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Waterdeep

Waterdeep, also known as the City of Splendors or the Crown of the North, is the most important and influential city in the North and perhaps in all Faerûn. For this reason it is considered part of the Western Heartlands of the Realms, even though it lays 150 miles north of Daggerford on the shores of the Sword Coast. The city sits slightly above the 45 degree north latitude line on Toril. The road to Waterdeep is well paved and well patrolled. 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 extends between thirty to forty miles from its walls. The surrounding region has a population density of over 100 people per square mile.

Demographics

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 numbers of elves, predominantly moon elves, dwarves, lightfoot halflings, half-elves and gnomes. Waterdhavians tend 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 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 imperialization.   Guilds of Waterdeep It is said that the Lords rule Waterdeep but do not truly run it. This is quite true, in that there are a number of other factions who make up Waterdeep. The most noticeable are the guilds—powerful merchant and craft organizations that control 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 wants to see those days return.     Nobility of Waterdeep A second important Waterdhavian faction is the local nobility. It consists of 76 families of varying degrees of power, most of whom can 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 exists outside the standard guilds. These are caravan and coaster operators, and they use Waterdeep as a destination for their caravan goods. More shops offer a variety of different goods because of this growing group. The most notable of these new merchants is 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 flood the city at any given time. Some establish themselves as citizens of good standing and remain permanently, while others drift off for other climes or meet their ends in back-alley brawls. With the exception of the Gray Hands, secret societies such as the Harpers and the Red Sashes make up the closest thing to organizations drawn from this group.

Government

Waterdeep is ruled by a council whose membership is largely secret. These hidden Lords of Waterdeep maintain their identities behind magical masks, called Helms, and while they rule in public, none know the true identities of most of them. The subject of who the Lords are is 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 rumors afloat.   The City Watch is the local police force and in addition to capturing criminals, its members settle petty disputes, give directions, summone medical and priestly aid, generally perform duties that promote the idea that Waterdeep is a city open to all who know how to behave themselves.   Waterdhavian justice is dispatched by the Magisters, who direct the common courts of the city. These Black Robes, as they are often called, are empowered to pass sentences. Any individuals found guilty can appeal to the Lord's Court, ruled over by the masked Lords of Waterdeep, where serious cases are usually heard. Individuals bringing frivolous cases to the Lord's Court usually face stiffer fines than if they'd accepted a Magister's ruling.

Defences

Waterdeep maintains two separate armed forces, the City Guard and the City Watch. The City Guard serve as Waterdeep's soldiery and its members staff garrisons, road patrols, watchposts, and serve as bodyguards and gate guards. The Watch is the local police force.   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. Aside from this, Waterdeep also benefits from a large native population of the adventuring classes (including powerful mages, priests, and warriors) who are more than willing to deal with any and all miscreants who threaten their home city, and did so in the past.   The city also has the eight giant Walking Statues of Waterdeep. Seven of these statues can be animated by the Blackstaff of Waterdeep to defend the city, one is too damaged to be activated. These statues are extremely destructive, and only used to fend off armies or win otherwise impossible battles.

Industry & Trade

As of around 1370 DR, stone was imported from Mirabar via Luskan for use in construction, having been magically transported. This was an expensive process. Around 1374 DR, during the late autumn time, wagons and carts overcrowded the 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.   Waterdeep was the start of several trade routes:   The Long Road, the inland trade route to the north. The High Road, the coastal trade route to the north. The Trade Way, the trade route to the south.   The city is also the largest spelljamming port of Faerûn. Although welcoming to most spacefaring races, Waterdeep's laws require that all ships land on the ocean several miles from the city and make their final approach by sea. Transgressors are punished with harsh fines and imprisonment. This rule prevents some types of ships from ever reaching Waterdeep, but is enforced to avoid mass panic from the population. Departing vessels are subject to the same rules.   Docking at Waterdeep's port incurrs a fee of 5.sp per 10 ft (3 m) of keel length per week. Sages and traders from Waterdeep are eager to listen to stories from wildspace and trad on all the products the city has to offer.

Infrastructure

Since 1035 DR, Waterdeep is roughly divided into wards. The wards originally all had guards and walls in the manner of Procampur and other ancient cities, but the press of progress toppled or bored through most of the walls. Only the walls and guards around the City of the Dead were maintained. The wards of Waterdeep are:   Castle Ward This central ward encompasses Mount Waterdeep and much of the government of the city. Here is located 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 is also a common place for retired adventurers such as Mirt the Moneylender to make their homes.   City of the Dead This park-like area is 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's fallen into disrepair. The more important personages have their own personal graves or family shrines, while others are confined to larger crypts. The reason for the guards is not to protect the graves, but rather to protect the city from the occasional restless undead creature that does not appreciate its current 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 keep 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 Field Ward is the ward between North Trollwall and new city walls. It is home to many demihumans.   Mistshore Not strictly a ward, Mistshore is the ruined naval harbor. The area is home to outcasts and criminals who live 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 is the home of the nobility and their villas. The moneyed classes make 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 contains many of the temples of Waterdeep, along with a good helping of the newer noble families and retired adventurers who can afford the odd villa or two. The Field of Triumph, Waterdeep's arena, is located here.   Southern Ward Sometimes referred to by the locals as simply "South", the Southern Ward is a place of caravan masters and traders, for it is 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 is connected to the rest of the city through subterranean tunnels.

Guilds and Factions

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 undergroun:   Agents of the Eye - See 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:   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 Jewelers' 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-, 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 −1088DR onward. By 52DR, permanent farms had sprung up in the area. Waterdeep is so named for its outstanding natural deep-water harbor, and the city that grew up at this site became the commercial crossroads of the northern Realms. More than 100,000 people made their home in Waterdeep. The city 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. 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 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. The city was truly established by 1032DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted.   The city grew spectacularly, such that by 1248DR 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 1273DR 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 come from all over the Realms to earn hard coin in the City of Splendors. Over the years, these successful merchants set up guilds and themselves become 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), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn encourages commerce and Waterdeep grows further into a huge, eclectic city.

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.
Alternative Name(s)
The City of Splendors, Crown of the North
Type
Capital
Population
~2,000,000
Inhabitant Demonym
Waterdavian
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