BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Waterdeep

Waterdeep, the City of Splendours, is a bustling, walled city on the Sword Coast. Some merchants have dubbed Waterdeep the best supply centre in the world, with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren't careful - and everyone agrees that its wide, crowded streets are full of spies.   Waterdhavian noble families and guilds hold tremendous political and economic sway up and down the Sword Coast, but within the city itself, true power lies with the Masked Lords of Waterdeep - rulers who convene in secret and whose identities are largely unknown. The public face of this ruling body is the Open Lord of Waterdeep. The current Open Lord, Lady Laeral Silverhand, has held the position for only a few months. Many of the city's nobles and guildmasters are vying for her attention while conspiring to wrest power away from her office. There's also trouble brewing between the Zhentarim, which has gained an economic foothold in the city, and the Xanathar Thieves' Guild, which controls much of the city's criminal underworld.   Much of the following information is extracted from Volo's Waterdeep Enchiridion, reluctantly acknowledged as the foremost authority on the City of Splendours. The editor, having removed most of the wordier sections and noted any information not taken from the guide, apologises for Volo's profound sense of self and all embellishment found within.  

Volo's Waterdeep Enchiridion

Welcome, Traveller! You have in your hands the foremost and most up-to-date guide to the city - smiled over by none other than its Open Lord, Lady Laeral Silverhand. This chapbook will serve you well until my seminal work on the subject, Volo's Guide to Waterdeep - sadly long out of print, but now a tome prized by collectors - can be updated and printed anew. Ask any broadsheet seller, innkeeper, shopkeeper, tavern owner, or bookseller if they'll soon have copies of the new edition for sale!  

Surviving in the City

Waterdeep is, by and large, the most civilized city on the Sword Coast. Yet civilized doesn't mean safe, nor does it mean easy to navigate. Many day-to-day elements of life in Waterdeep that residents take for granted are, to new arrivals, a bevy of wonders and dangers not seen in any other settlement within a thousand miles. Here's what you need to know to survive your first few hours in the city. Mark this section for frequent reference!  

The Code Legal

Waterdeep is no village led by hidebound hierarchs or petty fiefdom ruled by the whim of a warlord. It is a city of laws moulded by Tyr's spirit of justice. As a rule, you can trust members of the City Watch to do their duty diligently, and you can expect that the city's magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured that if your cause be just, justice will be done. If, however, you find yourself in the wrong, know that though it might take time to weigh that wrong on Tyr's scales, his hammer will fall - and it will be wielded by Waterdeep with a vengeance.   Unlike in less civilized settlements, punishment for crimes in Waterdeep isn't typically used as public entertainment. Scheduled executions occur behind the high walls of Castle Waterdeep, and floggings are carried out in the watch post nearest the sentencing. The Watch makes every effort to take individuals into custody quietly, so as not to disrupt other citizens. Those bystanders generally return the favour by giving altercations between criminals and the Watch a wide berth.   Waterdeep has a complex library of law and custom set by precedent, the main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the gates and in the harbour. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister's ruling, but there's rarely a Masked Lord around when you need one.  

Arms, Armor, and Combat

Individuals accustomed to the rough-and-tumble life in much of the North are often surprised by the fact that Waterdhavians go about unarmed and unarmoured. Yet Waterdeep doesn't have any law that forbids carrying weapons or armour. Instead, it has a culture of civility that makes such behaviour unnecessary.   Duelling has long been illegal in Waterdeep, as has any sort of act involving assault. Individuals caught brawling by the Watch will all be arrested and judged regardless of who started the fracas, or why. (The tavern brawls that typically break out under the influence of too much drink will often be overlooked by the Watch, as long as the proprietor doesn't seek payment for damages and no one is significantly injured.) Sport fighting, such as boxing or wrestling, is legal only if it occurs in a location registered with the city for that purpose. Additionally, any blade more than one foot in length is subject to an extra tax whenever it is sold, which helps to explain why Waterdhavians prefer to carry knives and knuckledusters for self-defence.   Businesses and individuals do employ armed guards, but except for nobles or foreign envoys, few people travel about the city with such protection. As such, the sight of armed and armoured individuals walking the streets who aren't in the livery of the city or one of its noble houses inspires caution in most Waterdhavians. Folk assume that you wouldn't bother lugging around such equipment unless you either intend violence or expect that it might soon be visited upon you.    

The Watchful Order of Magists and Protectors

  Expect to be questioned at the gate, or when you register with a magister, regarding your ability to cast arcane magic. Wizards, sorcerers, and other arcane spellcasters who intend to stay in Waterdeep for any length of time are required to register with the city, and will be strongly encouraged to join the Watchful Order of Magists and Protectors, headed by the Blackstaff.   Members of the Watchful Order are expected to render service to the city when called upon, acting as temporary members of the City Watch or City Guard. Their expertise often helps investigators determine whether magic was used to commit a crime in the city. Members can also expect to be tapped for assistance during and after fires, natural events that cause multiple casualties, or other nonmagical disasters.   Members of the Watchful Order form a more or less sociable association in the city, working together to keep an eye on any spellcasters who opt not to join their guild. Any havoc caused by a spellcaster in Waterdeep risks drawing the wrath of the Lords of Waterdeep - so it behoves the Watchful Order to watch all its members.  

