread about Undermountain. While the stories range from the grim to the fanciful (and, regardless of content, those with new tales to tell of the Depths Below are lionized in Dock Ward taverns and noble parties alike), some are more frequently bandied about:\n\n1) A mad wizard dwells deep in Undermountain. He commands strange and terrible spells so powerful that the Lords of Waterdeep (and all the archmages they can call on) have never been able to defeat him. If he ever decides to emerge and claim or destroy Waterdeep itself, there is no one powerful enough to stop him.\n\n2) Somewhere inside Mount Waterdeep is a cavern full of gems, linked by a magical gate to a mountaintop in the heart of The High Forest. The mountain’s peak is an eons-old spawning-ground for evil dragons. It is guarded by old and evil dragons too feeble to fly, but at the height of their cunning and mastery of magic and dragonfire. \n\n3) Slavers dwell in the uppermost rooms and passages of Undermountain. They creep out into the sewers by night to snatch folk all over the city, and take them back into the depths, into slavery. \n\n4) An entire underground city exists, deep under Mount Waterdeep. Only those ‚in the know’ can reach it (by tunnels from Piergeiron’s Palace and some of the noble villas). It is a place where slaves work ceaselessly to enrich the noble families of Waterdeep. \n\n5) The Thieves’ Guild, banished from Waterdeep long ago, still lurks deep in Undermountain, waiting and scheming to win back power in the city above. They are behind a hundred little thefts and disappearances while their blades and trained guard-rats make the sewers unsafe for honest folk to venture into. \n\n6) The dwarves who built Undermountain were all eaten by monsters long, long ago – but their many traps and secret doors still hide entire rooms full of gold. No one knows exactly how to find these hidden caches, but I’ve heard tell of the ghosts of Clan Melairkyn who trace the steps to their golden hoards every night. \n\n7) A band of at least a dozen beautiful elven vampire maidens dwells in a grotto in Undermountain, near the docks. They fly out at nights, wandering the city south of the Castle, searching for luckless men who become their prey. The most handsome become their undead servants and lovers, and the others are left, near death from blood-drain. \n\n8) Ahghairon, the founder of Waterdeep as it is known today, cloned himself before his death. The clone later became a lich, and it dwells in the still-sealed Ahghairon’s Tower. The tower is connected by a long spiral staircase and tunnels to Undermountain. In the depths of Undermountain, the lich experiments and studies, creating ever-more-powerful spells. His spellcasting caverns and antechambers, crammed with thousands of spellbooks, are guarded by magically-trained and bound dragons and other, invisible guardian creatures. \n\n9) Secret temples exist in great numbers in Undermountain, particularly those of evil gods not welcomed in the city above. The priests of these deities are engaged in an endless, bloody war for supremacy in the dark tunnels beneath the city – a fight involving summoned and animated monsters, hired adventurers, and unwitting or kidnapped “volunteers” who are thrust into the middle of this endless, nightmarish struggle.\n\n10) A mad necromancer inhabits part of Undermountain. By night, he emerges to steal vagabonds, the sick, and the dead from the city to serve as “raw materials” or “spare parts” for the undead legions he creates. His creations roam Undermountain and guard his lair. He has a special guard near his lair which consists of three headless giant skeletons with glowing stone swords. The touch of these fell blades transforms those struck into zombies, under the command of the giant skeletons. \n\n11) The City Guard, the standing army of Waterdeep, has trained monsters to fight for it in battle. The monster-pits are hidden somewhere in Mount Waterdeep. If the soldiers encounter unruly adventurers or ruthless lawbreakers, they dump them down trapdoors to the lightless caverns where the ever-hungry monsters roam. \n\n12) One of the oldest tales of Undermountain, many still tell of the six Lost Wizards. These wizards, rivals and contemporaries of the Mad Wizard of Undermountain, came to the region seeking something from the master of the Underhalls. Tales digress with each telling, many believing the wizards sought knowledge while others say revenge brought them here. Despite these differences, the stories say the wizards now lie dead or imprisoned in Undermountain, their bodies interred with powerful magical items and lost magical knowledge.\n\n13) Recently, new delvers into the deep ways are told of rewards offered by the Lords of Waterdeep for the destruction of evil temples underneath the city. All adventurers need to do is bring evidence of the temple’s destruction up the Falling Stair and they will be duly rewarded.
