It is said that the Masked Lords ruled Waterdeep but did not truly run it. This was quite true, in that there were a number of other factions who made up Waterdeep. The most noticeable were the guilds—powerful merchant and craft organizations that controlled much of the life-blood of the city. Once, the guilds ruled the city, and it almost destroyed itself in a series of internal commercial wars. No one wanted to see those days return. To join a guild, one must possess a skillset, background, proficiency, or status that the guild values. One can practice a profession and not be a guild member, but such autonomy carries a cost. The guilds do everything they can to entice new members to join and pay for membership, and they go out of their way to hinder independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers' Guild might find her flour supply cut off, while a wizard who refuses to join the Watchful Order of Magists and Protectors might be denied access to sages, libraries, and other useful resources. Guilds charge members monthly or yearly dues that vary. A guild can expel a member for any number of reasons, not the least of which is failing to pay dues. The merchant guilds of Waterdeep include, but are not limited to, the following: