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Coins & Expenses


                                Adventuring Gear



Magical Implements

Magic Items

Herbal & Alchemical Brews




Business Goods

Conveyance Goods

Containers & Packs

Creatures & Mounts



Food & Drinks

Garments & Sundries

Luxury Goods

Tools, Games, & Instruments

Trade Goods

                Business Goods

                Construction Goods

                Household Wares

                Occupational Goods

Travelling Goods


House Rules



Groups & Organizations

Guilds of Waterdeep

Factions of Waterdeep

                Bregan D’aerthe

                Emerald Enclave

                Gray Hands


Lords’ Alliance

Order of the Gauntlet

Xanathar Guild


Nobility of Waterdeep

                The Noble Game

Religions of Faerûn

                Drow Pantheon

Dwarven Pantheon

Elven Pantheon

Faerunian Pantheon

Gnomish Pantheon

Halfling Pantheon

Orc-kin Pantheon

The Calendar of Harptos

The Code Legal

The Grand Games



Tammerbund's Glasswares

A high-end glass shop that offers a selection of glasswares and sculptures on site but makes the bulk of its profits through custom orders.

  • Address Mendever Street, Morinskoar, North Mendever, Sea Ward
  • Type Shop (Glasswares)
  • Price Range ⏺⏺⏺⏺⏺
  • Proprietor(s)


  • "We cannot stop what we do not understand."

    Lady Laeral is one of the Seven Sisters—legendary, nigh-immortal figures known to have been blessed by Mystra, whom some claim are the goddess’s daughters.

    Her spellcasting ability is impressive but since her appointment as Open Lord, her focus has shifted from the arcane sphere to the political one. When Open Lord Dagult Neverember's perfidy was revealed to all of Waterdeep, Silverhand was asked to step into his position in 1489 DR.

    Laeral Silverhand brings centuries of leadership experience and an impressive reputation to the negotiations. Though there were those who feared that such a powerful mage in a position of power meant it was only a matter of time before she would apply her magic to challenges that came her way, Silverhand has revealed that her penchant for diplomacy is at least equal that of her mastery of the arcane.

    A consummate diplomat, she can wield words that wound or soothe with equal ease. Though reserved, Silverhand is known to pay heed to capable and clever advisors, delegating both power and responsibility to a greater degree than any Open Lord before her.

    Though she has extensive and comfortable suites within the Castle, it can't truly be called her "home," housing as it does extensive suites for visiting dignitaries, offices of the city bureaucracy and the like.

  • Potential Resources Conscript troops
  • Religious Service

    Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.


    Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.


    At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

    Religious Service

    Check Total    
    1—10No effect. Your efforts fail to make a lasting impression.
    11—20You earn one favor.
    21+You earn two favors.

    A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.

    Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).


    Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.

    Religious Service Complications

    *Might involve a rival
    1You have offended a priest through your words or actions.*
    2Blasphemy is still blasphemy, even if you did it by accident.
    3A secret sect in the temple offers you membership.
    4Another temple tries to recruit you as a spy.*
    5The temple elders implore you to take up a holy quest.
    6You accidentally discover that an important person in the temple is a fiend worshiper.

    Performing Sacred Rites

    A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.

    A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.

    A character who spends at least 10 days performing sacred rites gains inspiration at the start of each day for the next 2d6 days.

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