Waterdeep
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. For this reason, it was considered part of the Western Heartlands of the Realms, even though it lay 150 miles north of Daggerford on the shores of the Sword Coast . The city sat "slightly above the 45 degrees north latitude line on Toril." The road to Waterdeep was well paved and well patrolled. The city was 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 thirty to forty miles from its walls. The surrounding region had a population density of over 200 people per square mile.
After the Spellplague, it lost its title as Faerûn's most important and influential city to Baldur's Gate. Baldur's Gate grew not only larger than Waterdeep in population but also doubled its area.
Demographics
A lot of different people from everywhere as it is a port city.
Government
Waterdeep was ruled by a council whose membership was largely secret. These hidden Lords of Waterdeep maintained their identities behind magical masks and while they ruled in public, none knew the true identities of most of them. The subject of who the Lords 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. The leader of the Lords is called Open Lord
Defences
Waterdeep maintained two separate armed forces, the City Guard and the City Watch. The City Guard served as Waterdeep's soldiery and its members staffed garrisons, road patrols, and watchposts, and served as bodyguards and gate guards. The Watch was the local police force.
Waterdeep had strong walls on its landward sides and was protected in part by Mount Waterdeep on the seaward side. Mount Waterdeep was studded with watch towers and defensive positions, and patrolled by special guard units on flights of griffons. Aside from this, Waterdeep also benefited from a large native population of the adventuring classes (including powerful mages, priests, and warriors) who were more than willing to deal with any and all miscreants who threatened their home city, and did so in the past. This often proved the City of Splendors' most potent defense.
The city also had the eight giant Walking Statues of Waterdeep. Seven of these statues could be animated by the Blackstaff of Waterdeep to defend the city, one was too damaged to be activated. These statues were extremely destructive, and only used to fend off armies or win otherwise impossible battles.
Waterdeep had strong walls on its landward sides and was protected in part by Mount Waterdeep on the seaward side. Mount Waterdeep was studded with watch towers and defensive positions, and patrolled by special guard units on flights of griffons. Aside from this, Waterdeep also benefited from a large native population of the adventuring classes (including powerful mages, priests, and warriors) who were more than willing to deal with any and all miscreants who threatened their home city, and did so in the past. This often proved the City of Splendors' most potent defense.
The city also had the eight giant Walking Statues of Waterdeep. Seven of these statues could be animated by the Blackstaff of Waterdeep to defend the city, one was too damaged to be activated. These statues were extremely destructive, and only used to fend off armies or win otherwise impossible battles.
Industry & Trade
Guilds
It was said that the 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.
Merchents
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 established themselves as citizens of good standing and remained permanently, while others drifted off for other climes or met their ends in back-alley brawls.[citation needed] With the exception of the Gray Hands, secret societies such as the Harpers and the Red Sashes made up the closest thing to organizations drawn from this group.
It was said that the 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.
Merchents
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 established themselves as citizens of good standing and remained permanently, while others drifted off for other climes or met their ends in back-alley brawls.[citation needed] With the exception of the Gray Hands, secret societies such as the Harpers and the Red Sashes made up the closest thing to organizations drawn from this group.
Districts
It is a city of Wards.
Castle Ward: This central ward encompassed Mount Waterdeep and much of the government of the city.
City of the Dead : This park-like area was surrounded by high walls. 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.
Dock Ward: As one might assume, the Dock Ward was situated hard on the Great Harbor of Waterdeep and held the docks, shipbuilding yards, and warehouses for the sea trade.
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.
Not strictly Wards
Field Ward: Field Ward was the ward between North Trollwall and new city walls. It was home to many poor people. It is not truly a part of the city.
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.
Undermonuntain : 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.
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.
Not strictly Wards
Field Ward: Field Ward was the ward between North Trollwall and new city walls. It was home to many poor people. It is not truly a part of the city.
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.
Undermonuntain : 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.
Assets
Ale, arms, cloth, fish, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods.
Guilds and Factions
Factions
The Emerald Enclave: A far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. Members of the Emerald Enclave are spread far and wide, and usually operate in isolation.
The Lords Alliance: A coalition of rulers from cities across Faerûn, who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance.
The Order of the Gauntlet: Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined this new organization, seeing it as—finally—a way of making common cause against the evils abroad in the world.
Zhentarim: The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. Everyone should fear to cross them.
Arcane schools and practitioners
Blackstaff Tower: The home of Khelben "Blackstaff" Arunsun and Laeral Silverhand and an academy of arcane apprentices.
Eltorchul Academy: The magic school of Lord Thesp Eltorchul.
Enclave of Red Magic: The Red Wizards of Thay use the Thayan Embassy in the Castle Ward to conduct their trade, via a portal to this enclave in Skullport.
Halaster's Heirs: A hidden academy for dark arcanists, situated on the first level of the Undermountain.
New Olamn: A bardic education centre formed after Iriador "Garnet" Wintermist's anger at the Harpers' deviance from their original ideals.
