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Revelmoore

Revelmoore, also known as the Jewel of Akados, the City of Splendors, and the Crown of the Buntesveldt, is a large metropolitan city located at the tip of a peninsula at the very southern end of the Buntesveldt region, to the south of both the Vast Desert and the Burning Wastes. A truly marvelous cosmopolitan city of great culture, Revelmoore attracted the most talented artisans, artists, and scholars from across the Realms, and also served as a commercial hub for financial interests for the Buntesveldt and beyond. Although inferior to its southerly neighbor Bard’s Gate in matters of raw economic power and military might, Revelmoore was famous for its abundance of captivating attractions and magical wonders; travelers flocked to the city from miles around to walk beneath the Walking Statues of Revelmoore, to gamble away their savings at Tykee’s Fancy, to dance beneath the moonlight in the Moon Sphere, and to watch the great contests of sport and martial might at the Field of Triumph.   The primary fascination of Revelmoore’s populace, however, are the Grand Games; outbreaks of intrigue that seize the attention of the rich & powerful in the city, as well as the common folk that typically involve the myriad intermingling factions operating within the city’s walls.   Revelmoore was also home to an abnormally large tiefling population, one of the largest in all of Lloegyr, making it something of a haven for those seeking escape from persecution against their infernal heritages. The reason for this population imbalance was unknown, but was thought to be owed to a variety of factors; a history of devil worship in the earlier generations of Revelmoore’s nobility, the aforementioned sense of sanctuary from prejudice, and a high number of tiefling sailors working under the original settlers of the region are all thought to have contributed to this anomalous demographic.   Primarily known as an opulent port city given its highly advantageous location, Revelmoore also had a reputation as a city of contradictions. It was home to nobles of unfathomable wealth living in unabated luxury, just as it was home to destitute beggars lining the mud-strewn streets of the Field Ward. It was a place of safety and freedom, but was also built above one of the most dangerous dungeons in Lloegyr. It was a place where a pauper could make his fortune on a whim, and it was a place where the most high-and-mighty noble could lose everything in less than a fortnight.   All of these factors made Revelmoore an adventurer’s haven. Promises of treasure and glory found in the Undermountain drew many would-be heroes into the depths below the famous The Balladeer’s Eclipse Tavern, while others flocked to the city to find their fortune as members of the factions pursuing varied ideals in Revelmoore and beyond. It was indeed possible for an adventurer to live out their entire career without ever leaving the city’s walls. Revelmoore embraced this fact and its reputation as a beacon for adventure, and honored heroes of all shapes and sizes with works of art and recorded works of story and song.  

Government

  Revelmoore is primarily governed by an entity known as the Council of Lords. This council is comprised of a number of anonymous entities known as the Masked Lords of Revelmoore. Donning enchanted robes that hide all factors of appearance (including height, race, or voice), the Masked Lords meet regularly to discuss and vote on matters of policy and rulership for the city.   The identities of the Masked Lords are unknown to the public, though they are known to each other. This is done to ensure that no Masked Lord can be enticed by bribery, and so that the rulership of the city cannot be judged on the basis of their social strata of origin. This secrecy is paramount, and if a Masked Lord's identity is made known to the greater citizenry, that Masked Lord loses their seat upon the Lord's Council immediately.   One member of the Council of Lords, known as the Open Lord, is known to the public and meets with their fellow lords without the anonymizing factor of a Lord's Ensemble. Although the Open Lord is theoretically equal in power to the rest of the Masked Lords, a number of executive decisions are reserved for the Open Lord. The Open Lord also serves as the chief diplomat of Revelmoore, and is thus often seen by outsiders - albeit incorrectly - as a monarchial figure.   The Council of Lords selects members without heed to social strata. The title of Masked Lord is an office that does not pay any manner of monetary compensation (though they are allowed offices for official work, and the Open Lord is afforded a residence at Ilvastarr Palace), and is either held for life or until resignation. Upon resignation, a former Masked Lord is mandated to never reveal their previous office; to do so is a grievous crime in the eyes of the magisters that carries a sentence of life imprisonment.   Masked Lords select new candidates to join the Council of Lords themselves, often by way of surprise visits in full masked regalia to propose the prospect to potential new lords. The Open Lord is chosen via vote among the Masked Lords, taking many candidates into account, be they volunteers or named successors by the previous Open Lord. There is no defined number of Masked Lords to exist at any time, though the number typically hovers around the low thirties.  

Defense & Justice

  Revelmore maintains two separate armed forces; the Guard and the Watch. The City Guard serves as Revelmore's soldiery and its members staff garrisons, road patrols, and watch posts, and also serve as bodyguards and gate guards. The Watch is the local police force and, in addition to capturing criminals, its members settle petty disputes, give directions, summon medical and priestly aid, and generally perform duties that promote the idea that Revelmore is a city open to all who know how to behave themselves.   Revelmore has strong walls on its landward sides and is protected in part by Mount Ilvastarr on the seaward side. Mount Ilvastarr is studded with watch towers and defensive positions, and patrolled by special guard units on flights of griffons, known as the Griffon Cavalry. Aside from this, Revelmore also benefits from a large native population of the adventuring class (including powerful mages, priests, and warriors) who are more than willing to deal with any and all miscreants who threaten their home city, and have done so in the past. This has often proved the Jewel of Akados’ most potent defense.   Reveler justice is dispatched by the Magisters, who direct the common courts of the city. These “Black Robes” or simply “Robes", as they are often called, are empowered to pass sentences. They are always accompanied by six members of the guard. Any individuals found guilty may appeal to the Lord's Court, ruled over by the Masked Lords of Revelmore, where serious cases are usually heard. Individuals bringing frivolous cases to the Lord's Court usually face stiffer fines than if they accepted a magister's ruling.   Slavery is illegal in Revelmoore, and partaking in the flesh trade is grounds for imprisonment. Until recent changes following the ascension of Pink to the office of Pirate Lord, Revelmoore’s navy often engaged slave-running ships hailing from the Isles to the South.  

Architecture

  The landward side of Revelmoore is shielded by thick stone walls that are patrolled around the clock by members of the City Guard. The walls sport intermittent roosts, allowing for riders of the Griffon Cavalry to stop and rest their mounts in between scouting runs. The seaward side of the city is protected both by the lonely Mount Ilvastarr, as well as the twin underwater villages of Tharqualnaar and T’quession.   Revelmoore sports advanced architectural technology (relative to the rest of Lloegyr) and sports many stone buildings, some built of exotic material such as marble and some rising several stories tall. As the level of wealth in an area decreases, so rises the number of wooden buildings and establishments, until one arrives at densely packed wooden tenements barely held together by nails and hope.   Revelmoore is famous for its massive canal system, taking the place of larger roads in other cities. The canals run for miles and are flanked by buildings overlooking the waters. Gondolas and rowboats provide transport through the smaller canals in exchange for a few silvers; during times of festivity and merriment, larger canals are kept empty to allow for the passage of boats and other water vehicles decorated for parades and celebrations.   The canals derive their water from Desna's Gift, the massive waterfall that flows from Mount Ilvastarr’s eastern face. They are kept clean by the sea elven and merfolk populations of the city, who use the canals as their primary mode of transportation within the city itself.  

