Dock Ward


 
Waterdeep
-
-
-
The North
Castle Ward
Sea Ward
North Ward
City of the Dead
Trades Ward
Southern Ward
-
-
-
Dock Ward
1st Edition AD&D
-
FR1 Waterdeep and the North
-
Forgotten Realms

Waterdeep Harbor: The naturally sheltered,
deepwater basin that gives the City its name
and its wealth is a bustling place. Its chill
waters are kept fairly clean by the diligent
work of the Watermen (see Chapter 5) above,
and hired mermen below. The mermen maintain
a small community (60 well-armed males)
under Deepwater Isle in guarded caves, and
rotate willing males of their folk to man it. No
young or merwoman, and no barracudas, will
be found in these relatively chill, inhospitable
waters, but a few dolphins that carry messages
between this outpost and the larger
undersea habitations of these folk (in southern
Nelanther, or Pirate Isles) are often seen.
The mermen are paid handsomely in food,
medical supplies, and trade-bars (the equivalent
of 25 gp per head per month) by the City
in return for their loyal patrolling of the harbor
depths against invaders, predators, and
hazards to shipping, and their aid in the recovery
of corpses, spilled cargo, sunken vessels,
and the like. Magic-users communicate with
the mermen and, by means of their art, enable
senior Guard officers and a few senior Watch
officers to do the same

Waterdeep's sewers empty into the harbor
at places covered with extremely large and
strong gratings, and patrolled regularly by
mermen, who use catch-nets on poles to scoop
and gather the debris into large tow-globes for
transport far out to sea (to an undersea garden
in a "hot rift," where mermen grow and
cultivate certain undersea plants, for use as
seaborne nutrient fertilizer).

The harbor’s rocky bottom is thinly covered
with mud, especially at the southern end of
the harbor, but is kept free of plants and litter;
a swimmer is likely to be noticed in a turn or
less by the mermen; a corpse or other large
drifting or unmoving object in 1-4 turns. Locathath
sometimes come to trade, as do mermen,
but lizard men and sahuagin are
attacked on sight (both are rarely seen).

The mermen are free to travel outside the
harbor, but seldom patrol outside of it (moving
in regular patrols no farther west than a quarter
of a mile or so from the western shores of
Deepwater Isle). They know something of the
undersea life hereabouts, which is dangerous;
eyes of the deep and sharks cruise these cold
waters during the summer months. Aquatic
elves can be found far to the southwest, and
around Evermeet. All aquatic races are to be
found to the south, in warmer waters, and
conduct much trade (and warfare) there.

230. Cookhouse Hall

231. Gelfuril the Trader (shop)

232. The Copper Cup (tavern, inn, & fest-hall)

233. Thomm Warehouse (see Chapter 4,
Fences”)

234. Melgard’s Fine Leathers (shop)

235. The Butcher’s Guildhall (HQ: The Guild of
Butchers)

236. House of Jemuril, adventurer; a mysterious,
thin, bearded dwarf who is seldom seen
Jemuril is female, although few who are not
dwarves know it, and is a Lady
who has collected much magic over the years.
She is famous for destroying the evil mage
Susktar of Calimport, when attacked by his
spells in the Bazaar, by wading through 2
lightning bolts to reach him, ramming a globe
from a necklace of missiles down the mage’s
shirtfront, and then striking his chest full
force with her war-hammer. PCs should
decide whether they wish to disturb Jemuril
accordingly.

237. Fish Warehouse (belonging to The Fishmongers’
Fellowship)

238. Smokehouse (belonging to The Fishmongers’
Fellowship; also used by butchers, who
must pay fees)

239. Telethar Leatherworks

240. Torpus the Tanner

241. League Hall (HQ: The League of Skinners
& Tanners)

242. Mariners’ Hall (HQ: The Master Mariners’
Guild)

243. Shipmasters’ Hall

244. Watermens’ Hall (HQ: The Guild of Watermen)

245. The Sleeping Snake (tavern—see also
Chapter 5, “The Red Sashes”)

246. Nestaur the Ropemaker

247. Khostal Hannass, Fine Nuts (shop)

248. Felhaur’s Fine Fish (shop)

249. The Blushing Mermaid (inn, tavern, &
fest-hall)

250. Seaswealth Hall (HQ: The Fishmongers’
Fellowship)

251. Full Sails (tavern; HQ: The Most Diligent
League of Sail-Makers and Cordwainers)

252. Arnagus the Shipwright (see “The Order
of Master Shipwrights” in Chapter 5)

253. The House (warehouse) of Tarmagus

254. Warehouse of The Fellowship of Salters,
Packers, and Joiners +

255. Coopers’ Rest (HQ: The Coopers' Guild)

256. Shippers’ Hall (HQ: The Fellowship of
Salters, Packers, and Joiners)

257. The Blue Mermaid (tavern)

258. The Hanged Man (tavern)

259. The House of Pride (perfume shop)

260. The Purple Palace (fest-hall—see also
Chapter 5, “The Red Sashes”)

261. The Sleeping Wench (tavern)

262. The Hanging Lantern (panderer; escorts
of all races and sexes can be hired in
advance—payment in advance is required—
here, typically for adventurers’, nobles’, or
Guild parties, and typically for high prices:
7 to 9 gp per head per night, 3 gp to
the Lantern, the rest kept by the individuals.)

263. Muleskull Tavern (HQ: The
Dungsweepers’ Guild)

264. The Mermaid’s Arms (inn, tavern, and
fest-hall)

265. Red Sails Warehouse (used by many who
rent space, including the “fence” One-Eyed
Jukk; see Chapter 4)

266. Shipwrights’ House (HQ: The Order of
Master Shipwrights)

267. Helmstar Warehouse (see Chapter 4,
Fences”)

268. The Ship’s Prow (inn)

269. The Thirsty Sailor (tavern)

270. Warm Beds (inn)

271. Lanternmaker Zorth Ulmaril (shop)

272. The Bloody Fist (tavern), one of the most
notorious “dives” of the Docks

273. Three Pearls Nightclub

274. The Thirsty Throat (tavern)

275. Serpentil Books & Folios (see “Fences,”
Chapter 4; the proprietor, the suave and
greedy Jannaxil Serpentil, is the equal of any
sage, anywhere in Faerûn when it comes to
books in human tongues available from the
Sword Coast east to the Plains of Purple Dust)

275. Serpentil Books & Folios (see “Fences,”
Chapter 4; the proprietor, the suave and
greedy Jannaxil Serpentil, is the equal of any
sage, anywhere in Faerûn when it comes to
books in human tongues available from the
Sword Coast east to the Plains of Purple Dust)

276. The Blackstar Inn +

277. The Splintered Stair (inn)

278. The Rearing Hippocampus (inn)

279. The Metal House of Wonders (HQ: The
Splendid Order of Armorers, Locksmiths, and
Finesmiths)

280. Turnstone Plumbing and Pipefitting

(shop; Jhalossan Turnstone, plumber, is the
public contact for The Cellarers and Plumbers
Guild; his father, the owner of this shop, is the
Guildmaster)

281. Dhaermos Warehouse (see Chapter 4,
Fences”)
 
 
 
 
 
 
 
 



Ecology Fund

Reduce - Reuse - Recycle