Coinage

As should be expected of any city of standing, Waterdeep mints its own coins. All taxes, fines, and guild fees must be paid either in Waterdhavian coin or the currency of any member settlement of the Lords' Alliance. Though no law requires you to pay for goods or services in Waterdhavian coin, the drudgery of weighing foreign currency and checking its purity prompts many retailers and operators of swift-exchange businesses - including drays and hire-coaches - not to accept anything but coins minted in Waterdeep.   Though you can trade your coinage for Waterdeep currency with anyone willing to do so, the exchequers at the Palace of Waterdeep make exchanges with no associated fee. The queue there can be quite long, necessitating that you make an appointment-often a day or more in advance. For a swifter transaction, I recommend any member of the Guild of Trusted Pewterers and Casters, or of the Jewellers' Guild. Both have the most reliable scales and abide by guild-wide rates of exchange.   Be sure to exchange taols and harbour moons before leaving the city, as their value greatly diminishes elsewhere!  
Coins of Waterdeep
Nib Copper coin about the size of a thumbnail (1 nib = 1 common copper coin)
Shard Silver coin, slightly smaller than the nib (1 shard = 10 nibs)
Taol Brass coin, about two inches square with a hole large enough for a nib to fit in (1 taol = 200 nibs)
Dragon Gold coin, half again as large as a nib (1 dragon = 100 nibs)
Sun Platinum coin, twice as large as a nib (1 sun = 1,000 nibs)
Harbour Moon Platinum crescent inset with electrum, about three inches long with a hole large enough for a nib to fit in (1 harbour moon = 5,000 nibs)
 

Getting About

Perambulating is the superior manner of experiencing the city and all its splendours. 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 harbour, 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.  

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.  

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.  

The Wards of Waterdeep

Newcomers to the city of Waterdeep are often confused by the importance that Waterdhavians give to wards. In other cities, such as Baldur's Gate and Neverwinter, districts are bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street-a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a ride to an adjacent ward.   Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur. For example, children (and even some adults) hop on one foot when crossing Asmagh's Alley in the Castle Ward. Why? Well, Asmagh was an apothecary who poisoned many patients, then buried them upright beneath the alley under cover of night. He was discovered, and some say that as many as eighty bodies were subsequently pulled up from holes under the alley's wide flagstones. Though this happened over a century ago, children passing through the alley still sing a song: "Hop for the hollows, hop for the dead, hop on the flagstones, hop on their heads." As you stroll down Warrior's Way or the Street of Silver, listen for the children's delighted screams and go give it a try.   These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and wealth. Yet nothing drives residents to identify with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities. On such days, homes and businesses fly the colours of their wards, trot out their mascots, and sing rousing songs that celebrate where they live. If you stay in the city for even a month, you're sure to see some version of this display of civic spirit.  

Sea Ward

The Sea Ward stands proud on the high ground above Mount Waterdeep'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 warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the remains of some of those old castles incorporated into the palatial homes of the noble families that dwell in the Sea Ward. For the best all-around view of the glittering homes enshrouded by garden walls, go to where Diamond Street and Delzorin Street cross, nigh to Mystra's House of Wonder, and simply spin in a circle.   Blue and gold are the Sea Ward's colours in competitions, and the ward's mascot is the sea lion-a fanciful combination of fish and feline. There's a persistent but patently false legend that the famous Lion Gate at the Field of Triumph is the gaping maw of a sea lion. The architectural designs for the gates show this to be false, however, and they can be viewed in the Map House - the guildhall of the Surveyors', Map-, and Chart-makers' Guild in the Castle Ward.   Must-see locations in the Sea Ward begin, of course, with the Field of Triumph, but just across the street is the no less remarkable House of Heroes - the largest temple in the city. Dedicated to Tempus, its many grand halls celebrate the city's champions of both battle and sport. The winners of ward competitions are paraded here after their victories, often carried on shoulders or passed from hand to hand over the heads of a crowd. It is a sight you shouldn't miss.   You should also visit the House of Wonder. This is surely the most splendid temple dedicated to the gods of magic - with Mystra foremost among them, of course - in all the world. Although your eye will be drawn to its ornate towers, brilliant mosaics, and magical displays, look also for the humble violets growing amid the ostentation. These delicate flowers were Ahghairon's favorite, and they are planted about the temple in memory of him.   Two other temples in the ward are as impressive, but in different ways. The beauteous House of the Moon has the tallest tower of any temple in the city, rising some seventy-five feet above the street. At its top, priests of Selûne bask in the light of the moon in all seasons. The House of Inspired Hands, dedicated to Gond, presents an altogether less peaceful experience. Here, all the great innovative minds of the city invent and experiment, attempting to create everything from flying machines to stronger door hinges. But don't expect a museum of marvels such as can be found in Baldur's Gate. At this site, "worship is work," as anyone at the temple is liable to tell you.   If you're looking for some good fortune, you should surely visit the Tower of Luck, a temple complex dedicated to Tymora. The "tower" in question is actually a many-pillared atrium ingeniously roofed over with glass. Beneath the roof, a bronze sculpture of a diminutive Tymora, depicted as a laughing young girl, appears to be leaping from the very top of an astounding fountain. To pay your respects and make a wish, you come around to the fountain on a walkway and toss your coin to Tymora. Managing to land it in her outstretched hand is a sure sign of her favour.   If you need to refresh yourself during your travels, or perhaps to primp before an important meeting or a night out, visit Sune's faithful at the Temple of Beauty. Its marbled public baths and mirrored salons are open from before dawn to after dusk. There's no fee for these services, or for the advice and aid of the temple's many pleasant attendants, but donations are encouraged.   Two parks in the Sea Ward might also be worth your time. The Shrines to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to nature gods like Mielikki and Silvanus. The park is closed to all except residents of the Sea Ward. Yet from beyond the iron fence that surrounds it, you can catch glimpses of the superb shrines, statues, and fountains within. The Heroes' Garden is the only green space in the city that is open to the public besides the City of the Dead, but it is tucked away so far to the north in the Sea Ward that it gets few visitors-which is a pity, since the fine statuary in this lush garden portrays many of the figures important to the city's history.   I hesitate to mention a last location in the Sea Ward, and I will not reveal where to find it, for reasons that will soon become apparent. There is a house in the Sea Ward without windows or doors. You can't see it from the street, and those who live near it will not speak of it to others. You'll know you are near it when you see blue tiles on the streets and walls leading into an alley that passes under the surrounding buildings. At night, these tiles glimmer dimly with the blue light of foxfire. More than one route leads into the Blue Alley, as this place is known, but there are precious few ways out. Most who enter don't come back. If you see blue tiles, turn around and walk away before it is too late.  

