Waterdeep Settlement in Faerûn | World Anvil
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Waterdeep

Overview

Rising from the shores of its deep harbor to ring the great mountain standing tall out of the Sea of Swords is Waterdeep, the City of Splendors and the Crown of the North. To all of Faerûn, this great metropolis stands as the pinnacle of what a great city might be, in wealth, influence, and stability. Here, the citizens work, the nobles sneer, and the masked Lords plot and scheme, all while merchants dance between them to collect their coins and continue profiting as best they can. Waterdeep's shops and merchants offer goods of every sort from every corner of Toril, and even the rarest of items can be procured, given sufficient coin and patience. Adventurers lacking one or the other can very easily find all manner of employment, from simple escorting of caravans, to guarding nobility, to investigating a ruin or rumor of monsters anywhere in Faerûn.   Though it has stood for hundreds of years, Waterdeep is only now returning to its status of a century and a half ago. The recent disruptions began when the gods walked Faerûn and slew each other before the eyes of mortals, until they walked back to their divine domains through the very streets of Waterdeep itself. Decades later, more deities began dying off, magic failed, and all manner of catastrophes started altering the very nature of the city. Lord Neverember wasted the city's navy and then, instead of rebuilding it, hired mercenary sailors (and profited from the endeavor).   Now, the City of Splendors is on the mend. The harbor has been cleared of the broken ships that made up the former district of Mistshore, and Waterdeep again has its own navy. The city's Guard (its army), Watch (police force), Navy, and it famous Griffon Cavalry are all being reformed, but all of that might be a matter of years in the settling. Somehow, even the air seems fresher.   Most surprising of the newest developments is the return of Laeral Silverhand to Waterdeep. Long thought dead, she reemerged only recently, and swiftly rallied the masked Lords to support her supplanting of Dagult Neverember as Open Lord of Waterdeep. Very few remember Lady Laeral from her previous time in the city, but those elves who have been living in there for the last century claim she is more reserved than she once was. The new Open Lord doesn't speak of her family - any mention of her children, her late husband (the fabled Blackstaff, Khelben Arunsun), or any of her famed sisters is cause for her to cut short whatever conversation may be in progress at the time. Her relationship with the current Blackstaff, Vajra Safahr, is cordial, but the two are seldom seen in one-on-one conversation, and most think that Lady Laeral has little to learn from a mage who isn't nearly her equal.   As always, the Open Lord is selected and supported by ten masked Lords, who bear masks, robes, and amulets to disguise themselves when publicly sitting in judgment or council, and who make policies for Waterdeep. Every Waterdhavian has suspicions as to whether this or that influential citizen is or isn't a lord of the city, and some are willing to make their beliefs public, but few who are confronted in such a way have ever claimed to be a lord, and none of those have also produced proof of that assertion.   Not hidden at all are the other lords of the city - the nobles of Waterdeep, whose high-nosed behavior and heavy-handed spending establish fashion in the city, which in turn creates trends all across the North for clothing, weaponry, favored trinkets, music, and any other preference that can be changed at a whim by those with enough coin to afford the expense. Currently, forty-one great noble families call Waterdeep home, representing between them all manner of business interests, rivalries, and internal strife.   Being a noble carries with it plenty of advantages. Operating from one's place at the head of the economic and social hierarchy, a noble can easily lift a mediocre craftsperson out of obscurity, dash the hopes of a wealthy merchant of ever securing another contract within the city, or provide the backing an ambitious adventuring band needs to find fame and great wealth. The only true competition nobles face is from one another. Such rivalries are the source of much gossip and intrigue as the nobles of Waterdeep always try to maintain at least a veneer of civility in their squabbles.   Although they seldom agree on much, one matter that all the noble houses see the same way is that their status should not be tainted by newcomers, and certainly not by anyone who purchases their way to a noble title. When during Lord Neverember's tenure it became legal for impoverished houses to sell their titles, and thus allow others to become noble, many leaders of the old-blood houses were apoplectic, particularly after some purchasers lost all their coin and sold their titles again within a season or two. Open Lord Laeral Silverhand has, to the relief of those leaders, seen the folly of this decision, and gathered enough support among the Lords of Waterdeep to not only reverse it, but to restore titles and lands to noble families who lost them through folly. The change has won her much support among the nobles. Now Zhents, Thayans, and Baldurian merchants have coin enough to buy property within the city, if they choose, but that is no reason to award them noble titles and legal rights, instead of merely a mansion, for doing so.  

