#volo's enchiridion
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galedekarios · 6 months ago
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waterdeep's festivities & celebrations
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(credit: midnightfriday)
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in contrast to baldur's gate, which has few festivals and gatherings, waterdeep in contrast has a great variety of them, prompting volo to write the following about waterdeep in his chapbook about the city:
"At many times of year, hardly a tenday can pass in Waterdeep without the staging of some rite, race, or rousing ceremony of civic pride." (from: Volo's Waterdeep Enchiridion)
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in this post, i want to give an overview of these holidays and festivals. some of them are mentioned in the game, like fleetswake in a banter between gale, lae'zel and wyll, but most of them are not. they give an interesting insight in the city, its history and its people.
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the most used calendar in faerûn is the calendar of harptos. it's pictured above to give you an overview of how the months and seasons work in faerûn.
The days making up a tenday did not have formal names. If precision was required, the number of the day and the number of the tenday were used, as in, "the fourth day of the first tenday of Flamerule". Days of the month were typically written as the numerical date followed by the month name, for example, "15 Hammer" or "15th Hammer". Informally or poetically this could be spoken or written as "the 15th of Deepwinter". [x]
the names of the months in faerûn are:
hammer (deepwinter)
alturiak (the claw of winter, the claw of cold)
ches (the claw of sunsets)
tarsakh (the claw of storms)
mirtul (the melting)
kythorn (the time of flowers)
flamerule (summertide)
eleasis (highsun)
eleint (the fading)
marpenoth (leaffall)
uktar (the rotting)
nightal (the drawing down)
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hammer 1: wintershield
Marking the start of the new year, this observance is a widely recognized day off work, when folk sip warmed ciders and broths (often laced with herbs for health and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss what they intend to do or should deal with — or things that everyone “should keep a hawk’s clear eye on” — in the year ahead. Such talk inevitably leads to discussions of politics, wars, and the intentions of rulers. Maps are usually consulted, and it’s widely considered lucky to possess and examine a map on Wintershield. Map sales are brisk in the tenday preceding this holiday.
alturiak 14: the grand revel
Led by the clergy of Sune, Sharess, and Lliira, the Grand Revel is a day of dancing, music, and the consumption of sweet treats of all kinds, from chocolate to red firemint candies. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at “love feasts” for families. Couples — or those desiring to become couples — slip away together to kiss, exchange promises, and trade small tokens of affection (often rings blessed by clergy with prayers of faithfulness). Even if you have no paramour, indulge a little in the dance and food of this fine tradition. The night might be cold, but your heart will be warmed.
we learn in the game about sharess, we hear a bit about sune, the goddess of beauty and her temple of beauty in waterdeep in a banter between gale and shadowheart, but lliira is mentioned only in passing: llira is a minor goddess in the faerûnian pantheon. she's called the joybringer and is the embodiment of freedom and happiness, inspiring many poets and musicians. gale does mention her in game - or at least the llirian suites that his piano is enchanted to play.
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ches 1: rhyestertide
This holiday is named in honor of Lathander’s first prophet, Rhyester, a young blind boy who was cured of that blindness by the dawn’s light on this day more than seven centuries ago. That holy event occurred in the vicinity of Silverymoon, but Lathander has long had a much larger temple in Waterdeep, and a following to match. Each of the faithful dons bright garb of sunrise hues and keeps one eye covered until the next dawn in honor of Rhyester. If you want to feel like a local, catch the eye of any celebrant you see and wink. Fine friendships have grown from far less.
ches 19: fey day
The veil between this world and the faerie realm of the Feywild is thought to be weak on this day. Though this phenomenon provokes caution in rural areas (with folk avoiding woodlands, putting offerings of food on doorsteps, and the like), it is an occasion of much drinking, singing, and dancing in Waterdeep. The wealthy host elaborate masked balls, while poorer folk don costumes of their own make and travel door to door, gaining brief entry into the celebrations in exchange for performing a song or a short play. All adopt the guises of fey beings and the supposed rulers of the Feywild, such as Queen Titania, Oberon, and Hyrsam, the Prince of Fools. Those inclined to remain sullen in the face of such frivolity had best stay home, for celebrants do their utmost to evoke a smile from those they meet.
chest 21 - 30: fleetswake
This festival celebrates the sea, maritime trade, and the gods of the sea, navigation, and weather. It spans the last tenday of Ches, and includes a series of boat races, the Shipwrights’ Ball at the Shipwrights’ House, and guild-sponsored galas at the Copper Cup festhall. According to custom, the winners of the various competitions don’t keep their trophies and earnings, but deliver them to the priests of Umberlee at the Queenspire, her temple on the beach by the east entrance to the Great Harbor, at the conclusion of the festival. The last two days of Fleetswake are the occasion of the Fair Seas Festival. During this time, there is much feasting on seafood, the harbor is strewn with flower petals, and City Guards go from tavern to tavern collecting offerings for Umberlee. Collection boxes also appear at large festival gatherings. Upon sunset of the final day, the collected coin is placed in chests and dumped into the deepest part of the harbor. This festival has existed in a number of forms since the first trade-meets occurred here more than two millennia ago, and an uncountable amount of wealth remains sunken in what has long been known as Umberlee’s Cache. The area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who stole some of the collection years ago and tried to leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the thieves overboard, but spared the ship and its crew.
this festival is one of the few mentioned in baldur's gate. as stated previously gale, wyll and lae'zel mention it in one of the banters between them in act 1:
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Lae'zel notes that Gale knows a lot about mind flayers. He responds with information about his training. If there, Wyll chimes in as well. Lae'zel: You strike me cleverer than most istiki, Gale. Multiple tutors, I should guess.devnote Gale: Many a wise man and woman indeed. Waterdeep is the home of myriad scholars. Wyll: Ah, the City of Splendours. Spent a whole Fleetswake there with my father. What a delight.
tarsak 1 - 10: waukeentide
This festival has long gathered a number of older holidays under one name, stretching those celebrations into a holiday season that lasts a tenday. Among the rituals in homage to the goddess of wealth and trade are these: Caravance (Tarsahk 1). This gift-giving holiday commemorates the traditional arrival of the first caravans of the season into the city. Many parents hide gifts for their offspring in their homes, telling the children that they were left by Old Carvas — a mythical peddler who arrived with the first caravan to reach Waterdeep, his wagon loaded down with toys for children to enjoy. Goldenight (Tarsahk 5). This festival celebrates coin and gold, with many businesses staying open all night, offering midnight sales and other promotions. Some celebrants and customers decorate themselves with gold dust and wear coins as jewelry. Guildsmeet (Tarsahk 7). On this holiday, guild members gather in their halls for the announcement of new policies and a celebration of business concluded for the year. These gatherings culminate in a gala festival and dance sponsored by several guilds, which lasts from dusk till dawn and overruns the Market, the Cynosure, the Field of Triumph, and all areas in between. Leiruin (Tarsahk 10). In times long past, Waukeen caught Leira, the goddess of illusions and deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and for guildmasters to meet with the Lords of Waterdeep and renew their charters for another year.
waukeen is a goddess and her domain is trade and wealth.
mirtul 6 - 9: the plowing and running
Rural areas around the city observe this holiday in the traditional sense of shared activities of plowing fields and moving (or “running”) livestock. But within the city, the holiday is celebrated with a series of races. Foot, horse, and chariot races are run through courses in each ward, and the winners from each ward compete at the Field of Triumph. If you really want to see the wards come to life, this is the time. Pick your favorite, wear its colors, and cheer alongside its residents. Better yet, if you’re of an adventuresome bent, register in your favored ward and compete! Who knows? Your name or visage might soon have a place in the House of Heroes.
kythorn 1: trolltide
On this day commemorating Waterdeep’s victory in the Second Trollwar, children run through the city acting like trolls, banging on doors and growling, from highsun till dusk. Home and shop owners are expected to give the children candy, fruits, or small items. Those who give no treat can expect to become the target of a trick at sundown. This mischief typically takes the form of “troll scratchings” at doors and windows. Those with more malicious intent sing screechingly in the wee hours, and hurl raw eggs at windows, signs, and the heads of those who try to stop them. Have some candy on hand or some sweet rolls, and all will be calm where you live.
kythorn 14: guildhall day
This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but walking food peddlers. Guildhall Day celebrates the fruits of everyone’s labor with revelations of new products, innovations, fashions, and signage extolling the extent and quality of guild members’ services and wares. These offerings usually take the form of glittering displays, but guilds sometimes also sponsor brief plays or other hired entertainments (jugglers, singers, magic shows put on by hedge wizards and professional raconteurs) at which prizes or free samples are distributed. Many guilds try to recruit during this time. Guildhall Day is an excellent time to browse the city’s merchandise — and it doesn’t matter if you can’t afford what you see, because you can’t buy it that day anyway.
kythorn 20: dragondown
This day in Kythorn is celebrated with bonfires and rituals to “tame” or “drive down” dragons. In Waterdeep, the celebrations take the form of parades that center around effigies built of wood and cloth and filled with straw. Each effigy is named and has a traditional depiction, for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned. The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as well. These proceedings symbolize the defeat of Kistarianth first by the paladin Athar, and again decades later by his son, Piergeiron. Tradition dictates that the winners of the races run during the Plowing and Running take the role of the dragons’ slayers, with the champion of the chariot race representing Athar and the champion of the horse race playing Piergeiron.
flamerule 1: the founders' day
This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Waterdeep, as well as martial exhibitions by the Guard and other worthies. Many festhalls sponsor Founders’ Day costume contests, with prizes going to those who wear the best recreations of the garb of historical personages. Once banned as frivolous and distracting, the practice of veiling Castle Waterdeep with an illusion has been reinstated. Several mages come together to produce the effect, which seemingly transforms the castle into the ancient log fortress of Nimoar. The illusion typically lasts from midday to sunset (unless someone has the audacity and magical might to dispel it) and is regarded as a stunning work of magical art.
flamerule 3 - 5: sornyn
Sornyn is a festival of both Waukeen and Lathander, and is used for planning business, making treaties and agreements, and receiving envoys from unknown lands and traditional foes. Much wine is drunk over this three-day occasion when, as the saying goes, “My enemy is like family to me.” If you are a newcomer to the city, this time is an excellent opportunity for you to engage with new partners in business or to gain financial support for some endeavor. My agreement to write Volo’s Guide to Waterdeep was signed on a warm Sornyn evening many years ago, so who knows where your own initiative will take you?
flamerule 7: llira's night
Originally a celebration held only in Waterdeep, this holiday has since spread up and down the Sword Coast. It has received a recent boost in popularity from the custom started in Baldur’s Gate of lighting celebratory smokepowder fireworks — all purchased from Felogyr’s Fireworks of that city, and utilized only by the City Guard, of course. This nightlong festival honors the Lady of Joy with dances and balls throughout the city. Pink beverages, ranging from healthy juices to deadly strong intoxicants, are imbibed. The boom and crackle of smokepowder explosions go off all night long, so you might as well stay up with the locals and enjoy the show.
eleasis 1: ahghairon's day
Many small rituals are held throughout this day, dedicated to honoring the first Open Lord. The Lords of Waterdeep toast Ahghairon and the Watchful Order, and guildmasters toast the Lords in Ahghairon’s name. Commoners leave violets (Ahghairon’s favorite flower) around Ahghairon’s Tower, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout Waterdeep to wish the people well — giving short speeches, offering toasts to Ahghairon’s memory, buying rounds of drinks, or paying for meals or accommodation. Needless to say, establishments of those sorts are generally full throughout the day.
if you are interested to learn more about ahghairon - who is mentioned too by gale in passing - or rather his lost nose - you can do so here: i've written a more extensive meta about him in this post.
eleint 21: brightswords
On this day, the City Guard, the City Navy, and the City Watch — all in glittering array — conduct parades, give demonstrations of martial skill, and stage mock battles. Those desiring to join their ranks are given a chance to demonstrate their prowess, usually with wooden practice weapons in contests against veteran soldiers. Makers and vendors of weapons sell their wares openly in the markets, experts who can hurl or juggle weapons show off their skills, and the wards compete in wrestling and boxing matches. The most anticipated part of the day is when horses are cleared from the Field of Triumph and the surrounding streets so that the Griffon Cavalry can perform aerial displays over the crowds in the stadium. Members of the Watchful Order present the cavalry with illusory foes to fight, allowing the griffon riders to engage in thrilling battles as the people watch.
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marpenoth 3: day of wonders
The imaginative inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about. Failure is the paramour of invention, though, meaning it is a rare year when there isn’t some notable disruption of the celebration. The flying chair of Marchell was one such recent oddity — a device that worked marvelously on the way up but was incapable of descending. Marchell was rescued by the Griffon Cavalry, but his flying chair drifted away and was never seen again.