North Ward

For the best experience in the North Ward, go there just before dawn, buy a broadsheet, and settle in at a café with a view of the street. Watch as the ward comes quietly to life around you. At first, it will be so silent that you'll be able to hear the resident a street over who opens her sash for fresh air and clears her throat. Then the birdsong will begin, and shortly thereafter, you'll hear and then see the drays arriving with servants. These aren't the live-in staff used by noble houses, but people hired to come and work for a day. Most of them come from less affluent parts of the city, arriving with the tools of their trade and outfitted in their customary garb: launderers and cooks in white, chimney sweeps and housecleaners in black, valets and child-minders in grey, gardeners in green, and tutors in blue.   As these servants spread out to knock on doors and begin their work, the residents of the ward take their exits, parting fondly with spouses and children, their footsteps tramping along the sidewalks or taking them into rattling hire-coaches. In the span of just an hour, the North Ward comes to noisy life and then settles again into quiescence, until later in the day when the process reverses itself, as residents return from work and servants leave.   The liveliest, and perhaps the loveliest, part of the ward is the Cliffwatch. Here, the plateau upon which Waterdeep sits features cliffs so steep and high that the city wall is interrupted to either side of them. Some of the most lavish residences and most luxurious taverns and inns of Waterdeep stand along this space, boasting terraces and balconies that allow one to take in the beautiful sight of the countryside to the east. Yet you need not pay their high prices, for a public walkway along the cliff's edge offers pedestrians ample opportunity to enjoy the view.   The North Ward's colours are green and orange, and its mascot is the gentle white dove, depicted in flight. Many North Ward homes have dovecotes on their roofs, and the great flocks of the birds that circle over the city at dawn and dusk are a delight to behold.  

Castle Ward

The Castle Ward is the heart and mind of Waterdeep, if not its soul. It houses the city's military forces, courts, government, and the Market-the largest market square of any city in the North. It encompasses the City Navy's docks in the Great Harbour and all of Mount Waterdeep, and it is home to six walking statues, numerous temples, and many other landmarks.   Castle Waterdeep stands above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isn't where Waterdeep's rulers reside, nor from where the city is governed. The castle was and is a redoubt of last defence should the city be attacked, but for well over a century, the ruler of Waterdeep has occupied the Palace of Waterdeep - also known as Piergeiron's Palace, and still called that by elderly and long-lived citizens (including many elves).   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, I should hope!) to meet with the Masked Lords or the Open Lord of Waterdeep, it will likely take place in the audience chamber of the palace. There, you can witness the ancient and humble throne that Ahghairon first sat upon so long ago.   Many other buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward's structures are offices and meeting halls for business owners, solicitors, publishers, and the like that the Castle Ward has the smallest resident population of all the wards.   Many landmarks of interest are found in this ward aside from the six walking statues (discussed later in this chapbook). You could hardly see them all in a day, but the following are highly recommended.   Blackstaff 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 you a queasy feeling and the sense that you are being watched-almost as if the tower itself has turned an unseen and wrathful eye upon you. Perhaps you think this fanciful. Well, go and try it yourself!   On the opposite end of the mountain, close to the Naval Harbour, stands Mirt's Mansion. Once a fortress-like and glowering tower, it has been upgraded with more delicate fashions of architecture since the return of its long-absent owner.   Mirt has quite a history with Durnan, the proprietor of the Yawning Portal. Together they descended into "the Well, " as the entrance to Undermountain was known in olden days. Waterdeep used to throw criminals in the Well, leaving them to die horribly in Undermountain's dungeons. Durnan and Mirt entered the dungeons of their own free will-and not only that, but returned laden with treasures. Both used magic to extend their lives, but they eventually parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad way to part fools from their money!   The glorious Spires of the Morning, dedicated to Lathander, is one of Waterdeep's most beautiful temples. But it is rivalled in this ward by the Temple of the Seldarine, dedicated to all the elf gods. The journey through Mount Melody Walk, a tunnel cut through Mount Waterdeep, to New Ollamh's academy of music and other arts is a wondrous daytime excursion. The Market offers a wild array of sights, smells, and sounds in which folk might lose themselves for a tenday. The Font of Knowledge is a temple to Oghma, yes, but also the city's largest public library. Titles written throughout the ages can be viewed here-under the watchful eyes of the temple's priests. In short, if I can claim this section of the enchiridion to be such, the Castle Ward offers far too many splendours to list them all here. [Editor's note: Short? Volo wouldn't know short writing if the parchment gave him a papercut.]   The Castle Ward's colours are blue and purple, and its mascot is a griffon, typically depicted in gold. These borrow colours from the city's flag and reference the Griffon Cavalry, of course. Champions for the ward often come from among the ranks of the Guard, the Navy, or the Cavalry. Although such competitors have often had the advantage in races and competitions, their crowds of rabidly cheering fans are naturally much smaller than those of other wards.  