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |\n| 17/9/2007 1:31:10 | Cath | [[/|http://realmsofiron.tiddlyspot.com/#%5B%5BArdeep%20Forest%5D%5D]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 13/11/2007 16:36:1 | DM | [[/|http://realmsofiron.tiddlyspot.com/#%5B%5BRokkek%20Ingerr%5D%5D]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 19/11/2007 22:37:36 | Sir P | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 20/11/2007 3:5:24 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 21/11/2007 0:59:54 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 21/11/2007 1:2:53 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 22/11/2007 2:45:11 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 22/11/2007 3:10:1 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 22/11/2007 11:54:44 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 15/12/2007 14:26:16 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 16/12/2007 0:3:16 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 16/12/2007 0:5:29 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 16/12/2007 0:8:41 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 16/12/2007 0:19:12 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 16/12/2007 0:25:31 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 16/12/2007 2:48:18 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 7/2/2008 19:48:41 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 7/2/2008 19:54:24 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 7/2/2008 19:54:36 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 7/2/2008 20:46:8 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 7/2/2008 21:1:0 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 13/4/2008 16:34:21 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 13/4/2008 16:36:33 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 13/4/2008 20:44:48 | Cath | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 8/5/2008 17:33:6 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/5/2008 17:36:43 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/5/2008 18:1:35 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/5/2008 18:24:18 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/5/2008 18:35:54 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/5/2008 18:38:0 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 14/1/2009 20:1:56 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 14/1/2009 20:21:46 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 14/1/2009 20:22:13 | DM | [[/|http://realmsofiron.tiddlyspot.com/]] | [[store.cgi|http://realmsofiron.tiddlyspot.com/store.cgi]] | . | index.html | . |
/***\n|''Name:''|UploadPlugin|\n|''Description:''|Save to web a TiddlyWiki|\n|''Version:''|3.4.4|\n|''Date:''|Sep 30, 2006|\n|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|\n|''Documentation:''|http://tiddlywiki.bidix.info/#UploadDoc|\n|''Author:''|BidiX (BidiX (at) bidix (dot) info)|\n|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|\n|''~CoreVersion:''|2.0.0|\n|''Browser:''|Firefox 1.5; InternetExplorer 6.0; Safari|\n|''Include:''|config.lib.file; config.lib.log; config.lib.options; PasswordTweak|\n|''Require:''|[[UploadService|http://tiddlywiki.bidix.info/#UploadService]]|\n***/\n//{{{\nversion.extensions.UploadPlugin = {\n major: 3, minor: 4, revision: 4, \n date: new Date(2006,8,30),\n source: 'http://tiddlywiki.bidix.info/#UploadPlugin',\n documentation: 'http://tiddlywiki.bidix.info/#UploadDoc',\n author: 'BidiX (BidiX (at) bidix (dot) info',\n license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',\n coreVersion: '2.0.0',\n browser: 'Firefox 1.5; InternetExplorer 6.0; Safari'\n};\n//}}}\n\n////+++!![config.lib.file]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.file) config.lib.file= {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 0}, \n date: new Date(2006,3,9)\n};\nconfig.lib.file.dirname = function (filePath) {\n var lastpos;\n if ((lastpos = filePath.lastIndexOf("/")) != -1) {\n return filePath.substring(0, lastpos);\n } else {\n return filePath.substring(0, filePath.lastIndexOf("\s\s"));\n }\n};\nconfig.lib.file.basename = function (filePath) {\n var lastpos;\n if ((lastpos = filePath.lastIndexOf("#")) != -1) \n filePath = filePath.substring(0, lastpos);\n if ((lastpos = filePath.lastIndexOf("/")) != -1) {\n return filePath.substring(lastpos + 1);\n } else\n return filePath.substring(filePath.lastIndexOf("\s\s")+1);\n};\nwindow.basename = function() {return "@@deprecated@@";};\n//}}}\n////===\n\n////+++!![config.lib.log]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.log) config.lib.log= {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 1}, \n date: new Date(2006,8,19)\n};\nconfig.lib.Log = function(tiddlerTitle, logHeader) {\n if (version.major < 2)\n this.tiddler = store.tiddlers[tiddlerTitle];\n else\n this.tiddler = store.getTiddler(tiddlerTitle);\n if (!this.tiddler) {\n this.tiddler = new Tiddler();\n this.tiddler.title = tiddlerTitle;\n this.tiddler.text = "| !date | !user | !location |" + logHeader;\n this.tiddler.created = new Date();\n this.tiddler.modifier = config.options.txtUserName;\n this.tiddler.modified = new Date();\n if (version.major < 2)\n store.tiddlers[tiddlerTitle] = this.tiddler;\n else\n store.addTiddler(this.tiddler);\n }\n return this;\n};\n\nconfig.lib.Log.prototype.newLine = function (line) {\n var now = new Date();\n var newText = "| ";\n newText += now.getDate()+"/"+(now.getMonth()+1)+"/"+now.getFullYear() + " ";\n newText += now.getHours()+":"+now.getMinutes()+":"+now.getSeconds()+" | ";\n newText += config.options.txtUserName + " | ";\n var location = document.location.toString();\n var filename = config.lib.file.basename(location);\n if (!filename) filename = '/';\n newText += "[["+filename+"|"+location + "]] |";\n this.tiddler.text = this.tiddler.text + "\sn" + newText;\n this.addToLine(line);\n};\n\nconfig.lib.Log.prototype.addToLine = function (text) {\n this.tiddler.text = this.tiddler.text + text;\n this.tiddler.modifier = config.options.txtUserName;\n this.tiddler.modified = new Date();\n if (version.major < 2)\n store.tiddlers[this.tiddler.tittle] = this.tiddler;\n else {\n store.addTiddler(this.tiddler);\n story.refreshTiddler(this.tiddler.title);\n store.notify(this.tiddler.title, true);\n }\n if (version.major < 2)\n store.notifyAll(); \n};\n//}}}\n////===\n\n////+++!![config.lib.options]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.options) config.lib.options = {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 0}, \n date: new Date(2006,3,9)\n};\n\nconfig.lib.options.init = function (name, defaultValue) {\n if (!config.options[name]) {\n config.options[name] = defaultValue;\n saveOptionCookie(name);\n }\n};\n//}}}\n////===\n\n////+++!![PasswordTweak]\n\n//{{{\nversion.extensions.PasswordTweak = {\n major: 1, minor: 0, revision: 3, date: new Date(2006,8,30),\n type: 'tweak',\n source: 'http://tiddlywiki.bidix.info/#PasswordTweak'\n};\n//}}}\n/***\n!!config.macros.option\n***/\n//{{{\nconfig.macros.option.passwordCheckboxLabel = "Save this password on this computer";\nconfig.macros.option.passwordType = "password"; // password | text\n\nconfig.macros.option.onChangeOption = function(e)\n{\n var opt = this.getAttribute("option");\n var elementType,valueField;\n if(opt) {\n switch(opt.substr(0,3)) {\n case "txt":\n elementType = "input";\n valueField = "value";\n break;\n case "pas":\n elementType = "input";\n valueField = "value";\n break;\n case "chk":\n elementType = "input";\n valueField = "checked";\n break;\n }\n config.options[opt] = this[valueField];\n saveOptionCookie(opt);\n var nodes = document.getElementsByTagName(elementType);\n for(var t=0; t<nodes.length; t++) \n {\n var optNode = nodes[t].getAttribute("option");\n if (opt == optNode) \n nodes[t][valueField] = this[valueField];\n }\n }\n return(true);\n};\n\nconfig.macros.option.handler = function(place,macroName,params)\n{\n var opt = params[0];\n if(config.options[opt] === undefined) {\n return;}\n var c;\n switch(opt.substr(0,3)) {\n case "txt":\n c = document.createElement("input");\n c.onkeyup = this.onChangeOption;\n c.setAttribute ("option",opt);\n c.className = "txtOptionInput "+opt;\n place.appendChild(c);\n c.value = config.options[opt];\n break;\n case "pas":\n // input password\n c = document.createElement ("input");\n c.setAttribute("type",config.macros.option.passwordType);\n c.onkeyup = this.onChangeOption;\n c.setAttribute("option",opt);\n c.className = "pasOptionInput "+opt;\n place.appendChild(c);\n c.value = config.options[opt];\n // checkbox link with this password "save this password on this computer"\n c = document.createElement("input");\n c.setAttribute("type","checkbox");\n c.onclick = this.onChangeOption;\n c.setAttribute("option","chk"+opt);\n c.className = "chkOptionInput "+opt;\n place.appendChild(c);\n c.checked = config.options["chk"+opt];\n // text savePasswordCheckboxLabel\n place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));\n break;\n case "chk":\n c = document.createElement("input");\n c.setAttribute("type","checkbox");\n c.onclick = this.onChangeOption;\n c.setAttribute("option",opt);\n c.className = "chkOptionInput "+opt;\n place.appendChild(c);\n c.checked = config.options[opt];\n break;\n }\n};\n//}}}\n/***\n!! Option cookie stuff\n***/\n//{{{\nwindow.loadOptionsCookie_orig_PasswordTweak = window.loadOptionsCookie;\nwindow.loadOptionsCookie = function()\n{\n var cookies = document.cookie.split(";");\n for(var c=0; c<cookies.length; c++) {\n var p = cookies[c].indexOf("=");\n if(p != -1) {\n var name = cookies[c].substr(0,p).trim();\n var value = cookies[c].substr(p+1).trim();\n switch(name.substr(0,3)) {\n case "txt":\n config.options[name] = unescape(value);\n break;\n case "pas":\n config.options[name] = unescape(value);\n break;\n case "chk":\n config.options[name] = value == "true";\n break;\n }\n }\n }\n};\n\nwindow.saveOptionCookie_orig_PasswordTweak = window.saveOptionCookie;\nwindow.saveOptionCookie = function(name)\n{\n var c = name + "=";\n switch(name.substr(0,3)) {\n case "txt":\n c += escape(config.options[name].toString());\n break;\n case "chk":\n c += config.options[name] ? "true" : "false";\n // is there an option link with this chk ?\n if (config.options[name.substr(3)]) {\n saveOptionCookie(name.substr(3));\n }\n break;\n case "pas":\n if (config.options["chk"+name]) {\n c += escape(config.options[name].toString());\n } else {\n c += "";\n }\n break;\n }\n c += "; expires=Fri, 1 Jan 2038 12:00:00 UTC; path=/";\n document.cookie = c;\n};\n//}}}\n/***\n!! Initializations\n***/\n//{{{\n// define config.options.pasPassword\nif (!config.options.pasPassword) {\n config.options.pasPassword = 'defaultPassword';\n window.saveOptionCookie('pasPassword');\n}\n// since loadCookies is first called befor password definition\n// we need to reload cookies\nwindow.loadOptionsCookie();\n//}}}\n////===\n\n////+++!![config.macros.upload]\n\n//{{{\nconfig.macros.upload = {\n accessKey: "U",\n formName: "UploadPlugin",\n contentType: "text/html;charset=UTF-8",\n defaultStoreScript: "store.php"\n};\n\n// only this two configs need to be translated\nconfig.macros.upload.messages = {\n aboutToUpload: "About to upload TiddlyWiki to %0",\n backupFileStored: "Previous file backuped in %0",\n crossDomain: "Certainly a cross-domain isue: access to an other site isn't allowed",\n errorDownloading: "Error downloading",\n errorUploadingContent: "Error uploading content",\n fileLocked: "Files is locked: You are not allowed to Upload",\n fileNotFound: "file to upload not found",\n fileNotUploaded: "File %0 NOT uploaded",\n mainFileUploaded: "Main TiddlyWiki file uploaded to %0",\n passwordEmpty: "Unable to upload, your password is empty",\n urlParamMissing: "url param missing",\n rssFileNotUploaded: "RssFile %0 NOT uploaded",\n