Waterdeep, City of Splendors
Waterdeep, also known as the City of Splendors or the Crown of the North, was the most important and influential city in the North and perhaps in all Faerûn. It was a truly marvelous cosmopolitan city of great culture that attracted the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond.
It was one of if not the most powerful and influential member-states of the Lords' Alliance, the coalition of nations and city-states that sought to maintain order along the Sword Coast and the North.
Description
The original farming community of humans that developed into a settlement known as Bloodhand Hold before being conquered and renamed Nimoar's Hold. The name of "Waterdeep" was originally used by the sea captains docking at the port to trade, a moniker that originated from the city's outstanding natural deep-water harbor. As of the late 14th century DR more than 100,000 people made their home in the city proper of Waterdeep.Geography
Due to its great importance as a highly influential metropolitan city, Waterdeep was considered part of the Western Heartlands of the Realms, even though it lay 150 miles (240 kilometers) north of Daggerford on the shores of the Sword Coast North. The city sat "slightly above the 45 degree north latitude line on Toril." The various roads to Waterdeep were well paved and well patrolled. The major trade routes included: Trade Way, the trade route to the south. Long Road, the inland trade route to the north. High Road, the coastal trade route to the north, not to be confused with the stretch of the road that passes through the city.Geographical Features
Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar. It sprawled northward from the sea, spreading along the flanks of Mount Waterdeep, which used to be home to the Melairkyn, a mithral-mining dwarven clan, and the entire length and great depth of the mountain was riddled with passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain predated the founding of the city itself. The halls of Undermountain located beneath the city is a popular target for adventurers, who enjoy the close vicinity of the city's main taverns and temples where aid could be purchased through donations.Government
Waterdeep is ruled by a sixteen-seat council whose membership is largely secret. These hidden Lords of Waterdeep maintained their identities behind magical masks, called the Lord's Helm, and while they ruled in public, none knew the true identities of most of them. The subject of who the Lords were became a common topic of noble conversation, and some considered it a game to discover the Lords' identities, a game made more confusing by the fact the Lords themselves set their own rumours afloat.Law & Order
A traffic warden giving directions at the corner of Delzorin Street and Whaelgond Way. The City Watch is the local police force whose duty it was to capture criminals, settle petty disputes, give directions, summon medical and priestly aid, generally performing duties that promoted the idea that Waterdeep was a city open to all who knew how to behave themselves. Rulings on the city's laws are issued by the Magisters, more commonly referred to as Black Robes. They have the duty of running the courts and issuing sentences to those they were found guilty. The Black Robes are each protected at least six members of the City Guard while traveling the streets of Waterdeep. Those who are convicted could request trial by the Lord's Court and appeal to the masked lords themselves, but faced strict punishment if their claims were ruled as frivolous.Crime
The last official thieves' guild that openly conducted business in Waterdeep was dismantled in the early 14th century DR. While many others made claims as the head of various criminal organizations there were none that posed a real threat to the Lords of Waterdeep. As the Lords were able to govern the city with anonymity, thieves and other ne'er-do-wells could hardly trust their partners-in-crime. Since the Lords were secret, criminals did not know if trusted partners were truly on their side or not. This is not to say that there are no thieves or crime in the streets of Waterdeep. Rather, crime there is random and dispersed, with no one leader or organization to take command. One attempt was made by the crime lord known as Xanathar, a beholder with a well developed secret network in his service. This network was savaged and Xanathar defeated through the actions of bold adventuring companies at the command of Lord Piergeiron. The beholder's legacy lived on however, and by 1492 DR the Xanathar Guild is perhaps Waterdeep's most prominent criminal organization, competing mainly with various Zhentarim subfactions. Other criminal groups active at that time included the halfling wererat gang known as the Shard Shunners.Trade
The city is the 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. Waterdeep's authority extended between 30 mi (48 km) to 40 mi (64 km) from its walls. As of the early 1370s DR, stone was imported from Mirabar via Luskan for use in construction, having been magically transported. This was an expensive process. During that time it was witnessed that wagons and carts overcrowded the city's markets as foreign vendors attempted to sell as much as possible before returning home for the winter. This was a practice ignored by the Guard, the Watch, and the guilds. The city is also the largest spelljamming port of Faerûn. Although welcoming to most spacefaring races, Waterdeep's laws required that all ships landed on the ocean several miles from the city and made their final approach by sea. Transgressors are punished with harsh fines and imprisonment. This rule prevented some types of ships from ever reaching Waterdeep, but was enforced to avoid mass panic from the population. Departing vessels are subject to the same rules. Docking at Waterdeep's port incurs a fee of 1 cp per 10 feet (3 meters) of keel length per week. Sages and traders from Waterdeep are eager to listen to stories from wildspace and trade on all the products the city has to offer.Culture