Watchful Order of Magists and Protectors: Originally formed to provide protection for weaker spellcasters against people opposed to magic, now serves as the largest arcane school in Waterdeep.
Criminal and underground
Agents of the Eye: See the Xanathar Thieves' Guild.
Black Boar Tribe: A barbaric gang in the Dock Ward.
Bull Elk Tribe: A gang of primarily Uthgardt barbarians led by Chief Hagar Hlutwigsson.
Plague Rats: An elite organization of thieves and assassins operating mainly in the Dock Ward.
Savants of the Dark Tide: A foul organization run by aboleths deep in the Waterdeep sewer system.
Shadow Thieves: The largest and most prosperous thieves' guild in Faerûn.
The Unseen: An organization of shape-changers, thieves and illusionists.
Xanathar Thieves' Guild: Agents of The Xanathar (or "the Eye"), the most powerful beholder in Waterdeep.
Secret organizations
Harpers: An organization believing in the goodness of humankind and its allies.
Knights of the Shield: An organization that exists to gather and manipulate information.
Kraken Society: A secretive criminal organization dedicated to gaining information.
Red Sashes: A vigilante group particularly active in the Dock Ward.
Moonstars: A group of renegade Harpers and allies of the Blackstaff.
Registered guilds
The following guilds were active in Waterdeep prior to the Spellplague and after the Second Sundering.
Baker's Guild
Carpenters', Roofers', & Plaisterers' Guild
Cellarers' & Plumbers' Guild
Coopers' Guild
Council of Farmer-Grocers
Council of Musicians, Instrument-Makers, & Choristers
Dungsweepers' Guild
Fellowship of Bowers and Fletchers
Fellowship of Carters and Coachmen
Fellowship of Innkeepers
Fellowship of Salters, Packers, and Joiners
Fishmongers' Fellowship
Guild of Apothecaries and Physicians
Guild of Butchers
Guild of Chandlers and Lamplighters
Guild of Fine Carvers
Guild of Glassblowers, Glaziers, and Spectacle-makers
Guild of Stonecutters, Masons, Potters, and Tile-makers
Guild of Trusted Pewterers and Casters
Guild of Watermen
Jesters' Guild
Jewellers' Guild
Launderers' Guild
League of Basket-makers and Wickerworkers
League of Skinners and Tanners
Loyal Order of Street Laborers
Master Mariners' Guild
Most Careful Order of Skilled Smiths and Metalforgers
Most Diligent League of Sail-makers and Cordwainers
Most Excellent Order of Weavers and Dyers
Order of Cobblers and Corvisers
Order of Master Shipwrights
Order of Master Tailors, Glovers, and Mercers
Saddlers' and Harness-makers' Guild
Scriveners', Scribes', and Clerks' Guild
Solemn Order of Recognized Furriers and Woolmen
Splendid Order of Armorers, Locksmiths, and Finesmiths
Stablemasters' and Farriers' Guild
Stationers' Guild
Surveyors', Map-makers’, and Chart-makers' Guild
Vintners', Distillers', & Brewers' Guild
Wagon-makers' and Coach Builders' Guild
Watchful Order of Magists and Protectors
Wheelwrights' Guild
The Emerald Enclave: A far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. Members of the Emerald Enclave are spread far and wide, and usually operate in isolation.
The Lords Alliance: A coalition of rulers from cities across Faerûn, who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance.
The Order of the Gauntlet: Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined this new organization, seeing it as—finally—a way of making common cause against the evils abroad in the world.
Zhentarim: The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. Everyone should fear to cross them.
Arcane schools and practitioners
Blackstaff Tower: The home of Khelben "Blackstaff" Arunsun and Laeral Silverhand and an academy of arcane apprentices.
Eltorchul Academy: The magic school of Lord Thesp Eltorchul.
Enclave of Red Magic: The Red Wizards of Thay use the Thayan Embassy in the Castle Ward to conduct their trade, via a portal to this enclave in Skullport.
Halaster's Heirs: A hidden academy for dark arcanists, situated on the first level of the Undermountain.
New Olamn: A bardic education centre formed after Iriador "Garnet" Wintermist's anger at the Harpers' deviance from their original ideals.
Watchful Order of Magists and Protectors: Originally formed to provide protection for weaker spellcasters against people opposed to magic, now serves as the largest arcane school in Waterdeep.
Criminal and underground
Agents of the Eye: See the Xanathar Thieves' Guild.
Black Boar Tribe: A barbaric gang in the Dock Ward.
Bull Elk Tribe: A gang of primarily Uthgardt barbarians led by Chief Hagar Hlutwigsson.
Plague Rats: An elite organization of thieves and assassins operating mainly in the Dock Ward.
Savants of the Dark Tide: A foul organization run by aboleths deep in the Waterdeep sewer system.
Shadow Thieves: The largest and most prosperous thieves' guild in Faerûn.