rssFileUploaded: "Rss File uploaded to %0"\n};\n\nconfig.macros.upload.label = {\n promptOption: "Save and Upload this TiddlyWiki with UploadOptions",\n promptParamMacro: "Save and Upload this TiddlyWiki in %0",\n saveLabel: "save to web", \n saveToDisk: "save to disk",\n uploadLabel: "upload" \n};\n\nconfig.macros.upload.handler = function(place,macroName,params){\n // parameters initialization\n var storeUrl = params[0];\n var toFilename = params[1];\n var backupDir = params[2];\n var uploadDir = params[3];\n var username = params[4];\n var password; // for security reason no password as macro parameter\n var label;\n if (document.location.toString().substr(0,4) == "http")\n label = this.label.saveLabel;\n else\n label = this.label.uploadLabel;\n var prompt;\n if (storeUrl) {\n prompt = this.label.promptParamMacro.toString().format([this.toDirUrl(storeUrl, uploadDir, username)]);\n }\n else {\n prompt = this.label.promptOption;\n }\n createTiddlyButton(place, label, prompt, \n function () {\n config.macros.upload.upload(storeUrl, toFilename, uploadDir, backupDir, username, password); \n return false;}, \n null, null, this.accessKey);\n};\nconfig.macros.upload.UploadLog = function() {\n return new config.lib.Log('UploadLog', " !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |" );\n};\nconfig.macros.upload.UploadLog.prototype = config.lib.Log.prototype;\nconfig.macros.upload.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir, backupDir) {\n var line = " [[" + config.lib.file.basename(storeUrl) + "|" + storeUrl + "]] | ";\n line += uploadDir + " | " + toFilename + " | " + backupDir + " |";\n this.newLine(line);\n};\nconfig.macros.upload.UploadLog.prototype.endUpload = function() {\n this.addToLine(" Ok |");\n};\nconfig.macros.upload.basename = config.lib.file.basename;\nconfig.macros.upload.dirname = config.lib.file.dirname;\nconfig.macros.upload.toRootUrl = function (storeUrl, username)\n{\n return root = (this.dirname(storeUrl)?this.dirname(storeUrl):this.dirname(document.location.toString()));\n}\nconfig.macros.upload.toDirUrl = function (storeUrl, uploadDir, username)\n{\n var root = this.toRootUrl(storeUrl, username);\n if (uploadDir && uploadDir != '.')\n root = root + '/' + uploadDir;\n return root;\n}\nconfig.macros.upload.toFileUrl = function (storeUrl, toFilename, uploadDir, username)\n{\n return this.toDirUrl(storeUrl, uploadDir, username) + '/' + toFilename;\n}\nconfig.macros.upload.upload = function(storeUrl, toFilename, uploadDir, backupDir, username, password)\n{\n // parameters initialization\n storeUrl = (storeUrl ? storeUrl : config.options.txtUploadStoreUrl);\n toFilename = (toFilename ? toFilename : config.options.txtUploadFilename);\n backupDir = (backupDir ? backupDir : config.options.txtUploadBackupDir);\n uploadDir = (uploadDir ? uploadDir : config.options.txtUploadDir);\n username = (username ? username : config.options.txtUploadUserName);\n password = config.options.pasUploadPassword; // for security reason no password as macro parameter\n if (!password || password === '') {\n alert(config.macros.upload.messages.passwordEmpty);\n return;\n }\n if (storeUrl === '') {\n storeUrl = config.macros.upload.defaultStoreScript;\n }\n if (config.lib.file.dirname(storeUrl) === '') {\n storeUrl = config.lib.file.dirname(document.location.toString())+'/'+storeUrl;\n }\n if (toFilename === '') {\n toFilename = config.lib.file.basename(document.location.toString());\n }\n\n clearMessage();\n // only for forcing the message to display\n if (version.major < 2)\n store.notifyAll();\n if (!storeUrl) {\n alert(config.macros.upload.messages.urlParamMissing);\n return;\n }\n // Check that file is not locked\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n if (BidiX.GroupAuthoring.lock.isLocked() && !BidiX.GroupAuthoring.lock.isMyLock()) {\n alert(config.macros.upload.messages.fileLocked);\n return;\n }\n }\n \n var log = new this.UploadLog();\n log.startUpload(storeUrl, toFilename, uploadDir, backupDir);\n if (document.location.toString().substr(0,5) == "file:") {\n saveChanges();\n }\n var toDir = config.macros.upload.toDirUrl(storeUrl, toFilename, uploadDir, username);\n displayMessage(config.macros.upload.messages.aboutToUpload.format([toDir]), toDir);\n this.uploadChanges(storeUrl, toFilename, uploadDir, backupDir, username, password);\n if(config.options.chkGenerateAnRssFeed) {\n //var rssContent = convertUnicodeToUTF8(generateRss());\n var rssContent = generateRss();\n var rssPath = toFilename.substr(0,toFilename.lastIndexOf(".")) + ".xml";\n this.uploadContent(rssContent, storeUrl, rssPath, uploadDir, '', username, password, \n function (responseText) {\n if (responseText.substring(0,1) != '0') {\n displayMessage(config.macros.upload.messages.rssFileNotUploaded.format([rssPath]));\n }\n else {\n var toFileUrl = config.macros.upload.toFileUrl(storeUrl, rssPath, uploadDir, username);\n displayMessage(config.macros.upload.messages.rssFileUploaded.format(\n [toFileUrl]), toFileUrl);\n }\n // for debugging store.php uncomment last line\n //DEBUG alert(responseText);\n });\n }\n return;\n};\n\nconfig.macros.upload.uploadChanges = function(storeUrl, toFilename, uploadDir, backupDir, \n username, password) {\n var original;\n if (document.location.toString().substr(0,4) == "http") {\n original = this.download(storeUrl, toFilename, uploadDir, backupDir, username, password);\n return;\n }\n else {\n // standard way : Local file\n \n original = loadFile(getLocalPath(document.location.toString()));\n if(window.Components) {\n // it's a mozilla browser\n try {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");\n var converter = Components.classes["@mozilla.org/intl/scriptableunicodeconverter"]\n .createInstance(Components.interfaces.nsIScriptableUnicodeConverter);\n converter.charset = "UTF-8";\n original = converter.ConvertToUnicode(original);\n }\n catch(e) {\n }\n }\n }\n //DEBUG alert(original);\n