Entering Waterdeep
Likely you have already arrived in Waterdeep and borne witness to some of its many wonders. But in case this pamphlet has found its way beneath your worthy eyes in anticipation of your visit, due to the commendable efforts of some friend or family member who loves you dearly, I shall explain briefly the circumstances of entry.
You will have traveled through lands claimed and controlled by the Lords of Waterdeep long before you see its walls. If you’ve come from the south by the Trade Way, you’ll have met the City Guard at their post at Zundbridge. From the north by way of the Long Road, you’ll have passed under their watchful eyes at the town of Rassalantar. And whether by land or sea, you’ll likely also have been spotted by the Griffon Cavalry — even if you have not spotted them.
Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require a toll be paid. (Beware any City Guard who demands a toll, and report the incident to a magister of Waterdeep at your earliest convenience.)
If you travel in a large caravan or on a ship, you will be required to register with a magister at the gate at which you arrived or with the harbo
r magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called “black robes” as a result) and the City Guard force that always accompanies them. Be aware that magisters can pass a sentence without a trial. It behooves you to treat them with proper respect.If you travel overland in a small party or alone, you aren’t required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the harbor, the gates, or the city courts. Discovery of your failure to do so can result in a fine or forced labor. Of course, registration subjects you to monthly taxation. But as a truculent old acquaintance from the Dales once told me, “The sheep gives the shepherd its fleece or there’ll be mutton for dinner.” That is, the magisters will get you either way, so you might as well register up front.
That said, many canny visitors with business for a month or a season betimes avail themselves of the hospitality of inns in Undercliff, the pleasant farmland east of the city proper. The less well-off often find accommodation in the Field Ward. Because neither are official wards of the city, they aren’t subject to taxation. Note, however, that because both these areas have yet to be formally accepted as wards of the city, they don’t benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread.
Regardless of what size party you arrive with or by what means, if you arrive by night or in winter, expect to register. In winter and at night the gates are shut. Ships aren’t expected at night or as a regular occurrence after the first frost of the coming season, and are often met at docking by a magister — or by a contingent of the Guard who will hold travelers aboard until a magister can be summoned.
None of these rules apply to the city’s least used gate, the West Gate. This smaller gate opens onto the Mud Flats — a mucky beach used by clam diggers, shore fishers, and those brave enough to bathe in the cold waves. Those who make a living through fishing with nets or traps also use this gate, keeping their small boats on the beach to avoid docking fees. Locals register with the Guard as they exit and as they enter. No magister is stationed at the gate, but no new arrivals to Waterdeep are accepted here.
If you approach by air, expect a vigorous pursuit by and confrontation with the Griffon Cavalry. Only specially licensed individuals and mounts can fly over Waterdeep. It is best to land well outside the city and approach on foot.
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