Trades Ward

Shopping, shopping, shopping galore! Or eating, eating, eating! Or drinking, drinking, drinking! Or lavish accommodations, or fine art, or legendary parties! 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, jewellery stores, perfumeries, flower shops, cake shops, taverns, cafés, tea shops, inns, row houses, boarding schools, offices, dance academies, grocers, pottery stores, armour vendors-as long as it's not illegal, you can find it in the Trades Ward. But if you are looking for something illegal, the Trades Ward is likely the place to get that too. Do not do so too loudly, though. The City Watch has a heavy presence in this ward, in the form of both open patrols and officers working out of uniform.   As befits a place of so much business, many guilds have their halls in this ward. Of particular note is the House of Light, the hall of the Guild of Chandlers and Lamplighters. Outside the building, a wagon-sized mound of wax with hundreds of wicks is kept lit day and night, while being continually built up with adhered candles. Inside, the best works of the guild are put on display and sold, including not just candles of various colours, lamps, and chandeliers, but elaborate waxwork constructions that depict all sorts of subjects from personages of note, to dragons, to complex and abstract lattices-all represented as fantastical candles.   Magic users should be wary in the Court of the White Bull. Long ago, this plaza was a grazing area for livestock, including an albino calf that was born here. The calf's owner built the White Bull Tavern, which thrived on the spot for years and gave the area its name. You'll not find the tavern now, though. It vanished, utterly destroyed during an infamous spell battle between the archmage Thongalar the Mighty and the evil mage Shile Rauretilar and his apprentices. In the storm of magic that touched down here, Shile and his apprentices all perished and the fabric of the Weave was rent, such that Azuth, god of wizards, was forced to appear and set things right. He is said to have stitched reality and the Weave back together, but a wrinkle in the fabric remains. To this day, magic brought to bear in the Court of the White Bull sometimes goes awry, and the use of magic items and spells is forbidden in the area.   The Trades Ward uses green and purple as its colours, and its mascot is the mimic. This tradition supposedly arose because when mascots were first chosen, the Trades Ward took a chest of gold as its own - and was roundly mocked by citizens of other wards for not picking a creature. Now, every four years, the ward reveals a new object for its mascot, declaring it to be the mimic. The nature of the object is subject to much speculation and rumour until its unveiling. For months afterward, the object becomes the source of practical jokes in Waterdeep. Rock gnomes and wizards cause illusory mouths to lunge from real versions of the object, artisans craft beautiful fakes out of cake or paper that are easily crushed when assumed to be real, and so on. As of the writing of this enchiridion, the current mimic is a tankard.  

Southern Ward

It is called the Southern Ward, not the South Ward. Waterdhavians are 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 Calishite 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 travellers, 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.   Residents of the Southern Ward take pride in their legacy as overland travellers and hardworking folk, so it should be no surprise that the ward's mascot is the mule. On their competition flags, a pugnacious mule in rampant pose stands on a field of red and white-colours said to represent the blood and tears the people of the Southern Ward have shed during their labours.   Not a landmark as such, but surely a sight that must be seen, is the Moon Sphere. This isn't a structure 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, Waterdhavians 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.   Even when the full moon isn't out, the Dancing Court is worth visiting because of the adjacent festhall, the Jade Dancer. During appearances of the Moon Sphere, people sometimes daringly leap into the field of magic from the balconies of this three-story tavern, dance hall, and inn. But the festhall 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. Elminster has informed me that despite its dexterity and seemingly fragile beauty, the Jade Dancer is as puissant as a stone golem. So enjoy the show, but don't get too rowdy.  
The Wonders of the Waymoot
The place where the High Road and the Way of the Dragon meet in the south of the city is called the Waymoot. At the center of the crossroads, a high signpost stands with hanging arrows pointing toward the harbor and each of the city gates. Created by the Watchful Order of Magists and Protectors and funded by local merchants, the signpost magically directs travelers to well-known distant locations when the names of those locations are spoken into a crystal on the post. The magic of the Waymoot writes the destination onto the proper arrow of the signpost and indicates its distance from Waterdeep in miles. Folk are thereby sent out of the harbor or the appropriate gate leading north, east, or south, depending on their destination.
Unfortunately for newcomers, the Waymoot is of no use whatsoever in finding locations within Waterdeep. You will, however, find a number of enterprising individuals near the crossroads who take advantage of this fact to offer their services as city guides. Though some reputable members of this cadre will guide you true for a fair fee, plenty of citizens with nothing to lose or gain by doing so will also readily set you on the right course if you're simply polite.

Dock Ward

The Dock Ward was long considered the most dangerous district in the city, but the Field Ward has since taken that title. I don't doubt the residents of the Dock Ward are glad of it, for in some respects this area has never truly deserved its bad reputation.   Yes, aside from the Field Ward, this is the area where most of Waterdeep's poor reside. Yes, it is home to some of the least literate people in the city. Yes, most of its taverns are inhabited by habitual drinkers, and far too many inns charge by the hour. But all must concede this: the residents of the Dock Ward often work the hardest while living under the harshest conditions.   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. You either know where you are going and have reason to be there - or you are lost, and a likely mark for pickpockets or worse.   Streetlamps don't fare well in the Dock Ward. Their candles, oils, and glass are too regularly stolen or smashed. The Guild of Chandlers and Lamplighters makes a half-hearted attempt to repair the streetlamps at the start of each season, but for most of the year, locals are forced to carry their own light when traveling these streets at night.   The colours of the Dock Ward are burgundy and orange, and its mascot is a swordfish that has always been depicted as green for reasons lost to time. The folk of the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city. (Some say they draft pirates, but that is pure slander.) Frequent complaints arise that these women and men are more citizens of the sea than of the Dock Ward itself. But if they register with a magister and pay taxes, they are as welcome to compete as any long-term resident of Waterdeep.  