this.uploadChangesFrom(original, storeUrl, toFilename, uploadDir, backupDir, \n username, password);\n};\n\nconfig.macros.upload.uploadChangesFrom = function(original, storeUrl, toFilename, uploadDir, backupDir, \n username, password) {\n var startSaveArea = '<div id="' + 'storeArea">'; // Split up into two so that indexOf() of this source doesn't find it\n var endSaveArea = '</d' + 'iv>';\n // Locate the storeArea div's\n var posOpeningDiv = original.indexOf(startSaveArea);\n var posClosingDiv = original.lastIndexOf(endSaveArea);\n if((posOpeningDiv == -1) || (posClosingDiv == -1))\n {\n alert(config.messages.invalidFileError.format([document.location.toString()]));\n return;\n }\n var revised = original.substr(0,posOpeningDiv + startSaveArea.length) + \n allTiddlersAsHtml() + "\sn\st\st" +\n original.substr(posClosingDiv);\n var newSiteTitle;\n if(version.major < 2){\n newSiteTitle = (getElementText("siteTitle") + " - " + getElementText("siteSubtitle")).htmlEncode();\n } else {\n newSiteTitle = (wikifyPlain ("SiteTitle") + " - " + wikifyPlain ("SiteSubtitle")).htmlEncode();\n }\n\n revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");\n revised = revised.replaceChunk("<!--PRE-HEAD-START--"+">","<!--PRE-HEAD-END--"+">","\sn" + store.getTiddlerText("MarkupPreHead","") + "\sn");\n revised = revised.replaceChunk("<!--POST-HEAD-START--"+">","<!--POST-HEAD-END--"+">","\sn" + store.getTiddlerText("MarkupPostHead","") + "\sn");\n revised = revised.replaceChunk("<!--PRE-BODY-START--"+">","<!--PRE-BODY-END--"+">","\sn" + store.getTiddlerText("MarkupPreBody","") + "\sn");\n revised = revised.replaceChunk("<!--POST-BODY-START--"+">","<!--POST-BODY-END--"+">","\sn" + store.getTiddlerText("MarkupPostBody","") + "\sn");\n\n var response = this.uploadContent(revised, storeUrl, toFilename, uploadDir, backupDir, \n username, password, function (responseText) {\n if (responseText.substring(0,1) != '0') {\n alert(responseText);\n displayMessage(config.macros.upload.messages.fileNotUploaded.format([getLocalPath(document.location.toString())]));\n }\n else {\n if (uploadDir !== '') {\n toFilename = uploadDir + "/" + config.macros.upload.basename(toFilename);\n } else {\n toFilename = config.macros.upload.basename(toFilename);\n }\n var toFileUrl = config.macros.upload.toFileUrl(storeUrl, toFilename, uploadDir, username);\n if (responseText.indexOf("destfile:") > 0) {\n var destfile = responseText.substring(responseText.indexOf("destfile:")+9, \n responseText.indexOf("\sn", responseText.indexOf("destfile:")));\n toFileUrl = config.macros.upload.toRootUrl(storeUrl, username) + '/' + destfile;\n }\n else {\n toFileUrl = config.macros.upload.toFileUrl(storeUrl, toFilename, uploadDir, username);\n }\n displayMessage(config.macros.upload.messages.mainFileUploaded.format(\n [toFileUrl]), toFileUrl);\n if (backupDir && responseText.indexOf("backupfile:") > 0) {\n var backupFile = responseText.substring(responseText.indexOf("backupfile:")+11, \n responseText.indexOf("\sn", responseText.indexOf("backupfile:")));\n toBackupUrl = config.macros.upload.toRootUrl(storeUrl, username) + '/' + backupFile;\n displayMessage(config.macros.upload.messages.backupFileStored.format(\n [toBackupUrl]), toBackupUrl);\n }\n var log = new config.macros.upload.UploadLog();\n log.endUpload();\n store.setDirty(false);\n // erase local lock\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n BidiX.GroupAuthoring.lock.eraseLock();\n // change mtime with new mtime after upload\n var mtime = responseText.substr(responseText.indexOf("mtime:")+6);\n BidiX.GroupAuthoring.lock.mtime = mtime;\n }\n \n \n }\n // for debugging store.php uncomment last line\n //DEBUG alert(responseText);\n }\n );\n};\n\nconfig.macros.upload.uploadContent = function(content, storeUrl, toFilename, uploadDir, backupDir, \n username, password, callbackFn) {\n var boundary = "---------------------------"+"AaB03x"; \n var request;\n try {\n request = new XMLHttpRequest();\n } \n catch (e) { \n request = new ActiveXObject("Msxml2.XMLHTTP"); \n }\n if (window.netscape){\n try {\n if (document.location.toString().substr(0,4) != "http") {\n netscape.security.PrivilegeManager.enablePrivilege('UniversalBrowserRead');}\n }\n catch (e) {}\n } \n //DEBUG alert("user["+config.options.txtUploadUserName+"] password[" + config.options.pasUploadPassword + "]");\n // compose headers data\n var sheader = "";\n sheader += "--" + boundary + "\sr\snContent-disposition: form-data; name=\s"";\n sheader += config.macros.upload.formName +"\s"\sr\sn\sr\sn";\n sheader += "backupDir="+backupDir\n +";user=" + username \n +";password=" + password\n +";uploaddir=" + uploadDir;\n // add lock attributes to sheader\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n var l = BidiX.GroupAuthoring.lock.myLock;\n sheader += ";lockuser=" + l.user\n + ";mtime=" + l.mtime\n + ";locktime=" + l.locktime;\n }\n sheader += ";;\sr\sn"; \n sheader += "\sr\sn" + "--" + boundary + "\sr\sn";\n sheader += "Content-disposition: form-data; name=\s"userfile\s"; filename=\s""+toFilename+"\s"\sr\sn";\n sheader += "Content-Type: " + config.macros.upload.contentType + "\sr\sn";\n sheader += "Content-Length: " + content.length + "\sr\sn\sr\sn";\n // compose trailer data\n var strailer = new String();\n strailer = "\sr\sn--" + boundary + "--\sr\sn";\n //strailer = "--" + boundary + "--\sr\sn";\n var data;\n data = sheader + content + strailer;\n //request.open("POST", storeUrl, true, username, password);\n try {\n request.open("POST", storeUrl, true); \n }\n catch(e) {\n alert(config.macros.upload.messages.crossDomain + "\snError:" +e);\n exit;\n }\n request.onreadystatechange = function () {\n if (request.readyState == 4) {\n if (request.status == 200)\n callbackFn(request.responseText);\n else\n alert(config.macros.upload.messages.errorUploadingContent + "\snStatus: "+request.status.statusText);\n }\n };\n request.setRequestHeader("Content-Length",data.length);\n