Geography

  Revelmoore sits on the western end of the Buntesveldt peninsula, bordering the Legions bay on the opposite side from the Lonely Coast. With easy access to both the Gulf of Akados and the Legions Bay from its harbor, Revelmoore is situated at a prime location for maritime trade, leading to the city’s great success.   The city itself is situated at the southeastern foot of Mount Ilvastarr, a lone mountain that shelters Revelmoore from both the coastal storm winds of the west and the harsh desert winds of the north. The mountain stands roughly 700 feet above sea level, and is largely responsible for Revelmoore’s bizarre climate in spite of the city’s location. Mount Ilvastarr also stands above the Undermountain, a series of interconnected dungeon chambers and natural caverns extended far below Revelmoore into the Underdark.   Mount Ilvastarr is also the source of Desna's Gift, a waterfall named for its tendency to catch the glittering shine of the night sky in its waters. Desna's Gift supplies water to the canals of Revelmoore, and feeds into a number of rivers that extend into the city’s surrounding farmland, allowing for the growth of crops and the raising of cattle. Revelmoore is no breadbasket, however, and can only supply enough to feed its own people; it relies on imports and stockpiling to survive its harsh winters.   Revelmoore sees freezing winters thanks to its position at the bottom of Mount Ilvastarr. Snow coats the city itself and nearby surrounding villages, making travel difficult without proper planning and preparation.  

The Undermountain

  Beneath the city of Revelmoore lies one of the largest and deepest dungeons in the world. It sprawls out under the city, said to plunge as many as twenty-three levels deep. It is a place of untold horrors and unimaginable treasures, only braved by the most stout-hearted and lavishly-geared adventurers.   Little is known about the deeper levels of the Undermountain, as few who venture to such depths leave with their lives. Whispers speaks of magics of untold power and scope, as well as the creatures able to wield such mastery of spellcraft.   Despite its many dangers, no conquering fiend or other monster of immense power from the Undermountain has risen to the surface to assail the city above. While it is true that a stray monster creeps up from the depths from time to time, no great and terrible threat has sprung from the Undermountain since the city’s founding. This saving grace is owed to the great and terrible Mad Mage Halaster Blackcloak, who reigns from the lowest depths of the Undermountain.   A wizard of near unmatched power, Halaster meticulously maintains the Undermountain as his own personal paradise. He seeks to create the ultimate dungeon, and regularly entices the adventurers of the city above to plumb its depths - often leading to their doom. Despite his sheer insanity and his near-deific levels of arcane might, Halaster is viewed by the people of Revelmoore somewhat fondly, almost as a fact of life in the city. He has come to the defense of Revelmoore on several occasions, and has never acted against it, and thus few view him or his legendary madness as a true threat.   The subterranean levels of the Undermountain were originally created by the ancient elves many millennia ago, and then later re-discovered and resettled by the dwarves of Clan Stoneborn. It was lost to Halaster's incursion some centuries ago; a fact that many Dwarves of Revelmoore hold a degree of enmity over. The dwarven citizenry of the city regularly demand the Council of Lords to send a military detachment to liberate the Undermountain from Halaster, but these demands never gain any traction.   See The Undermountain for more information.  

Notable Individuals

 

Open Lord Renaer Ambermantle

  Oceander Human - Male - Chaotic Good - Born 3491   Hero of the Dragon Heist, Veteran of the Usurper's Gambit, Heir to the Throne of Oceanus, and newly elected Open Lord of Revelmoore as of the year 3523, succeeding the previous Open Lord Reverie Ilvastarr II after her assassination. Renaer has faced many hardships at the hand of his insidious father, King Dagult of Oceanus, and has risen above the flames of grief to protect his home and those he loves.   Once a social pariah in Revelmoore due to his infamous father's crimes, Renaer's involvement with the Dragon Heist of 3521 set him on the path of redemption in the eyes of the public. By the end of the Grand Game, Renaer was a celebrated hero who continued to fight in earnest against his father's plots, even fighting against his father's rise to power during the Usurper's Gambit of 3522. When Reverie Ilvastarr II was assassinated by agents of Lolth working in concert with Dagult, Renaer stepped in and volunteered himself for the role of Open Lord, and was handily elected by the Council of Lords.   Although a nobleman by birth and an adored hero of Revelmoore, Renaer is famous for his calm and gentle demeanor. Much like his predecessor, Renaer is not one to stand on ceremony, and insists on being treated like a normal person. Known far and wide for being warm and welcoming, Renaer keeps his council chamber open to appeals and complaints from the greater public; a fact that aggravates the city's nobility to no end. A devout follower of Desna, Renaer prizes freedom and equality, and is a staunch idealist that champions kindness and acceptance. However, Renaer is also fiercely protective of his home, and has a reputation for being a ruthless diplomat wary of other states seeking to take advantage of Revelmoore's wealth.   Renaer has assumed the office of Open Lord at a turbulent time in Revelmoore's history. With the fallout of the Dragon Heist still affecting the city and Dagult Ambermantle's plotting to the south, to say nothing of secretive plots present throughout the city, enemies are abound for the young Open Lord. He has the luck of having many friends and allies, but even this luck may not be enough to weather the coming storms.  

High Dragon Solauvaire Oussndar

  Drow Elf - Male - Lawful Good - Born 3486   Having assumed the office of High Dragon in 3517, Solauvaire is the chief archmage of Revelmoore. He is responsible for maintaining the city's magical defenses, advising the Council of Lords on magical matters, monitoring the activity of the Undermountain, and educating prospective wizards in his tower on the edges of the Castle Ward.   Wielding the artifact known as the Fang of Aurinax as a symbol of the pact between the great golden dragon Aurinax and the original High Dragon, Solauvaire is capable of rousing the Walking Statues of Revelmoore from their slumber in times of great need to defend the city. He has only had to do so once thus far in his career, rousing the Honorable Knight to combat the modron invasion that served as the climax of the Dragon Heist in 3521.   Solauvaire is the son (or, more accurately, a clone imbued with sentience and a soul; a fact known to very few) of the notorious Veszaltyrr Oussndar, a notorious archmage wanted throughout the planes for the crimes committed in the pursuit of his crusade against Lolth. Much like Open Lord Renaer, Solauvaire has avoided a great deal of initial scrutiny by way of being famously loyal to the city of Revelmoore. His actions in protecting the city against the modron invasion won him many admirers and friends, securing his popularity in the eyes of the public.  

Warden Barik Thunderkeg

  City Dwarf - Male - Lawful Good - Born c. Mid-late 3200s   As Warden of Revelmoore, Barik Thunderkeg is the commander-in-chief of the City Watch, and is also responsible for the training and garrisoning of the of the City Guard in peacetime. He is also in charge of selecting Reveler troops to send to the desert fortress of Alkis Anvil, and maintains regular contact with Field Marshal Skander for this purpose.   Although a staunch defender of the city and a proponent of law, Barik is known to be a jovial and good-sprited carouser. Many recall that he was once a pirate that raided Revelmoore with his crewmates in times past; however, after betraying his crewmates for clemency, Barik repented and reformed himself, joining the City Watch and rising through its ranks in record time.   Barik maintains a close relationship with the secretive society known as the Masquerade, of which his adoptive drow daughter Sinelthriandra is a member. Although he cannot legally sanction their actions, he understands that there are often things they can accomplish which the City Watch cannot.  