City of the Dead

I could write a book about the City of the Dead. It is such a fascinating place, filled with so much history and so many stories. But alas, there would be few buyers for Volo's Guide to the City of the Dead, since it would be of interest mainly to Waterdhavians - and the topic is one about which they are already intimately knowledgeable.   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, Waterdhavians 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.   One of the cemetery's most impressive attractions is the Warriors' Monument. This intricate, sixty-foot-high sculpture depicts a circle of women and men striking down trolls, orcs, hobgoblins, bugbears, and barbarians, all of which are falling backward and outward around the warriors. Above all of them, a flying griffon rider spears a skeletal knight whose breastplate bears the symbol of Myrkul, god of the dead. But this statue is also a fountain, and the wounds on these combatants gush water! Don't try to imagine it - just go see it. And see it as Waterdhavians do: pack a midday feast, have a picnic, and then take a stroll through the beauty of the place.  

Outside the City Proper

There's more to the city of Waterdeep than just the wards within its walls. If you have need to visit the environs of the city, here's what you'll need to know.  

Field Ward

This district was once a caravan yard between Waterdeep'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 neighbourhoods, 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 your nose if you venture here. I don't recommend that you spend any 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. A word to the wise: being friendly with a burly fellow who is good with a knife is one of your best defences in the Field Ward. The other place you might solicit aid is Endshift Tavern, a popular stop for off-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically obliges them to help you reach the city proper in safety.  

Undercliff

This area of rolling grassland and small wooded areas east of the city is a rural community focused on farming and animal husbandry, and which caters to travellers. It is also the site of a large and well-protected training camp for the City Guard, and a prison farm run by the City Watch (called Amendsfarm) where those convicted of minor offenses work off their debt to the city. Many gnomes and halflings live in this region, and most buildings are built to reflect their stature.   Two noble families have estates in Undercliff. The Amcathra estate is used for the housing and final training of horses bred in the town of Amphail, many of which are sold to the City Guard. The Hothemer noble house has an estate where its members conduct business in overland trade-beyond the reach of Waterdeep's auditors.   If you visit this area, I recommend the Snobeedle Orchard and Meadery, owned and run by the Snobeedle halflings. They have a delightful drinking hall and a shop sized for larger patrons, and you can pick your own fruit when it is in season.  

Undermountain

Tales of this legendary dungeon below Waterdeep are told well by many in the city, but I'll provide you with the basic truths here.   Beneath the plateau of Waterdeep lies the largest and deepest dungeon in the world. It sprawls out under the city, said to plunge as many as twenty levels deep. The Melairkyn dwarves first excavated the tunnels that would become Undermountain, and the drow are said to have dug their own tunnels up from below. All were claimed, altered, and expanded by the mad wizard Halaster and his apprentices-who are believed to dwell in the dungeons to this day. What drove them deep into the earth remains a mystery, but Undermountain's allure is a siren song that still draws many. If you want to see adventurers descend into the depths, or perhaps glimpse some returning with wondrous treasures, visit the Yawning Portal in the Castle Ward.

Government

Not taken from Volo's Waterdeep Enchiridion   Waterdeep is ruled by a sixteen-seat council whose membership was largely secret. These hidden Lords of Waterdeep maintain their identities behind magical masks, called the Lord's Helm, and while they rule in public, none know the true identities of most of them. The subject of who the Lords are has become a common topic of noble conversation, and some consider it a game to discover the Lords' identities, a game made more confusing by the fact the Lords themselves set their own rumours afloat.

Defences

City Watch

The first soldiers you see in service to the city will be the members of the City Guard who patrol the roads leading to Waterdeep, watch the walls, guard civic structures, and protect magisters. Waterdeep's streets, however, are policed by an altogether different force: the City Watch. The similarity of their names often confuses newcomers, so I offer this handy mnemonic: "The Guard guards the walls while the Watch watches all." You can recognize any member of the City Watch by the uniform: a green-and-goldenrod doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don't bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically don't carry crossbows or other weapons to attack at range, but running from the Watch—though it may be a time-honored tradition for local miscreants—rarely works out for newcomers to the city. I guarantee that all members of the Watch know the streets they patrol and that area's residents better than you do, even if you stay in Waterdeep for ten seasons.   The City Watch has watch posts throughout the city. These stations are often off the main thoroughfares, tucked away in small courtyards or at cross streets. A watch post can be recognized by the green-and-gold lantern outside it, lit even during the day with a continual flame spell. A watch post serves as an organizational headquarters and armory. Anyone who wishes to report a crime may do so at a watch post in the event a Watch constable can't be found elsewhere. A watch post typically contains a few holding cells where people arrested for crimes can be detained until they're marched to a courthouse jail before standing trial.   Small squads head out from the watch posts on daily and nightly rounds of the city streets, or on special assignments involving protection or investigation. A mere pair of Watch operatives might discreetly patrol in the Castle Ward; in contrast, squads of eight walk the Dock Ward, increasing to as many as a dozen at night. If Watch members spot trouble they can't handle, they blow shrill tin whistles to summon more of their members-an act that alerts nearby citizens as well.   City Watch members follow a strict code of conduct that makes them one of the most trusted police forces aside from paladin-patrolled Elturgard. As long as you don't engage in unlawful behaviour, you can expect to be left untroubled by the Watch.  
Watch Talk
Members of the City Watch employ a sort of slang in dealing with the public. As a visitor, it behoves you to know what they mean.
"What befalls?" means "Someone tell me what's going on here."
"Hold!" means "Don't move a muscle."
"Down arms!" means "Drop your weapons."
"Talk truth!" means "Answer me" or "Tell the whole story."
"Robes" references the black robes-in other words, one of the magisters. "Do we need robes here?" or something similar should be taken as a threat.