Given its size and influence, Waterdeep is a cosmopolitan city with a diverse population of citizens. While humans comprise the majority of its populace, it is home to large number of elves, predominantly moon elves, dwarves, lightfoot halflings, half-elves and gnomes. It is one of the largest and greatest trading hubs in this, or any, age (With the exception of ancient Netheril). You can be anyone, from anywhere, and reasonable end up here. Waterdhavians tended to be social, stalwart and outspoken people who maintain a worldly perspective of the cultures throughout Toril. While they are proud of their realm's history, they typically keep from dismissing cultures from foreign lands. While they often seek the improvement of their lives through the accumulation of wealth and self-importance, as a people, they will not stand for military conquest or the thought of imperialisation.Fashion
Waterdhavian culture is called for a sort of resigned display of status when it comes to the clothes one would wear. While all manner of dress can be seen on the city streets, guild members will only don their livery when conducting official business or meetings, during important holidays or while on ventures outside Waterdeep proper. Nobles will only display their crests or coat-of-arms in subtle affectations, such as a signet ring or other understated jewelry, while their servants wear clothes that were fully emblazoned with their house heraldry. In contrast, women are known to maintain a high sense of fashion, often wearing elegant silk gowns, furs and sparkling jewelry, as the season dictates.Religion
Waterdeep has a huge variety of faiths, and the odds are that if a deity was worshiped somewhere in Faerûn, it has at least a follower (or likely a wandering priest or two, and maybe a shrine) in the City of Splendors. The largest temples in the city are dedicated to Oghma, Tyr, Tempus, Gond, Selûne, Mystra, Silvanus and Mielikki, Lathander, Sune, Tymora, along with and a temple dedicated to Baravar Cloakshadow located within the Warrens beneath Waterdeep,. There was also a large temple known as the Plinth, which was open to all faiths, In addition to the city's famous temples, a number of minor shrines and other holy houses can be found in Waterdeep. Among the deities venerated at these sites were the Grain Goddess Chauntea, Lliira, as well as the two powers that are considered to be "local divinities", Sharess, and Siamorphe. Waterdeep even housed the cult of Ao that became active in the city for a short while following the Time of Troubles.Festivals and Holidays
In addition to the standard festivals of the Calendar of Harptos, there were several festivals and holy days held in Waterdeep: Ahghairon's Day: A holiday celebrated on the first day of Eleasias, commemorating Ahghairon's birthday. It consisted of small details, like toasting for the Lords; leaving violets at the base of Ahghairon's Tower, the Plinth, or atop the altars of the House of Wonder; and bards performing songs in honor of the Old Mage. The Open Lords visited taverns and inns across the city, to wish the people well. Auril's Blesstide: Held on the day of winter's first frost, this day saw everyone in the city wearing white clothes, not serving or eating hot meals, and a parade of naked men and women wearing only white cloaks going from Cliffwatch in the North Ward, across the city and to the beaches. There, participants dived into the icy waters, sacrificing their warmth to the Frostmaiden. Fleetswake: A festival celebrating the sea, the sea trade and the gods of the sea. It spanned the last tenday of Ches, and included boat races, the Shipwright's Ball at the Shipwright's House, and guild-sponsored galas at the Copper Cup festhall. The festival was concentrated in Dock Ward and the Fiery Flagon in Sea Ward. Lliira's Night: A celebration honoring the Lady of Joy with dances and balls, held the night of Flamerule 7. Although the celebration was shared all over the city in many festhalls, the highlight of the night was the Cynosure Ball, which was sponsored by the Lords, the local clergy of Lliira, and several noble families. Trolltide: This lesser holiday celebrated the end of the Second Trollwar at the start of Kythorn. On this day, Waterdhavian children would run about the city, dressed as trolls demanding treats from citizens and shop owners lest the children pull pranks on them at sundown. Founder's Day: A holiday/festival held on the first day of Flamerule, celebrating the founding of the city of Waterdeep. The celebrations include a parade held by The House of Inspired Hands that travels all day through all wards in the city, the History of the city being retold through illusory displays in The Field of Triumph, and it is also common for Festhalls throughout the city to hold costume contests. It is also a time to honor fallen heroes of the city.Defenses