Halaster Blackcloak, Mad Mage of the Undermountain

  Hyperborean Human - Male - Chaotic Evil - Born. c. Early 1400s   The Mad Mage of the Undermountain, and one of the most powerful spellcasters in all of Lloegyr. This legendarily insane wizard has near-control over the great dungeon that he has claimed as his home, and is able to shape it and influence its residents to his will. His true goals are unknowable (perhaps even to himself), but it is at least known that his desire to craft the ultimate dungeon is genuine, and this has kept him from being a problem upon the surface above his home.   Halaster's origins are known to only a select few. The common populace knows Halaster to have occupied the Undermountain longer than Revelmoore has existed, having pushed the dwarves of the region out of their home after a drow invasion had devastated their defenses. In truth, Halaster is one of the few living ancient Hyperboreans, and is a living witness to the destruction of Tsen in the late 1400s. It is suspected that the destruction of the great city broke the archmage's mind, and that his efforts in the Undermountain is an echo of his desire to rebuild his lost home.   Regardless of his intentions and origins, and despite the danger he no doubt poses should he ever wish to turn his magics to the city above, Halaster is accepted as a fact of life in Revelmoore. Although some decry the number of adventurers that meet their death in the Undermountain each year, others fear what were to happen should Halaster ever grow bored of his magnificent dungeon due to a lack of test subjects.  

Raeziel Ramrider, the Xanathar

  Duergar Dwarf - Female - Lawful Evil - Born 3465   The current boss of the infamous Xanathar Syndicate. Raeziel is an avaricious crime lord whose love for gold and treasure is only matched by her love of her family's legacy. Having lost both her older sisters, Genziel and Bonziel, she has become hardened and spiteful; particularly towards Open Lord Renaer, who had married Bonziel and led her off to war in Oceanus.   Raeziel was once a petty cat burglar who worked for the Black Network, being a member of the sub-faction known as the Doom Raiders. However, the Dragon Heist of 3521 afforded Raeziel with an opportunity to seize power, which she gladly took. She expelled the beholder once known as the Xanathar from the Undermountain and took control of the crime organization in its absence, restoring her indentured clan back to power as the lords of Ramrider's Retreat.   As the Xanathar, Raeziel is now the most powerful criminal in all of Revelmoore, and her criminal empire spans far beyond the city's borders. With a particularly strong presence in the well-traveled tunnels of the Underdark, there are few criminals who operate in the Akadia region without Raeziel's knowledge. This has put her at odds with the Devil's Hand of Fortune's Crossing, with whom the Xanathar Syndicate has a tense but firm truce with.  

Arathir Starsong of the Balladeer's Eclipse

  Mephistopheles Tiefling - Male - Chaotic Good - Born c. 3476   Proprietor and owner of the Balladeer's Eclipse, Revelmoore's premier tavern and the home of the most-traveled route to the Undermountain. A retired adventurer, Arathir has had his fair share of escapades and brushes with death. Although he would rather no adventurers descend and lose their lives in the dungeon below, he knows he cannot stop them, and so he plays the part of a warden, denying access to those who cannot fund their passage and giving kind advice to those who can.   Arathir is a known face throughout Revelmoore, and few are the adventurers who stop in the city without meeting him. Arathir is known to join his patrons in song as often as he is to be found behind the bar, and is quick to leap to action when an errant troll or some other creature crawls out of the central well leading to the Undermountain.  

Reilly Springs

  Satyr - Female - Neutral Good - Born 3499   A satyr artificer, and one of the famous Red Spirits that played a central role in the Grand Game known as the Dragon Heist. She has stepped back from adventuring and now runs the Spring of Creation, a workshop where those of magical talents and inventive minds can practice their arts in a safe environment.   She is the last of the Red Spirits to maintain a stake in Troll Skull Manor after the Dragon Heist. When not at the Spring of Creation, she is often spied there, or at the nearby Aelbwynn's Crown with her partner, Fala Lefallir.  

Brooke Acropora

  Water Genasi - Male - Chaotic Good - Born c. 3490s   A water genasi bard and one of the famous Red Spirits that played a central role in the Grand Game known as the Dragon Heist. A consummate performer and lover of intrigue and gossip, Brooke headlines at the Dragon's Hoard Gamehall and Theater - the premier entertainment venue in Revelmoore, which attracts thousands of visitors each day from all corners of Lloegyr.   Brooke wears many hats; that of a former hero, a legendary paramour, a public celebrity, an agent of the Masquerade, and an informant for the Devil's Hand thieves guild. However, none of these eclipse his love of the stage and the spotlight. Those seeking to watch his captivating routines need only head to the canals of the Castle Ward and follow the enchanting sounds of his voice.  

Eula Havenspire

  Human - Female - Lawful Good - Born 3485   A human knight and one of the famous Red Spirits that played a central role in the Grand Game known as the Dragon Heist. The wife of Megumi, another of the Red Spirits, she came to the Red Spirits' aid after her lost memories had been restored and she learned of Megumi selling her soul to Asmodeus to save the doomed Cassalanter children.   Known as the 'Knight of the Wind', Eula boasted unnatural speed and reflexes, and was famously deadly with her magic odachi. True to her title, Eula disappeared soon after the Dragon Heist, seeking a way to liberate her beloved from the clutches of Asmodeus.  

Yilani Deniz

  Yuan-Ti Pureblood - Female - Chaotic Good - Born 3501   A yuan-ti pureblood druid and one of the famous Red Spirits that played a central role in the Grand Game known as the Dragon Heist. Once an insidious cultist of Aapep, Yilani was transformed by the friendship and love shown to her by her companions, and she is now a champion of altruism and peace.   Following the Dragon Heist's conclusion, Yilani helped found Asclepius, an international goodwill organization that operates throughout Lloegyr to bring aid to the helpless and peace to lands torn by conflict. Yilani's position as a leader in Asclepius keeps her away from Revelmoore quite often, but she returns as often as she can to visit her old friends.  

Piece of the Puzzle

  Tabaxi - Male - Chaotic Good - Born 3487   A “world famous” tabaxi “author” and “wizard” who has traveled the world and miraculously survived to pen many tales and guides to all sorts of subjects. The undisputed best-selling author in Revelmoore (and quite possibly all of Lloegyr), Puzzle's guides and stories are sold in cities throughout the world - although the author's love for embellishment and dramatics mean that their contents are of questionable accuracy at best.   Despite his widespread fame and wealth, Puzzle is notoriously bad with his money, often losing his fortunes as quickly as he finds them. He is quite often in steep debt, forcing him to go on another one of his world-spanning adventures to find inspiration for his next book to sell and cover his debts with.  

Vesper DeVir, Chosen of Desna

  Drow Elf - Female - Chaotic Good - Born 3432   Vesper has known many names and many lives; born Xalyth DeVir in the great drow city of Menzoberranzan, her birth was celebrated for her status as a szarkai - a rare albino drow, whose birth was said to be a blessing from Lolth herself. Xalyth served as an ordained priestess of Lolth, but forsook her faith after being forced to slay her younger sister in a ritualistic sacrifice. She managed to escape the city after losing her divine powers and instead fled south, eventually reaching the Undermountain.   While there, she eventually met and was recruited by Veszaltyrr Oussndar, a fellow drow who also held a deep and unshakable hatred of the Queen of Arachnids. Vesper found a place among Veszaltyrr's Scions of Black Hearts, but the organization's shattering at the end of the Dragon Heist and the death of her lover Urstul Floxin saw Vesper alone in the world once again.   A chance encounter with two adventurers of wildly different backgrounds, named Makoto and Contrast, set Vesper on the path of self-discovery and redemption. Together, the three learned that Vesper was a chosen of Desna, Goddess of Dreams and Stars; the first to be chosen by the goddess in many a century. Although accepting this took a great deal of introspection, Vesper eventually settled into her destined role.   Now a Knight of the Rose and familiar face throughout Revelmoore, Vesper seeks to explore her powers, aid her people in living beyond the bindings of the Scorpion Queen, and discover who she is meant to be. Seen as a messianic figure by some faithful of Desna, Vesper's destiny is great indeed - but it has yet to be fully realized.  