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marpenoth 7: stoneshar
Stoneshar is an all-faiths day during which folk strive not to be idle. Even children at play are encouraged to dig holes, build sand castles, or construct crude models. Waterdavians consider Stoneshar the best day of the year to begin construction of a building, either by digging out a cellar or laying a foundation. The common wisdom is that folk who undertake new projects on Stoneshar can expect blessings upon their works in the coming year, whereas individuals who do nothing constructive on this day can expect all manner of misfortune to rain down on them in the year ahead.
marpenoth 10: reign of misrule
Swift on the heels of Stoneshar comes the Reign of Misrule. This day honors Beshaba, goddess of misfortune. People of the city are expected to break trust, belie oaths, and disobey the normal order — as long as no laws are actually broken and no rift is made that can’t be later bridged. During the Reign of Misrule, nobles serve meals to their servants, children take control of schools, priests give worship to their god’s foes, and any who wish to may participate in a guild’s trade. Pranks are played by and on many, from simple tricks to those requiring elaborate planning. Sundown brings an end to the festivities, and most folk spend much of the night cleaning and reordering things for the following day. Many visitors decline to participate, but doing so often inspires misfortune rather than avoiding it. For fear of catching the bad luck of cynics, citizens do their best to avoid talking to anyone known to not have played along, or dealing with them in any way until Gods’ Day.
marpenoth 15: gods' day
This holiday observes the anniversary of the end of the Godswar in 1358 DR, when the gods of Faerûn returned to the heavens. Private shrines are brought out into the open, and many people wear holy symbols of their favored deities. A Gods’ Day tradition in Waterdeep strictly limits the use of magic, in remembrance of the wild magic wrought during the Time of Troubles. Though not outlawed fully, spellcasting is allowable only in self-defense or in cases of extreme need. At night, this holiday becomes solemn and serious, as many Waterdavians offer prayers in thanks for the lives they have under their gods. The Griffon Cavalry sets up an immense bonfire at the peak of Mount Waterdeep, honoring the fallen and the risen gods Myrkul, Cyric, Kelemvor, Mystra, Helm, and Ao who appeared here. In thanks for their defense during Myrkul’s invasion and the resulting fires that raged through the Southern, Dock, and Castle Wards, Gods’ Day is also a semiofficial “Be Kind to the Guard and Watch Day” in Waterdeep. Feel free to participate by handing out small gifts and kind words, but be aware that any gift of greater value than a few nibs might be interpreted as a bribe.
marpenoth 30: liar's night
This holy day pays tribute to Leira and Mask. To placate those deities and ward away their attention, folk of all walks of life don masks and costumes (magical or mundane) to disguise themselves and play at being other than what they are. Commonly seen mask styles include the black mask symbol of Mask and the mirror face of the priests of Leira. But there are no bounds on the disguise you don, and the more elaborate and outlandish it is, the more celebrated the wearer. The festivities begin in the evening, when people place candles in hollowed-out gourds or pumpkins carved with faces. Each pumpkin represents a person donning a mask, while the light inside represents the truth of the soul. For as long as the candle remains lit, lies told and embarrassing things done don’t sully a person’s reputation, so celebrations often descend briefly into anarchic hedonism. Misfortune is said to come to anyone who returns to their pumpkin after celebrating to find it unlit, so buy a candle of good quality and put your gourd beyond reach of the wind. Intentionally blowing out someone else’s candle or smashing someone else’s pumpkin is taboo, and risks the wrath of both gods — yet it does occur. Tricks and pranks of all kinds are common on this night, and folk expect lies and foolishness. Pickpockets are rife on this day, so few carry much coin with them, having secreted it away somewhere the previous evening. Instead, people fill their pockets and belt pouches with candies. Traditionally, a pickpocket is meant to take the candy and leave a token in return (a tiny toy, a colorful paper folded into a shape, or the like), but this has changed over the years into adults exchanging candies among themselves and simply giving candy to children who ask for it. By custom, no deals are made nor contracts signed on Liar’s Night, because no one trusts that parties will abide by them. Illusionists and stage magicians (whether through magical or practical abilities) make the rounds to entertain private parties (having been paid in advance the previous day) or to perform in public spaces, in the hopes that a good show will earn them a meal, and perhaps a place at a private party in the future.
uktar: selûne's hallowing
On whatever night in Uktar the moon is fullest, Waterdavians celebrate Selûne’s Hallowing. The goddess is the focus of worship throughout the full phase, of course, but the major ceremony on this night is a parade of worshipers leaving the House of the Moon at moonrise and moving down to the harbor, where the high priestess wields the Wand of the Four Moons in a ceremony blessing all navigators. This holy relic is said to be the mace wielded by Selûne in her first battle against Shar, and again in a fight with her sister during the Time of Troubles. It miraculously appeared in Waterdeep after the Godswar, and has since been the focus of many divine signs. You can view it in the House of the Moon at other times of the year, but only from a well-guarded distance. If you’re lucky, you might see the Wand of the Four Moons weep. Droplets said to be the tears of Selûne manifest on the mace from time to time, and are collected by the priestesses for use in potions that can heal, cure lycanthropy, and be used as holy water.
uktar 20: last sheaf
Sometimes called “The Small Feast,” this day of residential feasting is held in celebration of the year’s bounty. Small gifts (traditionally hand kegs of ale, jars of preserves, or smoked fish and meats) are exchanged among neighbors, and “last letters” are gathered for carriage by ship captains and caravan merchants — so called because they are the last to leave the city before travel becomes difficult. Of Waterdeep’s many celebrations, this one is perhaps the most relaxed and relaxing. Plan to spend a little extra on good food and enjoy a meal with those nearest you, be they dearest hearts or the folk across the hall in the inn.
nightal 11: howldown
In honor of Malar, members of the City Guard leave the city in groups on this day to hunt down known threats to farmers and travelers, including brigands, wolves, owlbears, ogres, and trolls that haunt the roads and wilderness. These hunts typically last no longer than a tenday. During the same span of time, the City Watch engages in its own rigorous hunt for malefactors within the city walls. If you’ve any reason to doubt your standing in the eyes of the law, avoid Waterdeep for at least a tenday after Howldown. With no real hunting to do of their own, the children of Waterdeep spend Howldown engaging in mock hunts of adults dressed up as monsters, and play at the killing of these predators.
nightal 20: simril
When dusk comes on this day, folk go outside to locate particular stars that were lucky for their ancestors, or that were associated with their own births. They then attempt to stay up through the night, celebrating outside with bonfires, song, and warmed drinks. Cloudy nights often draw larger crowds than clear ones, since glimpsing your star through the haze is thought to be a blessing from Tymora. Inside buildings, service folk keep roaring fires and engage in making food to keep celebrants fed throughout the long night and into morning of the next day. If you have no particular star of your own, you’ll find many vendors of star maps willing to divine which is yours — based upon your place and date of birth — and to point you in the right direction for a shard or two.
all information is taken from volo's waterdeep enchiridion.
i hope this was helpful and information to some of you!
🖤
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phyronia · 1 year ago
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From Volo's Waterdeep Enchiridion! I'm doing fic research and thought my fellow Galemancers might like to know about Valentine's Day Waterdeep's wholly original yearly romantic celebration.
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hismercytomyjustice · 6 months ago
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Y'all, I am about to throw hands with Volo.
I spent...way too much time googling locations in Waterdeep and finally broke down and bought Volo's Waterdeep Enchiridion for the sake of my sanity.
Surely the "Visitor's Guide to the City of Splendors" would include helpful info like a list of taverns.
Surely.
NOPE. IT MOST CERTAINLY DOES NOT.
Yeah, it hints at a few and don't get me wrong, I'm hype to see the other info about Waterdeep because of two future chapters I wanna write that are gonna be set there.
BUT. I am sorely tempted to stop writing and go kick his ass in BG3 out of spite.
Alas, I must exercise self-control, BUT HE'S IN MY CAMP IN GAME AND HE BETTER HOPE I FORGIVE HIM BEFORE I LOG BACK IN.
Sidenote, I'm on my actual laptop instead of doing EVERYTHING ON MY PHONE LIKE A PSYCHOPATH and god it's so much easier and faster. I wrote that whole ass 8k Hazbin fic on my phone. I've written and edited a significant portion of THIS fic on my phone. All because it creates less hurdles for my executive function and helps trick my brain into accepting my writing doesn't have to be perfect (*gasp*) because phone writing is fake writing (don't tell my brain otherwise).
The most consistently I ever wrote in my life was when I worked as a bank teller and had a little notebook I'd whip out between customers. Having Google Docs on my phone is pretty damn close to that. I can be in the doc and typing happily away before my brain derails me with OCD spirals like "this is terrible, you should give up" or "why do you think anyone would ever want to read something like this" or "you're never going to finish this."
I spent literal YEARS convinced I was never going to write again because of said OCD spirals (definitely didn't realize that recently *borderline hysterical laughter*) and executive dysfunction. I cannot tell you how fucking nice it is to finally be writing regularly again and to have been at it for months now. I didn't think this would ever happen again. It makes me a little emotional.
But yeah, Volo your days are fucking numbered you Shakespeare-lookin'-ass-bitch.
(No ill will intended to the folks who actually wrote the book. I’m just being a deranged silly goose.)
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littlelostmabari · 5 months ago
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In Waterdeep: Dragon Heist, or more specifically Volo's Waterdeep Enchiridion, there is the following:
The Unflappable Waterdavian
Natives of the City of Splendors are notoriously slow to take offense. A Waterdavian plainly states their feelings as a warning, so that one is apt to hear "I don't find that amusing, friend," said pleasantly before real anger is shown. Some visitors misinterpret such behavior as cowardice or ignorance ("He was too stupid to realize I insulted him!"). For those who act on such misjudgments, however, surprise and regret are the usual results.
In other words, Larian did their research. He has been raised to be patient, turn the other cheek. However, if you really do fuck with him and his, he will
Fuck.
Your.
Shit.
Up.
So I tend to focus on the romantic, sweet, devoted side of Gale (because of course that’s what I adore most about him) but I also love that he takes ZERO sh*t once his partner crosses a firm boundary.
I think everyone knows his response to Tav cheating on him with Mizora, but are you all familiar with what happens if a romanced Tav’s approval rating drops too low? Gale will warn them before it’s too late, so they can still try and save the relationship, but once it reaches the point of no return, buckle up:
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Baldur’s Gate citizen *running up to the city guards*: I JUST SAW A WIZARD INCINERATE SOMEONE
Guards: …with a fireball?
Citizen: NO
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artemis-entreri · 5 years ago
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Southern Ward
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Source: Volo’s Enchiridion section of the Waterdeep: Dragon Heist official campaign supplement.
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Source: Boundless (ARC) chapter 10.
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commandersrest · 6 years ago
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DM Pre-Campaign Prep for Waterdeep Daddy Heist
I got roped in to do a thing.
@tamisrandom asked me to help DM a group she had, comprising of herself, @tauntingcrow, @bladeverbena and @wehavekookies. All Tieflings, all wanting D&D Shenanigans and more gay ships than the San Francisco Harbour. Old daddy tieflings would not want to be walking around the forests. 
Waterdeep Dragon Heist would be a fun, lighthearted adventure that could be tweaked to focus on character growth in a confined environment. It would also cater to the generally informal play style I suspected the players enjoyed. So I agreed, and began to prep. 
How to Prep for the game if you’re a perfectionist but also lazy DM.
1)    Prepare the platform for play. Purchase content where available. Oh shit, no I can’t. Roll20 module only loads 25% of the plot based on season, and I want to run the Alexandrain Remix. Damn. Time to purchase the Complete WDH Bundle on DM Guild by Valeur RPG instead! It has nearly every map but Trollskull Alley/Manor. That’s alright, Reddit to the Rescue. Damn, now I must add dynamic lighting boundaries. Okay, that’s fine. I’m getting good with Roll20 shortcuts, this shouldn’t take too long. Note: it did take long.
2)      Upload info for the players into Journal. This took too long. Thank you Wikipedia and Google. I made a Witchypedia on Roll20 to summarise some key points of Volo’s Enchiridion, since the characters would know these thing prior to the campaign (All of them are Waterdhavians). I uploaded some key NPCs from the campaign too, with free to access basic info about them. Also, I got to find me sexy Renaer Neverember artwork, mmm. He was always my fave NPC in this.  
3)    Select classes. Cool, classes chosen. Wait, you’re a what now? Okay rogue. No, you’re a bard now? A rogue/bard. You have a mask, fine. Mysterious. I guess that would be important to your class-- You also want a bromeo/dudeliette romance? Okay, that’s awesome, here’s a hot guy in the story—Aww, you like him. If you respect your dude one more time, so help me god.
4)    Integrate backstory for characters. Let’s have the players (all daddies anyway) already be Waterdhavians. Now to give them links to key elements in the plot that will unfold... All the secrets, all woven in, all buttons for emotional pain down the road when I destroy your characters’ lives through the course of the plot. Each character has an arc and a backstory to develop. Everyone has a bond that can make or break them… – thank you for involving me in this process. One is grateful. So now I have a bunch of early 40s old guys with Back Story™ who somehow… are level 2. Okay, life happens. Over 40s maybe don’t really get into the adventuring gig so don’t level up.
5)    Integrate characters into setting. Damn, now they need residences, jobs, contacts. I’m lazy, let’s have them think stuff up. Okay they are into it, cool. OKAY they are TOO into this. ACK! That’s a lot of NPCs! Distract! Get them to design houses for their guys instead! Now they all have residences – with maps for in-game visits and bonking. It’s oddly character-building to create one’s residence. Hold up, is there only one character here with a legitimate source of income? And one janitor.
6)    Connect characters to each other. Somehow, I can’t remember how, they wound up all being connected through one woman – Madame Chaudron. This woman of unusual magical gifts is the owner of the brothel called the Polished Horn who also runs an information network comprising of mainly non-human gigolos, prostitutes and courtesans. Otho the janitor works there, Antiphony who works for her as a cats-paw has quarters here, Savos identifies odd items for her and visits once a year on his birthday, while Than provides perfectly safe 100% organic recreational restoratives for her masked parties. Through her, all 4 diverse characters are gathered, leading us to…
7)    Examine the campaign hook. I don’t want to start with 4 Randos Meet in A Bar. Let’s have Chaudron hear that her friend Volo needs help, and gathers the warlock with the cunning eyes, the rogue with the nimble hands, the janitor with his odd penchant for setting things ablaze, and the doctor who can keep them alive, while also turning into a bear.
8)    I turn my back for 2 mins and the tumblr artists are sharing smut pics on discord. I approve of this. It is time for session 0.
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kayawagner · 6 years ago
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Volo’s Waterdeep Enchiridion (5e)
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Publisher: Wizards of the Coast
Welcome, Traveler! You have in your hands the foremost and most up-to-date guide to the city—smiled over by none other than its Open Lord, Lady Laeral Silverhand.
This chapbook will serve you well until my seminal work on the subject, Volo’s Guide to Waterdeep—sadly longout of print, but now a tome prized by collectors—can be updated and printed anew. Ask any broadsheet seller, innkeeper, shopkeeper, tavern owner, or bookseller if they’ll soon have copies of the new edition for sale!
