Waymoot is a major town and the capital of the King’s Forest in Cormyr, located two days south of Espar along the Rangers Way. Home to roughly 1,000–1,500 people, the town is primarily populated by humans, elves, and halflings, alongside visiting adventurers, merchants, and travellers. It is best known for its extensive horse breeding and ranching, and serves as an important regional centre for the Crown, the Purple Dragon Knights, and the Adventurers Guild. Notable figures associated with Waymoot include the Guild Mistress, Lady Truesilver, Lord Woodbrand, and the Lord of Waymoot.

Collapsible Infobox

Waymoot

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Basic Information
TypeStat
AliasesCapital of the King’s Forest
RegionKing’s Forest, Cormyr
Population~1,000–1,500+ (roughly 2–3 times larger than Espar)
RacesHuman, Elven, Halfling, and visiting adventurers
ReligionsTymora, Lliira
ImportFresh Vegetables
ExportHorses
Family
TypeStat
Ruler/sCrown of Cormyr / Lord of Waymoot
Guard Leader/sPurple Dragon Knights Garrison
Merchant/sAdventurers Guild Quartermaster
Important Name/sGuild Mistress, Lady Truesilver, Lord Woodbrand

Appearance

Waymoot is an unwalled settlement constructed in a traditional motte-and-bailey design. A central keep sits atop a high earthen mound, overlooking the densely packed wooden houses and buildings below. The town is surrounded by an approximately five-square-mile open clearing containing extensive horse ranches, paddocks, stables, and fields where horses are bred, trained, and grazed.

The surrounding ranches are an important part of Waymoot’s identity and economy, with horses, donkeys, and mules bred, purchased, and rented throughout the area. Fresh agricultural produce is brought into the town to support its population and the many travellers passing through.

The roads leading into Waymoot and the streets within the settlement are heavily patrolled by armoured Purple Dragon Knights. The north-eastern entrance is particularly well guarded, with mounted Purple Dragon Knights and squires stationed there to inspect incoming travellers and cargo.

The combination of the central keep, open farmland, extensive horse facilities, and military presence gives Waymoot the character of both a frontier settlement and an important regional stronghold.

Events Contributed by the Party

Following their fight against goblins near Espar, the party was escorted to Waymoot by a Purple Dragon Knight acting under the orders of Warden Garen Marston. Their purpose was to complete a retroactive registration with the local Adventurers Guild.

Upon arrival, the party presented their letter of recommendation to the Guild Mistress and completed the necessary registration forms. They were subsequently issued bronze guild badges, 50 gold each, healing potions, and a loaner enchanted folding tent.

While in Waymoot, the party used the Adventurers Guild’s library to research giant bees. They also accepted three bronze-tier contracts before splitting up for the night, with some members staying at the guild’s enchanted tent grounds and others lodging at The Old Man inn.

Later, the party returned to Waymoot in the late afternoon after travelling approximately eight miles from a giant bee hive while hauling a heavy cart. At the north-eastern entrance, the Purple Dragon Knights inspected their cargo and assigned a young squire and pony to pull the cart directly to the Adventurers Guild loading dock.

At the Guild, the party turned in twenty jars of royal honey and a live larval queen submerged in royal jelly. The honey earned the party 240 gold pieces, while the live queen earned an additional 500 gold bonus. The party also turned in the bronze guild badge of a deceased adventurer recovered from the hive. The badge was added to the Guild’s wall of fallen heroes in remembrance of its former owner.

After arranging for their rented cart to be returned, the party spent the evening at The Old Man, eating shepherd’s pie and fresh vegetables. During the evening, Merrit Thistlewick gifted each party member new adventuring gear.

Shops and Markets

The Adventurers Guild Quartermaster provides bronze-tier guild members with essential adventuring supplies and general equipment. Available items include healing potions, drift globes, beads of nourishment, canteens of endless water, and other useful adventuring gear. The Quartermaster also manages the Guild’s magical and specialised supplies, including tiny enchanted tents.

Waymoot’s wider economy is heavily influenced by its horse industry. Numerous ranches, breeders, paddocks, and stables surround the town, allowing horses, donkeys, and mules to be purchased or rented. The surrounding agricultural lands also supply the town with fresh vegetables and other provisions.

Quests and/or Opportunities

Bronze - Wolf Pack - Completed: A pack of wolves has been displaced approximately seven miles from its den southwest of Waymoot. Adventurers have been contracted to locate and deal with the wolves.

Bronze - Stallion and Farm Equipment theft investigation - Completed: Farmer Grolicer has reported missing farm equipment and a missing stallion. Adventurers may be hired to investigate the disappearance and determine what happened to the stolen property and animal.

Bronze - Collect Royal Honey - Completed: Adventurers were tasked with retrieving twenty clay pots of royal honey from a giant bee hive located in a ravine approximately eight miles from Waymoot. The contract was completed by the party, who additionally recovered a live larval queen submerged in royal jelly.

The Adventurers Guild may provide further bronze-tier contracts to registered members as they become available.

Landmarks

The Adventurers Guild — Waymoot Branch

A large, rustic dark-oak building that serves as the centre of adventuring activity in Waymoot. The Guild contains a reception desk, canteen hall, private library, quartermaster station, fireplace and resting area, rear loading dock, and a wall commemorating fallen adventurers.

A canteen and bunkhouse area provides accommodation for Guild members and other authorised personnel. At present, the bunkhouse and surrounding facilities are also occupied by mercenaries working for Lady Truesilver.

An adjacent camping ground allows travelling adventurers to establish their enchanted tents.

The Keep

The central fortification of Waymoot, positioned atop the settlement’s high earthen mound. The keep overlooks the surrounding town and countryside and serves as a symbol of the Crown’s authority and the military presence of the Purple Dragon Knights.

The Old Man Inn

A traditional wooden-and-stone inn located five doors down from the Adventurers Guild. Its thatched roof, padded booth seating, and seventeen-plus guest rooms give it a comfortable and old-fashioned character.

The inn is run by a sleepy innkeeper and serves traditional meals such as shepherd’s pie and fresh vegetables. It is a common lodging place for adventurers and travellers passing through Waymoot.

Moon and Stars & The Silver Wink

Two notable local inns that have recently been reserved for private functions by Lady Truesilver and Lord Woodbrand.

Origins

Waymoot developed as an important settlement along the Rangers Way through the King’s Forest. Its position and extensive open surrounding lands made it particularly suited to ranching and horse breeding, allowing the settlement to grow into the region’s foremost centre for the breeding, training, and trade of horses.

As Waymoot expanded, extensive paddocks, ranches, stables, and agricultural fields developed around the original settlement. The horse trade became central to the town’s economy, while the surrounding farmland provided food and fresh produce for the growing population.

Over time, Waymoot’s importance grew beyond its agricultural role. Its position within the King’s Forest and its proximity to the Rangers Way made it valuable to the Crown of Cormyr, leading to a permanent military presence from the Purple Dragon Knights. The construction of the central keep and the development of the surrounding settlement reinforced Waymoot’s role as the administrative and military centre of the King’s Forest.

The Adventurers Guild later established a regional branch within the town, further increasing Waymoot’s importance as a hub for travellers, adventurers, merchants, and those seeking work throughout the surrounding forest. The Guild’s facilities, quartermaster, library, contracts, and wall of fallen heroes have made it an important part of the town’s identity.

By the current moment of the game, Waymoot stands as the principal settlement of the King’s Forest: a fortified but unwalled horse-ranching town, a military outpost of the Crown, and a major staging point for adventurers travelling along the Rangers Way.