[Campaign] [1040] City System.pdf
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City System
OFFICIAL GAME ACCESSORY
Table of Contents
Using This Product .......................2
City Buildings . . . . . . . . . . . . . . . . . . . . . . . . . 1 0
Waterdeep . . . . . . . . . . . . . . . . . . . . . . . . . 3
City Services . . . . . . . . . . . . . . . . . . . . . . . 1 2
A Brief Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Street Scenes . . . . . . . . . . . . . . . . . 15
Rulership Peacekeeping and Justice
. . . . . . . . . . . . . . . 5
Recurrent Situations . . . . . . . . . . . . . . . . . . . . . . . . . 2 6
Picking Pockets Short Version and Long Version . . . . . . . 27
Credits:
Editing: Karen Boomgarden Typography: Betty Elmore
Cover Art: Larry Elmore
Keylining: Stephanie Tabat
Cartography: Dennis Kauth and Frey Graphics
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©1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.
ISBN 0-88038-600-2
$12.00 US
1040
1040XXX1501
Using This Product
CITY SYSTEM is a boxed campaign set-
the city of Waterdeep (see p. 3). Map
city, hold their judgments, and receive
ting designed for urban adventures in
sections overlap to provide a continu-
emissaries and vistors from other
the AD&D® game system. While the
ous tapestry of urban settings. Regions
lands. Here noted guests of the city stay
mechanics presented within are adapt-
outside the city proper, such as the
in safety (where the Lords can keep a
able for any city in the Realms, or in any
farmlands beyond and the sea areas,
discreet eye on them). Castle Water-
other fantasy setting, this boxed set
are used to show typical interior details
deep is one of the oldest structures
concentrates and expands upon the
of many of the buildings. These are
remaining from the days of the early
mightiest city of the Realms: Water-
arranged according to the typical build-
settlement of the city-state. Its catapults
deep, the City of Splendors.
ings found within that quarter. Noble
stationed in the towers are still opera-
The true stars of this product are the
houses will be found aligning to the
tive, but without magical aid their
twelve map-sheets in this boxed set, the
North and Sea Wards, while taverns
stones would scarcely clear the outer
largest presentation anywhere of a fan-
will be found in the Dock and Trades
walls of the new city.
tasy city. The city is Waterdeep, but can
Wards. These typical buildings may be
The final map is a picture of the city
be used for your own personal cam-
used by player characters as bases of
itself, drawn from the Outer Harbor
paigns if you desire. The tables, charts,
operations or targets for adventuring.
islands, looking northward over the
and information which follow are pri-
The eleventh map is a detailed interi-
Dock Ward. The city is built on a sloping
marily to enhance the use of those
or diagram of Castle Waterdeep, head-
plateau that levels out about the same
maps.
quarters of the effective civil
location as Castle Waterdeep, so details
government of the city. It is here that
beyond that point are lost from this
Arranging the Maps
some of the Watch and Guards are post-
view. The illustration captures the
ed, along with the keep armories and
great density and sheer size of the city
itself.
Ten of the twelve maps in this set fit
dungeons. It is also here that the Lords
together form an expanded view of
of Waterdeep the secret rulers of the
WATERDEEP AT A GLANCE
Many of the physical details of the City of
Waterdeep can be found in FR1, Waterdeep
and the North. For a detailed description of
the ruling individuals, guilds and their func-
tions, noble families and their heraldry, and
the area surrounding Waterdeep, look into
that tome. This text contains information
about Waterdeep as it applies to cities in the
Forgotten Realmsranging from typical
street encounters to a summary of the laws
and peacekeeping forces in the city to
opportunities for adventurers within the
citys walls. Repeated information is intend-
ed to be kept to a minimum, and used only
where necessary for clarity.
Waterdeep is the largest city of the North.
There are metropolises in Calimshan, Amn,
and reputedly Thay that exceed Waterdeep
in sheer population, but none match the
raw power and prestige of the City of Splen-
dors. Waterdeeps population rarely dips
beneath 120,000 sentient beings (this in the
heart of winter), and during the busiest
times of the year (the height of Trading Sea-
son), the number reaches upwards of half a
million people.