This excerpt is the chapter from the Waterdeep Dragon Heist hardcover with all the information about the City of Waterdeep.
All monies that Wizards of the Coast would receive from sales of this PDF are being donated to Extra Life.
About Extra Life:
Extra Life unites thousands of gamers around the world to play games in support of their local Children's Miracle Network Hospital. Since its inception in 2008, Extra Life has raised more than $30 million for sick and injured kids. Sign up today and dedicate a day of play for kids in your community!
Note that no artwork from this PDF or any part of Waterdeep Dragon Heist may be used in DMsGuild community content PDFs.
Price: $5.99 Volo’s Waterdeep Enchiridion (5e) published first on https://supergalaxyrom.tumblr.com
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nerdsonearthblog · 6 years ago
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Waterdeep: Dragon Heist is the newest adventure for D&D 5e. The back cover describes it as “a mad romp through the wards of Waterdeep” that will take players from from 1st through 5th level. I’ll provide a full chapter-by-chapter review below, but first, please indulge me as I take you on a quick romp around the block.
Anyone who has undertook a huge new endeavor knows it takes a couple of years to really hit your stride. My personal belief is that Chris Perkins is the greatest living D&D storyteller (respects to the King of the Nerds, Gary Gygax). Perkins, of course, was in no way solely responsible for the launch of D&D 5e (his colleagues include the talented Mike Mearls and Jeremy Crawford). Still, Perkins understandably had a lot on his plate story-wise when D&D 5e was first launched just a few years ago.
This resulted in the first few D&D 5e adventures being very good, yet sometimes just shy of great. To be clear, I enjoyed Hoard of the Dragon Queen just fine and I thought Princes of the Apocalypse and Out of the Abyss had many, many moments of greatness.
But years into the release of D&D 5e, I read Tomb of Annihilation and it was that specific adventure where I had the thought that Chris Perkins was fully at the top of his game, having solidified himself as the GOAT-not-named-Gygax.
Now, having just turned the final page of Waterdeep: Dragon Heist, I felt like I read a Chris Perkins story so clever and brilliantly done that he has reached the point of confidence in his career that he could set the stage for adventure, then step back and invite a new generation of storytellers to their mark on the story.
But…what do I know? Maybe I have read the situation entirely wrong. But even a gross mis-understanding of the internal processes of WotC doesn’t change this simple truth: Waterdeep: Dragon Heist is an astonishingly excellent D&D adventure. There are several sections of the book that don’t feel like they were written as much as they feel like the design team collected everything fun and enjoyable together in order to stuff them into a confetti cannon that was fired over the pages of Waterdeep: Dragon Heist and allowed to fall onto the pages like a glitter bomb of joy.
So, let’s take a deeper look, shall we?
Reviewing Waterdeep: Dragon Heist
In order to properly review Waterdeep: Dragon Heist, an overview is first in order. In the splendid city of Waterdeep, a gold coin is called a “dragon” and a half million of those dragons are hidden somewhere in the city. A magical item called the Stone of Golorr is imbued with the location of the treasure vault but the Stone of Golorr is comically being passed around a huge cast of NPCs like a hot potato.
Players are on the hunt, but their madcap chase is complicated by the fact that there are warring, jostling factions in Waterdeep. These factions might try to recruit the PCs just as quickly as they try to kill them, the end result being that their are four different villains the players can confront:
Xanathar, the megalomaniacal beholder crime lord who is based in Skullport, deep below Waterdeep,
The Cassalanters, Waterdavian nobles who are secretly devil worshippers that reside in an ostentatious villa with a secret lair beneath it,
Jarlaxle Baenre, a dashing drow swashbuckler best know for being a character in the Drizzt novels, and
Manshoon, a powerful Zhentarim wizard who has cloned himself like the glam Mr. Sinister.
Are you having fun yet? Because I had fun just reading the introductory chapter, which perfectly set the stage for adventure. But if it sounds like a huge cast of NPCs and different possibilities for villains might make Waterdeep: Dragon Heist difficult as an adventure for first time players or DMs, you’d be correct.
Perkins and his team clearly understand this, so included in the book are coherent overviews and well-done flowcharts to help track the adventure. Still, this isn’t a D&D adventure that I can recommend you use to get your feet wet. (The Starter Box adventure Lost Mines of Phandelver is best for beginners.) Waterdeep: Dragon Heist is best for players who like intrigue, bluffing, subterfuge, and other roleplaying heavy skills.
It begins with a bar brawl and a quest from none other than the famous Volothamp Geddarm (chapter 1). Even Volo’s introductory quest has twists and turns, ultimately resulting in a case of mistaken identity. But it introduces lots of NPCs and allows players to get a feel for the city setting of Waterdeep.
Plus, the quest concludes in the most wonderful way possible, which is Volo giving the PCs a deed to an old tavern in Waterdeep! (chapter 2) In addition to giving the players a “home base,” this always allows players to feel at home in the setting, while also introducing quests that deepen the major factions of Waterdeep.
Even though the quests are effectively simple “dungeon delves,” Chapter 2 is wonderfully and thoughtfully done. Besides, even though many have begun to use phrases like “it’s just a dungeon delve” as a pejorative, that completely overlooks that delves and crawls are the meat and potatoes of D&D.
Chapter 3 is where Waterdeep: Dragon Heist stumbled for me. A fireball is detonated just outside the players’ new HQ, rattling the windows. This leads to an elaborate ‘who done it?’ that has the PCs working parallel to Waterdeep’s City Watch to determine the who and why of the fireball attack, before finally determining the where of the Stone of Golorr.
To be clear, it’s a well-written and exciting plot that reads like a episode of True Detective. But it involves a slew of NPCs and an amount of skill checks that could frustrate even the most patient DMs or the most intrigue-loving players.
One of the chapter 3 headings was “What’s Happening Here?” At times, I couldn’t tell. My recommendation would be to allow the City Watch to solve that mystery and feed the information to the players so they can jump right into Chapter 4: Dragon Season.
I won’t beat around the bush: the 40 pages of chapter 4 are among to absolute best that I’ve ever read in any roleplaying game book, ever. What they outline (again, with the help of a handy flowchart) are ten different encounters that range from a classic old tower to a mausoleum to a wharf or a chase across rooftops.
Depending upon which of the four villains is chosen, the ten encounters are shuffed into a unique sequence. Then each encounter is re-jiggered according to the season, giving fresh elements to each of the 10 encounters for the spring, summer, autumn, and winter, respectively. At the end of each encounter chain, players should now have the Stone of Golorr, attuning them to the location of the horde of dragons. It’s dope.
Huzzah! After one final tussle with the villains, the players exit the vault and return the treasure to the proper authorities, becoming celebrities as word of their deeds spread throughout Waterdeep!
The four villains (Xanathar, The Cassalanters, Jarlaxle, and Manshoon) are too powerful for the player characters to face directly, so Waterdeep: Dragon Heist does a bang up job of allowing them to face off indirectly,  hindering their criminal operations without an obvious TPK. Overall, Waterdeep: Dragon Heist is light, fast, and  filled with quirky characters.
But chapters 5-8 do excellently detail each villain’s lair should the player characters have delusions of grandeur. Otherwise, the now 5th level characters are invited back to the Yawning Portal in order explore Undermountain, the next book coming from Chris Perkins and the D&D team.
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Apologies for brushing past chapters 5-8, as the lairs are well done, but it’s chapter 9 that takes Waterdeep: Dragon Heist from a simple adventure book to something much more. The D&D team have cleverly attempted to have each adventure book double as a fine setting book for homebrewers. This is certainly true with Waterdeep: Dragon Heist.
Volo’s Waterdeep Enchiridion (chapter 9) beautifully paints a picture of life in Waterdeep. DMs will want to read it for the adventures of Dragon Heist of course, but home brewers will dig it, as it is a nice aid for further adventures in Waterdeep, or even a generic urban-based story that is thunk up. It’s not a full gazetteer, but the chapter has enough hooks to hang up all the mittens and coats from a long Minnesota winter, making it a nice value add for future adventures in the splendid city of Waterdeep.
Closing the book are the typical appendices that detail NPCs, new magic items, and player handouts. But I want to close by talking about maps. First, tucked into the back cover is a large removable map of Waterdeep. It has one side for players, while the other side is for GMs and includes marked locales. It’s fantastic. I don’t know what the economics are of getting a map like this tucked into every D&D book, but I hereby start a petition that it should 100% be the law of the land.
The interior Dyson Logos maps in the book aren’t to my taste. I fully admit the sparse black and white maps are very usable. (Quick to draw or easy to snap a picture, then print out) But I would have preferred them as free digital downloads, allowing the actual interior maps to have the added color and details. As Banky taught us in Chasing Amy, inkers and colorists aren’t simply tracers, they really add depth and definition to a drawing. I would have liked to see that depth and color in the book’s included maps. But, again, that’s just a personal preference.
What I love about Waterdeep: Dragon Heist is that it isn’t a hyped-up world-destroying cataclysmic event designed to have PCs face down villains to prevent total doom and destruction. Instead, it’s like Cannonball Run or the Amazing Race if all the contestants were, you know, wizards.
I close this review as I began it. Waterdeep: Dragon Heist is an astonishingly excellent D&D adventure. Kudos to Chris Perkins, the entire D&D team, and for the new designers to D&D, who certainly added freshness and creativity to the book.
It’s a great time to be a D&D player, a god reason being that we all get to enjoy a wonderful city-based adventure for the world’s greatest roleplaying game. So I highly recommend Waterdeep: Dragon Heist as your next D&D campaign. And if you aren’t considering running it? Well, Nerds on Earth’s jack-booted thugs will soon arriving at your doorstep to push a 20-sided die into your palm. Resistance is futile: Xanathar sent us.
You can get Dragon Heist here. Better yet, ask for it at your FLGS.
[Disclosure: Wizards of the Coast sent Nerds on Earth a copy of Dragon Heist in exchange for an honest review.]
The Newest D&D Adventure: A Review of Waterdeep: Dragon Heist Waterdeep: Dragon Heist is the newest adventure for D&D 5e. The back cover describes it as "a mad romp through the wards of Waterdeep" that will take players from from 1st through 5th level.
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galedekarios · 4 months ago
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waterdeep & the city's wards: dock ward - part 1
"The splendors that await you in Waterdeep are legendary. Each of the city’s wards is detailed in this work, telling you what to expect depending on where you are, as well as what thrilling things you might see and do."
[from: Volo's Waterdeep Enchiridion]
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waterdeep is divided into a system of wards and civic districts. the six recognized wards are:
dock ward
castle ward
north ward
sea ward
southern ward
trades ward
notable parts of the city that aren't considered wards are the city of the dead and deepwater harbour and its surrounding isles (deepwater isle and stormhaven island).
in this meta, i'd like to first focus on the dock ward of waterdeep.
the dock ward is often theorised to be the ward that houses gale's tower. i'd recommend reading this post by @dailygale or this post by @elspethdekarios, as well as the posts linked within them, for further details.
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the dock ward in spring
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map of the dock ward, 1491 dr [source]
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dock ward ambience by dungeon crawler audio
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general
"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. City 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. Dock 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." [source: waterdeep dragon heist]
in his waterdeep enchiridion, volo provides his impressions of the dock ward:
"The Dock Ward was long considered the most dangerous district in the city, but the Field Ward has since taken that title. I don’t doubt the residents of the Dock Ward are glad of it, for in some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least literate people in the city. Yes, most of its taverns are inhabited by habitual drinkers, and far too many inns charge by the hour. But all must concede this: the residents of the Dock Ward often work the hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians. Wandering through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and warehouses and other businesses often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward. Their candles, oils, and glass are too regularly stolen or smashed. The Guild of Chandlers and Lamplighters makes a halfhearted attempt to repair the streetlamps at the start of each season, but for most of the year, locals are forced to carry their own light when traveling these streets at night. The colors of the Dock Ward are burgundy and orange, and its mascot is a swordfish that has always been depicted as green for reasons lost to time. The folk of the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city. (Some say they draft pirates, but that is pure slander.) Frequent complaints arise that these women and men are more citizens of the sea than of the Dock Ward itself. But if they register with a magister and pay taxes, they are as welcome to compete as any long-term resident of Waterdeep." [from: Volo's Waterdeep Enchiridion]
the sentiment that the dock ward is "dangerous" is echoed by elminster as well:
In the words of Elminster himself, the Dock Ward was a "riotous, nigh-perpetual brawl that covers entire acres, interrupted only by small buildings, intermittent trade businesses, an errant dog or two, and a few brave watchguards, who manage to keep the chaos from spreading beyond the docks; the whole lot wallowing in the stench of rotting fish." [source]
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neighbourhoods of the dock ward
the living conditions in these neighbourhoods is described as ranging from "poor" to "modest":
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Abovefish: Aeldinmuth Court, Arun's Bend, Drawn Sword Court, the Everwind, Fishgut, Frostraen, the Hobbles, the Hooks, the Krakenway, Leera's Trod, the Lurch, Redcloaks, Sakiir's Street, Scoundrel's Cradle, the Slide, Spider's Web, Three Daggers
Belowfish: Asteril's Trod, the Bitters , Cod Lane , Essunmar's Dream, the Ghemmerwalk , Greathoist, Horizons, Manycrates, the Odd , Old Elbermaen, Old Tar's Walk, Pressbow, Shipwright's Square, the Sirenwalk , Six Casks , Two Flasks
Eastsnail: Amanaster's Lane, Blackwell, Bulette Point, Candle Lane, Doerlunn, Emeskine's Shine, Foxden, Knightsfoot, Marvynhurst, Melinter's Alley, Oubliette, the Pearls, Philosopher's Court
Southdocks: Cedar Wharf, the Fishgut, Hoedmar's Trod, Manylines, Ormibar's Sky, Sailmaker's Run, Sambril's Lane, Smuggler's Run, Southshore, Sperival, Tower Watch
[source: waterdeep dragon heist]
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landmarks and notable locations in the dock ward
below you'll find a collection of landmarks like the mistshore and notable locations like guildhalls, inns, temples, streets and alleys, as well as other places of note.
