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The Waterdeep region of Living Forgotten Realms is mapped onto the middle northen united states, including the states of Minnesota, Wisconsin, Iowa, Kansas, Indiana, Illinois, Ohio, Michigan, and Missouri.
At a Glance Edit
|Point of Contact||Ryan Page Kappler|
|Events Manager||Rick Brown|
|Writing Directors||Claire Hoffman and Keith Hoffman|
Yahoo Group Edit
From long-standing practice, Living campaigns and the regions within have a Yahoo group for members to discuss current ongoings. It's a convenient mechanism for players to talk amongst themselves and also the campaign staff.
The Yahoo group for Waterdeep is "lfrncusa": http://games.groups.yahoo.com/group/lfrncusa/
- Also see the FRWiki article on Waterdeep
Castle Ward Edit
At the very center of the city is Castle Ward, which includes Mount Waterdeep, the castle of Waterdeep on top of it, the palace of Waterdeep, and the homes of some wealthy inhabitants (though not quite its richest -- that honor belongs to the Sea Ward).
Dock Ward Edit
In contrast to the Castle Ward, the Dock Ward is dirty, filthy, and dangerous. It smells of fish, and the city watch does little in this area other than make sure that lawlessness does not spread to the other wards. There are many bars, and many brawls, in this ward.
North Ward Edit
The wealthy middle-class, the lesser nobles, and the traders call North Ward home. It is very peaceful and boring.
Sea Ward Edit
By its nature a seeming oxymoron or perhaps contradiction, the Sea Ward is home to the wealthiest of people of Waterdeep, despite its proximity to the sea (and the smell of fish) and the presence of a large arena in its midst, the Field of Triumph.
Southern Ward Edit
Primarily a staging point for caravans, with many warehouses, inns, and the largest concentration of foreigners, the Southern Ward (or just "South" to the Waterdeep locals) never sleeps, with loading and unloading of goods a constant sight. The City Watch keeps a close eye on this Ward and patrols it frequently.
Trades Ward Edit
The major guilds of the city, and their artisans, are located in the Trades Ward. Much like the Southern Ward, it is constantly bustling with activity, with many oil lamps and continual flames to keep the place serviceable at night.
A vast labyrinth under Waterdeep, Need more info...
The hidden "undercity" of Waterdeep, located deep in Undermountain, which would be the equivilant to the black market, with exotic creatures, and equally exotic, yet mostly illegal, goods/services. Need more info...
Note: At the present time, it is not known what types of Affiliations or Meta-Organizations will be made available to players. The following is a list of existing canon organizations that might later on become something that players can join.
City Watch Edit
Police force. Need more info...
City Guard Edit
Professional soldiers. Need more info...
Mostly stripped of their power. Even the thieves' guild has been run away (to Skullport).
Watchful Order of Magists and Protectors Edit
All arcane-casters must join this "order" (really more of a glorified guild). Membership costs 40gp, with no annual dues. The Order offers its members rare magical components for sale, as well as other services.
All religions find a home in Waterdeep, but in particular the religions of Deneir, Mystra, and Oghma are well respected.
Waterdeep and the surrounding countryside has a population of over a million people. The city itself accounts for roughly 132,000 of that total.
The majority of the population is human (>60%), with some dwarves (10%), elves and eladrin (10%), halflings (5%), half-elves (5%), gnomes (3%), half-orcs (2%), and a smattering of genasi and dragonborn.
- An old tutor asks the adventurers to recover a stolen family heirloom for a “down-on-their-luck” Waterdhavian noble family. A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
- Available now.
- Adventurers are the only hope of a servant who seeks her missing brother. Will the heroes be in time to save the boy and best the villains? A Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.
- Available Oct 22, 2008.
- A rich Waterdhavian guild wants to lay its former guildmaster to rest in lavish ceremony, but the guild tomb is occupied by undead. Adventurers are sought to clear out the undead and discover clues as to how they came to be there. A Living Forgotten Realms adventure set in Waterdeep for characters levels 7-10.
- Available Feb 18, 2009.
- WATE1-4 Mystery of Deepwater Harbor by Brad Gardner
- The Necromancer strikes again at Waterdeep and the brave adventurers must unravel the mystery behind his revenge. This adventure is Part 2 of the major quest Quest for the Necromancer, and follows the story in WATE1-3 The Woolmen’s Restless Tomb. A Living Forgotten Realms adventure set in Waterdeep for characters levels 7-10.
- Available Apr 8, 2009.
- As a deep fog blankets the Crown of the North, a fish gifts the adventurers with the chance to do a good deed. Returning lost property seems like an easy task. A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
- Available July 15, 2009.
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