Waterdeep is one of the newer cities as
well, having survived and prospered under
its current type of secret government for
only some 350 years. A long trail of dark
times, mysterious fires, and indeterminate
spell-casting mark the years before the com-
ing of Ahghairon, Lord of Waterdeep. Both
for its growing size and relatively recent
arrival, Waterdeep is regarded by larger,
older cities to the south as something of an
upstart, a home of the new rich and wildly
unpredictable adventurers. The fact that
Waterdeep recognizes and profits from the
actions of adventurers is used as proof to
these old-line nations that Waterdeep is as
barbarous as its surroundings. (See Time-
line on page 4 for a brief history of the city).
Waterdeep is divided into seven adminis-
trative districts, or wards. The borders
between these wards are informal and,
with the exception of the City of the Dead,
there are no walls dividing them. Each ward
has its own personality, and particular
groups and individuals tend to collect
towards one ward or another. Waterdha-
vian society has not stratified as much as
some other cities: there is no Noble Quar-
ter where all the titled heads are crammed
within the reaches of a flame strike. Nor is
there a Foreign Quarter, as found in the
South and West, where outside nationals
and foreign races are confined. Waterdeep
takes pride in its lack of such divisions,
pointing out that it is an Open City, while
its detractors point out that it is one more
example of the chaotic nature of the north-
erners.
The seven wards of the city are:
Castle WardThe Political Heart of the
City, this ward encompasses both Castle
Waterdeep and Piergeirons Palace, the bar-
racks, and Mount Waterdeep and its defen-
sive system. It is a popular region for those
who enjoy the whirl of politics, including
adventurers seeking employment by the
city.
Sea WardNorth and West of Castle
Ward, this region was open fields a hundred
years ago, dotted by the villas of the rising
noble class of the City. The metropolis has
since swallowed the old villas, reducing
them to walled islands in the midst of upper-
class townhouses. Sea Ward is also center of
the Faiths of Waterdeep, relocating with the
rising upper class from Dock and Trades
Wards.
North WardThe other northern ward
of Waterdeep, the buildings are slightly old-
er, but still respectable and upper-middle
class. Here too the old noble villas have been
swallowed by the city. It is in North Ward
where successful merchants maintain
townhouses for their stays in the city, and
where retired adventurers tend to spend
their quiet years.
City of the DeadThis is the only
walled ward, and with good reason. Dis-
posal of the deceased citizens in a fashion
that will not result in their return is a prob-
lem for all towns large and small in the
Realms. Waterdeep, backed by powerful
magic, has chosen to create a series of pock-
et dimensions, where they may lay the dead
to rest in comfort. Some undead, and dark-
er creatures, do slip through in the night,
and for this reason, the City is patrolled and
night-time activity discouraged. Still, it is
the largest park of its type in the North, and
a favorite relaxation spot of the people.
Trades WardThis is the internal mer-
chant and craftsmens hub of the city,
where most of Waterdeeps internal trading
and manufacturing take place. Many of the
respectable Guilds have their bases there,
and it is here that most of the high-level eco-
nomic dealing takes place.
Southern WardIf Waterdeep had a
Foreign Quarter, Southern Ward would
be it. Nestled firmly against the major gate
south, it is hear that many caravans stop to
break up their cargos for sale and delivery
in the city. Many southern merchants have
not seen Waterdeep beyond this ward, and
many foreign tongues and alien races are
found here seeking others of their own
breed. Southern ward is dominated by the
requirements of the caravan trade: stables,
warehouses, and taverns.
Dock WardThe oldest part of the city,
it was in use over 2000 years ago as a trad-
ing center with ships from the south. Cer-
tain buildings, and most foundations,
predate Castle Waterdeep and the founding
of the city. It is a rough neighborhood which
mixes vital business with shady operations
at all hours of the night.
3
Waterdeeps
History
while slaying the everlasting ones.
NR -96: Heavy orc raids. Death of
Nimoar. Gharl chosen as War
Lord by the tribe.
NR -92: Second Trollwar. Contin-
ual strife for a decade; the name
Waterdeep comes into common
usage. Six War Lords of Water-
deep die in battle during this dark
time. City population grows as
tribes gather in it for safety.
NR -80: Rise of Ahghairon, mage of
the Northern wastes. The trolls
are defeated and scattered.