mistshore
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mistshore is part of the northern harbour:
"After the Spellplague of 1385 DR, Waterdeep went into a decline and maintenance of the harbor was neglected. Many ships sank or were scuttled in the northern harbor and eventually Waterdeep's outcasts created a small community on the wrecked ship hulls. The harbor water was polluted and smelled horribly. In 1491 DR, Mistshore was largely destroyed in a massive fire, with most ships burning down to the waterline and having to be towed out of the harbor to prevent other vessels from running afoul the wreckage. By 1492 DR, most buildings in the neighborhood were still burned and abandoned. Mistshore was considered so dangerous that the City Watch refused to send patrols into the area." [source: forgottenrealms wiki]
notable locations within mistshore include:
Crib "This collection of partially sunken ships was the hideout of the crime lord Arowell prior to his death at the hands of Cerest Elenithil. The ships were arranged in a circle with suspended platforms in the center. Arowell sponsored gladiatorial contests to amuse the inhabitants of Mistshore." Dusk to Dawn "This tavern was nothing more than a tent that moved to different locations in Mistshore nightly." Hearthfire "The wretched inhabitants of Mistshore created a permanent firepit on which to cook." Waltzing Ferryman "Sea wraiths kept the inhabitants of Mistshore from approaching this old wreck. It was inhabited by an old spellscarred mage and his friend." [source: forgottenrealms wiki]
guildhalls, inns and taverns in the dock ward
"All sailors who regularly sail into Waterdeep have their favorite taverns and lodgings, but all are familiar with Cookhouse Hall, the large, echoing, hammerbeam-ceilinged hall where hot meals (usually roast beef, stir-fried vegetables, and a highly peppered stew) are served to all who line up and pay 2 cp for a meal. Minted drinking water is even provided. You don't have to be a sailor to eat here. It's open from dawn to dusk, and has fed many a weary (or poor or down on his luck) traveler who doesn't mind a little coarse company and dinner conversation.  The Shipmasters' Hall, by contrast, is a private inn and dining club for captains, first mates, and ship owners and their escorts only. It's very old and elegant, with polished dark wood paneling everywhere, shining brass fittings, comfortably cushioned brocade seats, and heavy plush drapes. One of the largest privately owned buildings in Waterdeep is the shipbuilding shed of Arnagus the Shipwright, who's crafted many of the fine ships that ply the Sword Coast. Owing to the dangers of sabotage and fire, he doesn't welcome visitors, but many folk go to the docks where the slipway from his shed runs down to the harbor to peer in at the work going on. A ship launching always draws great crowds. It's the nearest thing after brawl watching to a spectator sport that Dock Ward has.  The following guildhalls can all be found in this ward: the Butchers' Guildhall, League Hall, Mariners' Hall, Watermen's Hall, Seaswealth Hall, Coopers' Rest, Shippers' Hall, Shipwrights' House, and the Metal House of Wonders. The Most Diligent League of Sail-Makers and Cordwainers has as its headquarters the Full Sails tavern. The Muleskull Tavern serves as headquarters for the Dungsweepers' Guild." [source: worldanvil]
a list on inns and taverns in the dock ward from the forgottenrealms wiki:
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a list on inns and taverns in the dock ward from oakthorne:
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a list of shops and businesses in the dock ward from the forgottenrealms wiki:
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a list of streets and alleyways in the dock ward from the forgottenrealms wiki:
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a list of streets and alleyways in the dock ward from oakthorn:
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listing out the following places of note with short descriptions:
Fishgut Court: A cobblestone court off Sail and Dock Streets where many strange happenings occur during nights of the full moon. Many know that Selûne herself hid in a mortal form in the tavern nearby, and her blessings continue to touch the courtyard.
Smuggler's Dock: The most isolated corner of the ward and also its safest, under the watchful eyes of Mirt's Mansion and the Watching Tower, used often for lovers' rendezvous.
Black Well Court: The small back-alley home to a polluted, monster-infested well that is sealed by order of the Lords, though it is occasionally broken into – or out of – and creatures haunt the shadows here before they are dealt with and the well re-sealed.
Manysteps Alley: A narrow alley that is the habitat of soothsayers, fortune tellers and thieves galore.
Melinter's Court: A dark courtyard often thick with the pipe smoke of curbside philosophers and corner sages (and sometimes the plotting of wizards).
Philosophers' Court: Also known by natives as "the Foolsquare", a daily (and often nightly) meeting place for intellectuals, old sages and drunken nobles alike found arguing over topics "too esoteric for a common mind".
Round Again Alley: An alley that doubles back on itself and provides a testing ground for many apprentices' illusions.
Three Thrown Daggers Alley: An alley that suffers from a magical curse that causes three random blades to fly from nowhere to attack passersby in the alley.
other notable locations are:
ilmater's safe harbour
"Ilmater's Safe Harbor was a soup kitchen, run by the Ilmatari priestess Mother Brenia, in the Dock Ward of Waterdeep in the late 15th century DR. It was known to be frequented by almost every beggar in that ward. The building's layout consisted of a cooking area, a dining room, a small room in the back, and a cellar. These rooms were provided illumination by means of lanterns and a heavy, iron chandelier of candles. Within the building's cellar was a hidden door, which opened to rough-hewn rock tunnels leading into the Warrens. Being a soup kitchen, this establishment provided free meals for the impoverished citizens of the Dock Ward. Additionally, in the building's small back room, Mother Brenia tended to the sick. [...] At some point during the late 15th century DR there was a string of disappearances of both beggars and stray dogs in the Dock Ward. This began not long after Ulmani, Rik Milesan, and some others began volunteering at the soup kitchen. A month later, the City Watchman Girnan Svann found himself frustrated at his superiors' not viewing the string of disappearances as something worth looking into. He went on to hire a group of adventurers at the Blue Mermaid to investigate, informing them that each missing beggar was connected to Ilmater's Safe Harbor, but that it could be a false lead. Looking around the establishment, the adventurers eventually discovered its hidden cellar door. Traveling through it, they came upona group of thugs dressed as Sharrans and accompanied by horribly mutated dogs and wolves. After beating up the thugs, the adventurers recognized some of them as the newer volunteers and that their Sharran identities were merely a red herring to distract from the mysterious mage they were truly kidnapping people for." [source: forgottenrealms wiki]
stinking sands
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"The Stinking Sands was a local name for a stretch of beach in the southeastern most corner of the Dock Ward in Waterdeep. This beach was bordered by Dock Street and Deepwater Harbor. Along Dock Street the notable buildings that overlooked it included the Fellowship Warehouse, the Smokehouse, Telethar Leatherworks, a guard barracks, and the East Torch Tower. When the Laughing Lady sank near Waterdeep in 1372 DR, the caravel was dredged up onto this beach by barges belonging to Raulinvur's Ropehaul and by wizard members of the Watchful Order of Magists and Protectors." [source: forgottenrealmswiki]
starry cradles orphanage
"The Starry Cradles orphanage is a Dock Ward orphanage run by Matron Griselda Hoppletun, a halfling care-taker, and funded by the House of the Moon and the Selûnites clergy thereof." [source: worldanvil]
wavehall of valkur
"The Wavehall of Valkur was a temple to Valkur located in Waterdeep during the late 15th century DR. The temple was built during the late 15th century DR. During the Year of the Scarlet Witch, 1491 DR, the Wavemaster of the temple was killed by Mirt the Moneylender over a dispute involving the priest's refusal to bring a deceased ally back to life. Valkur was a minor Faerûnian god of sailors and their ships, as well as favorable winds and naval combat. The Captain of the Waves was the very picture of the daring sea captain, one capable of sailing his vessel through any disaster the Gods of Fury could unleash." [source: forgottenrealmswiki]
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this concludes my collection of information about waterdeep's dock ward for now. it's a sprawling topic, each and every ward, and i'm sure there are things i missed or forgot!
still, i hope this was of use to someone other than myself!
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galedekarios · 10 months ago
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i'm reading more and more about waterdeep, and i found mention of this famous alleyway in volo's waterdeep enchiridion:
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and i couldn't help but think of this:
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i wouldn't think it unlikely that gale may have gone through here, with his parents perhaps - his mother morena and the father, who would abandon them - looking to buy fresh meat to prepare a delicious meal. all those recipes gale would later learn.
i can see a much, much younger gale spotting a little stray kitten and begging for it to come home with them, only to be denied.
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with a heart so big he cries over a burned rose bush, little gale would definitely cry over little kittens without homes.
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galedekarios · 7 months ago
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gale, waterdeep & coinage
just musings on gale's means as well as waterdeep lore bc i love waterdeep:
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Gale: Believe it or not, but I witnessed a similar standoff back at the Yawning Portal. Of course, an establishment like that invites all sorts of outlandish entertainments. Player: What's the Yawning Portal Gale: An inn in Waterdeep. Never a dull moment there. Adventurers come from all over Faerûn to try their luck down the well: Leads into the Undermountain, you see - full of death, danger, and vast amounts of treasure. Hard to resist. Player: What was the standoff about? Gale: Oh, a drow, a dragonborn, and a cleric of Cyric walk into a bar. Your standard fare. Maybe someone was cheating at cards, maybe it was some weird lovers' quarrel. In any case, out came the crossbow, and a hush fell over the entire room.devnote Player: What happened next? Gale: I stood up and yelled: 'Shadowdark ale for everyone!' The crowd cheered, the tension drained into five dozen tankards, and soon all was well again. Gale: In a place like the Yawning Portal, the most powerful magic is calling for a round of drinks. Gale: Mind you, all I did was call for ale, but you went and stood in front of that crossbow. I'd drink to that.
i will definitely take a look at the yawning portal itself at a later date (as well as other points of interest within the city) bc it's very interesting as a focal point in waterdhavian history and society.
while we can only speculate about what gale's background in terms of means, wealth and standing looked like since things like tutors and even maids were not uncommon in waterdhavian society, it is interesting to note that he - whatever his personal means at the time this event took place - felt the need to defuse the brewing fight with 'five dozen tankards'.
we do actually know how much one such tankard costs at the yawning portal:
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[source]
17cp x 60 = 1020cp
this was interesting to me in terms of this meant in actual terms of coinage and wealth and money spent.
here's an overview of waterdeep's various coins:
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source: volo's waterdeep enchiridion
gale spent over a 1000 nibs/copper pieces that evening (or more than one sun/platinum coin) to de-escalate a potentially lethal fight.
to put that into perspective, i'm adding this reference of prices here:
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source: volo's waterdeep enchiridion
gale also attended blackstaff academy, with elminster as his mentor. the academy had costs attached with it:
Acceptance to the Academy was predicated on either demonstrating extraordinary magical aptitude (those who could not cast arcane spells were very rarely admitted) or having a particularly compelling personal history. Joining the Academy was free, however monthly dues were required to continue attendance. These fees started at 10 gp per month and increased as a student gained seniority and required more advanced tutelage. In addition, it was a requirement that any new spell that was discovered or researched by an apprentice had to be added to Blackstaff Tower's library. [source]
ten gold pieces per month as fees, although with gale being elminster's mentee, he may have chosen to assist gale and morena partially or fully with any costs that blackstaff academy may have charged.
it does sound, however his childhood may have looked like with a presumably absent father and a mother with her hands full with a young genius, able to conjure rabbits as a babe, summoning a tressym, a magma mephit who set a room on fire, as well as casting a level 3 spell (fireball) at age 8 or younger, that gale at least during the height of his career as a wizard, lived comfortably.
ending this with more food for thought and a banter between gale and karlach:
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Gale: They say wealth offers a form of magic. Alas, it's one I've rarely dabbled in. Karlach: Nor I. Never had more than a few coppers in the city, and any soul coins in Avernus went straight to Zariel. Gale: Make no mistake. Souls are sold for coins up here as well. All too cheaply, in most cases.
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galedekarios · 9 months ago
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Hello, big fan of your Gale content um I just saw this post on X that really annoyed me that was a graphic saying Gale would use 3 in 1 shampoo implying he is lazy with his hygiene and that another character was more like that and it had like 6k likes and I just wonder why everyone mischaracterizes our best wizard so much? Generic male expectations? Justice for Gale. He deserved that lavender bath.
thank you for your message and kind words! 🖤
i haven't seen the post you're referring to so i can't say too much about it, but if we talk about the general concept of hygiene and personal care, in my heart i know the following truth:
gale loves his little indulgences and that includes the finer things in life, like taking long baths, perfumes, massages, and the like.
once he feels better again and has the spoons to fully appreciate it, he would have a ridiculously elaborate 13 step self-care routine, beard oils and all of that.
(we know his year of isolation likely led to him neglecting himself, given tara's repeated lines about not eating enough, as well as gale letting his beard growing out.)
in early access, he had this dialogue with the protag, about dreaming of a nice lavender scented bath:
Gale: Time is a precious gift. With time, we may even reach Baldur's Gate, a city rife with magic, wizards, scholars, and perhaps: solutions.  Player: In that case I share your optimism. Here's to the journey ahead.  Gale: And here's to your company.  Gale: Oh, I can picture it now: academies, libraries, laboratories – the assembled knowledge of centuries that may just set us free. Better yet: soft beds, home cooked meals, and all the other little luxuries this wilderness so brashly denies us. Gods, I'd pay a king's ransom for a hot, lavender-scented bath – minstrels serenading as I close my eyes and let the water's warmth dissolve all woes. Plenty to look forward to.
this was sadly cut.
i also seem to recall another line of dialogue in early access where a companion commented on gale using a waterdhavian scent/perfume, which had woody undertones. if i can find it, i'll be sure to post about it.
but still, he still has similar lines in the full release version, like in this banter with shadowheart:
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Gale: I must tell you, Shadowheart, the bathing waters here leave much to be desired. devnote: A bit know it all Gale: The ablutions offered at the Temple of Beauty in Waterdeep are far superior. And they have the most excellent soaps. devnote: A bit know it all Shadowheart: Hmm. I was wondering why you always smelled like a wealthy dowager. devnote: Teasing
bathing waters, excellent soaps and ablutions at the temple of beauty in waterdeep. the temple of beauty is a temple to the goddess sune, the goddess of beauty and passion.
