Loudwater

Loudwater, called the City of Grottos, was a city that sat on the confluence of the Delimbiyr and Greyflow rivers in the Delimbiyr Vale. It was a picturesque garden city home to a pleasant and thriving cosmopolitan community of humans, half-elves, elves, and many other races. It was also the home of Mielikki's chosen, the Green Regents and their scions, and thanks to their efforts the city served as the very image of her faith.

Early History
The area was first settled by Netherese human refugees fleeing the downfall of Netheril, sometime after its fall in the Year of Sundered Webs, −339 DR. Their settlements were the progenitors of Loudwater and other cities of the North.

It was also once home to a community of elves, part of the nation of Eaerlann    before its fall in 882 DR. As recorded in their own histories, two elven houses established themselves here as they built a school of philosophy, which they named the Velti'Enorethal. The great dwarf craftsman Iirikos Stoneshoulder and his team of dwarves from Ammarindar built an ornate bridge across the Delimbiyr River at this site for some elven friends in the Year of the Dwarf, 149 DR.

Later, further settlement of the Loudwater and Llorkh region, as well as Longsaddle, Secomber, Triboar, and others, was undertaken by human pioneers from Waterdeep after the establishment of the Lords of Waterdeep there in 1032 DR. These pioneers were sponsored by noble and mercantile Waterdhavian families.

The growing human population upset the elven natives. In the Year of the Bloodrose, 1100 DR, desiring to escape, the elves of Loudwater and the lands around began leaving their homes for Evereska.

The Rensha Rule
Fifty years later, in the Year of the Scourge, 1150 DR, a family from Calimshan called the Renshas, led by Ibun Rensha at the head of a mercenary army, conquered the Delimbiyr Vale and centered their power in Loudwater. Seeing Mielikki's Green Regents and their scions as threats to their reign, the Renshas persecuted them mercilessly, forbidding the selection of new scions and regents and hunting down any they found, causing them to vanish for more than a century.

Though they made the town more prosperous and expanded its connections with the outside world, they exploited the Vale's natural resources and despoiled much of the pristine beauty of the area. Under them, loggers cleared the forests away from the river and farmers claimed the land for agriculture, while miners strip-mined the mountains, all at a shocking pace, and the wealth flowed down the river and out of the vale. Over time, the amoral Renshas descended into decadence and committed several atrocities in pursuit of their dark magic.

Nevertheless, the Renshas ruled for 165 years before a Nimbrali mercenary working for them named Nanathlor Greysword rebelled against the rule of Pasuuk Rensha in the Year of Spilled Blood, 1315 DR. Nanathlor was a noble of Nimbral who'd desired to establish a realm of his own in the North, and found one that needed him. Pasuuk commanded a band of talented mercenary hunters, among them Nanathlor, to bring him the horn of a unicorn, apparently for some infernal rite. But Nanathlor stayed his hand and instead defended the unicorn—in fact an avatar of the goddess Mielikki. She made him the new Green Regent and the twelve hunters who stood with him his scions, and tasked them with overthrowing the Renshas.

The two-year-long War of the Returned Regent freed the Vale from Rensha rule. Finally, in the Year of the Wandering Wyrm, 1317 DR, Nanathlor Greysword defeated Pasuuk and the Renshas' forces at the Battle of Tanglefork and became the ruler of Loudwater. However, some histories marked his reign as commencing four years earlier, circa 1313 DR. In either case, the start of Nanathlor's reign marked the official founding of the modern Loudwater. Nanathlor maintained relations with other lands but ended the rampant logging and strip-mining, thus restoring the ecology and fertility of the land, and in turn renewing prosperity in the Vale.

Modern History
In Tarsakh of the Year of Shadows, 1358 DR, on several separate occasions, residents of farm holdings on the outer edges of Loudwater's domain heard eerie howling and later discovered corpses near their lands. These were identified as various wicked beings, including two drow and some fish-like humanoid, and all carried bite marks. Nanathlor was notified and he formally reported the finds. A search of caves in the Delimbiyr Vale showed signs of recent occupation, but no connection to the underground. Later that year, in Eleasias, a mysterious healer of the High Wood called Radoc helped victims of an orc raid and escorted them to Loudwater. His odd appearance, taciturn nature, and purchase of supplies with crystals made him the subject of rumor before he departed.