NR -58: Castle Waterdeep built
(single keep on site of Nimoars
Hold). City walls expanded and
rebuilt. Lauroun named first
female War Lord.
NR 230: Guildwars, culminating in
the slaying of all but two Guild-
masters, Lhorar Gildeggh and
Ehlemm Zoar. They declare them-
selves the Two Lords Magister.
Misrule of the Magisters begins.
Thieves Guild operates openly.
NR 241: Baeron and Shilarn, Lords
of Waterdeep, slay the Two Lords
Magister, and revive Ahghairons
system of rule. Baeron rules open-
ly. Houses of the Lords Magister
are declared Outcasts, and exiled.
Magisters (Black Robes) appoint-
ed to keep justice. Thieves Guild
outlawed.
NR 244: Shilarn gives birth to
Baerons daughter, Lhestyn.
North and Sea Wards added to
city.
NR 266: Lhestyn, as The Masked
Lady, infiltrates the Thieves
Guild and exposes it. Thieves
Guild is crushed.
NR 268: Lhestyn weds the mage
Zelphar Arunsun of Neverwinter.
NR 270: Khelben Arunsun, later to
become the Archmage Black-
staff, born to Lhestyn and
Zelphar.
NR 276: Baeron dies of fever. Shilarn
immolates herself on Baerons
pyre. Lhestyn becomes the open
Lord of Waterdeep. Lhestyns (lat-
er Piergeirons) Palace built as
home for the open Lord of
Waterdeep.
In this brief outline, Waterdeeps sys-
tem of numbering years is used
(known as Northreckoning, it is
used throughout the human North-
lands west of Anauroch). The cur-
rent year is 1332 in Cormyr (whose
system is used in Sembia, Westgate,
and the western coastlands of The
Sea of Fallen Stars) and 1357 in
Dalereckoning (the system used in
the Dalelands, the Moonsea lands to
the north, and over much of Thar
and the other Northlands to the east
of Anauroch); note that Northreck-
oning dates from Ahghairons ascen-
sion to the throne, and not the initial
founding of the city.
NR -22: The walls are expanded
again, and the harbor fortified.
Waterdeep becomes the Free City
of Waterdeep, Lauroun its War-
lord (ruler).
NR -6: Death of Lauroun in orc
raids. Raurlor proclaims himself
Warlord of Waterdeep. Black
Claw orc horde defeated at Stump
Bog.
NR 0: Raurlor announces Empire of
the North. Ahghairon defied
Raurlor, The Warlord is killed.
Ahghairon, takes the Warlords
seat, and declares himself the first
Lord of Waterdeep. The City
grows under his just rule, and is
prosperous. System of Wards
introduced; initially four in num-
ber, Castle, Trades, Dock, and
Temple (later Southern) Ward.
NR 216: Waterdeep grows fivefold,
and crime becomes a problem.
Formation of Guilds. (recognition
of merchant gentry; noble fami-
lies developing). Creation of City
of the Dead.
NR 224: Death of Ahghairon. Guild-
masters seize power in the City
NR -2120: Annual trade begins at
the future site of Waterdeep,
between the ships from the South
and Northern human tribes.
NR -980: Permanent farms estab-
lished in the area by tribes who
settle locally.
NR -560: Tribes conquered by
Ulbaereg Bloodhand, and united.
Irrigation and extensive building
begins.
NR -160: Nimoar the Reaver con-
quers the Bloodhand tribe, and
seizes the docks and buildings of
the harbor. Nimoars Hold is forti-
fied with a log palisade.
NR -145: Pirate raids in force from
the South.
NR -143: The Bull Elk tribe of the
Dessarin sets Nimoars Hold afire,
but is defeated and driven off.
The Hold is rebuilt.
NR -100: First Trollwar. Forces led
by Nimoar clear the Evermoors of
trolls, burning miles of land bare
NR 279: Zelphar slain by fell sor-
cery. Lhestyn names the paladin
Piergeiron her successor- as Open
Lord of the City. Durnan founds
the Red Sashes.
NR 282: Death of Lhestyn. Pier-
geiron takes the throne.
NR 325:
The present year (1332 Cor-
myr, 1357 Dalereckoning).
4
A Timeline of
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