request.setRequestHeader("Content-Type","multipart/form-data; boundary="+boundary);\n request.send(data); \n};\n\n\nconfig.macros.upload.download = function(uploadUrl, uploadToFilename, uploadDir, uploadBackupDir, \n username, password) {\n var request;\n try {\n request = new XMLHttpRequest();\n } \n catch (e) { \n request = new ActiveXObject("Msxml2.XMLHTTP"); \n }\n try {\n if (uploadUrl.substr(0,4) == "http") {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");\n }\n else {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");\n }\n } catch (e) { }\n //request.open("GET", document.location.toString(), true, username, password);\n try {\n request.open("GET", document.location.toString(), true);\n }\n catch(e) {\n alert(config.macros.upload.messages.crossDomain + "\snError:" +e);\n exit;\n }\n \n request.onreadystatechange = function () {\n if (request.readyState == 4) {\n if(request.status == 200) {\n config.macros.upload.uploadChangesFrom(request.responseText, uploadUrl, \n uploadToFilename, uploadDir, uploadBackupDir, username, password);\n }\n else\n alert(config.macros.upload.messages.errorDownloading.format(\n [document.location.toString()]) + "\snStatus: "+request.status.statusText);\n }\n };\n request.send(null);\n};\n\n//}}}\n////===\n\n////+++!![Initializations]\n\n//{{{\nconfig.lib.options.init('txtUploadStoreUrl','store.php');\nconfig.lib.options.init('txtUploadFilename','');\nconfig.lib.options.init('txtUploadDir','');\nconfig.lib.options.init('txtUploadBackupDir','');\nconfig.lib.options.init('txtUploadUserName',config.options.txtUserName);\nconfig.lib.options.init('pasUploadPassword','');\nsetStylesheet(\n ".pasOptionInput {width: 11em;}\sn"+\n ".txtOptionInput.txtUploadStoreUrl {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadFilename {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadDir {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadBackupDir {width: 25em;}\sn"+\n "",\n "UploadOptionsStyles");\nconfig.shadowTiddlers.UploadDoc = "[[Full Documentation|http://tiddlywiki.bidix.info/l#UploadDoc ]]\sn"; \nconfig.options.chkAutoSave = false; saveOptionCookie('chkAutoSave');\n\n//}}}\n////===\n\n////+++!![Core Hijacking]\n\n//{{{\nconfig.macros.saveChanges.label_orig_UploadPlugin = config.macros.saveChanges.label;\nconfig.macros.saveChanges.label = config.macros.upload.label.saveToDisk;\n\nconfig.macros.saveChanges.handler_orig_UploadPlugin = config.macros.saveChanges.handler;\n\nconfig.macros.saveChanges.handler = function(place)\n{\n if ((!readOnly) && (document.location.toString().substr(0,4) != "http"))\n createTiddlyButton(place,this.label,this.prompt,this.onClick,null,null,this.accessKey);\n};\n\n//}}}\n////===\n
Matron of the [[Gralhund]] noble family of [[Waterdeep]]. Reputedly Calishite by birth, Vajra was brought home as a bride by patriarch Irg Gralhund in the Year of the Bloodbird (1346 DR). She is an average-height but extraordinarily well-muscled woman of early middle age with a lustrous crown of black hair, and tends to wear traditional Southern silks. Recently seen by [[Sir Perrigan Roaringhorn]] in the [[House of the Long Slow Kiss]] in [[Skullport]].
Lord Vanrak is nothing but blackened, shriveled skin hanging on a skeletal frame. A noted explorer in his day, and the brother of [[Alathene Moonstar]], Lord Vanrak turned to the worship of [[Shar]] following a disastrous expedition to the jungles of Chult, far to the south, in the Year of Dark Dawn (1104 DR). Formerly a charismatic, outgoing swashbuckler, Vanrak returned a pale shadow of his former self. Within a tenday of his return, Lord Andvarran Moonstar, the family patriarch, died of a strange wasting disease unknown to Waterdeep's healers and strangely resistant to their spells.\n\nLord Vanrak assumed leadership of House Moonstar and publicly broke with the priests of the High House of Stars, whom he blamed for his father's death. Consumed with bitterness, the Dark Ranger, as he came to be known, secretly embraced Selune's ancient enemy, the Lady of Loss.\n\nBy the Year of the Howling Moon (1130 DR), House Moonstar was in open schism. Those Moonstars who still venerated Selune aligned themselves with Lord Vanrak's sister, Lady Alathene, and took refuge in the temple of Selune. At the Moonstar villa in Dock Ward, Lord Vanrak and his followers - a small army of mercenaries and priests of Shar - extended their dark influence over much of the city's harbor.\n\nOn the night of the seventh full moon of the year, Lady Alathene asked the Lords to strip her brother of his title and banish him from the city. To prove her case, she presented evidence of numerous crimes, including slavery, arson, theft, and murder. The Lords ordered Vanrak's immediate capture, but when the Watch breached the villa, they found that the Dark Ranger and his followers had disappeared.\n\nThe church of Shar achieved its most dramatic success in the Year of the Tomb (1182 DR), when Vanrak's followers infiltrated the cellars of the High House of Stars and slaughtered most of the inhabitants and seized its treasure. The temple is now gone, save for its ruined cellars, which survive as the [[Vault of Stars]]. \n\nLord Vanrak's current whereabouts are unknown. However, it appears that he has been behind the plot to replace Priestess of High Moonlight [[Naneatha Suaril]] with a fiend of Shar and to destroy or seize the girl [[Aurelia Sarn]].
''Occupation:'' Noble; Horsebreeding, mercenary recruiting and training\n''Location:'' [[High House of Roaringhorn]] (N42)\n''Description:'' Vastarr is smaller of build than his hulking brother [[Kuldos|Kuldos Roaringhorn]], but also a skilled grappler and capable of holding his own in a fight, weaponless or armed. However, he is significantly more prudent than Kuldos and a reasonably competent manager of the family investments. \n\nVastarr is [[Perrigan's|Sir Perrigan Roaringhorn]] uncle. He is, along with Kuldos, the patriarch of the [[Roaringhorn]] noble family.