"Her temples usually held social salons and displayed mirrors for use by lay parishioners. Some of them even had public baths for the local populace. Her shrines often stood on the corner of busy city streets. They would have a small ornate overhanging roof with a mirror underneath. They were used to check one's appearance while honoring Sune with prayer. Some shrines even held perfume and cosmetic items for those who could not afford such luxuries themselves." [x]
volo's waterdeep enchiridion says this in particular about the temple of beauty in waterdeep:
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"If you need to refresh yourself during your travels, or perhaps to primp before an important meeting or a night out, visit Sune’s faithful at the Temple of Beauty. Its marbled public baths and mirrored salons are open from before dawn to after dusk. There’s no fee for these services, or for the advice and aid of the temple’s many pleasant attendants, but donations are encouraged."
there are some other banters & lines of dialogue in the same vein:
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Player: I want to be with Gale. I'm sorry. Shadowheart: Don't be. He's charming enough, well-read and well-groomed.
there are more banters and comments like this from other companions as well (including minthara, for example), so yes, i think it's safe to say that gale is not a 3-in-1 shampoo type.
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galedekarios · 3 months ago
Text
waterdeep & the city's wards: castle ward - part 2
"The splendors that await you in Waterdeep are legendary. Each of the city’s wards is detailed in this work, telling you what to expect depending on where you are, as well as what thrilling things you might see and do."
[from: volo's waterdeep enchiridion]
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waterdeep is divided into a system of wards and civic districts. the six recognized wards are:
dock ward
castle ward
north ward
sea ward
southern ward
trades ward
notable parts of the city that aren't considered wards are the city of the dead and deepwater harbour and its surrounding isles (deepwater isle and stormhaven island).
in this meta, i'd like to first focus on the castle ward of waterdeep. the ward contains blackstaff academy, the yawning portal, the undermountain as well as other important landmarks and locations.
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castle ward
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castle ward heraldry with a golden griffon
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castle ward map made by reddit user ravenxalmasy
i'll include an ambience video to listen to while reading:
youtube
rainy streets of waterdeep by dungeon crawler audio
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general information
in his waterdeep echiridion, volo introduces the castle ward as follows:
"The Castle Ward is the heart and mind of Waterdeep, if not its soul. It houses the city’s military forces, courts, government, and the Market — the largest market square of any city in the North. It encompasses the City Navy’s docks in the Great Harbor and all of Mount Waterdeep, and it is home to six walking statues, numerous temples, and many other landmarks."
i already wrote a meta including the walking statues of waterdeep in my the splendours of waterdeep meta.
the important landmarks volo further highlights are the following:
"Castle Waterdeep stands above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isn’t where Waterdeep’s rulers reside, nor from where the city is governed. The castle was and is a redoubt of last defense should the city be attacked, but for well over a century, the ruler of Waterdeep has occupied the Palace of Waterdeep — also known as Piergeiron’s Palace, and still called that by elderly and long-lived citizens (including many elves). Though not quite as large as the castle, the palace is far more comfortable and lavishly decorated, with many halls used by government officials, guildmasters, and nobles for meetings and court proceedings. If you have reason to be invited (not compelled, I should hope!) to meet with the Masked Lords or the Open Lord of Waterdeep, it will likely take place in the audience chamber of the palace. There, you can witness the ancient and humble throne that Ahghairon first sat upon so long ago.
Many other buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward’s structures are offices and meeting halls for business owners, solicitors, publishers, and the like that the Castle Ward has the smallest resident population of all the wards. Many landmarks of interest are found in this ward aside from the six walking statues (discussed later in this chapbook). You could hardly see them all in a day, but the following are highly recommended.
Blackstaff Tower is a squat black blot in the otherwise pretty ward. Humble though the edifice might be, looking at the place for too long can give you a queasy feeling and the sense that you are being watched — almost as if the tower itself has turned an unseen and wrathful eye upon you. Perhaps you think this fanciful. Well, go and try it yourself!
On the opposite end of the mountain, close to the Naval Harbor, stands Mirt’s Mansion. Once a fortress-like and glowering tower, it has been upgraded with more delicate fashions of architecture since the return of its long-absent owner. Mirt has quite a history with Durnan, the proprietor of the Yawning Portal. Together they descended into “the Well,” as the entrance to Undermountain was known in olden days. Waterdeep used to throw criminals in the Well, leaving them to die horribly in Undermountain’s dungeons. Durnan and Mirt entered the dungeons of their own free will — and not only that, but returned laden with treasures. Both used magic to extend their lives, but they eventually parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad way to part fools from their money!
The glorious Spires of the Morning, dedicated to Lathander, is one of Waterdeep’s most beautiful temples. But it is rivaled in this ward by the Temple of the Seldarine, dedicated to all the elf gods. The journey through Mount Melody Walk, a tunnel cut through Mount Waterdeep, to New Olamn’s academy of music and other arts is a wondrous daytime excursion. The Market offers a wild array of sights, smells, and sounds in which folk might lose themselves for a tenday. The Font of Knowledge is a temple to Oghma, yes, but also the city’s largest public library. Titles written throughout the ages can be viewed here — under the watchful eyes of the temple’s priests. In short (if I can claim this section of the enchiridion to be such), the Castle Ward offers far too many splendors to list them all here.
The Castle Ward’s colors are blue and purple, and its mascot is a griffon, typically depicted in gold. These borrow colors from the city’s flag and reference the Griffon Cavalry, of course. Champions for the ward often come from among the ranks of the Guard, the Navy, or the Cavalry. Although such competitors have often have the advantage in races and competitions, their crowds of rabidly cheering fans are naturally much smaller than those of other wards."
[from: volo's waterdeep enchiridion]
the description of the castle ward from waterdeep dragon heist reads as follows, echoing the stateliness of this ward in particular, with its many temples and sights of commerce:
"In 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. The 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, 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. The 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 a little larger than Sea or North Ward."
"It is hard to pin down a "typical" architectural detail for Castle Ward, as there are so many different structures here that dominate the skyline. The city buildings, temples, and wizards towers are impressive stone structures, with the Palace and Castle in leagues of their own. Folk who quest for power but lack the funds to rise above the merchant class often dwell in the environs north of Waterdeep Way, their homes either well-kept row houses of three to four stories or individual homes of one or two stories. In either case, structures tend to be timber and wattle-and-daub with stone foundations nestled among the shops. The southern leg of the ward is primarily made up of barracks and warehouses attached to the castle and to various wealthier merchants and noble houses. The only discernible difference between Castle Ward's docks and Dock Ward are the heavier watch patrols. In terms of roads and byways, Castle Ward is by far the easiest ward to traverse due to the paving on many of its larger, primary roads. Even with heavy cart traffic on the roads, it is possible to travel from the Field of Triumph to Castle Waterdeep in the same time it takes to cover one-third of Dock Ward's docks. The paving is primarily for access by dignitaries and officials of the city and other foreign powers (and use during holidays for parades)."
[source: waterdeep dragon heist]
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neighbourhoods of the castle ward
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the neighbourhoods of the castle ward with notable landmarks and buildings are listed as follows:
The Market
Upmarket: Amberpaths, Cascades, The Cliffride, Elvarren's Lane, Head Lane, Highdrake, Melshar's Ride, Spireshadows, Tanthruil, Tchozal's Race, Toalar's Path
East Midcastle: The Buckle, The Catwind, Duir's Trod, Eldath's Alley, Elsambul's Lane, Goldstar Path, The Houndtwist, Lamp Courts, Lhestyn's Turn, Lhoril's Alley, Manyspells Court, Solemnar's Trod, Summerkeep, Sweetglade, The Waverise, Zeldan's Alley
West Midcastle: Alnether's Prowl, Asmach's Wind, Autumngleam, Blackstave, Cage Street, Cymbril's Trod, Dozenalley, Hippogriff Maze, Jester's Court, Marlar's Lane, Mulgomir's Way, North Swords, Siren Lane, Threeshields, Turnback Court
Piergeiron's Palace: Aghairon's Plaza, Fetlock Court, Piergeiron's Palace
Downcastle: Barracks Court, Castlefoot, Court of Gems, Glittergleam, Mountroot, Old Temple, Owlroost, Portal Lane, the Reach, Tarnished Silver
while the living conditions range from the very wretched to those wealthy and aristocratic.
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landmarks and notable locations in the castle ward
there are many landmarks worth exploring in the castle ward. in this post, as well as the posts centered around the wards, i'll mainly focus on those important to gale's story:
blackstaff tower/academy
the yawning portal
promenade of the dark maiden (my own oc purposes and all those who have a drow tav or a tav that follows the dark maiden eilistraee)
i will still touch on other landsmarks and locations, but not as in depth.
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blackstaff tower / academy
Gale: “A misadventure from my days as an apprentice at Blackstaff Academy. I was but a child, only a few months into my studies, but already I knew I was destined for greatness. No one believed me, of course, so I decided to prove it. To cast a spell with the Blackstaff itself. From one perspective, I succeeded. I opened a portal. However, instead of pointing it at the first year dormitory, I found myself pulled into limbo, facing a very irritated Death Slaad. Fortunately the Blackstaff himself came to the rescue, hauling me backwards from the brink, and straight into several months of writing lines. Or rather, finessing my autograph.”
[source: gale's dialogue after visiting the abandoned wizard tower in the underdark]
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blackstaff tower concept art
the tower is described as a foreboding structure, made out of smooth black stone, with no apparent way to enter it, seemingly having no windows or doors. its main entrance was on swords street, while apprentices could gain access by touching the gate with a left palm. the tower itself was surrounded by a great wall (20 foot / 6 meters). [source: forgottenrealmswiki].
most notably, the tower also has the ability to magically repair itself, a process supported by laeral silverhand, one of the seven sisters and chosen of mystra.
more views of the interior of the tower, including the great staircase which connects the different levels of the tower, a reading room, an apothecary, the library and other interior structures:
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the interior of blackstaff tower is also described as follows:
"From the inside, windows appeared to show what was going on outside, but these were illusions. The interior (but not the exterior) of the tower was warded against magical intrusion. The tower was protected against scrying magic. Rooms were connected to the central stairwell and entry hall, which was full of floating doors and arches. Many alcoves and shelves covered the walls of the stairwell, displaying magical items and artifacts, and although they seemed unprotected, a command word was needed to remove any of them. The items changed on a regular basis, so returning to the same stairwell on another day might result in seeing different items. Leaving the dormitories without issuing a command word would lead to the second level's stairwell. Saying the command word nhurlaen in the stairwell took one to the study. On the top floor of the tower was a study and a scrying chamber. There was also a parlor where Khelben displayed his art. In the library was one-way dimensional door to Candlekeep (the other side of the door led to Jester's Court nearby). As of 1374 DR, the tower's entry chamber contained a wardrobe that Khelben was able to use to access almost any closet in the tower. In the tower's kitchen, Khelben liked to serve cups of roasted chicory. Tunnels linked the tower's basement to Piergeiron's Palace and other locations in Waterdeep, which could be accessed by uttering the command word vhuarm. One such tunnel could be accessed at Northspur Rock on Northspur Landing on the Talltumble Stairs in Mountainside. [...] From the mid-to-late 14th century DR onward, the Tower was home not only to the Blackstaff, but to the Blackstaff's apprentices, which numbered fifty or so at any time. These apprentices, and their apprentices in turn, formed the Blackstaff Academy, an elite yet informal school for the training of wizards.
[source: forgottenrealmswiki]
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the yawning portal
Gale: Believe it or not, but I witnessed a similar standoff back at the Yawning Portal. Of course, an establishment like that invites all sorts of outlandish entertainments. Player: What’s the Yawning Portal Gale: An inn in Waterdeep. Never a dull moment there. Adventurers come from all over Faerûn to try their luck down the well: Leads into the Undermountain, you see - full of death, danger, and vast amounts of treasure. Hard to resist. Player: What was the standoff about? Gale: Oh, a drow, a dragonborn, and a cleric of Cyric walk into a bar. Your standard fare. Maybe someone was cheating at cards, maybe it was some weird lovers’ quarrel. In any case, out came the crossbow, and a hush fell over the entire room.devnote Player: What happened next? Gale: I stood up and yelled: ‘Shadowdark ale for everyone!’ The crowd cheered, the tension drained into five dozen tankards, and soon all was well again. Gale: In a place like the Yawning Portal, the most powerful magic is calling for a round of drinks. Gale: Mind you, all I did was call for ale, but you went and stood in front of that crossbow. I’d drink to that.
[source: gale's dialogue after saving sazza the goblin]
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concept art of the yawning portal [source: forgottenrealmswiki]
the yawning portal, which we know gale references once in the main game and once in the epilogue, implying that he's quite a frequent patron, is an infamous landmark in waterdeep:
The Yawning Portal was an inn and tavern in the city of Waterdeep that was renowned for being the primary open route into Undermountain. A well within its walls led down into the first level of the vast dungeon complex. It was owned and run by the famous adventurer Durnan the Wanderer. The name "Yawning Portal" referred to the deep well and also alluded to the habit of its patrons to tell wild stories. Naturally, the inn was a popular attraction among visitors to Waterdeep and a common point of departure as well as a refuge for expeditions into the extensive dungeons. [source: forgottenrealmswiki]
A well-known inn and tavern whose main feature is a massive well on the ground floor of the tavern, some 40 feet across, that descends 140 feet into the first level of Undermountain. There is a rope hoist that can be used to lower or raise those foolhardy enough to venture into Undermountain, at a cost of 1 gp per person. [source: waterdeep dragon heist]
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layout and menu of the yawning portral [source: forgottenrealmswiki]
location of the yawning portral
The Yawning Portal was located on Rainrun Street in the upper part of Waterdeep's Castle Ward between Waterdeep Castle and Snail Street[ and close to Mount Waterdeep's eastern slope. Fronting onto the north side of the road, it stood next door to Mother Salinka's House of Pleasure, and beyond that, The Empty Keg tavern, on the west side, and next door Lankathla Dree's Bakery on the east side. Nearby also stood the magician Sobrey's Magic Shoppe and the smithy of Argali Smith. The inn's relative proximity to the city's docks helped it do good business. Its site was exactly that of the former Halaster's Hold, the demolished tower of the mad mage Halaster Blackcloak, the builder of Undermountain, and the inn was constructed over the well to Undermountain, which had previously been a place of execution, simply known as "the Well". [source: forgottenrealmswiki]
its exterior was made up out of mismatched fieldstone and a roof of "a steep-angled roof of unpainted dark-gray and black slate", giving it a rather drab appearance from the outside. the building had no windows on the ground floor, only on the upper floors, but it boasted several chimneys.
an old wooden sign, which was recovered and reused each time the inn was rebuilt, read simply "the yawning portal".