In the autumn of, Malarite lycanthropes of the Thicket attacked the city after a blood-red moon appeared in the sky. For three bloody nights, they raided the city and homesteads, forced people out of their houses, and engaged in frenzied hunting and slaughter. Nanathlor himself was on his deathbed but Gauntlets Kalahar and Harazos eventually organized a defense and a young man named Stedd Rein was heralded as a hero. The then Green Regent, Galaer Grasswave, was killed while trying to repair the city's magical wards. High Lord Nanathlor passed away from old age not long after.

Kalahar Twohands, Gauntlet of the Western Marches, oversaw the most turbulent years in Loudwater's history since the war, including a mass migration of orcs, threats from a bandit army and their illithid allies, dragons and several attacks from the Zhentarim.

Along with Secomber, Loudwater was the only settlement of any size in the area to survive the effects of the Spellplague after 1385 DR, though it was much reduced in size and almost completely abandoned by the elves. Still, it managed to resist the dangers of the surrounding area. What it struggled to cope with was internal troubles. There was barely enough trade to keep the town afloat and dangerous criminals replaced the small-time thieves guild that had been operating there. Many foundlings discovered on the shores of Highstar Lake came to live and grow up in the town, unknowingly the spawn of some fishlike creature who dwelt beneath the lake's waters.

After 1485 DR, the northern wizard Telbor Zazrek was the High Lord. Telbor was a corrupt puppet of the Zhentarim who took hefty kickbacks in order to ensure Zhentarim trade goods were the only ones most folk could afford.

Government
The town was ruled by the High Lord of Loudwater. By 1357 DR, High Lord Nanathlor Greysword had reigned for a half-century and was loved by the people as a careful administrator and just ruler. He was still in power by 1370 DR. He was succeeded by Kalahar Twohands, who reigned around 1372 DR. The High Lords resided in High Lord's Hall, the seat of power in the city.

The half-elf warlock Lady Moonfire, a member of one of the old elven houses, was the leader of the town around 1479 DR. Telbor Zazrek reigned as high lord in the late 1480s DR.

Heraldry
Loudwater's symbol was composed of three golden moons.

Defenses
The High Lords were served by two Gauntlets who commanded the city's militia. They were titled the Gauntlet of the Eastern Marches (with headquarters in the Eastenhall) and the Gauntlet of the Western Marches (with headquarters in the Western Tower) and given the duty of defending Loudwater's territory to the east and west, respectively. In times of war, they might be joined by a third gauntlet. The gauntlets directly reported to the reigning High Lord. By 1357 DR and through 1370 DR, the two Gauntlets were Harazos Thelbrimm and Kalahar Twohands. Around 1372 DR, the Gauntlet of the Eastern Marches was Harazos Thelbrimm and the Gauntlet of the Western Marches was Jaida Zerezeal, who was soon replaced by Isyan Kiy'sisnos. Harazos was briefly Gauntlet of the Western Marches as well in Eleasis/Eleint of that year.

The militia of Loudwater comprised 300 warriors, divided into patrols of 20. The town guards were alert warriors equipped with chainmail, a wooden light shield, longsword, light crossbow, and bolts. They wore uniforms of electric-blue tabards emblazoned front and back with the city's three golden moons, over dark-brown breeches and blouses. The sergeants, titled "fists", were capable fighters who instead wore white tabards and were granted masterworked, even magical, armor and weapons, including alchemical silver bolts and potions of cure light wounds. They were aided by mages, namely evokers and sorcerers, and clerics, typically of Helm, the Red Knight, or Torm. Typically, when there was trouble in the city, the citizens called for the guard, who responded within a minute with a group of up to a dozen guards led by a fist, and possibly with a spellcaster.