Waterdeep's first major temple to [[Selune]] was located on the site that is today Moonstar Alley, which curls around the walled villa of the [[noble family|Moonstar]] for which it is named. Originally known as the High House of Stars, it is believed by most to have been burned to the ground in the Year of the Tomb (1182 DR) by raiding worshipers of Bane who crept up from below and breached the temple's cellars. The interlopers slaughtered most of the residents before the alarm was raised, and by the time the Watch arrived, the temple was a towering inferno of flames that seemed impervious to magic.\n\nSelune's faithful are said to have never set foot on the desecrated ground again, building their present temple a block to the west. Local rumor suggests that the cellars of the burnt temple still hold magic and wealth, buried under burned rubble, and that they can be reached by stairs and shafts now hidden under the paving stones of this alleyway.\n\nIn truth, [[Lord Vanrak Moonstar|Vanrak Moonstar]] and his fellow worshipers of [[Shar]] destroyed the High House of Stars before retreating into the Underdark. However, the undercroft of the High House of Stars, the building now known as the Vault of Stars, survived the conflagration and is still in the hands of the Moonmaiden's followers. [[Lady Alathene Moonstar|Alathene Moonstar]], now an archlich, has continued her unending war with Vanrak and his followers and uses the undercroft only to pursue her research and investigations.
Vhonna Deepdell\n''Occupation:'' Instructor at [[Field of Triumph]], volunteer at [[Helm's Hall]]\n''Locations:'' [[Essimuth's Equipment]] (S28); The Field of Triumph, [[Spouting Fish]], [[Helm's Hall]]\n\n''Description:'' Vhonna Lanys-Deepdell is a tall, regal human woman with short, curly chestnut locks, deep brown eyes, and a dazzling (though all too rare) smile. Vhonna wears peasant dresses and modest clothes that still flatter her muscular figure.\n\n''Personality:'' Unapproachable, aloof, and very guarded are the initial reactions many have to this dignified woman, and that is what she appears on the surface. If she is comfortable around a person, she allows people to see her softer side, with her fond memories of the wilderness of the Sword Coast, her enjoyment of long walks along the Sea Ward beach, and a sincere love of music. Vhonna is a woman who cares so deeply about those around her that her emotional “armor” is the only way to cope with the losses her duty to Lord Torm has cost her. Putting the two together creates one of the strongest female adventurers ever seen in the Sword Coast, a woman as capable of nurturing an infant as leading an army.\n\n''Trivia:'' Vhonna is a servant of [[Torm]], the god of loyalty, and a former adventurer of some fame on the Sword Coast. Vhonna was trained by [[Essimuth|Essimuth Lanys]], her adopted father. Vhonna and [[Madame Garah]] both share a rare fondness for Turmishite apple and bloodberry pie (an extremely tart version of cherry pie). Vhonna also is the only person other than Garah who can call Essimuth “Old Bear” to his face.
Voralanya Maragund: A young, entrancing Southern woman surrounded by a horde of admiring young men at the [[Hawkwinter ball]], Voralanya wears a leather bracelet that [[Safina]] recognized as a badge of the [[School of Stealth]] in [[Zazesspur]], the place where she was trained as an assassin. \n\nSubsequent investigation by [[Thauntle's Company]] revealed that Voralanya appeared to have played a part in the poisoning of [[Dulbravvan Anteos]], acting upon the seeming behest of Dulbravvan's nephew [[Korras Anteos]]. The Company has had no dealings with her since.
The City Watch - [[Waterdeep]]'s keepers of law and order. The Watch do far more than arrest offenders. They may aid passersby with heavy loads, give directions, search for lost children, provide basic medical aid, and referee gambling disputes or childrens’ fights during a typical patrol. \n\nPatrols pass along main streets once between bells (per hour), 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.\n\nA watch street patrol usually consists of four members, afoot, two being officers – an “armar” (sergeant) and a “civilar” (captain or lieutenant) – and all are clad in leather and chain armor of green, black, and gold, and armed with rods, daggers, and short swords. All watch patrols carry a net, one or more “capture hoods,” and more than one "watch horn."\n\nTo outsiders, "watchmen" (a term that some use for both genders, so a shopkeeper may be heard saying: "And then the lady watchman come running, sir, and strike me blind if she didn't . . .") come in three sorts: "patrolman" (male) or "patroljan" (female), "captain" (any officer controlling a patrol) and "commander" (any officer of higher rank). Many folk call every watch member "officer," just to be safe.\n\nThe members of [[Thauntle's Company]] are honorary or auxiliary Watch.
S36. Watch Guardpost\n\nUp until two years ago, this spot on Grocer's Lane was just an aging and abandoned warehouse. Then, the land and building were purchased by the city watch, where they demolished the old and replaced it with a two-story stonebuilding that acts as a local watchpost.\n\nSix watchmen ("blades") are stationed here, as well as two armars (sergeants): Clion, a short but burly Northman, and Terresk, a gigantic, black-masked half-orc.
