Sword Coast Adventurer's Guide

(Nancy Kaufman) #1

instruction to prove to a teacher that the knowledge
imparted is being entrusted to a deserving person.
In the east. of the city is the High Palace, capital of the
city and of the fallen state of Luruar. Lord Methrammar
Aerasume lives in this high, slender-spired structure.
The merlons of its battlements are carved to resem-
ble unicorn heads. The soldiers of the High Guard,
clad in shining silver plate, protect the residence and
seat of power, and keep those out that don't have busi-
ness within.
Silverymoon has long been led by a high mage. One of
the longest ruling, and certainly the most influential of
these, Alustriel Silverhand, stepped down more than a
hundred years ago to become the High Lady of Luruar,
and was succeeded by Taern Hornblade. Though
he ruled wisely over the last century, Taern recently
relinquished the city's leadership to High Marshal
Methrammar Aerasume, Alustriel's half-elf son and the
leader of Silverymoon's armed forces. Taern still speaks
for the city on Methrammar's behalf at meetings of the
Lords' Alliance, as the new ruler is far too blunt and
impatient to suit the other lords of the compact.
Silverymoon is defended by several forces. First are
the Knights in Silver, the shining-armored warriors
that patrol the city and the nearby lands. Officers of the
Knights are well trained in tactics and military history,
and have high opinions of their own abilities and those
of their comrades-opinions that are very often borne
out. They are bolstered by the Spellguard, a cadre of
powerful wizards and sorcerers that train in battle
magic. Last is the city's own mythal, the great field of
magical force that prevents the inhabitants of the city
from engaging in all manner of spellcasting. In partic-
ular, spells that summon flame, conjure creatures, or
permit teleportation fail when their target is within the
bounds of the mythal. Should a foe try to traverse the
Moonbridge, the span can be willed (by the city's rulers,
and certain others specially attuned to the mythal) out
of existence, dropping attackers into the river.
No city's prestige was harmed more than Sil-
verymoon's by the recent war and the subsequent
dismantling of the Silver Marches. Though they tried to
bolster the nearby cities, the Silvaeren were accused of
providing insufficient and incompetent support to Sund-
abar, the surface population of which was entirely wiped
out. In the end, all of the dwarven states stepped away
from Luruar, and without the support of those kingdoms
or the leadership that Alustriel provided at its founding,
the confederacy collapsed. Taern Hornblade isn't as
powerful a voice in the Lords' Alliance as Alustriel was,
either, in part because his affection and respect for the
former High Lady has been extended, in large part, to
her sister Laeral, now the Open Lord ofWaterdeep.
Despite reports of her death decades ago, rumors
have recently reached the city that High Lady Alustriel is
in fact alive and active in southern lands. Seemingly, she
has contacted neither her son nor her former comrade,
Taern Hornblade-though given how widely known
Taern's hopeless love for the High Lady was, and the
long years he took to overcome his grief, it's not certain
how he would react upon receiving proof of her survival.


CHAPTER 2 I THE SWORD COAST AND THE NORTH

Silverymoon has nonetheless long been known as a
safe haven for Harpers in the North, because the city
doesn't see the aims of the Alliance as conflicting with
Those Who Harp. Where other cities' rulers might see
the presence of the Harpers as a threat to their author-
ity, Silverymoon desires an end to tyranny as fervently
as the Harpers do, and thus the greater good is served.
At the same time, some Silvaeren believe that the city's
tolerance of certain other members of the Alliance
(some mention Mirabar, others Baldur's Gate) is some-
what naive.

The Wards of Waterdeep

Waterdeep has long been divided into several large regions
called wards. To locals these are essential to Waterdeep,
but outsiders often lose track of which ward they're in or
what a ward's name signifies. The names of the wards sug-
gest the contents of the buildings and the character of the
activity in each one, but no laws exist that restrict a given
activity or class of people to any specific ward.
Castle Ward. As the name indicates, Castle Ward con-
tains Castle Waterdeep, Piergeiron's Palace, and many
other public buildings of the city. This ward is home to
mainly the wealthy or influential who can't count them-
selves among the nobility. Other structures are taken up by
educational or religious concerns that primarily serve the
city at large, not the residents of the ward.
Dock Ward. Most of the city's harbor area is located in
Dock Ward, as are the businesses and warehouses that
depend on the city's newly restored harbor. It's a crowded
neighborhood of many winding streets, where folk are
comfortable making deals that might in other places pro-
voke the displeasure of the law.
Field Ward. Of relatively recent vintage, the Field Ward
stands between the inner and outer north walls of the city
(an area formerly used as a caravan grounds). This ward
grew up in a messy, unregulated fashion and is home to
many of the poorest residents of the city.
North Ward. Home to many noble villas, townhouses,
and a great many inns, North Ward is the neighborhood of
the respectably wealthy.
Sea Ward. Those whose fortunes are on the rise build
their homes in Sea Ward, and they join many long-estab-
lished noble families in residence. This area in the north-
west of the city is home to much of the city's wealth, the
location of the grandest villas of the city's noble families
(except for those in North Ward).
Southern Ward. Stables, warehouses, and shops related
to overland trade dominate Southern Ward. Most residents
are hardworking folk that load and unload caravan carts,
and otherwise perform low-paying work.
Trades Ward. A narrow slice of land between the Castle
Ward and the City of the Dead, Trades Ward is the center
of commerce for the city, with most of the smaller transac-
tions and respectable trade taking place here.
City of the Dead. The city's walled cemetery, the City of
the Dead is the only place in Waterdeep where it is legal to
bury the deceased. It is used by many citizens as a public
park during the day, a lovely green space of pretty mau-
soleums and grand statues in which to escape the city's
hustle and bustle.
Undercliff. While not considered by many to be a ward
of the city, the little villages and many farms that sprawl
across the land east of the city were lawfully incorporated
into Waterdeep when it moved a barracks and training fa-
cility to the area.
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