Waterdeep maintains two separate armed forces, the City Guard and the City Watch. The City Guard serves as Waterdeep's soldiery and its members staffed garrisons, road patrols, and watchposts, and serves as bodyguards and gate guards. The Watch is the local police force, acting as a constabulary within the city. More delicate missions taken in the name of the City of Splendors were handled by Force Grey, an elite force of a couple dozen or so skilled spellcasters and cunning warriors. Waterdeep has strong walls on its landward sides and is protected in part by Mount Waterdeep on the seaward side. Mount Waterdeep is studded with watch towers and defensive positions, and patrolled by special guard units on flights of griffons known as the Griffon Cavalry. Aside from this, Waterdeep has also benefited from a large native population of the adventurers that were often more than willing to deal with any and all miscreants that threatened their home city. Notable companies that arose to aid Waterdeep in times of peril included the band of heroes that slew the first Xanathar, the all-halfling group known as the Defenders Three, the Dawnbringer Company, and perhaps most famously, the Company of Crazed Venturers. The city is also home to the nine enormous Walking Statues of Waterdeep. Eight of these statues can be animated by the Blackstaff of Waterdeep to defend the city, while one is too damaged to be activated. These statues are extremely destructive, and only used to fend off armies or win otherwise impossible battles.Transportation
Waterdeep is characterized by its broad and busy streets and boulevards. Its heavy traffic, a constant during all day and most of the night, is monitored by the traffic wardens of the City Watch. The streets are kept well maintained and signaled by the Scriveners', Scribes', and Clerks' Guild, who manufacture and install labels and signs in all intersections. Public transportation is available in Waterdeep through several options: Drays are large, two-floored collective carriages that hold a large number of seats and travels through preset trajectories along the main boulevards. Fares varies between 2 and 4 nibs. Hire-coaches are two-wheeled, two-seat carriages that can be called and dispatched to specific locations. Hire-coach drivers roam the city streets in search for passengers, who could call a free coach with a shout. Fares, agreed upon in advance, rarely exceed 6 shards. Carriages are luxury vehicles that can accommodate up to 8 passengers comfortably. Prices variy, but usually carriages and their respective drivers and servants are hired for an entire day.History
The region that would later be called Waterdeep was originally a trading stop utilized by the local tribesmen of the North and merchants that came up from the cities to the south. Early accounts of permanent farms being established in the area varied slightly, with some sages stating that they were first observed as early as the Year of the Thundering Horde, 52 DR, while others noted their appearance circa to mid–4th century DR. The actual name "Waterdeep" was first used circa the 10th by sea captains to refer to the warlord-controlled town at whose port they docked. It did not become a true city until the Year of the Nightmaidens, 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. Its size and population grew at a tremendous pace. By the mid–13th century Waterdeep's famous guilds had taken root in the city and construction of the City of the Dead graveyard had been completed. Waterdeep's guild masters seized control of the the City of Splendors shortly after the Year of the Cockatrice, 1248 DR, beginning an area of great turmoil and political conflict referred to as the Guildwars. This dark period ended after a couple decades, and the more modern form of governance was put in place in the Year of the Wagon, 1273 DR. The secretive Lords of Waterdeep took power, aided by the diligent and astute Blackcloaks. People from all across Faerûn and beyond traveled to Waterdeep to take their chance at earning wealth and renown. They were afforded their chances by the city's stable and fair system of government, its stalwart defenders of the City Guard and vigilant members of the Watch. By the 14th century, Waterdeep earned the reputation as a place of tolerance for the myriad of different cultures, lifestyles, and religions that were associated with the people of the Realms. When the Time of Troubles came upon Toril in the Year of Shadows, 1358 DR, Waterdeep became the battleground of the gods. The goddess Shar orchestrated the abduction of Luna, the avatar of moon-goddess Selûne, and masqueraded as her in the city. Selûne was freed by to the efforts of Luna's adventuring companions and proceeded to defeat Shar and prevent any great destruction from befalling Waterdeep. That same year saw the avatar or Myrkul and his legion of night riders invaded the city in pursuit of the mortal Midnight, who possessed one of the Tablets of Fate. The Lord of the Dead was disintegrated atop Blackstaff Tower by Midnight in a great battle that led to the opening of the Celestial Staircase atop Mount Waterdeep, and the ascension of three mortals to deific status: Cyric, Kelemvor, and the restored Mystra. While Waterdeep did not face ruin as some other cities did when the Spellplague struck the Realms in the Year of Blue Fire, 1385 DR, the magical network that wound through its infrastructure was greatly altered. The cataclysm "awakened" the remaining Walking Statues that previously only existed on the Ethereal Plane and brought them back to Waterdeep on the Prime Material plane. They each ran rampant in the city, causing some extent of destruction before they were stopped by various means. Waterdeep was struck with another catastrophic event in the Year of Silent Death, 1395 DR, when the Putrescent Anathema spread throughout its region of the North. The plague hit Goldenfields