Jeryth Phaulkon

  Demigod - Female - True Neutral - Birth Year unknown   Once a living elven druid, Jeryth Phaulkon founded the Circle of the Old Faith in Revelmoore to combat the aggressive urbanization brought on by the city's rapid expansion in its early years. After serving for many years and watching her new organization expand throughout the land, Jeryth took to tending her beloved garden in Revelmoore. The exact manner of her ascension is unknown, but it is generally accepted that Jeryth reached such a profound kinship with the natural world around her that she shed her physical form and quite literally became one with nature.   Jeryth now exists as a disembodied spirit centralized on her old garden, though she is capable of manifesting elsewhere in the city where the natural world is present and strong. Her primary role is that of a guide to druids and green knights seeking her wisdom, and she is still considered to be the leader of the Circle of the Old Faith.  

Lady Remallia Haventree

  Wood Elf - Female - Chaotic Good - Born 3308   The lady of the noble house Ulbrinter, Remallia took over her husband's noble estate after his untimely assassination and dedicated herself to foiling the nefarious powers in Revelmoore. She is a former Master of Ceremonies of the Masquerade, though she would forfeit the title after she failed to realize the diabolical affiliations of her longtime friends, the Cassalanters.   Although once a socialite and hostess of many high society gatherings, Remallia has largely withdrawn from public life to act as the guardian of the two Cassalanter children following the death of their mother and imprisonment of their father.  

Lady Vaida Sundever

  Mephistopheles Tiefling - Female - Lawful Good - Born c. 3470s   The current matriarch of House Sundever, a noble house famous for its monster slayers. Before taking over as head of the family, Vaida was tasked with dealing with a stray Catoblepas family that had nested on a trade route. Vaida survived the fight, but lost both her eye and older brother, making her the next heir. The event left Vaida with a need for disciplined vigilance which she carried on to her children’s training.   The mother of several children and the slayer of many monsters, Vaida is a respected figure in Revelmoore and is a trusted expert on wandering monsters that stray too close to the city. She is also a member of the local Revelmoore chapter of the Via Venatori, known as the White Wyrms.  

Rydia Margaster, the Seer

  Scourge Aasimar - Female - Lawful Good - Born 3490   The high priestess of ​Jamboor, God of Knowledge, Magic, and Death in Revelmoore. She is the foremost authority on divine magic in the city, and is particularly educated on matters of lost artifacts and the containment of dangerous magical items.   As a magically minded high priestess, Rydia is a close confidant of High Dragon Solauvaire, and often visits him via the teleportation circle linking his mage tower to the House of Wonder, the temple of Jamboor in Revelmoore.  

Victoro Cassalanter

  Half-Elf - Male - Lawful Evil - Born 3477   Former lord of House Cassalanter, one of Revelmoore's founding houses. Victoro was a well-respected businessman and mage for most of his life, and was considered one of the city's most prominent noblemen. During the height of his power, he was considered a strong candidate to succeed Open Lord Reverie in the event of her demise.   However, the truth of Victoro's success and power became known during the Dragon Heist, when it was revealed that he and his wife Amalia had bargained the souls of their children with the archdevil Asmodeus in exchange for wealth and power, all to bring House Cassalanter back from the brink of ruin. They were to buy back their children's souls by way of mass sacrifice and expenditure of wealth, but these plans were ruined by the interference of the Red Spirits.   While Amalia met her demise at the hands of the Red Spirits, Victoro was captured and imprisoned by one of the Masked Lords. His public trial has been delayed many times over the years thanks to his many associates and his noble status, but his reputation remains forever stained. To many, Victoro is infamously known as 'the Man Who Sold the World', referring to his gambling with his own children's lives.  

Spite Maleficarius

  Asmodeus Tiefling - Male - Chaotic Evil - Birthdate Unknown   An anomaly even among Revelmoore's eclectic citizenry, Spite Maleficarius is a villain and malefactor of the highest order - or so he would have you believe. Spite is the leader of F.O.U.L. - 'The Federation of Ominous, Unkind Lawbreakers' - and fancies himself a mastermind on the verge of world domination. Together with his minions, Spite attempts to commit dastardly deeds of comical villainy, sometimes even outside the bounds of Revelmoore, though often to little success.   Despite his ineptitude and his self-sabotaging sense of grandiose self-importance, Spite has yet to ever be captured by the City Watch. He seems to be able to escape at the last minute each and every time. Spite is known to single out adventuring parties, trying to declare himself as their nemesis, though this also does not tend to stick.  

Locations

 

The Walking Statues of Revelmoore

  Most famous among all of Revelmoore’s landmarks are the eight gigantic statues that tower over the city streets. Each statue stands anywhere from 40 to 60 feet in height, and weighs roughly a thousand tons. The statues are in fact sentient, free-willed constructs able to stand still for centuries at a time, remaining endlessly vigilant, but all the while they are deep in thought. Walking statues are capable of understanding Common and Draconic, but will speak only if commanded to do so by their creator or by any whom they recognized as an authority.   The Walking Statues were first encountered a few hundred years after the settling of the area. The eight constructs burst from the nearby Mt. Ilvastarr and went on a rampage in the area, seeing the new settlers as a threat to their home. The statues nearly destroyed the fledgling city before being brought to heel by a benevolent gold dragon known as Aurinax and his wizard companion, a human woman from Tser by the name of Agneyastra. Aurinax sacrificed his life to stop the rampaging statues, and bequeathed one of his magnificent fangs unto his companion.   Although they were not destroyed, the statues were humbled by the prowess of Aurinax and Angeyastra, and came to obey the wizard’s commands. From that day forth, the statues swore to become the silent defenders of Revelmoore from outside threats, and deferred to any wizard wearing the Fang of Aurinax, which would become the badge of office for Revelmoore’s resident Archmage, known colloquially as the ‘High Dragon’.   The statues have remained motionless for the last few centuries, and much of the public knowledge concerning their sentience and role in protecting the city has been forgotten. The statues are often hollowed out and used as buildings, or are broken down for stone and rubble. It is unknown if these actions cause the statues any pain, but they have yet to show any indication of discomfort.   Six of the eight statues are located in the Castle Ward. Each statue will be individually detailed under the ward of their residence.  

Castle Ward

  The central ward of the city of Revelmoore, said to be the city’s heart and soul. It encompasses Mount Ilvastarr, Castle Revelmoore, and much of the government of the city, which included Ilvastarr Palace and the residences of many prosperous Revelers. Also present were the lauded College of Olamn and the world-famous Balladeer’s Eclipse.  

Ilvastarr Palace

  A white marble Palace and main office location for many city officials, the majority of which are dedicated to the administration of city services, such as the Watch, the Guard, and the Loyal Order of Street Laborers. Though not quite as large as the castle, the palace is far more comfortable and lavishly decorated, with many halls used by government officials, guildmasters, and nobles for meetings and court proceedings.   If you have reason to be invited (not compelled, one should hope!) to meet with the Masked Lords or the Open Lord of Revelmoore, it will likely take place in the audience chamber of the palace. There, you can witness the ancient and humble throne that the first Open Lord Reverie Ilvastarr I first sat upon so long ago.  