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volo during a visit to the yawning portal [source: forgottenrealmswiki]
the yawning portal also boasts a host of rumours and legends, most recently, however, this:
Circa 1492 DR, a band of doppelgangers were rumored to operate out of the Yawning Portal. The Harpers and Emerald Enclave even sought people to investigate this.
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the promenade of the dark maiden
"Eilistraee teaches us that we are not bound by the circumstances of our birth. We all may find beauty and light, if we have the courage to seek them." — Trelasarra Zuind
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trelassara zuind, informal leader of the promenade since 1491 dr
the promenade of the dark maiden is located in the undermountain of waterdeep.
"The Promenade of the Dark Maiden was the most sacred temple to Eilistraee. It lay beneath Waterdeep, northeast of Skullport in Undermountain. The temple was composed of four major caverns. One cavern contained multiple buildings that were used as living quarters for the faithful. Another cavern named the Cavern of Song served as an open amphitheater used for songs and celebrations dedicated to Eilistraee. The third cavern consisted of living quarters for the priestesses. The fourth cavern was mostly occupied by the temple guards, storehouses, and armories. A large side cavern connected the Cavern of Song with Eilistraee's Mound. Within stood a large statue portraying the Dark Maiden (but actually modeled on Qilué Veladorn's appearance) and sculpted from a mound of rock. Next to the main temple was the Hall of Healing (a former temple of Moander that had been destroyed by worshipers of Tyr). This section was used as a place to shelter and tend to the temple's wounded and all those who were rescued by the Dark Ladies (including adventurers lost in the Undermountain). North of the Hall of Healing was a small cavern that was the destination of a one-way portal connecting to the sixth level of the Undermountain used to deliver wounded adventurers to the temple. Priestesses of the Promenade healed and welcomed any who came to the Hall, and were known to offer their friendship to (non-ill-intentioned) individuals of races who were more frequently than not met with prejudice and hostility." [source: forgottenrealmswiki]
the promenade held some influence in skullport and they had made it their mission to free slaves and adventurers that ran afoul the more powerful groups and bands within skullport. this earned them the nickname "slave shelterers" and they were regarded with animosity by those groups. other enemies were also worshippers of ghaunadaur (greater god of abominations, oozes and outcasts believed to be touched by the dark realms, and a part of the dark seldarine) as well as worshippers of lolth (most influential drow goddess, mother to eilistraee and vhaeraun) and vhaeraun (eilistraee's elder twin brother and part of the dark seldarine).
the dark promenade's history is defined by those friends and enemies:
the founder of the promenade qilué veladron, youngest of the seven sisters and chosen of mystra, was guided by eilistraee to extinguish the presence of ghanaudar. qilué was helped to victory by the dark maiden and mystra against ghanaudar. the battle took place within the undermountain (third-level). after her victory, eilistraee spoke to her:
"You must make a stand here close to the surface world, and you must be ever vigilant against the return of Ghaunadar. For a mighty city of humans shall rise above this place, and if you are to make peace with humankind and your elven kin of the surface world, this place is best suited for you."
qilué obeyed the words of her goddess, and she and other chosen of eilistraee patrolled these dark corridors (mockingly called promenades). during that time, the temple was being constructed, becoming habitable by 1357 dr.
the promenade had 392 habitants by 1375 dr.
the population of the promenade was severely diminished in 1370s, after an attack by followers of ghanaudar, nightshadows, followers of vhaeraun:
"In the 1370s DR, the Promenade was attacked by a new cult of Ghaunadaur. Nightshadows, former followers of Vhaeraun and later followers of the "Masked Lady" (following the death of Vhaeraun at Eilistraee's hand, and her taking on his portfolio), were sent to infiltrate various drow houses who worshiped Ghaunadaur, but this allowed the cultists to locate some portals leading to the temple. Taking advantage of this, the followers of the Elder Eye proceeded to attack, hoping to release the trapped avatar of their god. However, the glyph of insanity that Qilué had placed on the prison made many cultists go insane. Despite this, the assailants were supported by an army of slimes and decimated the population of the Promenade. In the fierce battle, almost all the Protectors of the Song and Darksong Knights were killed, along with many of the priestesses and of the followers who lived there or were visiting. The battle also caused the seals on Ghaunadaur's prison to break and his avatar to escape, even though it would be soon tricked into attaching itself to a fleeing Nightshadow. He sacrificed himself, going through a portal that led to "a plane of endless mazes" and dying in the process, to trap the avatar there." [source: forgottenrealmswiki]
after the second sundering, eilistraee returned and with that, she also breathed new life into the promenade:
"After returning, Eilistraee personally appeared under the walls of Waterdeep, leading many of her followers to travel to the city. Some of them found the support of Remallia Haventree and started creating a forest-temple, named The Dancing Haven, within Waterdeep itself. While originally meant to be created in the Field Ward of Waterdeep, due to the chaotic developments of that area, the Dancing Haven was temporarily moved to the North Ward. The Eilistraeens planted and grew a small grove of trees within an abandoned, roofless building, and then used it as a temple and base of operations. From there, the moondancers led a series of expeditions to cleanse, rebuild and resupply the Promenade. In the 1490s DR, a dozen priestesses, four novices, and nine lay guardians populated the temple; Trelasarra Zuind was their (informal) leader. Few knew of the restored Promenade (aside from followers of Eilistraee), but rumors regarding it restoration spread in Skullport." [source: forgottenrealmswiki]
by 1491 dr, the promenade would have around 25 inhabitants again, including trelassara zuind:
"After the restoration of the temple, Trelasarra, a dozen clerics of the Dark Maiden, four novices, and nine lay warriors moved there. They established a new base of operations, linked to the Dancing Haven in Waterdeep. The followers of Eilistraee tried to keep their presence a secret but, as rumors started spreading in the near and dangerous Skullport, Trelasarra opted to garrison the temple as if at war." [source: forgottenrealmswiki]
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of course, the castle ward has many more locations of note to offer. the following list is taken from waterdeep dragon heist:
Rentals
Banderly Rooming House: A four-story boarding house kept by the Banderlys, two married women who pride themselves on providing good, clean, safe accommodations.
Fair Winds: Rental Villa
Heroes' Rest: Rental Villa, owned by House Melshimber
Marblehearth: Rental Villa
Sablehearth: Rental Townhouse (Northern Swords Street)
Sapphire House: Inn, Rooming House
Stormwatch: Rental Villa
Businesses
Baltorr's Rare & Wondrous Treasures: Shop (Curios) and Warehouse. A curio and coin shop owned by an expert on coins and military markings.
Crommor's Warehouse: Warehouse
The Curious Past: Shop (Historical Curios & Books)
Danimar Fine Wines: Shop (Wine) The Danimar family are one of the oldest holders of licenses by House Melshimber to sell its wines in the city of Waterdeep. They do a brisk business in both the imported and domestic Melshimber vintages.
Dathchant Engravings: Shop (Engraving services)
Diloontier's Apothecary: Shop (Apothecary)
The Golden Key: Shop (Locks) Ansilver the Locksmith (Southern Street of the Sword)
Halambar Lute & Harps: Shop (Stringed Musical Instruments) The premiere place to find any stringed instrument of the Realms. It is also host to a magical harp that sings by itself and is rumored to have connections to the Harpers in some capacity. (Southern Street of the Sword)
Halls of Hilmer: Shop (Armor). Master Armorer Hilmer's shop is hard to miss due to its front of polished plate armor. He sells custom-made armor that is without parallel on the Sword Coast. The shop features practice rooms for trying out his armor. (Southern Street of the Sword)
Hilmer Warehouse: Warehouse (Halls of Hilmer) (Southern Street of the Sword)
Kreis' Fine Wine and Spirits: Import/Export (Spirits) An import business run by Tyrannus Adarbrent.
Mother Tamra's House of Graces: School (Grace, Etiquette, Comportment)
The Market: The largest open area of the city that plays host to hundreds of stalls and camped vendors able to sell nearly anything in the Realms, and many thieves to relieve one of same.
Nureene's Marvelous Masks: Shop (Masks)
Old Knot Shop: Shop (Sailing Gear)
Olmhazan's Jewels: Shop (Jewelry)
Paethier's Pipeweed: Shop (Tobacco)
Phalantar's Philtres & Components: Shop (Herbs and Medicines) (4c). A small shop for medicinal herbs and ingredients for oils, perfumes and potions. It is said that Phalantar allegedly supports adventuring companies in exchange for the rare substances he sells here.
Rebeleigh's Elegant Headware: Shop (Hats)
Sorynth's Silverware: Shop (Silver Goods)
"Sharkroar" Horth Sharlark's Broadsheets: Printer (Broadsheets)
Velstrode the Venturer's: Shop: (Adventuring Goods)
Inns
The Jade Jug: Waterdeep's plushest inn with luxury in every detail, and well worth the expensive price.
Lazy Dragon: A newly-established inn (Old Temple)
The Pampered Traveler
Sapphire House: An expensive rooming five-story house across Swords Street from Blackstaff Tower that has provided room and board for more than one of the Blackstaff's apprentices who found the Tower to be a little too confining (Northern Swords Street)
Wyrmbones Inn
The Yawning Portal: A well-known inn and tavern whose main feature is a massive well on the ground floor of the tavern, some 40 feet across, that descends 140 feet into the first level of Undermountain. There is a rope hoist that can be used to lower or raise those foolhardy enough to venture into Undermountain, at a cost of 1 gp per person. (Southern Castle Ward)
Taverns
The Asp's Strike
The Blue Jack
The Crawling Spider: A tavern for subterraneans that pine for their homes (as well as regulars who like the thrilling atmosphere), decorated as if underground with serving folk dressed as drow elves. Well known for its subterranean dancing floor, and the many small "caverns" that lead off of it whose dark recesses are best left alone by the curious. (Southern Street of the Sword)
The Crow's Nest: A modest but comfortable tavern; a favorite among the clerks, bureaucrats, and visitors of nearby Castle Waterdeep. (Southern Castle Ward)
The Dragon's Head
The Elfstone: An old earthy tavern, with live trees in the walls and the bar, that caters to elves and half-elves, and is a rare source of such delicacies as elverquisst, guldathen nectar and maerlathen blue wine. (Southern Street of the Sword)
The Empty Keg: A rough-and-tumble beer-hall. Later in the eve, it often sees visits from some of the unattached ladies from Mother Salinka's next door, looking to lure some of the drinkers back to their boudoirs. (Southern Castle Ward)
The Flagon Dragon: A modest neighborhood pub renowned for its zzar (Waterdhavian mulled wine) and talyths (a palm-sized cracker with a thin slice of sausage on top, and a mixture of cheese, herbs, mashed root vegetables and other ingredients whose recipe is a house secret) (Northern Swords Street)
The Mighty Manticore: An older friendly tavern with ample ale and light evening fare at affordable prices that attracts a loyal clientele of merchants at the close of day.
The Quaffing Quaggoth:A dwarf-owned tavern and a growing favorite among the city's sailors, merchants and young nobles. The tavern is well-known for the house specialty: a thick-brewed stout mixed with an unknown liquor that is called the Quaggoth for its rumored ability to cure every hair on a quaggoth and then some.
The Red-Eyed Owl: A comfortable, unimpressive local ale-house that is a favorite of the average Waterdhavian locals, well-loved for its cheap ale and heavily spiced coast chowder. (Southern Castle Ward)
Sailor's Own: A crowded, dark, and dirty sailor's dive bar.
The Singing Sword
The Sleepy Sylph: A popular tavern for visitors to Waterdeep, featuring driftglobe lights and scantily clad waitstaff dressed as fairies. (Southern Castle Ward)
Festhalls
Blushing Nymph: An upscale brothel known for its exotic pleasures. (Southern Castle Ward)
The Crawling Spider: A tavern for subterraneans that pine for their homes (as well as regulars who like the thrilling atmosphere), decorated as if underground with serving folk dressed as drow elves. Well known for its subterranean dancing floor, and the many small "caverns" that lead off of it whose dark recesses are best left alone by the curious. (Southern Street of the Sword)
Genmura's Stage: A bawdy burlesque palace with two floors of small, cheap, stinking rooms above its taphall, Genmura's sees plenty of seedy sorts, criminals, dock hands, and sailors just come a'shore. (Old Temple).
Jhural's Dance: Nowhere near as raucous as many festhalls, Jhrual prides himself on the seductive, intimate environment he fosters in his hall. Plenty of alcoves and nooks to hide in with someone in close company, all surrounding a stage where his festhall workers dance to advertise their wares. His festhall is also notable for its equal proportion of men and women performers. (Northern Swords Street)
Lightsinger Theater
Mother Salinka's House of Pleasure: A shabby, low-coin festhall. (Southern Castle Ward)
Mother Tathlorn's House of Pleasure & Healing
The Smiling Siren: A festhall that specializes in small plays and the hosting of traveling troupes (burlesque and otherwise). (Northern Street of Silver)
Temples
The Font of Knowledge: Temple to Oghma.