The lands claimed by Loudwater stretched for two days' ride up and down the river. The army patrolled this domain.

Relations
Through the 1360s DR, Loudwater remained an independent settlement, but Zhentarim agents were scouting the place. The local people in and around Loudwater were counted as experienced fighters against Zhentish forces. The Zhentarim were unable to conquer Loudwater without weakening their grip on Llorkh, and the Harpers, allies of Nanathlor, dispatched exposed Zhentarim agents. The Zhentarim smuggled goods through the town. By around 1372 DR, Zhentarim agents operating out of nearby Llorkh plotted to subvert Loudwater to their control.

Law & Order
It had a small thieves' guild in the mid-to-late 1300s DR.

Trade
The local people made a living through farming and fishing, as well as by providing services to caravans. They often ate szorp, a fish caught in the Delimbiyr. The Loudwater Vale region was known for making the richest cheeses in the North, such as the translucent mist cheese. These cheeses were ripened in local caves. Hardwoods were also produced in the area; such woods were finely carved for the "Avatar" chess set sold by Aurora's Emporium in the 1360s DR.

In the mid–14 century DR, Loudwater was a significant stop on the trade route along the Delimbiyr. Formerly, in the days of Eaerlann, most trade through Loudwater went north overland, past the Shining Falls, but in the 1360s DR, it went east to Llorkh, where caravans were assembled. From Loudwater to Llorkh, all trade was tightly controlled by the Zhentarim. Zhentish trade through Loudwater and neighboring Llorkh helped prominent local merchants grow rich. The city offered a safe place to rest to both caravans and riverboats; merchants and travelers often passed through the first two times but stayed on the third.

After the Spellplague, Loudwater took an entire century to cope with the loss of trade that followed and ironically was saved by the Zhentarim, who came to control all of the trade through the town via unfavorable tax rates for their competition. Much reduced since its heyday, by 1479 DR, it was still a secure stop for merchants, despite the ruination of its neighbors after the Spellplague.

Magic
Loudwater was enveloped by magical wards, which were somehow tied to Standing Stone Hill. These helped protect the city not only from invasion but also from the worst effects of disease. They even nurtured the plant life, growing the gardens it was famed for. However, these wards required occasional repairs and Glaer's work in 1369 DR was only mostly completed. Exactly which parts was unknown; the scholars, wizards, and clerics of the Velti'Enorethel were still trying to ascertain this three years later.

Population
From 1357 to 1370 DR, Loudwater was recorded as having a population of about 4,000. They were largely human but almost one-quarter were half-elves, arising mostly from the descendants of Eaerlann, who had a habit of marrying other half-elves. Their ancestors were mostly moon elves. Others were the descendants of wild elves. However, few of the original elves remained. In 1372 DR, the population was recorded as 8,137, largely humans and half-elves but with sizeable communities of elves, gnomes, halflings, dwarves, and half-orcs.

Description
It was a splendidly picturesque garden town,. with every spare patch of ground and any available surface adorned with lovingly tended greenery and full gardens and bowers to be found all over. The wooden buildings    —of all shapes and sizes, no two of which alike—were overgrown with vines  and decorated with hanging plants, with plants both inside and on the roofs. Even the streets were planted with tanglemoss (though it wore down to bare dirt on busy routes), and they curved and meandered to provide a good view or an interesting route. Giant ancient trees lined the green grassy banks of the river. In the 1300s DR, the town didn't even have defensive walls, only a ditch and earthen rampart, both covered with planted flowers. Loudwater seemed to melt back into the forest or to have grown out of it, and it was a gardener's joy. . By 1479 DR, the rampart has been replaced by a wall, still covered with flowers.