Castle Revelmoore

  The great fortress of Revelmoore looms over the surrounding ward from the side of Mount Ilvastarr. Its hanging banners and heraldry are so massive that they signal diplomatic arrivals and ceremonial announcements to those even in the southern wards of the city. It is used by the city guard and the watch for training, houses the stables for some 70 warhorses, and holds several levels of subterranean dungeons to house criminals and convicts.  

High Dragon’s Tower

  “High Dragon” is the title and name given to the master of the Fang of Aurinax and the Archmage of Revelmoore. Solauvaire Oussndar, a young drow and native of the city, is the current High Dragon.   The Tower is a squat black blot in the otherwise pretty ward. Humble though the edifice might be, looking at the place for too long can give one a queasy feeling and the sense of being watched — almost as if the tower itself has turned an unseen and wrathful eye upon you.   The High Dragon’s tower is home to the knowledge and writings of previous High Dragons, the spirits of whom haunt the tower’s interior. The tower has room for upwards of fifty apprentices at one time; to be accepted as an apprentice of the High Dragon is a tremendous honor, as the last few High Dragons have all been former apprentices of the tower.  

Balladeer’s Eclipse

  Built in the year 3321, this famous tavern is known far and wide for its fine drinks, its raucous atmosphere, its quality entertainment, and above all for being the most popular and well-traveled open route to the Undermountain. The tavern is surprisingly affordable given its reputation, and is packed wall-to-wall on most days. It is a particularly popular watering hole for adventurers, in particular those looking to explore the depths of the underground.   The tavern garners its name from the well in its center, which serves as the entrance to the Undermountain via a sophisticated pulley system and is said to resemble a total eclipse. The name also refers to the end or ‘eclipse’ of a balladeer’s song, a dour and grim name meant to discourage unprepared adventurers from venturing into the depths. Despite the dangers associated with being built around an open hole to the Underdark, the Eclipse has remained prosperous through the years since its founding.   The tavern has remained in the hands of its founder Ozma Starsong’s family, the dwarven clan Starsong, since its initial construction. The current owner of the Eclipse is Ozma’s adopted tiefling son Arathir, who took over the place after retiring from adventuring. Arathir runs the Eclipse together with his daughter Anitari. The Balladeer’s Eclipse celebrated its bicentennial in the year 3521.   See The Balladeer’s Eclipse for more Information.  

College of Olamn

  This bardic college is located on the rocky cliffside, in the western edge of the ward, overlooking the Legions Bay. It is accessible by the cliffside path along Mount Ilvastarr, or Mount Melody Walk, the subterranean passageway that was dug through the mountain's side.   The College of Olamn teaches not only traditional bardic practices, but also dabbles in the arts of theater, dance, painting, and elocution, to name a few. The school is notorious for its high barrier of entry and the difficulty of its classes, but those who survive the grueling lessons offered within emerge as renowned masters of their art.  

Font of Knowledge

  Also known as the Great Library, this sprawling repository of knowledge is tended by the clergy of Jamboor who work with various groups like the Scriveners', Scribes', & Clerks' Guild and the bards College of Olamn to provide wisdom and understanding to all the citizens of Revelmoore.  

Fomalhaut’s Mansion

  This well-guarded, fortress-like home of Fomalhaut the FInancier is where the retired adventurer practices his business in the mornings. The once lovingly maintained home has become run down in recent years, with discarded junk and miscellany marring the now overgrown front yard.  

Revelmoore Market

  The largest open space in the city is an open marketplace surrounded by stone buildings (many moneylenders and pawnshops among them) that enclose the maze of temporary stalls and carts that appear here day and night. The Market is the best place to haggle for the lowest prices on almost any trade good imaginable, though there's no guarantee of finding anything.  

The Starcourt

  Located within a stone's throw of the Lady Dreaming statue, this open-air temple serves as a beacon for the faithful of Desna, Goddess of Dreams and Stars. Services are often held just shy of midnight, so that the faithful may gather to view the stars above and drift to sleep on their bedrolls in anticipation of dreams to follow. It is presided over by Elemmírë, a tiefling cleric and high priestess of Desna, who was once married to Arathir, the proprietor of the Balladeer's Eclipse.  

Walking Statue - The God Catcher

  The statue is of a well-muscled but impassive male human with its left leg sunk to the hip in the street, the result of a spell cast by the High Dragon at the time of its rampage some hundred years ago.   Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised sky-ward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping.   All about the statue, climbing up its chest and on its knee and shoulders, is a tenement that carries the name "the God Catcher." The tenement's landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced on balconies or rooftops after dark. Her dealings are polite, though, and she pays fair coin.  

Walking Statue - The Great Drunkard

  This walking statue stopped its rampage as it ap­proached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its head tilted forward onto its chest, giving the impression that it had fallen asleep. The statue's huge stone battleaxe still stands nearby, its haft angled up­right and its blade half buried in the cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue's lap. That lap now holds a two-story tavern also built from the rubble, called Gralkyn's Tankard. The unconscious pose of the statue and the tavern in its lap made the name of the Great Drunkard a natural fit.  

Walking Statue - The Griffon

  The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird's, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Ilvastarr, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monu­ment to Revelmoore's Griffon Cavalry, but native Revelers know better.  

Walking Statue - The Hawk Man

  This statue looks like a winged, hawk-headed being, and thus locals call it the Hawk Man. The statue in fact bears much resemblance to an aarakocra. The statue's wings are folded tightly against its back and have never unfurled, leaving its flight capa­bility uncertain. It was brought low during its rampage across the city, and now it tilts decidedly toward the northeast due to a missing right foot-long ago broken up for building rubble, along with its right arm. Its left arm is extended out toward the north, palm forward as if in a gesture to say, "Stop."   The body has been hollowed out and turned into a tower shared by several wealthy tenants, which is of­ficially known as Sparaunt Tower after its owner. The statue's left hand extends over a courtyard to the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder for tenants and expected guests (or a rope chair that is drawn up for guests who are infirm or laden with heavy items).  

Walking Statue - The Lady Dreaming

  This fair lady caused much chaos when she was active. The statue has the appearance of a female elf, whose hair and clothing appeared to flow as naturally as the water flowing through Revelmoore’s canals. Many believe her to be a depiction of Desna, Goddess of Dreams and Stars. When the walk­ing statues stopped, this one toppled onto its side, taking on the appearance of a titanic sculpture of a noble lady asleep in her garden.  

Walking Statue - The Sahuagin Humbled

  The only one of the eight statues known to have moved in the last two centuries (until the rousing of the Honorable Knight in 3521), the Sahuagin Humbled was once situated near the head of Julthoon Street. Then, after its critical role in defending the city against an invasion of sahuagin some years past, the High Dragon of the time reshaped the statue into a sahuagin. It now bows low toward the House of Heroes on bended knee; a gesture of obeisance to the city, and an ac­knowledgment of the sacrifice of all who fought for the city in the war.  

Dock Ward

  The Dock Ward of Revelmoore is situated on the Great Harbor of Revelmoore. It contains the docks, shipbuilding yards, and warehouses for the sea trade. Compared to the rest of the city it is exceptionally dirty, smelly, and particularly dangerous.   Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians. Wandering through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and warehouses and other businesses often have no sign at all. Visitors either know where they are going and have reason to be there, or they are lost, and a likely mark for pickpockets or worse.  

Mother Jatha’s

  The most prominent brothel in Revelmoore’s dock ward.A clean but clearly quite old establishment, Mother Jatha's is a favorite among sailors and those who crave variety: Mother Jatha hires her soft traders from all over Lloegyr.  

