Getting Around

Perambulating is the superior manner of experiencing the city and all its splendors. But if you’ve come with your own conveyance, the weather is inclement, or some other reason drives you to use the roads, the following are facts you need to know.

Traffic and Travel

Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays (further discussed below) surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the fray and wait for traffic to pass.   The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.   The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.

Street Signs

Thanks to the Scriveners’, Scribes’, and Clerks’ Guild, Waterdeep has a remarkable custom of labeling its streets, and even many of its alleyways and courts. The method of identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are typically displayed on the corners of buildings at intersections, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious!

Landmarks

Proud Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea. A spur of the mountain juts inland, and atop the easternmost point of this spur stands Castle Waterdeep. If you can see these landmarks, it’s relatively easy to orient yourself. The mountain peak looms over the southern third of the city near the port in the south. The City of the Dead lies opposite the northern ridge of Mount Waterdeep, which descends down to the Field of Triumph, the city’s great coliseum.   One of Waterdeep’s titanic walking statues, no longer mobile, offers another way to orient yourself on a local scale. At nine stories tall, twice the height of any buildings nearby, the Honorable Knight stands guard in a block of buildings between Snail Street and the Way of the Dragon. Positioned as it is nigh the place where four wards meet, you can use it to judge where you stand. If it is south and west of your position, you are in the Trades Ward. North and west? The Southern Ward. South and east? The Castle Ward. North and east? You’re in the Dock Ward.
THE UNFLAPPABLE WATERDAVIAN
Natives of the City of Splendors are notoriously slow to take offense. A Waterdavian plainly states their feelings as a warning, so that one is apt to hear “I don’t find that amusing, friend,” said pleasantly before real anger is shown. Some visitors misinterpret such behavior as cowardice or ignorance (“He was too stupid to realize I insulted him!”). For those who act on such misjudgments, however, surprise and regret are the usual results.   Most Waterdavians are also slow to take fright unless facing magic or monsters. A swaggering warrior threatening them is quite likely to be stared at calmly, or even sneered at. “The only mortals that Waterdavians fear are a few unstable wizards and the Lords,” Durnan often says to those who are surprised by the nonchalance of the Yawning Portal’s regulars concerning the open entrance to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”

Traffic Wardens

During particularly heavy traffic and at congested areas such as the great oval road around the Market, you might see a member of the City Watch serving as a traffic warden. Traffic wardens signal with small blue hand flags for traffic to proceed, and with yellow flags for traffic to hold. A traffic warden can often be heard blowing a whistle. When you hear it, look to the warden to see if you are being signaled. Failure to take care might result not only in accident but also arrest.

Drays

These towering vehicles are, I believe, unique to Waterdeep. Invented by exiles from Lantan in the last century, a dray is a long, glassed-in carriage with bench seating that provides additional open-air bench seating on its roof. The driver sits at the level of the roof seating, providing a vantage point to see over other traffic and make eye contact with other dray drivers. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe.   A fare taker stands at the back of the lower seating area to take your coin (typically 2 to 4 nibs). You can choose to ride inside or ascend the spiral stairway at the rear to ride atop the vehicle. Most drays run on the main north–south boulevards, but some circle the Market, and a few run along the smaller east–west roads in rough areas. Be warned that when the demand for drays is high — during rain or snow, or to get to or from an event at the Field of Triumph — conditions become crowded and perfect for pickpockets.

Hire-Coaches

If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach driver who has no passengers. Each of these handsome, two-wheeled black coaches comfortably seats two travelers (perhaps four if you’re quite slim and very well acquainted), who ride facing the road ahead. The hire-coach’s driver sits high and to the rear of the carriage, manipulating the horses by means of long reins and a short whip on a rod. The fare must be agreed upon and paid before the journey, but only rarely will the cost exceed a half-dozen shards.

Carriages

The well-to-do — or those who want to ride in luxury during a day out — can hire a full carriage, many of which are as finely outfitted as those owned by the nobility. Up to eight can take such a ride in silken comfort. Prices and services vary, but generally you agree to rent the carriage, the services of the driver, and any attendant servants or guards for a full day.

Travel in Winter

The folk of Waterdeep often remain indoors in the colder months, particularly when it rains or snows. The flow of trade and travelers into the city slows to a trickle during winter, and as a result, traffic diminishes and drays and hire-coaches become more scarce. Fortunately, the Fellowship of Carters and Coachmen works with the Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sledges, so that some are available even in the worst weather.