The Unseen: An organization of shape-changers, thieves and illusionists.
Xanathar Thieves' Guild: Agents of The Xanathar (or "the Eye"), the most powerful beholder in Waterdeep.
Secret organizations
Harpers: An organization believing in the goodness of humankind and its allies.
Knights of the Shield: An organization that exists to gather and manipulate information.
Kraken Society: A secretive criminal organization dedicated to gaining information.
Red Sashes: A vigilante group particularly active in the Dock Ward.
Moonstars: A group of renegade Harpers and allies of the Blackstaff.
Registered guilds
The following guilds were active in Waterdeep prior to the Spellplague and after the Second Sundering.
Baker's Guild
Carpenters', Roofers', & Plaisterers' Guild
Cellarers' & Plumbers' Guild
Coopers' Guild
Council of Farmer-Grocers
Council of Musicians, Instrument-Makers, & Choristers
Dungsweepers' Guild
Fellowship of Bowers and Fletchers
Fellowship of Carters and Coachmen
Fellowship of Innkeepers
Fellowship of Salters, Packers, and Joiners
Fishmongers' Fellowship
Guild of Apothecaries and Physicians
Guild of Butchers
Guild of Chandlers and Lamplighters
Guild of Fine Carvers
Guild of Glassblowers, Glaziers, and Spectacle-makers
Guild of Stonecutters, Masons, Potters, and Tile-makers
Guild of Trusted Pewterers and Casters
Guild of Watermen
Jesters' Guild
Jewellers' Guild
Launderers' Guild
League of Basket-makers and Wickerworkers
League of Skinners and Tanners
Loyal Order of Street Laborers
Master Mariners' Guild
Most Careful Order of Skilled Smiths and Metalforgers
Most Diligent League of Sail-makers and Cordwainers
Most Excellent Order of Weavers and Dyers
Order of Cobblers and Corvisers
Order of Master Shipwrights
Order of Master Tailors, Glovers, and Mercers
Saddlers' and Harness-makers' Guild
Scriveners', Scribes', and Clerks' Guild
Solemn Order of Recognized Furriers and Woolmen
Splendid Order of Armorers, Locksmiths, and Finesmiths
Stablemasters' and Farriers' Guild
Stationers' Guild
Surveyors', Map-makers’, and Chart-makers' Guild
Vintners', Distillers', & Brewers' Guild
Wagon-makers' and Coach Builders' Guild
Watchful Order of Magists and Protectors
Wheelwrights' Guild
History
Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants from −1088 DR onward. By 52 DR, permanent farms had sprung up in the area.The name "Waterdeep" (not as a city, but as a town) was used by the ship captains docking to trade at the port, and it was slowly adopted into common use. The city was truly established by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted.
The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guild masters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guild masters brought in their own period of misrule. It was only in 1273 DR that the modern system of government was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city continued to grow and prosper.
Humankind and other races came from all over the Realms to earn hard coin in the City of Splendors.[citation needed] Over the years, these successful merchants set up guilds and themselves became nobility, supporting the secretive Lords of Waterdeep who policed the city fairly, yet with a light hand, by means of the superb City Guard (soldiers), City Watch (police)[8] and over 20 black-robed magistrates. As a result, Waterdeep was a place tolerant of different races, religions, and lifestyles. This in turn encouraged commerce and Waterdeep grew into a huge, eclectic city.
In 1395 DR, the Putrescent Anathema plague spread throughout the region and hit Goldenfields particularly hard. Along with the loss its primary grain supply, the plague reduced the city's population significantly, especially among the poor.
The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guild masters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guild masters brought in their own period of misrule. It was only in 1273 DR that the modern system of government was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city continued to grow and prosper.
Humankind and other races came from all over the Realms to earn hard coin in the City of Splendors.[citation needed] Over the years, these successful merchants set up guilds and themselves became nobility, supporting the secretive Lords of Waterdeep who policed the city fairly, yet with a light hand, by means of the superb City Guard (soldiers), City Watch (police)[8] and over 20 black-robed magistrates. As a result, Waterdeep was a place tolerant of different races, religions, and lifestyles. This in turn encouraged commerce and Waterdeep grew into a huge, eclectic city.
In 1395 DR, the Putrescent Anathema plague spread throughout the region and hit Goldenfields particularly hard. Along with the loss its primary grain supply, the plague reduced the city's population significantly, especially among the poor.
Architecture
Different wards has different architecture.
Geography
Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar, which gave way to a farming community of humans that developed into Bloodhand Hold. This was conquered and renamed Nimoar's Hold before the name "Waterdeep" caught on. Waterdeep was the most common name used by the sea captains docking at the port to trade.
Founding Date
1032 DR
Alternative Name(s)
City of Splendors, Crown of the North
Type
Metropolis
Population
1,547,680
Inhabitant Demonym
Waterdhavian, Waterdavian.
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Characters in Location
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