The Skewered Dragon

  A prime example of the Dock Ward’s general state of disrepair. This tavern is on an alley that runs between Net Street and Fillet Lane in the Dock Ward of Revelmoore, just around the corner and a few doors down from the Old Xoblob Shop.   The tavern is in very poor shape. Both front windows are broken and the roof groans under the weight of a ship's anchor that punctured it some years ago.  

Old Xoblob Shop

  This curiosity shop is filled with lots of battle trophies and souvenirs from Undermountain, all of them painted or transmuted into various shades of purple or violet. Worth a look to see the stuffed beholder for which the shop is named. The shopkeeper is a deep gnome who abandoned his old name to take on the moniker Xoblob in honor of the shop’s mascot.  

Sea Maiden’s Faire

  First appearing in the year 3521, this menagerie of trade galleons modified into mobile centers of entertainment visited Revelmore annually from the settlement of Fortune’s Crossing. The faire was a delight to the residents of the Dock Ward in particular, but drew crowds from every part of the city wishing to see the shows of the theater ship the Ambassador’s Delight, and those wishing to test their luck in the gambling ship the Royal Flush.   The Sea Maiden's Faire revisits the city every year for the Fleetswake festivities, symbolizing a strong bond between Revelmoore and the freedom-loving port of Fortune's Crossing.  

North Ward

  The North Ward was the northeastern sector of Revelmoore. It was famous for being the quietest ward of the city, consisting mostly of residential areas. Nobles aplenty live in the North Ward, but the character of this ward is more peaceful than that of the Sea Ward.   Though it has taverns and shops to suit a variety of tastes, the tenor of the area tends toward reserved and polite. Most streets are lined with row houses inhab­ited by the families of prosperous people of business, investing, and civic service.  

Walking Statue - The Swordmaiden

  This statue appears virtually identical to the Honorable Knight of the Trades Ward, except for its female form and open-faced helm. The swordmaiden was the most destructive of the eight statues during their initial rampage, and remained vilified in the hearts of many citizens for generations to come.   During a series of riots just shy of a hundred years prior, residents of Revelmoore's North Ward funneled much of their frustration and dismay into dismantling the statue, parts of which can now be found all over the North Ward, either incorporated into buildings or as bits of freestanding sculpture.   The head of the Swordmaiden sits in a stand of tall trees in the center of the block of the North Ward bounded by Hassantyr's Street, Tarsar's Street, Whael­gond Way, and Ussilbran Street. The center of its jaw and mouth have been replaced by a door, which leads into the shop known as Thort's Findings.  

Tykee’s Fancy

  A high coin gambling establishment. The gambling den offers a fair and level field of play: no spells, no magic items, no exceptions. Should any magic be used to affect a game, no winners will be declared as the game was magic tainted. It is named in honor of ​Tykee, Goddess of Luck and Good Fortune.  

Trollskull Alley

  A narrow, little-known passage winding through the interior of a city block just north of, and parallel to, the eastern end of Delzorin Street, this quiet alley is home to an array of moderately successful businesses, and draws significant attention due to its reputation as the former home of the Heroes of the Dragon Heist. It was struck by a fireball in 3521, but recovered quickly.  

Troll Skull Manor

  This elegant, four-story tavern bears a legend far beyond its stature as the home base of the Red Spirits, heroes of the Dragon Heist of 3521. Although most of these heroes have departed, the manor still stands under the direction of Reilly Springs and the ghostly proprietor, Lif. Although it claims to have a haunted house theme, Troll Skull Manor is well known for its warm and welcoming ambience, and several famous figures - such as High Dragon Solauvaire or Open Lord Renaer himself - are known to frequent it.   The manor is named after the decorative troll skull that has hung over its front entrance for many decades, which also serves as the alley's namesake.  

The Spring of Creation

  Built not long after the Dragon Heist, this verdant workshop is the brainchild of Reilly Springs, one of the heroes of that famous Grand Game. It serves as a space for the artifice-inclined citizens of Revelmoore to practice their craft and test their inventions in a safe and controlled environment. Many a powerful magic item has been created behind the Spring's walls.  

The Bent Nail

  A carpentry and woodworking shop owned by the half-elf carpenter named Talisolvanar Fellbranch. The shop's main door has a small bare wooden sign that has only a large bent nail sticking out of it.  

The Book Wyrm’s Treasure

  A bookshop once owned by Rishaal, a dragonborn scholar who was once a teacher at the prestigious Brighthollow Academy of Darnagal. In addition to written works both fiction and non-fiction in subject, the shop also deals with spellbooks and offers services to copy spell scrolls. The building also houses a private orrery, used to read the stars for divination purposes.   The shop was purchased by world-renowned author Piece of the Puzzle in the year 3522. Although he wished to make it a front for his own literary works, threats of violence from Rishaal's adopted daughter keep Puzzle from doing so.  

Aelbwynn’s Crown

  An apothecary, florist, and greenhouse owned by the wood elf Fala Lefaliir. The store offers free flowers to passersby, and only charges for material components and ingredients. The Crown was notable for its quality potions. The shop is often visited by Fala's partner, Reilly, and the two maintain a separate greenhouse not far away.  

Steam and Steel

  A forge co-owned and run by the fire genasi Embric, an expert weapons maker, and the water genasi Avi, an expert armorsmith. The forge supplies high-quality arms and armor, as well as tools and implements used by other craftsmen. The two men have operated the forge for as long as they have been married, and are known for their high-quality commissions.  

The Tiger’s Eye

  A private detective agency ran by Vincent Trench, a mysterious but determined human investigator. The office within is lavishly decorated with tiger pelts, as well as memorabilia from Vincent’s past escapades.  

Sea Ward

  The Sea Ward stands proud on the high ground above Mount Ilvastarr's sunset shadow. The rich and the powerful (or those who wish you to think such of them, and can afford the rent) reside or run their businesses here. When the merchants of early Reveler’s Mooring gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. It is still possible to see the remains of some of those old castles incor­porated into the palatial homes of the noble families that dwell in the Sea Ward.   The Sea Ward is home to many of Revelmoore’s temples, including the grandiose House of Heroes that is dedicated to the storm god Gromm.  

House of Heroes

  A magnificent 3-story temple, the biggest temple in Revelmoore. The temple’s halls are dedicated not only to the Thunderer, but also to the past heroes of the city and champions of sporting events. Those honored within were immortalized with name plates and visages.   This temple provides services for the various combatants and spectators from the nearby Field of Triumph and also supports the Academy of Arms, which is dedicated to the fighting arts.  

The Field of Triumph

  The Field of Triumph is a large outdoor stadium located in the Sea Ward of Revelmoore at the southern end of the Street of the Singing Dolphin, adjacent to the House of Heroes, and bordered by Julthoon Street, Jelzar's Stride, and Seaeye's March. The main entrance is at the end of Gulzindar Street, known as the Lion Gate because it was carved to give visitors the impression they were walking into the maw of a gigantic lion.   The Field of Triumph is the venue for many public spectacles from late spring until late autumn, weather permitting. The Open Lord of Revelmoore often uses the Field as a public forum to give proclamations to the city, but most of the time it is host to exciting events such as horse races, shows of magic and illusion, martial displays of formation and skill, gladiatorial combats, and exhibitions of strange and wondrous creatures and monsters from all across the Buntesveldt and beyond. Attendance often numbers in the thousands.   Many of the events held in the Field of Triumph are dedicated to Gromm the Thunderer as offerings to appease the god, in exchange for the lessening of storms and foul weather conditions that would otherwise cripple the city’s many maritime traders.  