particularly hard, destroying much of the city's primary grain supply. The catastrophe reduced the city's population greatly, hitting its poorer citizens particularly hard. In the Year of Three Ships Sailing, 1492 DR, a number of agents and organizations including the shady Xanathar's Thieves' Guild, the greedy Zhentarim, the enigmatic Harpers, and even the stalwart Lords' Alliance sought to recover a cache of 500,000 gp that was hidden somewhere within the city, a sum that was embezzled by the ousted former Open Lord of the city, Dagult Neverember. This sum was miraculously recovered by a band of adventurers, and their allies, known as The Goodfellows and returned to the city. Rumours speculate that they were acting on behalf of The Blackstaff and Force Grey, but these are largely unfounded and it is likely that they were acting independently, despite being members of the organisation.Notable Locations
Since the mid−11th century, Waterdeep had been divided into a number of city wards. Like ancient cities of old, such as those found near the Sea of Fallen Stars, each ward was originally protected by its own walls and guardsmen; the need for greater urban development led to many of these barriers being broken down. Eventually, only the walls around the City of the Dead remained.Castle Ward
This central ward encompassed Mount Waterdeep and much of the government of the city. Located within was Castle Waterdeep, the place of government, as well as the Palace of Waterdeep (also known as Piergeiron's Palace), Lord Piergeiron's private residence, and Blackstaff Tower, the residence of the Archmage of Waterdeep. This ward was also a common place for retired adventurers such as Mirt the Moneylender to make their homes.City of the Dead
This park-like area was surrounded by high walls. Before the Spellplague, it was often visited during the day by wanderers and the odd picnicker; at night, the gates of the City of the Dead were closed, for it was Waterdeep's graveyard. However, after the Spellplague, it fell into disrepair. The more important personages had their own personal graves or family shrines, while others were confined to larger crypts. The reason for the guards was not to protect the graves, but rather to protect the city from the occasional restless undead creature that did not appreciate its accommodations.Dock Ward
As one might assume, the Dock Ward is situated hard on the Great Harbor of Waterdeep and holds the docks, shipbuilding yards, and warehouses for the sea trade. The harbor is inhabited by merfolk who kept the peace within their own aquatic city.Downshadow
Actually the uppermost level of Undermountain, Downshadow is the new "undercity" developed in the 15th century DR.Field Ward
The unofficial Field Ward was the ward between North Trollwall and most-recently built nort-facing city walls. It was the poorest ward of the city, rife with crime and home to many destitute demi-humans.Mistshore
Not strictly a ward, Mistshore was the ruined naval harbor. The area was home to outcasts and criminals who lived along the shoreline or on wrecked ships half-sunk in the harbor.Mountainside
Mountainside was developed on the north and northeastern slopes of Mount Waterdeep after the Second Pestilars as rich nobles and those of rising fortunes fled to cleaner air.North Ward
Tucked in the northeastern portion of the city, North Ward was the home of the nobility and their villas. The moneyed classes made their homes here, far removed from the hustle and bustle of the lower classes by the docks and in Southern Ward.Sea Ward
The wealthiest of the wards, Sea Ward contained many of the temples of Waterdeep, along with a good helping of the newer noble families and retired adventurers who could afford the odd villa or two. The Field of Triumph, Waterdeep's arena, was located here.Southern Ward
Sometimes referred to by the locals as simply "South", the Southern Ward was a place of caravan masters and traders, for it was close to the South Gate, the opening to the Trade.Trades Ward
Waterdeep's commercial section.Undercliff
The latest ward (in 1479 DR) formed at the base of the eastern cliffs. It was connected to the rest of the city through subterranean tunnels.Inhabitants
It was said that the Lords ruled Waterdeep but did not always 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.Nobility
A second important Waterdhavian faction was the local nobility. It consisted of 76 families of varying degrees of power, most of whom could trace their lines to before the founding of Waterdeep itself. Many powerful names came out of Waterdeep, including the Amcathras (whose scion became Lord of Shadowdale the Cassalanters, wealthy moneylenders; as well as the Wands, a family of powerful and noble wizards.Merchants
Third, a rising merchant class existed outside the standard guilds. These were caravan and coaster operators, and they used Waterdeep as a destination for their caravan goods. More shops offered a variety of different goods because of this growing group. The most notable of these new merchants was the retired wizardess Aurora, who established a magical retail organization to supply a wide number of patrons across the North with specialized items.Adventurers
A large host of adventurers flooded the city at any given time, some of whom established themselves as citizens of good standing and remained permanently. With the exception of Force Grey, secret societies such as the Harpers and the Red Sashes made up the closest thing resembling official organizations that drew from the city's resident adventuring population.
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