The Halls of Justice: Temple to Tyr.
The House of Two Hands: Monastery to Tyr.
The Pantheon Temple of the Seldarine: Temple to the Seldarine (Elven Gods). When elven clergy of the Seldarine approached the Masked Lords to ask for permission to establish a Pantheon temple to their gods, it was considered a coup for relations between Waterdeep and the elven peoples. Waterdeep has always had an extensive elven population and is indeed the site where the Grey Ships of Evermeet come at Midsummer to carry away those elves who tire of Faerûn and seek to return to elven lands. When that permission was quickly given, the elves asked for an allotment of property right in the middle of a busy and crowded Castle Ward neighborhood, shocking the Lords. Even when pressed, the elves would not explain their choice; so without further ado, the grant was given. The Pantheon Temple is a tall, dour structure of gleaming white stone flecked with silver, but has within it a garden and long walking galleries between the shrines to the elven deities.
The Spires of Morning: Temple to Lathander. A walled garden compound with eight beautiful gilded towers that reflect Lathander's dawn. (Northern Swords Street)
City Buildings
Peaktop Aerie :Headquarters for griffon mounts of City Guard. Rorden Rialter Obyrdar is currently on duty at the Peaktop Aerie where the griffons are kept. 
Guard Barracks: City Guard Barracks (Southern Castle Ward)
Guard Smithy: Smithy for City Guard
Bell Tower: A simple bell tower used to signal fires, attacks and calls for assembly at the Palace. (15 Guard at all times)
Palace Storage: Warehouses for Piergeiron's Palace
Palace Stables: Stables for Piergeiron's Palace
Palace Paddocks: Paddocks for Piergeiron's Palace
Walking Statue: One of the eight known 90-foot-tall stone golems created by Khelben Arunsun to defend any gaps in Waterdeep's defenses, this regal figure stands at the Gull Leap cliff at the end of Julthoon Street.
Watching Towers: Sentry Towers
Piergeiron's Palace: The center of Waterdeep's government with various courts, embassies and city offices therein, as well as the living chambers of the Open Lord Piergeiron the Paladinson.
Castle Waterdeep: Castle for the Masked Lords of Waterdeep and the Magistrates' Courts.
Ahghairon's Tower: The slim stone tower of the original First Lord of the city that is surrounded by invisible magical barriers that suspend the skeletal remains of a wizard that tried to get into the tower.
Guildhalls
The House of Gems: Jeweller's Guild
The Map House: Surveyors', Map and Chart-Makers Guild
Fellowship Hall: Fellowship of Innkeepers. The headquarters of the Fellowship of Innkeepers that operates as a member-only inn one night a tenday.
The Master Baker's Hall: Bakers' Guild (Southern Street of the Sword)
Tower of the Order: Watchful Order of Magists & Protectors. A three-story stone tower surrounded by a fence of sparkling green lights that coalesce into Azuth's and Mystra's symbols, with the hand of Azuth over the tower door rumored to watch the tower and fire magic at any intruders.
Guildhall of the Order: Solemn Order of Recognized Furriers & Woolmen
Pewterer's Guildhall: Pewterers & Casters Guild
House of Fine Carvers: Fine Carvers Guild. The slate-roofed wooden base of the Fine Carvers Guild, easily found on the High Road with its frieze of carved animals and people, including Ahghairon and other First Lords.
The Market Hall: Farmers and Grocers Guild
Alleys & Courts
Cat Alley: this narrow twisting, turning passage was frequented years ago by a masked, rapier-wielding man of wealth who scared young women and cut away their garments but was never arrested.
Elsambul's Lane: named for a long-dead priest of Mask and now one of the few areas with graffiti on its walls (they say Elsambul himself still leaves enigmatic messages and clues to hidden treasures on the walls!), it attracts many folk beyond simple curiosity seekers.
Jesters' Court: a courtyard frequented now by hard-currency girls and minstrels that has also been a performance stage for jugglers and comics as well as a meeting place for eloping lovers.
Sevenlamps Cut: named for seven fancy magical lamps placed here long ago by Ahghairon himself, this safe alley is the place to hire spellcasters (apprentice wizards and poor underpriests) for quick healing, curse removals, or some magical firepower for your latest excursion into Undermountain.
Turnback Court: a lamplit, shallow alley at the end of Selduth Street that is used as a rallying point for watch and guard patrols both day and night.
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this concludes my collection of information about waterdeep's castle ward for now. it's a sprawling topic, each and every ward, and i'm sure there are things i missed or forgot!
still, i hope this was of use to someone other than myself!
tag list: @evenstar-crescentmoon, @criticalgale, @ofthedirewolves
if you want to be added (or taken off) the tag list, please let me know! 🖤
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galedekarios · 10 months ago
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I let him hit it cause he says stuff like
"By Ahgharion's lost nose - no!"
thank you for your message!
that's definitely one of my favourite gale moments. it's very sweet.
it also led me down a rabbit hole to read more about who ahgharion is (i may have read abt him before, but not in depth) and what happened to his nose (lol); it was actually super interesting to find out more about him.
he was a human wizard and the first of open lord of waterdeep and lived a very long (he died at +300 years old) and eventful life, which was deeply intertwined with the city he lived in and helped shape:
"There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of Splendors, and sing its praises. I have seen it thus, and I endeavor to make it true." — Ahghairon, circa 1032 DR
Ahghairon was known by several names during his youth, but went by only his first name during his time in Waterdeep. Ahghairon was born on Midsummer's Night, in the Year of Great Riches, 920 DR. He was named after his great-grandfather. Legends say that the symbol of Mystra was glowing in the sky at the time. [x]
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he's also remembered with a holiday in waterdeep:
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(these are all from volo's waterdeep enchiridion.)
ahghairon also constructed his own wizard tower and it still stands within the city:
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a large statue was built in his honour and it's located in the city of the dead in waterdeep:
Ahghairon's Statue was located in the central section of the City of the Dead near the entryway. Made completely from marble, the tall statue depicted a detailed representation of the bearded wizard Ahghairon as an old man in his prime. The smiling statue stood atop a series of concentric steps and faced west toward the entryway into the City of the Dead with hands outstretched. Torches lit the steps at night.
Ahghairon's Statue: This tall, marble sculpture is an incredibly lifelike sculpture of the bearded, robed mage in his prime (at a mere 70 winters). Ahghairon stands atop concentric steps, facing west with his hands outstretched to indicate the City of Waterdeep around him, and the statue has a smile on his face. The steps are lit by night with rows of torches, and are a favorite meeting-spot by day.
the statue is what is referenced in gale's tiefling party dialogue by the devs:
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Gale: By Ahghairon's lost nose - no! devnote: This is a statue in Waterdeep's burial district
apparently the statue is missing its nose? i couldn't find the idiom anywhere else and nothing related to ahghairon himself, only this one here:
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which i sort of referenced in my 'doth thy mirror crack' meta post.
anyhow, sorry for rambling. this got away from me. 🖤 i just really like the little pieces here and there that show gale's deep connection to waterdeep.
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artemis-entreri · 5 years ago
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[[ This post contains Part 4 of my review/analysis of the Forgotten Realms/Drizzt novel, Boundless, by R. A. Salvatore. As such, the entirety of this post’s content is OOC. ]]
Genre: Fantasy
Series: Generations: Book 2 | Legend of Drizzt #35 (#32 if not counting The Sellswords)
Publisher: Harper Collins (September 10, 2019)
My Rating: 2 out of 5 stars
Additional Information: Artwork for the cover of Boundless and used above is originally done by Aleks Melnik. This post CONTAINS SPOILERS. Furthermore, this discussion concerns topics that I am very passionate about, and as such, at times I do use strong language. Read and expand the cut at your own discretion.
Contents:
Introduction
I. Positives   I.1 Pure Positives   I.2 Muddled Positives
II. Mediocre Writing Style   II.1 Bad Descriptions   II.2 Salvatorisms   II.3 Laborious “Action”
III. Poor Characterization   III.1 “Maestro”   III.2 Lieutenant   III.3 Barbarian   III.4 “Hero”   III.5 Mother
IV. World Breaks (you are here)   IV.1 Blinders Against the Greater World   IV.2 Befuddlement of Earth and Toril   IV.3 Self-Inconsistency   IV.4 Dungeon Amateur   IV.5 Utter Nonsense
V. Ego Stroking   V.1 The Ineffable Companions of the Hall   V.2 Me, Myself, and I
VI. Problematic Themes   VI.1 No Homo   VI.2 Disrespect of Women   VI.3 Social-normalization   VI.4 Eugenics
VII. What’s Next   VII.1 Drizzt Ascends to Godhood   VII.2 Profane Redemption   VII.3 Passing the Torch   VII.4 Don’t Notice Me Senpai
World Breaks
There's a reason that Salvatore's dark elf books are more popular than his works in his own settings, and that reason is only partly due to the Drizzt books being around longer. A fair number of people who actively like the Drizzt books don't much care for Salvatore's Demonwars books, and I suspect the reason is that the Drizzt books piggyback off of a greater world built by better creatives. One would think, then, that Salvatore would respect the foundation that has helped lift him to his height, but sadly, the opposite is true. Instead, Salvatore seems chagrined by, even resentful of, the fact that what makes his work in the shared world as popular as it is is the fact that the world is a sum of the efforts of many. Salvatore's earlier books were much better, in part due to his significantly more humble attitude, but also due to a greater care in respecting what others have woven around him. With each new Drizzt book however, it seems Salvatore is puffing out his chest more, intent on writing his name in a giant sharpie over the tapestry that many hands painstakingly wove together before. The Forgotten Realms may not have some facets as developed as other fantasy worlds like Middle-Earth, but nonetheless, even while missing complete languages, FR has enough self-consistency to at least maintain the feel of the whole. With each new book however, Salvatore turns his nose up at the Realms a new degree. Even if a reader doesn't care about the world outside of Salvatore's take on it, I would hope that they're reasonable enough to see how disrespectful and petty it is to disregard and, at times, erase the work done by others in that same setting, especially when even the creator of the world himself is not exempt from this treatment. 
Blinders Against the Greater World
Salvatore's corner of the Realms has always been very insular, but Boundless takes ignoring of the wider world to a whole new level. To Salvatore, it is as though all there is to the Realms is Faerûn. The planet that is Toril has been reduced to a single continent. Even the great Gromph Baenre, whom Salvatore has fought to elevate to the levels of Blackstaff if not Elminster, doesn't seem aware that the planet is round. When Gromph tells Penelope Harpell to take Catti-brie far away from danger, he states, "send her away, far away, to the ends of Faerun, to another plane, even." This presentation is as silly as the flat earth theory of our world, perhaps more so, because to put it in perspective, if this happened in our world, Gromph basically said something alone the lines of, "take her to the ends of North America, to another dimension, even," when he meant, "take her to the ends of the earth". So, again, there are two possibilities here: one, that Gromph isn't as great as he's made out to seem and actually believes that all of his world is the continent of Faerûn, or two, Salvatore is working very hard to erase the rest of a world that he has no use for. Both possibilities are equally bad.
I think that Salvatore's hubris prevents him from fact-checking, even when it is exceedingly easy for him to do so. Ed Greenwood routinely answers questions from fans about the Realms, only holding back when something is blocked by non-disclosure agreements. Salvatore would be spared that block, and it would be a simple matter for him to just ask Greenwood through the myriad of available instant messaging methods and ask for a quick fact check. It's very evident that he doesn't, however, nor even so much as bother Googling something like "map of Waterdeep", as is evidenced by his incorrect nomenclature of one of the city's wards. Entreri and Dahlia have made their home in the Southern Ward of the city, but Salvatore calls it the "South Ward", despite every map of Waterdeep throughout the editions specifically labeling it as "Southern Ward". Even in the recent D&D module, Waterdeep: Dragon Heist, Volo's Enchiridion notes that, "It is called the Southern Ward, not the South Ward. Waterdhavians are peculiar about this, and if you insist on referring to it as the South Ward, expect to be corrected or thought a fool." I suppose that Salvatore is a fool then, for Dahlia, and most certainly Entreri, wouldn't be foolish enough to erroneously call the area they live in the South Ward, especially since they're performing undercover reconnaissance, which would entail not standing out like a sore thumb as foreigners.
Befuddlement of Earth and Toril
One thing that Salvatore did manage to do better than some Realms authors is that, at least in the past, his dialogue read like speakers in the fantasy world rather than in our world. He's been slipping more and more in the recent books, with Boundless hitting a new low. For instance, Salvatore uses the word "okay", despite it being specifically stated by Ed Greenwood as not existing in Common. The etymology of "okay" is very specific to our world and, just as it's unlikely for Common to have come from Latin, "okay" wouldn't have independently evolved into existence in the Realms. Furthermore, while in Forgotten Realms canon there exist portals connecting different realms in the multiverse, including Earth to Toril, which has allowed for the interchange of language and ideas across worlds, such transmission is rare. Even more unlikely is for an already low probability word making its way into the depths of the Underdark, into a very xenophobic Menzoberranzan, meaning that Jarlaxle actually knowing the word "okay" in past Menzoberranzan is next to impossible. It's lazy writing, Salvatore isn't even trying anymore. The same is true for "salty", which, although is less specific to our world, did come into prominent use in recent times, a fact aligning with Salvatore's usage of it to beg the question of if he's actively trying to dumb down his writing to appeal to a wider audience. 