House of Wonder

  The House of Wonder is a mage academy and temple of Jamboor located in the Sea Ward of Revelmoore. Spellcasters of all skill levels are tutored in their craft within the house’s walls, and the house provides spell scrolls and other items in return for generous donations to the clergy.   The House of Wonder was home to a two-way teleportation circle leading to the High Dragon’s Tower. Only high-ranking clergy, specified guests, and the High Dragon themselves were allowed to access the teleportation circle.  

Noble Villas

  The ancestral villas of nearly all of the seventy-eight noble families of Revelmoore are housed within the Sea Ward. These villas serve as both private residences and status symbols for their occupants; a well maintained and visibly opulent manor exhibited the wealth of the owning family.   Some of the most notable noble villas include those of the three founding families of the city; House Ambermantle, House Cassalanter, and House Ilvastarr.  

Cassalanter Villa

  Ever since the Dragon Heist and the imprisonment of Victoro Cassalanter on accounts of grand conspiracy to commit diabolic sacrifice en masse, Cassalanter Villa has sat quiet and empty, a ghost of its former glory. It is guarded heavily by the City Watch, and petitions by distant family to claim the manor have all been refused.  

Southern Ward

  It is called the Southern Ward, not the South Ward. Revelers are quite peculiar about this, and if you insist on referring to it as the South Ward, expect to be corrected or thought a fool. The name derives not merely from its southerly location in the city, but from the southerners who settled in this district as the city grew. Today, the ward still hosts most of the traveling merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who trace their ancestry to other realms.   One can indulge in the finest halfling food here, enjoy the best singers of Khemitian music, and examine the most stunning works of dwarven crafting; but the first challenge is finding where these treats are housed. The Southern Ward has long been a district of laborers catering to travelers, so its folk have adopted the archi­tectural custom of building homes and businesses above stables or around inn yards, near to where wagon trains are housed.  

The Moon Sphere

  Not a landmark as such, but an event that occurs during every full moon, when a glowing, spherical field of blue light appears in the square known as the Dancing Court. Any creatures that enter the sphere find that they can fly about inside it just by willing themselves to do so. For centuries, Revelers have used these supernatural events to develop a unique flying style of dance; but amateur enthusiasts aren't welcome, except on certain daylight appearances of the full moon.  

The Jade Dancer

  A tavern and festhall that takes its name from a peculiar dancer within it rather than those in the court outside. The "Jade Dancer" is an eight-foot-tall jade statue of a woman that magically animates and dances for pa­trons and, on occasion, serves as a bouncer.  

Caravan Court

  This place is usually a dust-shrouded melee of cursing, whip-wielding drovers, bawling beasts of burden, and creaking wagons and carts. Most caravans entering or leaving through the Southern Gate muster or disband in Caravan Court, making it a scene of nonstop activity and chaos.  

Maleficarius Towers

  A mysterious mage’s residence. Once inhabited by an exceptionally paranoid wizard, the now-abandoned towers are still protected by a number of deterrents and magical wards; chief among them being a paper-thin wall of force that, while effective in keeping out unwanted visitors and the effects of the weather, is responsible for the deaths of hundreds of birds each year.  

Waymoot

  At the southern intersection of the High Road and the Way of the Dragon, the Waymoot is a high signpost mounted in the middle of the crossroads with hanging arrows pointing away from the harbor and city gates. Created by the Watchful Order and funded by local merchants, the signpost magically directs travelers to locations spoken into a crystal on the post.   Once a site is spoken, the Waymoot writes the destination onto the relevant arrow and indicates its distance from the site; therefore folk are sent onto the appropriate road to their destination within the city.  

Trades Ward

  The Market in the Castle Ward is the largest market square in the city, but the Trades Ward is like a market town in itself-and is easily thrice the Market's size. This ward bustles day and night with activity, both on the street and on balcony walkways that run the length of blocks and are sometimes layered five stories high.   Shop signs appear to leap out from buildings, whose sides are plastered with advertisements all vying for the attention of the eye. Glove shops, shoe shops, jewelry stores, perfumeries, flower shops, cake shops, taverns, cafes, tea shops, inns, row houses, boarding schools, offices, dance academies, grocers, pottery stores, armor vendors; as long as it's not illegal, one can find it in the Trades Ward. But if one is looking for something ille­gal, the Trades Ward is likely the place to get it too.  

Walking Statue - The Honorable Knight

  The Honorable Knight is a statue of a male warrior in plate armor with a shield and longsword. When the walking statues stopped their rampage, it bowed to those opposing it, straightened, sheathed its sword, and doffed its shield, setting it point down on the ground and upright by its side. It then ceased motion in this position, facing southwest toward the harbor, and looking for all the world like a castle guard standing at ease. The pose it assumed led to its naming, and it is viewed with respect by the citizens of the southerly wards.   The Honorable Knight was awakened in the year 3521 during the culmination of the Dragon Heist, during which an army of summoned modrons assailed the city on behalf of the archmage Veszaltyrr Oussndar. After fighting back much of the invasion force, the knight returned to its resting place without disturbing any nearby buildings.  

Court of the White Bull

  This place is a packed-dirt plaza named for the birth of an albino calf on this site when it lay outside the city walls. The calf's owner eventually built the White Bull tavern, which thrived for years until destroyed in a great spell battle between rival wizardly patrons that tore a rapidly widening planar breach to the Astral Plane.   The reigning High Dragon at the time repaired the breach, but this area intermittently exhibits the planar trait of wild magic. As a result, no one has ever dared build on the location, making it a natural meeting place and market for caravan owners to peddle their wares from wagons.  

The Plinth

  Once a wizard's tower and the center of Narrah worship in Revelmoore, the Plinth is now a temple open to any faith and employed by worshipers of gods who lack sizable congregations in the Jewel of Akados. This mighty, needlelike tower resembles a tall, thin, pyramid with the top cut off. Small balconies spiral around the tower in slow descent. City laws forbid the sacrifice of intelligent beings to any god, but a lot of folk leap (or are "helped" to fall) from these heights each year. The flat roof is often used as a landing place for aerial steeds by the city's wealthy and powerful.  

Virgin’s Square

  This market and traditional hiring place for warriors is named for a local legend that virgins were sacrificed to dragons on this spot, long before the founding of Revelmoore. Whenever agents of nefarious cults visit the city, this is their traditional meeting place.  

City of the Dead

  A large cemetery and a ward in its own right. The City of the Dead is no drab cemetery. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it all. Long ago, Revelers largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an extradimensional space where the dead are taken, mourned, and interred.   Those who can afford it memorialize the departed with sculptures, making the City of the Dead an open ­air museum that features some of the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy mer­chants have competed to erect the grandest markers for their dead, leading to a wide variety of styles and con­cepts created by artists at the height of their skills.   Most of the city's dead are buried here. By day, it is used as a park and picnic area. At night it is off-limits to the public, but was still used by many for more nefarious activities; necromancers were known to prowl the expansive array of crypts for fresh corpses to use in their spellwork.   In order to alleviate the overcrowding, a previous High Dragon and other mages of Revelmoore began to establish portals from tombs and mausoleums to uninhabited demiplanes of various types where the dead were laid to rest.   Some noble houses, reportedly less than half, did not keep family tombs in the City of the Dead. They instead had crypts below their villas or were buried in family estates outside of Revelmoore.  

