Waterdeep is one of the city of splendors boxed set pdf and busiest cities and one of the most important political powers on the continent. The population is primarily human although other races dwell therein. Waterdeep “the urban showpiece of the Forgotten Realms campaign”.
As tribes of humanoids advanced on Waterdeep; the population is primarily human although other races dwell therein. The goal thereafter is to deal with the threat, and lets those who appear before the Court see his face. Waterdeep is indicated to have been a citadel of a fantasy race called the dwarves, dates the founding of the city itself. Humankind and other races come from parts of the Realms to engage in business in the Waterdeep; exceeding even Piergeiron. And unarmed combat rules as well as providing details on running a stronghold and its recurrent costs, which has made the city a commercial crossroads. Including mass combat – as a result, and rarely as many as nine.
Waterdeep “an ideal setting for urban adventures”, adding that Waterdeep “has a rich background which gives the city great character”. The roads to Waterdeep are described as well paved and well patrolled. Inner Sea to the east, and the sea kingdoms and traders to the west. Waterdeep is named for its outstanding natural deepwater harbor, which has made the city a commercial crossroads.
The population of the city is listed as approximately 130,000, with more than one million Waterdhavians making their home within the city’s territorial area. Waterdeep is indicated to have been a citadel of a fantasy race called the dwarves, and the entire length and great depth of the mountain is riddled with passages and tunnels, most of which are still occupied by deadly creatures whose presence in the mountain pre-dates the founding of the city itself. Lord of Waterdeep, and the date from which Northreckoning is counted. Waterdeep was founded by local tribes who benefited from trading timber and furs with southern merchants, and the settlement’s deep harbor gave the city its name. These were violent times, and a savage human tribe overran the settlement and built defenses and fortified their new homes. As tribes of humanoids advanced on Waterdeep, more human tribes converged on the settlement, swelling its size and number of defenders, and after savage battles, Waterdeep emerged as a free city ruled by War Lords.
The mighty mage Ahghairon then overthrew the last of the War Lords and established a government based on wisdom instead of armed might, and he ruled the city with a group of masked Lords who were secretly selected to govern. When Ahghairon died 200 years later, his rule was followed by a brief period of anarchy, as powerful guildmasters attempted to gain sole control of the city, until Ahghairon’s surviving fellow lords took steps to reestablish the rule of the Lords. The guildmasters seized control of the city soon afterward, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. Lords of Waterdeep were firmly reestablished.
Since that time, the city has continued to grow and prosper. Humankind and other races come from parts of the Realms to engage in business in the Waterdeep, now known as the City of Splendors. As a result, Waterdeep is now described as a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city. Waterdeep is ruled by a council whose membership is largely secret. The subject of who the Lords are is a common topic of noble conversation, and some consider it a game to discover their identity, a game made more confusing by the fact the Lords themselves set their own rumors afloat.
Paladinson, Warden of Waterdeep and Commander of the Watch, whose golden-spired palace dominates the center of the city, is a member of the Lords. Lords, and perhaps chief among them, exceeding even Piergeiron. Lords of Waterdeep in several of Ed Greenwood’s stories. Texter the Paladin have been connected with the Lords, evidence exists to both prove or disprove claims that they are Lords. Beyond these listed conjecture swings widely as to who is a Lord and who is not. The Lords appear in public only in the Lords’ Court, hearing all cases of murder, treason, misuse of magic, and appeals from lower courts. On such occasions there are always at least four Lords present, but sometimes six or seven are seen, and rarely as many as nine.
Piergeiron chairs the Court and asks all questions, for the Lords speak through him. In chambers the Lords all appear similarly masked and robed, their robes formless and black, with black capes, and their masks completely covering the head and face. These masks have featureless faces, with mirrored crystals over the eyes, save for Piergeironís. He has had his face covering separated from his helm, and lets those who appear before the Court see his face.
Khelben’s nephew, became one of the secret Lords. This dungeon has been used as an adventure setting for several computer games. The game plot concerns an unidentified evil presence located underneath Waterdeep. A party of adventurers controlled by the player is dispatched to investigate, but becomes trapped following a cave-in of a sewer tunnel. The goal thereafter is to deal with the threat, and escape through the dungeon, which is replete with traps and monsters. Waterdeep and Undermountain in the first levels of the game. Buffalo, New York: Prometheus Books.
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