Unfortunately, Salvatore's regression in staying true to Common isn't limited to individual words. In Boundless, there's a glaring instance of the usage of a phrase that is specific to Earth. Specifically, during one of Entreri's melodramatic monologues, while he ponders all the analogies of death, one of the things he specifically thinks is, "the ring around the rosy". While this isn't an exact replica of a line from a well-known nursery rhyme, knowing Salvatore it was most likely a typo of "rosie" to "rosy". There are several issues with the reference. First, it's evident that Salvatore was referencing the hypothesized morbid nature of the rhyme, when it was believed that it was about the Black Death, with the "ring around the rosie" specifically referring to the swollen red rings around the plague victims' eyes and/or the the black circles that would appear on their bodies. The Black Death is specific to our world, with no indication of anything similar having happened in the Realms. Even if there was a plague similar to the Great Plague, it would be curbed way before it developed into a pandemic in a world with as much magic as exists in the Realms. Thus, it's unlikely that a nursery rhyme would develop, especially as plagues are nasty business, bards and the like would much rather extol heroes and heroic deeds. Second, it'd always been weird that a children's song would be so dark, but it was recently disproven that the rhyme is about the Black Death at all. The plague explanation was one concocted a long time after the appearance of a rhyme with no definite origin, and while a number of different theories exist for the meaning of "ring around the rosie", folklorists pointed out evidence such as the plague explanation not appearing until the mid-twentieth century and the symptoms supposedly described by the rhyme not fitting with those of the Black Death. Perhaps most tellingly, the Black Death interpretation is based on the modern (and usually American English) form of the rhyme, which is not the rhyme's original form. This particular phrase that Salvatore uses demonstrates both a world break and a failure in research. 
Another world break also happens in that same monologue, specifically, when Entreri thinks, "No existence... no existence... that, so I learn too late, my only heaven." Salvatore could've easily avoided this instance by using the word "salvation" or "peace" instead of "heaven". As it is, the concept of heaven is unique to the religions of our world. In the Realms, there is no "heaven", unless one is referring to Mount Celestia. After death, souls go to the realm of the deity they worshiped in life, and if an individual didn't worship a deity, their soul would go to the deity whose portfolio most closely aligns with how they lived their life. Those like Entreri  who reject the worship of any deity would've ended up in the Wall of the Faithless, but even that eternity would've been better than that of the cocoon. Since Entreri is defining his eternal peace as nonexistence now that the cocoon has shown him the potential horrors that await him, the Wall of the Faithless should feel pretty welcoming to him. The Wall is by no means a pleasant fate, for one's soul is eternally mortared into it, but neither is it eternal suffering either. However, there's another world break here in that Salvatore doesn't seem to want to acknowledge the Wall of the Faithless' existence. He'd go so far as to create a nonexistent "demon" that will torment those that it deems evil for eternity. The "demon" could actually not be a demon at all, but its human-faced wasp minions certainly don't seem like the kind of critter that would belong to a goodly creature. 
Self-Inconsistency
A consistent problem that occurs in the Drizzt books is the lack of self-consistency. Salvatore often seems to forget and/or mix up which of his characters have done what. This was better in Timeless, but worsened in Boundless again. One example of this that is also a disregard for the shared world as a whole is, "Dab'nay stirred from her deep slumber". Such a simple statement, yet one forgetting something as fundamental as drow having ebony skin. Elves of the Forgotten Realms, which includes drow, don't typically sleep, unless they are extremely injured. Their equivalent of rest is reverie, which they only need half as much of as creatures needing sleep, and it's a state in which they are perfectly lucid. I suppose elves can choose to sleep, but it's illogical that Dab'nay would do so even as comfortable as she feels in that moment. Dab'nay is relatively safe in her hideout, but fundamentally, she is in Menzoberranzan, in the Underdark after all, and there, no place is truly safe. Unless a drow has a death wish, they wouldn't relinquish the advantage afforded them by reverie unless they had no choice, i.e. when they're seriously wounded, which leads me to conclude that Salvatore simply forgot, yet again, that drow don't sleep. It's really a shame, and also somewhat embarrassing, given that one of his more memorable and evocative lines is, "They sat there under the stars and let the Reverie calm them" (The Two Swords). And that's not taking into account the War of the Spider Queen series that he supposedly oversaw, in which reverie is referenced in a non-insignificant way. 
Another example of self-inconsistency in Boundless is:
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This is deserving of a John Stewart baffled look. Drizzt, Jarlaxle and Entreri were allowed to walk free from Quenthel's dungeons, but Zaknafein was never there, not during Quenthel's rule anyway. I suppose we don't actually know where Yvonnel the Second brought Zaknafein back from, it is conceivable that she resurrected him in Quenthel's dungeons. However, this is super unlikely, because Yvonnel had already left Menzoberranzan behind by that point with no intention of looking back. 
Yet another inconsistency in Boundless is Guenhwyvar apparently losing one of her oldest abilities, specifically, her capacity to carry others with her to and from the Astral Plane. This ability initially appeared in the first Drizzt book Salvatore wrote, The Crystal Shard, in which Guenhwyvar whisks Regis away to the safety of her home while the final Cryshal-Tirith crumbles about them. She does this again in The Halfling's Gem, stealing Regis away again right as things were getting hot for him in Pasha Pook's guild. In that same book, she later returns to the Prime Material Plane with other astral panthers to obliterate the wererats in the Thieves' Guild. Just the circumstance of Regis going on a joyride through the Astral Plane not once but twice should've led to Drizzt  learning about this particular special and powerful ability of his wondrous companion. However, if for some strange reason Regis was tight-lipped about both of his extraordinary experiences with the panther, the spectacle of a pack of panthers materializing to help the Companions rout their enemies should've definitely drawn enough notice to inspire some question and investigation. It's simply inconceivable that Drizzt wouldn't be aware of Guenhwyvar's ability to transport passengers to the Astral Plane, unless he were so dense as to not notice, or so oblivious as to not wonder. In Boundless, Drizzt demonstrates himself to be either exceedingly forgetful or exceedingly stupid to not think of this most convenient ability of Guenhwyvar's that may have solved the Retriever issue right away. Of course, since what Salvatore "created" isn't a standard Retriever, it’s possible it gained immunity to most everything and incomprehensible cosmic power, but lost its ability to track and travel to other planes?  Perhaps that’s its form of an "itty bitty living space"? Yet, in increasing Salvatore fashion, this inconvenient fact is conveniently forgotten, as even Drizzt's most trusted companion Guenhwyvar isn't immune to being nerfed so that the golden boy is elevated to new levels. After all, if Guenhwyvar simply took Drizzt to the Astral Plane and lost the Retriever that way, how could Salvatore make Drizzt do that awesome discorporating thing at the end of the novel?
Perhaps the biggest recurring issue in the Drizzt books is the arbitrary impermanence of death. Even putting aside the fact that the Companions of the Hall are immune to permanent death, always finding some way to come back even if it entails a hundred-year time jump imposed by D&D's edition change, Salvatore seems to blatantly ignore that the resurrection mechanic exists in the world. Resurrection magic might be difficult to access in remote villages as well as being prohibitively expensive for the common folk, but Drizzt and the companions are far from common folk. Bruenor is one of the wealthiest people on the continent, and the companions have allies in advanced, magic-rich cities such as Silverymoon. This isn't accounting for the fact that even in their midst, Catti-brie should be more than powerful enough to perform one resurrection a day. Pikel, too, is represented to be very powerful, and while he might not be able to resurrect, reincarnating a lost friend in a different form should certainly be within his magic arsenal. Why is none of that being employed to bring back Ambergris when she was slain in Timeless? Why was it not used when Pwent was killed, which would've had the bonus effect of also curing his vampirism? The fact that even the endlessly resourceful Jarlaxle doesn't have some sort of death-defeating spell on hand, even during the Spellplague era, is a gaping hole of an incongruity that'll never be rectified. Putting that aside, Salvatore treats death even more whimsically than Realms authors who do acknowledge resurrection magic in their books. It really feels like Pwent is revealed as not dead due to popular request, whereas Ambergris is killed off to build drama. Similarly, I question if anyone still draws any tension from any members of the Companions being in "mortal danger". It doesn't matter that Drizzt can't escape the relentless Retriever pursuing him, because we know that he's not going to die in any permanent sense, and that everything will work out all right for him. This is perhaps not something that can be laid at Salatore's feet though, as it is intrinsic to most novel series (at least those not written be George R.R. Martin).
Dungeon Amateur
Another thing that's evident from the Drizzt books is that, despite Salvatore styling himself as a D&D expert, his actual understanding of D&D mechanics is very poor. His stats for Drizzt are so laughably optimized that a properly min-maxed character could easily defeat him in one-on-one combat while being as much as ten levels lower than him. However, Drizzt has the thickest plot armor of possibly any fantasy character, so there's no need for Salvatore to understand the game system that his books borrow from and are based in. Still, it's very cringe-worthy to see, especially as with each new book, Salvatore is flagrantly disregarding D&D even more. For instance, in Boundless, Jarlaxle's bag of holding is described as being able to “hold a roomful of goods”. I suppose this is true if it was a pretty small room or if it's a room full of not very heavy goods, because bags of holding can't exceed a capacity of five hundred pounds, and if we're speaking in terms of pure volume, sixty-four cubic feet is the limit. Based on the way that Jarlaxle is pulling forth pouch after pouch full of gold from that bag of holding though, Salvatore makes it sound like he's got a dragon's hoard stored in that magical container. Gold and treasure is heavy, so if Jarlaxle indeed wanted to fit a roomful of goods in his bag of holding, he surely must stock some lightweight junk amidst all of those coins.
The above example admittedly isn't all that bad, especially when considering that since multi-classing into monk, Drizzt's plot armor thickened exponentially, giving him a bevy of awesome new abilities even though his previous awesomeness meant that he's high enough level such that he should only have one level to spend into monk. In Boundless, it seems as though Salvatore is reassigning Drizzt's levels, perhaps taking out those levels in those ranger abilities he never uses and putting them into monk, or perhaps simply by removing the level cap for him. With his sole level in monk, Drizzt kicks a balor in the head for massive damage, even though that one level would've only granted him proficiency in unarmed strikes, an alternate low amount of damage (d4), or the possibility for an extra attack. Yet Drizzt is kicking that balor for the damage of all of his fighter levels, as well as being able to remove poison from himself, an ability that monks don't even have anything similar to until level ten in the form of poison immunity.
At times, Salvatore seems self-conscious about the world and mechanic breaks he performs, and appears to try to make up for them. However, the way that he does so is clumsy and inspires one to facepalm. For instance, a guard "crumples to the floor as if she had been stomped by a tarrasque" after receiving a strike from Dahlia's nunchaku. The tarrasque is a creature that is unique to the Forgotten Realms, however it is also fifty feet long and seventy feet wide, weighing a whopping value of one hundred and thirty tons. Any medium-sized humanoid, which the guard that Dahlia strikes is, would be little more than a bloody smear even if the tarrasque gently put its foot on them. Yet, the guard didn't die immediately from such a strike, was even groaning afterwards. The vast ridiculousness of the analogy aside, it's very unlikely that the guard would be alive at all, for Dahlia's un-tarrasque-like strike nonetheless was enough to splatter the nearby Regis with "blood, bone, and brain". 
In the same vein as not making sense is:
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Since when is "what in the Nine Hells" an old dwarven cliché? As far as I can remember, this is the first time it's mentioned in a Drizzt book, and I don't recall seeing that phrase categorized as such in any other Forgotten Realms novels or sourcebooks. It hardly makes sense to and reeks of poor and lazy worldbuilding, While all "facts" in a fantasy setting are made up, this detail is just so random and doesn't fit with dwarf lore. Dwarven souls can end up in the abyss and Baator (the Nine Hells) as readily as any mortal soul, but dwarves as a race don't mingle with devils as much as, for instance, humans or even elves do. As such, it's unlikely that fear of the hells would come from the dwarves. Besides, Bruenor would certainly know the difference between demons and devils, and would thus know that the lawful evil devils would not be marching aside their hated enemies, the chaotic evil demons besieging Gauntylgrm.
One final piece that makes little sense, a tidbit that breaks both D&D rules and Salvatore's own consistency, is Regis lifting Entreri's cocoon. Regis doesn't drag the cocoon, but actually lifts it, gets it on his shoulders, and carries it across a room. Sure, his legs were shaking, but the feat shouldn't have been possible for him at all. We know from Salvatore's own text via The Sellswords trilogy that Entreri weighs one hundred and fifty pounds. Assuming that's with armor included, although it's unlikely since a man that is five foot five inches tall and as muscular as Entreri is would weigh that fully nude, the cocoon itself should add at least fifty pounds, although more likely much more as it's described as being thick and made of sludge-like material. As a halfling, Regis would weigh around thirty pounds, and from what we've seen, he's more of a dexterity-based character than strength-based. He shouldn't have been able to lift the cocoon at all. 
Utter Nonsense
There are a number of things that aren't just inconsistent with the rest of the shared world, they're not even consistent with our world. A carry-over from Timeless is what was supposed to have been a nightmarish fate left to the priestess who failed, Ash'ala Melarn. The climax of the awful punishment was supposedly "when the maggots hatch in the filthy tub all about [her], that [she] can feel every bite and every squirm over the days as they devoured [her]." As I pointed out in my analysis of Timeless, maggots only eat dead flesh. They don't eat live flesh, which is why they can be employed in medical treatments as a form of biotherapy. Because they specifically target dead tissue, maggots are effective in preventing infection that is promoted by the presence of dead tissue. Thus, unless drow possess the capacity to maintain sensation in dead tissue, Ash'ala wouldn't feel the maggots' bites. It seems that Salvatore just kept compounding his mistake, for in Boundless, we're reminded of how Ash'ala is "being slowly eaten by maggots". I suppose that can be true enough if more and more of her tissue is dying and the maggots move on to consume the newly dead tissue, but it's not really a horrific image because, fundamentally, all dead things are going to be eaten by maggots. I get what Salvatore is trying to go for but if the maggots in their world is the same as ours, it wouldn't work the way that he's describing. 
Another example of something that just doesn't fit in either world appears during one of Entreri's monologues: 
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I can't find anything for what "piffy" might mean here. There's an entry in the Urban Dictionary that states that it means "sexy", but that definition hardly fits in this context. There's also an explanation that it's a British saying that means to be conspicuous but left out of an activity, but that hardly fits either. Is this Salvatore's version of Trump's covfefe, or a truly epicly bad spelling of pithy that doesn't really fit either? Perhaps its an attempt to show us that language is "Boundless".
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