Field Ward

  This district was once a caravan yard between Revelmoore's two northernmost walls, kept free of settlement to serve as a killing field in times of war. As refugees from various calamities settled there after not being allowed into the city's wealthy northern neighborhoods, the area has grown up into a lawless town of its own.   Though not an official ward of the city, the Field Ward is commonly referred to as one. The Watch doesn't patrol this area, however, and many crimes go uninvesti­gated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk moving into or out of the city are threatened.   The area is a muddy mess, populated by the poorest people and those who take advantage of those folks' desperation. It has no sewer system and isn't served by the Dungsweepers' Guild; a fact that will be quite evi­dent to one’s nose if they venture here. It is recommended that one spend no more time here than it takes to pass through from one gate to the next.   The Guild of Butchers operates several slaughter­houses, smokehouses, and leather-making facilities in the area-noisome operations that have been pushed out of the city proper  

Ramrider’s Retreat

  The largest occupied settlement in the Undermountain, located within the (relatively) shallow third level of the great dungeon. This underground smuggler’s haven was once known as Fort Oussndar and was founded centuries past by the original incarnation of the Black Network (back when their focus was less on criminal enterprising and more on world domination).   Following the disappearance of Black Network founder Veszaltyrr Oussndar and the ousting of the Black Network, the Ramrider clan of Duergar laid claim to the site after being forced from their ancestral homes in the neighboring passages of the Underdark.   The Ramriders built a criminal enterprise of their own before being betrayed by their allies in the Xanathar Guild. Ramrider’s Retreat was home to the Xanathar Guild and their mysterious leader, while the members of the clan giving the town its namesake were treated as second class citizens in service to the guild.   After the conclusion of the Dragon Heist, the youngest daughter of Don Ramrider,   See the Undermountain for more information.  

The Deepwater Harbor

  The naturally sheltered, deepwater basin that is the source of Revelmoore’s wealth is a bustling place. Its chill waters are kept fairly clean by the diligent work of the Guild of Watermen and the merfolk of Tharqualnaar. The mariners of the Guard control access to the harbor above the waves, using the retractable chain-nets and walls of the defensible harbor to bar entrance or exit by particular ships.   Deepwater Harbor is divided into two smaller harbors - the Great Harbor, through which commerce and transportation flows, and the Naval Harbor, restricted for the use of the navy. Two major islands, Stormhaven and Deepwater, enclose the harbor. Notable landmarks include Boatscrape Cove, where ships are beached to be cleaned of barnacles and worse; Deepwater Beach, where mermaids often come to sun and flirt with the guards; the Sea Stacks, sharp rocks that deter the close approach of sailing ships; and Umberlee's Cache, the subsea depression that leads to flooded caverns in the depths.   Revelmoore's sewers empty into the harbor at places covered with extremely large and strong gratings, regularly patrolled by bands of merfolk. The merfolk use catch-nets on poles to scoop and gather the debris into large tow-globes for transport far out to sea. The harbor's rocky, sloping bottom is thinly covered with mud, especially at the southern end of the harbor. It is kept free of plants and litter by the merfolk. Due to the cleanliness of the harbor and the undersea lighthouse known as Deepwater Beacon, the surrounding water is exceptionally clear, allowing sight deep into the depths below.  

Tharqualnaar

  The village of Tharqualnaar is a community of merfolk older than Revelmoore itself, dating back over a millennia. For centuries, detachments of male merfolk have been sent north from warmer southern waters to the flooded sea caves beneath what is now known as Deepwater Isle.   Over one hundred years ago, merfolk fleeing the destruction of Laakos' Reef, a community in the seas to the east, arrived in Deepwater Harbor seeking sanctuary from the looming threat of their enemies and offering their tridents in service to the Lords of Revelmoore. As they were accompanied by female and young merfolk, Tharqualnaar was transformed almost overnight from a remote military garrison into a thriving village. The merfolk fought bravely against an invading army of sahuagin around this time alongside the city guard. The village was nearly destroyed by the army of sahuagin, and the merfolk bore the brunt of the Deepwater War's undersea casualties.   However, in the war's aftermath, refugees from up and down the coast migrated to Tharqualnaar and made it their home. Coupled with a generous donation of material and magic support from the Lords of Revelmoore, the merfolk village of Tharqualnaar has once again begun to thrive. The merfolk have even cultivated an undersea garden in a "hot rift" on the harbor floor near the eastern tip of Deepwater Isle.   All adult merfolk of Tharqualnaar are considered members of the City Guard if they contribute to the defense of Revelmoore, though their weaponry and equipment is their own. The Lords pay a stipend of food, medical supplies, and trade-bars (the equivalent of 25 gp per head per month) to all who loyally patrol the harbor depths against invaders, predators, and shipping hazards. The merfolk are expected to aid in the recovery of corpses, spilled cargo, sunken vessels, and the like. They are free to travel outside the harbor, but rarely patrol more than a quarter-mile from the western shore of Deepwater Isle or a half-mile north of Stormhaven Island.  

T’Quession

The hamlet of T'Quession is less than a century old, having been formed by sea elf refugees from warmer southern waters. The Fair Folk were driven from their homes by a huge horde of sahuagin. The survivors settled in Revelmoore's harbor alongside the merfolk of Tharqualnaar and petitioned Revelmoore's Lords to join the Guard.   Like the merfolk, the sea elves fought long and hard in defense of Revelmoore during the Deepwater War and paid a high toll for their efforts. In the years since that battle, many additional sea elves have migrated to the relative safety of Revelmoore's harbor, and the community is beginning to grow.   Like the merfolk of Tharqualnaar, sea elves who join the Guard receive a healthy stipend from the Lords. However, most of the Fair Folk seem to prefer the role of merchants, selling the fruits of the seas to surface dwellers at the Sea Elf Trading Outpost), just outside Revelmoore's walls.
Revelmoore Banner
Type: Metropolis   Population: City Proper: ~130,000 (44% human, 15% tiefling, 10% dwarf, 10% elf, 5% half-elf, 4% halfling, 4% gnome, 3% half-orc, 5% other), Surrounding Outskirts and countryside: ~1.3 million (mostly human, tiefling, and halfling)   Government: Oligarchy (Council of Lords consisting of anonymous lords “The Masked Lords of Revelmoore”, headed by one publicly known Open Lord of Revelmoore)   Religions: All; Particularly large faiths dedicated to Desna, Freya, ​Kamien, ​Zors, ​Tykee, Ioun, and ​Jamboor, with a notably growing presence in worshippers of ​Dame Torren   Imports: Grain, livestock, leather, ore, timber, and exotic goods from all lands   Exports: Ale, arms, cloth, fish, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods, magical items (gathered from the Undermountain)   Factions   Noble Houses   Notable Individuals
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Metropolis
Characters in Location

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Open Lord Renaer Ambermantle
High Dragon Solauvaire Oussndar
Warden Barik Thunderkeg
Halaster Blackcloak, Mad Mage of the Undermountain
Raeziel Ramrider, the Xanathar
Arathir Starsong, Proprietor of the Balladeer's Eclipse
Reilly Springs, Hero of the Dragon Heist
Brooke Acropora, Hero of the Dragon Heist
Eula Havenspire, Hero of the Dragon Heist
Yilani Deniz, Founder of Asclepius
World-Renowned Author, Piece of the Puzzle
Vesper DeVir, Chosen of Desna
Jeryth Phaulkon of the Old Faith
Lady Remallia Haventree
Lady Vaida Sundever
Rydia Margaster the Seer, High Priestess of Jamboor
Victoro Cassalanter
Spite Maleficarius

Articles under Revelmoore


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