The Griffon Cavalry

Waterdeep doesn't have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount Waterdeep, riding fearsome griffons that have been bred and trained for that purpose. Each of the riders is equipped with a ring of feather falling—not merely to prevent death from mishap, but to allow them to perform stunning feats of aerial acrobatics.   In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow, distracted as they are by other mounted griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until their griffon companions swoop in and they regain their saddles. Working in concert with one another in this fashion, members of the Griffon Cavalry can rapidly eliminate any threat to the city-and even catch the body of the offender before it hits the rooftops below.   Riders of the Griffon Cavalry are trained to stay above the rooftops, not because they fear crashing into towers and weather vanes, but because the smell of so much horseflesh in the streets below can sometimes drive their griffons into a frenzy.  

The Walking Statues

Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. Later events (discussed below) caused it to be transformed into the statue known today as the Sahuagin Humbled.   When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn't command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Much later, in 1479 DR, the eighth statue-the Griffon-emerged from the Ethereal Plane to defend Ahghairon's Tower against intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the Blackstaff's control. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Waterdeep's might.  

Force Grey

Not taken from Volo's Waterdeep Enchiridion   More delicate missions taken in the name of the City of Splendours are handled by Force Grey, an elite force of a dozen or so skilled spellcasters and cunning warriors. Their job is to deal with threats to the city that The Guard and The Watch could not handle without risking significant loss of life. They are usually called upon only as a last resort, since the Lords of Waterdeep tend not to be fond of their methods. Force Grey was founded by Khelben Arunsun in his capacity as the Blackstaff. Upon Khelben's apparent death in 1374 DR, the leadership of the group passed on to Khelben's successor, Tsarra Chaadren, establishing the policy that the group would always be officially headed up by the Blackstaff.

Industry & Trade

Not taken from Volo's Waterdeep Enchiridion   Waterdeep is the largest hub of trading from the mineral-rich lands to the north, the merchant kingdoms of Amn and Calimshan to the south, the kingdoms of the Inner Sea to the east, and the sea kingdoms and traders to the west.

Guilds and Factions

No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there's hardly a citizen of the city who doesn't belong to one or more guilds, or doesn't work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of "Guild Law." Guild Law isn't technically in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents-penned by Ahghairon himself-and the rules of Guild Law are respected by wise city folk. Guilds take their laws seriously, as do members of the City Watch and the magisters. If you flout a guild's traditions, you can expect not only public scorn but also a visit from enforcers of the law. In addition, many guilds have their own codes of accusation, trial, and punishment, such as:  
  • A member of the Bakers' Guild who sells bread baked in the wrong shape will be drenched with water and coated in his own flour.
  • Heckling a member of the Jesters' Guild will result in the offending party being jeered at in public by no less than four guild members for a period of four days.
  • Any ship that unloads its cargo without due observance or aid by the Guild of Watermen shall have its cargo seized or thrown into the harbor.
Many guilds have codes that entwine each other, complicating matters even more for the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors', Map-, and Chart-makers' Guild must first be consulted upon designation of the plat, then brought in to draw or approve the construction plan. The Cellarers' and Plumbers' Guild must then clear and prepare the site, only after which will you be able to hire members of the Carpenters', Roofers', and Plaisterers' Guild to erect the structure.   Moreover, the work will not be complete until members of the Guild of Fine Carvers and the Guild of Stonecutters, Masons, Potters, and Tile-makers design and craft any decorative elements of wood, stone, or ceramics, and after the Most Careful Order of Skilled Smiths and Metalforgers has manufactured and installed any door hinges. If the building is to be connected to the sewers or a city water supply, the Cellarers' and Plumbers' Guild must be called upon again to do that work. Want glazed windows installed? For that, you need to hire members of the Guild of Glassblowers, Glaziers, and Spectacle-makers.   If you do business in the city as anything other than a purchaser of goods and services, I strongly advise you to seek out a local solicitor and pay to be guided through the process. No guild of solicitors exists, so be sure your choice comes highly recommended by individuals you can trust. To learn the peculiarities of any guild's rules, consult someone on duty at the guild headquarters or ask a senior guild member.   All that said, working at a guild-related profession without being a member of that guild isn't illegal. Guild members have no lawful recourse to interfere in the business of someone who chooses to not join the organization. But if you practice a trade or operate a business without becoming a member of the appropriate guild, word spreads, and you'll find that your coin isn't good for purchasing the goods or services of anyone who is a guild member. Since that group includes virtually everyone who sells the necessities of life or offers shelter for a fee, the benefits of joining a guild swiftly become apparent to those who procrastinate in this regard.