"//The City of Splendors//," the greatest city in the [[North]], Waterdeep is a merchant's dream, a wizard's marvel, and potentially an adventurer's worst nightmare. It sits upon one of the great underground complexes of the Realms - [[Undermountain]].\n\nHome to [[Thauntle's Company]].\n\nSome History:\n\nAhgeiron slew a tyrant warlord who ruled [[Waterdeep]]. He was assassinated, leading to the utilization of the [[Masked Lords]].\n----\n//The Battle of ~Blood-Drenched Swords//\nThe Second Troll War\n\nThe [[Belabranta]] family and other guilder families fought there. [[Ulgu Belabranta]] died there. [[Gordrim Zoar]] claimed the gryphon tack was lost. The Bellabrontas long assumed that House [[Zoar]] grabbed it and kept it.\n\nWhen [[Lhestyn Arunsun]] allegedly killed the two lords Gilder and Zoar (the only two remaining masked lords, the pair having killed off the rest), the rest of House Zoar fled the city and it is believed they gave most of their belongings to House Ilvastar.\n----\nBeiron - The First Open Lord\n\n
WAUKEEN \n//Liberty’s Maiden, Merchantsfriend//\nGoddess of Trade, Money\n''Symbol:'' A woman's full face or profile within a circle of gold.\n\nWaukeen (~Wau-KEEN) is a relatively young deity. She appeals to the rising merchant class in the Realms, and her worshipers include shopkeepers, members of trading casters, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers.\n Waukeen is a vibrant and vivacious deity with a will to get things done. She loves wealth not for the sake of money itself but for the comforts, conveniences, and opportunities it brings her and her followers. She likes the fast-paced bargaining and the give-and-take of the marketplace, and legend holds that she has been recognized many times by worshipers just after she and her follower had finished a spirited bargaining session over an item for sale in a town market. (She always won the best deal, but the merchant was usually well satisfied with the terms also.) Waukeen is willing to try odd methods to accomplish her goals when tried and true ones are just not working. This openness to innovation has led her to embrace many of Gond’s “new-fangled gadgets” long before other deities thought them wise. However, while she is open to different methods of problem-solving, she is also stubborn about having her way and very persistent. \n Waukeen teaches that mercantile trade is the best road to enrichment. Increasing the general prosperity of all buys ever-greater civilization and happiness for intelligent folk Faerûnwide, bringing everyone closer step by step to the Golden Age that Waukeen says lies ahead—if people conduct themselves rightly. It is the duty of all who believe in the Merchants’ Friend to destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that may harm trade (such as saying that grapes from Chessenta are poisoned or that Cormyrean carved furniture contains boring worms that Cormytes are trying to export to the lands of competitors).\n
S40. Waukeen's Wares\nLocated right next to the [[Light of Truth]] on [[Grocer's Lane]] is a small moneylenders' and pawn shop with an old copper coin bearing the face of Waukeen swinging in the breeze out front. Within is a cluttered, hopelessly disorganized (to all but the owner) shop of curios, trinkets, and some valuable items pawned for quick sums of pocket money. The proprietor, a bald little human by the name of [[Ornthiir Hilsar]], is a hyperactive, skinny fellow who can't sit still for more than seconds at a time. He is more than happy to accept nearly anything of value and pay up to 70% of what it's worth; of course, the interest fees are 12% per tenday to buy back the same item, and few return to pick up their goods.After four months, items are for sale at 90-100% of their value to all but the original seller. Despite Ornthiir's apparent harmlessness, people who cheated him have never been seen after they've left his shop.
This centuries-old tenday festival in mid-Tarsakh was originally a simple day-long celebration of the free trade and open commerce of the city; it has encompassed a number of older holidays under one title and stretched the holiday season over ten days. Among its rituals are:\n*//Caravance:// a gift-giving holiday commemorating the traditional arrival of the first caravans of the season into the city, and many parents still hide gifts in their homes, telling their children that Old Carvas left them (Old Carvas is the mythical old peddler who arrived with the first caravan into Waterdeep, his wagon loaded down with toys for all the children in Waterdeep);\n*//Goldenight:// a simple festival night celebrating money and gold (many hard currency girls and not a few young noblewomen cover themselves in gold dust and little else on Goldenight), with many businesses operating all night, offering midnight sales and other promotions;\n*//Guildsmeet:// special guild member holiday gatherings of the guild memberships for celebrations typically culminating in a multiguild sponsored gala festival and dance that lasts from dusk till dawn and dominates the [[Market]], the [[Cynosure]], the [[Field of Triumph]], and all areas in between;\n*//Leiruin:// Waukeen caught Leira, the former goddess of deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment for cheating an honest merchant; as a commemoration of this, Leiruin is the day for guild members to pay their annual dues to the guilds, for the guildmasters to all meet with the Lord's Court and renew the guild charters for another year, and for the Lords to bring to light any wrongdoing done in commerce; those charged with theft, robbery, or other commercial crimes on this day are pilloried in front of the Palace and guild members throw coppers at them as part of their punishment (the money goes to the city).
Weeping Maiden's Run is named for the ghost that appears on the nights of the full moon during Kythorn (but is heard crying during any full moon). The figure runs silently westward from behind [[Hemmerem's Stables]], dropping to her knees to cry softly on the stones just shy of Snake Alley - some say she is the shade of a girl [[Rokkek Ingerr]] wronged in his youth, while others insist she existed long before his grandsire!
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A dwarvish clan whose mark was present on bars of metal traded through [[Hlethvagi]]'s network to the [[Gralhund]] noble house. The Xundorn mark is not one found among the known clans of dwarves, and the sage [[Jasmal]] revealed to [[Thauntle's Company]] that the Xundorn were most likely a clan of duergar, the evil "gray dwarves" of the Underdark. The Xundorn clan possibly inhabits the Underdark directly below the City of Splendors!
Proprietess of the [[Elfstone Tavern]] (C32) in Castle Ward. She is silver-eyed and wears regal elven clothing. Yaereene is a former resident of the elven kingdom of Ardeep, which flourished until the Year of the Moonfall (1344 DR), when most of the remaining moon elves heeded the call of the Retreat and departed for Evermeet.
The Yawning Portal - tavern, run by [[Durnan]] (a friend of [[Mirt]]'s) not so subtly named due to what it sits on top of.
Yunth Hothemer - An old noble rival of [[Dulbravvan Anteos]] from the days when both were young "bright blades" of [[Waterdeep]]. Yunth is the brother of Malas Hothemer, head of the [[Hothemer]] noble family. Yunth apparently had [[Korras Anteos]], Dulbravvan's nephew, steal trade secrets from his uncle.
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