Thanks to the bridge, Loudwater spread out on both sides of the Delimbiyr. North of the river was known locally as High Town, or to some, Elf Town. The land here was craggy highlands, creating winding streets and a natural-seeming layout. The High Town was home to more sedate taverns, some of the guild halls, the elven houses at the northernmost side, and most notably the High Lord's Hall, standing in the heart of Loudwater above where the falls once were. South of the river was called Low Town, though the city's elves called it something in Elven that translated generously to "ugly town", though it was much cleaner and greener than many other cities. Naturally, it was predominantly human and held the noisier taverns, workshops, warehouses, merchants, and trade costers. To the south, an area running parallel to the river was called the Highbank. The only real ugly things in town were those left bare by practicality: four warehouses by the harbor and the cooperworks beside them on the west.

Part of the river flowed over upthrusting rocks, producing falls and some noisy rapids that gave Loudwater its name. though development had erased the falls by the 1370s DR. A wide pool was dug into the riverbank, providing an area for lading cargo and serving as the harbor. Barges, coracles, and flat-bottomed skiffs used for fishing and trade clustered here.

The bridge was a spectacular and beautiful arching stone structure. It was decorated with fanciful carved stone heads, with snarling, pig-snouted faces said to be those of dragon turtles. They watched over the warehouses, giving the business its name: the Watchful Turtle.

Society
Just like the meandering roads, life took a slow and measured pace here, where one preferred to enjoy the view than hurry.

Although they coexisted (relatively) peacefully with the humans south of the river and were ruled by the High Lord along with everyone else, the elves of Loudwater had a largely independent noble class before they abandoned the city.

Religion
There were three temples of Lathander, the Houses of Morning, which ministered to the majority of matters of faith in the city. The elven citizenry worshiped Labelas Enoreth at the Velti'Enorethal. As the people depended on the forest, they favored woodland gods like Silvanus, Mielikki, and even Shiallia.

But in particular, as the chosen of Mielikki, the Green Regent was a vital religious leader in Loudwater. However, the Green Regents and their Scions tended to provide practical aid, rather than acting as divine emissaries or political leaders. They encouraged sustainable hunting and logging and defended the Delimbiyr Vale against invasions and threats to peace and the land. It was thanks to their efforts that Loudwater was a garden city and its fields were fertile, and Mielikki's dream for the vale was reflected here.

During the late 15 century, Loudwater saw the rise of the faith of Silvanus and members of all good faiths came to congregate in Silvanus's temple.

Organizations
Zhentarim agents were known to scout out Loudwater in the 1360s DR.

A regional agent of the Moonstars was based in Loudwater around 1370 DR.

Rumors & Legends
In the mid–14 century DR, it was told that old elven magic still lay hidden in the grassy burial mounds that Loudwater's oldest quarter had been built on. The cellars of some houses had secret doors connecting to the tombs. Both Harpers and Zhentarim hunted for this lost magic.

Notable Locations

 * Fortifications
 * Eastenhall • High Lord's Hall • Western Tower


 * Businesses
 * Jolym's Barrels & Packing • Risen Moon Market • Watchful Turtle


 * Inns
 * Enchanter's Ecstasy • Red Boar Inn • Scarlet Shield


 * Taverns
 * Merry Mer-She • Old Owl


 * Shrines
 * All Faiths Altar


 * Temples
 * Houses of Morning


 * Schools
 * Velti'Enorethal

Behind the Scenes
Loudwater was not particularly detailed in any sources until the Legacy of the Green Regent RPGA campaign, the majority of which took place within the town and its environs. Loudwater then had an entire chapter dedicated to it in the Forgotten Realms Campaign Guide for 4 edition, more than any other location in the 4-edition campaign book.

However, the layout and description of the city here were a significant departure from how it was presented in 1- and 2-edition sources and the 3-edition Legacy of the Green Regent campaign, and this fact was acknowledged a few times in the source. The next official mention of the settlement however, in Storm King's Thunder, paints it much more like it was before the release of the FRCG.

Appearances

 * Sourcebooks:
 * Forgotten Realms Campaign Guide


 * Adventures:
 * Legacy of the Green Regent
 * Storm King's Thunder


 * Video Games:
 * Gateway to the Savage Frontier
 * Treasures of the Savage Frontier