History

There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of Splendors, and sing its praises. I have seen it thus, and I endeavor to make it true.
— Ahghairon, the first Open Lord of Waterdeep, circa 1032 DR
People have inhabited the plateau upon which Waterdeep stands for longer than human histories record. But as is the way across the dangerous North, civilization at the foot of Mount Waterdeep has crested and ebbed in great waves. Elf scholars assure me that it was once the site of Aelinthaldaar, the capital of their ancient empire of Illefarn. So it was already a glorious place when a dwarf prospector named Melair discovered mithral beneath the mountain. In agreement with the Illefarni, Melair called kith and kin to mine under the mountain and in the plateau, and thus Clan Melairkyn came to rule below as the Illefarni did above.   But this fruitful alliance lasted less than the lifetime of a dwarf, for the emperor of the elves—what they call a "coronal"—commanded that all leave in the Retreat, that great exodus of elves from Faerûn to their mystical isle of Evermeet. Not all elves agreed with this edict, and many were determined to stay. Well, what emperor has ever willingly allowed another to sit in his throne? The coronal had all of Aelinthaldaar razed by magic, and the remaining elves splintered into separate kingdoms. The Melairkyn, of course, saw this as a breaking of their bargain, and never again did they deal with elves. Instead, they tunneled ever deeper under the mountain, never to be heard from again.   So it was that the humans who came to the deepwater harbor found it empty and suitable for their own purposes. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery—with a curious exception. We know that at some point during this period, the wizard Halaster Blackcloak built his tower at the base of Mount Waterdeep and came to rule the lands around—until he, like the Melairkyn, vanished under the mountain.   Various warlords later claimed the plateau's harbor as their own, but it was one known as Nimoar who is best remembered. A History of Waterdeep: Age One, The Rise of the Warlord records how Nimoar raised a wooden stockade to protect the settlement around the harbor, claiming rule over the town that by then was being called "Nimoar's Hold, the Town of Waters Deep." War between orcs and elves in lands farther north drove hordes of trolls south to claw at the fledgling city, and amid this danger, Nimoar died of old age. Many bloody struggles unfolded between local folk and trolls, until the magic of a youth named Ahghairon turned the fortunes of war against the "everlasting ones, " which were destroyed or scattered. Ahghairon improved slowly in skill and power with the passage of the years, until he became a great mage. He is said to have discovered a supply of potions of longevity, or learned the art of making such, for he lived on and on, still physically in his prime for decade after decade. A History of Waterdeep: Age Two, The Lords' Rule Begins records that in the year 1032 DR, Ahghairon (then in his 112th winter) argued with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside all who sought to lay hands on him, Raurlor struck at the mage with his own sword. Ahghairon then rose into the air, just out of reach, and used his magic to transmute Raurlor's blade into a hissing serpent. When the serpent struck Raurlor, he died in full view of his shocked followers.   Ahghairon then gathered the leaders of Waterdeep's armies and powerful families. While runners sought to bring them to the castle, flames roared and crackled in the empty warlord's throne at Ahghairon's bidding, so that none could sit there. Then, when the gathered host of worthies met in the audience chamber, the wizard seated himself on the flaming throne. Immediately the fires died away, leaving both the throne and Ahghairon unharmed.   From this seat-the very one on which the Open Lord sits to this day-Ahghairon decreed how the city would be governed. While he would sit as lord openly, a council of other lords of nearly equal power would rule with him. But the identity of those other lords would be hidden even from each other, thus preventing any of them from being approached and influenced by bribe or threat. So it was that Ahghairon established Waterdeep's system of governance.   Ahghairon was instrumental in establishing many of Waterdeep's other institutions, such as its black-robed magisters, its Griffon Cavalry, and the city's many guilds. The first Open Lord ruled wisely for over two centuries before the magic sustaining his health failed. He now lies entombed in his tower, which you can still see standing in the courtyard of the Palace of Waterdeep. Beware that you don't approach too close, however, lest you stumble into the invisible barrier-a "force cage," I am told-that surrounds the tower.   Within that barrier lie additional protective wards, as demonstrated by the floating bones of the last person who tried to defy them. The name of this poor soul has been lost to time, but the miscreant was likely a wizard who sought to steal the magic treasures that had been entombed with their former owner. Now they hang in the air beyond the invisible force cage in rough semblance of their natural position, occasionally displaced temporarily by strong winds or mischievous children with long sticks.   Ahghairon's wise rule is celebrated on the first day of Eleasis, which has come to be known as Ahghairon's Day. For more about this day, see "City Celebrations."   Many significant events stand out in Waterdeep's history. But none have had so great an effect on daily life than the three apocalyptic periods known as the Time of Troubles, the Spellplague, and the Sundering-the most recent (and hopefully final). On all these occasions, the actions of gods at war with one another led to the loss or the twisting of magic in the world. During the Time of Troubles, Waterdeep stood at the center of events. But the effects of the more recent crises can still be seen in the city today, even though they occurred a great distance from where Waterdeep stands.   When the gods walked among mortals during the Time of Troubles, they were cast down to the world by the mysterious Overgod Ao in 1358 DR. Until then, none but the gods had known of Ao's existence, and since then, we have learned little more. As all know, the crisis began with the theft of the Tablets of Fate by the vile and ambitious gods Bane and Myrkul, later joined by Bhaal. These mystic artifacts supposedly determine the extent of the gods' power, and dictate how they use that power. As punishment for this affront, Ao cast down the gods (or the ones that humans worshiped, at any rate) and then demanded that they return the tablets to him.   But Ao was not omniscient, it seems, nor overly wise. The gods didn't seek out the tablets, and thus it was left to mortal heroes to sort out the mess. They did so, their efforts culminating in Waterdeep. It was on the slopes of Mount Waterdeep that Ao was last seen, when he granted godhood to the human heroes Kelemvor, Midnight (who became Mystra), and Cyric.   It is no surprise, then, that Waterdeep has since attracted a steady stream of pilgrims who worship Midnight at Mystra's temple and pay homage to Kelemvor in the City of the Dead. It might surprise you, though, to learn that Waterdavians had a short-lived penchant for worshiping Ao. The Cynosure-that great marble-pillared structure on the edge of the Market, now rented out for private and public events-was built as a temple to Ao. But his worship fell from favor when all prayers to him went unanswered, and folk realized they had no idea what he stood for or who he was. You can visit the Cynosure to see sculptures and paintings of all the major participants and events in the Time of Troubles. Entrance is free to the public on any day when no event (such as a meeting of guilds, a noble's coming-of-age ball, or some such) is scheduled.   In the Year of Blue Fire (1385 DR), the Spellplague gripped the world. None knew it at the time, but it has since been divined that Cyric's long hatred for Mystra boiled over and led to his murder of the goddess of magic. I was absent from the world at this time-indisposed by the force of an imprisonment spell. Elminster has since explained the events to me, but I must confess that much of what he said made little sense. It was a long lecture having something to do with stars, "crystal spheres," and "demiplanar reality mirrors." Suffice it to say, parts of our world switched with parts of another one, and magic was again disrupted.   During this period, the powerful magical fields that protect and affect Waterdeep became unstable. This led to the disastrous activation of most of Waterdeep's amazing walking statues during an earthquake. In the years before, the walking statues were often hidden on the Ethereal Plane, to be called forth only in times of great peril. Many in the city doubted that such massive, sapient constructs were even real, let alone that they guarded the city invisibly. The Spellplague confirmed their existence for all to see, though, and each carved a swath of destruction through Waterdeep before it was stopped. Now the walking statues stand about the city in various states of readiness or disarray-one of the most obvious of Waterdeep's so-called splendors.   After the Spellplague came the Sundering. Elf scholars insist on calling it the Second Sundering, asserting that the creation of Evermeet thousands of years ago was a similar happening. Regardless of the name you give it, the event that unfolded beginning in 1482 DR was the result of another world-called Abeir, I am told-passing again into our own. The gods were once more cast into the mortal realm, this time embodied in mortal beings known as Chosen. The old troublemaker Ao seems to be the cause of it all, though why he chose to cast down the gods was a matter of dispute even among those entities while they were with us.   Apparently, all of this was foreseen by Waterdeep's legendary wizard Khelben Arunsun, and it was only through his wisdom and the efforts of Elminster, Laeral Silverhand - now the Open Lord of Waterdeep - and a handful of others that the world was saved. According to Elminster, Ao remade the Tablets of Fate as a result, restoring the divine order and separating Abeir from Toril. But take that as you may. According to that roguish longbeard, he saves the world without anyone noticing every other month or so.

