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Waterdeep

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.

Demographics

  • Humans 64%
  • Dwarves 10%
  • Elves 10%
  • Halflings 5%
  • Half-elves 5%
  • Gnomes 3%
  • Half-orcs 2%
  • Others 1%

Government

Waterdeep was ruled by a sixteen-seat council whose membership was 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 rumors afloat.

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 watch posts, and served as bodyguards and gate guards. The Watch was 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 dozen or so skilled spellcasters and cunning warriors.   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 known as the Griffon Cavalry.   Aside from this, Waterdeep 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 was also home to the eight enormous Walking Statues of Waterdeep. Seven of these statues could be animated by the Blackstaff of Waterdeep to defend the city, while 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

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 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 was 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 were 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 were subject to the same rules.   Docking at Waterdeep's port incurred a fee of 1 cp per 10 feet (3 meters) of keel length per week. Sages and traders from Waterdeep were eager to listen to stories from wildspace and traded on all the products the city had to offer.

Land Tarde Routes:

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 passed through the city.

Districts

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 was situated hard on the Great Harbor of Waterdeep and held the docks, shipbuilding yards, and warehouses for the sea trade.[71] The harbor was inhabited by merfolk who kept the peace within their own aquatic city.

Downshadow

Actually the uppermost level of Undermountain, Downshadow was 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.

South 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.

Guilds and Factions

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.

History

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 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.

Points of interest

  • The halls of Undermountain located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be purchased through donations.

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.

Maps

  • Waterdeep
Alternative Name(s)
City of Splendor
Type
Large city
Population
2000000
Inhabitant Demonym
Waterdhavian
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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