Tourism

You'll find no city on the Sword Coast or in all the North half as civilized as Waterdeep. It's not just the law of the land that makes this so, but also the comforts that life here provides. In most other towns and cities, you'll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers or public outhouses, members of the Dungsweepers' Guild make multiple rounds each day, collecting urine and excrement separately-for use in industry and agriculture, respectively. Take comfort that in Waterdeep, you'll always find a pot to piss in.   Also notice how clean the streets are kept. This upkeep is due in large part to the hard work of the Dungsweepers' Guild. Dungsweepers can be seen working their brooms and carts at every hour of the day-and for a few hours after dark-all over the city, removing not just animal dung but other refuse. This service is free to all, paid for by taxes rendered to the city-although an egregious amount of trash left for pickup does result in a separate bill from the guild.   Another amenity soon appreciated by visitors is Waterdeep's water system. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water with the twist of a knob. This convenience is made possible by the inventiveness of the Gondar, the industry of the Cellarers' and Plumbers' Guild, and the magic that Waterdeep inherited from the Illefarni elves.   Waterdeep is also a city of light. Continual flame spells illuminate many signs and streetlamps in the wealthier parts of the city. Elsewhere, the Guild of Chandlers and Lamplighters keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over the rest of the city each morning. Such is not typical behaviour for driftglobes, I assure you!   Lastly, no city in the world is as literate as Waterdeep. Oghma's priests from the Font of Knowledge offer free instruction in reading to all who desire it, and the city has over thirty publishers of broadsheets in addition to chapbook printers and book publishers. Large paper advertisements are plastered onto alley walls, and smaller ones are passed out by those hired by businesses to trumpet their services. Printed menus can be found posted in the windows of most eateries and are handed out to those who dine within. Admittedly, you'll see less reading material in the Dock Ward and the Field Ward, but this fact is notable only because of its preponderance elsewhere.
Founding Date
Unknown
Alternative Name(s)
City of Splendours
Type
Metropolis
Population
1,347,680
Inhabitant Demonym
Waterdhavian
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Wards of Waterdeep
  • Castle Ward
  • Trades Ward
  • Southern Ward
  • Dock Ward
  • City of the Dead
  • Field Ward
  • Undercliff
  • Undermountain
Major Temples
  • Holyhands House, North Ward (All deities)
  • Temple of the Seldarine, Castle Ward (Elven deities)
  • House of Inspired Hands, Sea Ward (Gond)
  • Helm's Hall, Southern Ward (Helm)
  • Hospice of St. Laupsenn, North Ward (Ilmater)
  • Spires of the Morning, Castle Ward (Lathander)
  • Shrines of Nature, Sea Ward (Mielikki, Silvanus)
  • House of Wonder, Sea Ward (Mystra)
  • Font of Knowledge, Castle Ward (Oghma)
  • Tower of the Moon, Sea Ward (Selûne)
  • Temple of Beauty, Sea Ward (Sune)
  • House of Heroes, Sea Ward (Tempus)
  • Tower of Luck, Castle Ward (Tymora)
  • Halls of Justice, Castle Ward (Tyr)
  • The Queenspire, Beach (Umberlee)

Comments

Please Login in order to comment!