Entering Waterdeep

Visitors will have traveled through lands claimed and controlled by the Lords of Waterdeep long before they see its walls. Waterdeep's City Guard patrols the High Road south down to the Dessarin River and north up to the Sword Mountains. And whether by land or sea, visitors likely will be spotted by the Griffon Cavalry - even if they don't know it.   Anyone traveling in a large caravan or on a ship will be required to register with a magister at the gate at which they arrive or with the harbor magister. Visitors traveling overland in a small party or alone aren't required to register with a magister unless their stay extends beyond a tenday. At that point, they must register with a magister either at the harbor, the gates, or the city courts. Discovery of failure to do so can result in a fine or forced labor. Registration subjects visitors to monthly taxation.   Many canny visitors with business for a month or a season betimes avail themselves of the hospitality of inns in Undercliff, and the less well-off often find accommodation in the Field Ward. Because neither are official wards of the city, they aren't subject to taxation. However, because both these areas have yet to be formally accepted as wards of the city, they don't benefit from the securities of Guild Law or the protection of the Watch.   Regardless of what size party travels to the city, if visitors arrive by night or in winter, they can expect to register. In winter and at night the gates are shut. Ships aren't expected at night or as a regular occurrence after the first frost of the coming season, and are often met at docking by a magister - or by a contingent of the Guard who will hold travelers aboard until a magister can be summoned.   None of these rules apply to the city’s least used gate, the West Gate. This smaller gate opens onto the Mud Flats - a mucky beach used by clam diggers, shore fishers, and those brave enough to bathe in the cold waves. Those who make a living through fishing with nets or traps also use this gate, keeping their small boats on the beach to avoid docking fees. Locals register with the Guard as they exit and as they enter. No magister is stationed at the gate, but no new arrivals to Waterdeep are accepted here.   If visitors approach by air, they can expect a vigorous pursuit by and confrontation with the Griffon Cavalry. Only specially licensed individuals and mounts can fly over Waterdeep.  

A Brief History

People have inhabited the plateau upon which Waterdeep stands for longer than human histories record. But as is the way across the dangerous north, civilization at the foot of Mount Waterdeep has crested and ebbed in great waves. Waterdeep was once the site of Aelintbaldaar, the capital of the ancient elven empire of lllefarn. So it was already a glorious place when a dwarf prospector named Melair discovered mithral beneath the mountain. ln agreement with the Illefarni, Melair called kith and kin to mine under the mountain and in the plateau, and thus Clan Melairkyn came to rule below as the Illefarni did above.   But this fruitful alliance lasted less than the lifetime of a dwarf, for the emperor of the elves - their coronal - commanded that all leave in the Retreat, the great exodus of elves from Faerûn to their mystical isle of Evermeet. Not all elves agreed with this edict, and many were determined to stay. In response, the coronal had all of Aelinthaldaar razed by magic, and the remaining elves splintered into separate kingdoms. The Melairkyn, of course, saw this as a breaking of their bargain, and never again did they deal with elves. Instead, they tunneled ever deeper under the mountain, never to be heard from again.   So it was that the humans who came to the deepwater harbor found it empty and suitable for their own purposes. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities mostly remain a mystery - with one exception. At some point during this period, the wizard Halaster Blackcloak built his tower at the base of Mount Waterdeep and came to rule the lands around - until he, like the Melairkyn, vanished under the mountain.   Various warlords later claimed the plateau's harbor as their own, but it was one known as Nimoar who is best remembered. Nimoar raised a wooden stockade to protect the settlement around the harbor, claiming rule over the town that by then was being called "Nimoar's Hold, the Town of Waters Deep."   War between orcs and elves in lands farther north drove hordes of trolls south to claw at the fledgling city, and amid this danger, Nimoar died of old age. Many bloody struggles unfolded between local folk and trolls, until the magic of a youth named Ahghairon turned the fortunes of war against the "everlasting ones," which were destroyed or scattered. Ahghairon improved slowly in skill and power with the passage of the years, until he became a great mage. He is said to have discovered a supply of potions of longevity, or learned the art of making such, for he lived on and on, still physically in his prime for decade after decade.   In the year 1032 DR, Ahghairon (then in his 112th winter) argued with Raurlor, who was then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside all who sought to lay hands on him, Raurlor struck at the mage with his own sword. Ahghairon then rose into the air, just out of reach, and used his magic to transmute Raurlor's blade into a hissing serpent. When the serpent struck Raurlor, he died in full view of his shocked followers.   Ahghairon then gathered the leaders of Waterdeep's armies and powerful families. While runners sought to bring them to the castle, flames roared and crackled in the empty warlord's throne at Ahghairon's bidding, so that none could sit there. Then, when the gathered host of worthies met in the audience chamber, the wizard seated himself on the flaming throne. Immediately the fires died away, leaving both the throne and Ahghairon unharmed.   From this seat - the very one on which the Open Lord sits to this day - Ahghairon decreed how the city would be governed. While he would sit as lord openly, a council of ten lords of nearly equal power would rule with him. But the identity of those other lords would be hidden even from each other, thus preventing any of them from being approached and influenced by bribes or threats. So it was that Ahghairon established Waterdeep's system of governance.   Ahghairon was instrumental in establishing many of Waterdeep's other institutions, such as its black-robed magisters, its Griffon Cavalry, and the city's many guilds. The first Open Lord ruled wisely for over two centuries before the magic sustaining his health failed. He now lies entombed in his tower, which still stands in the courtyard of the Palace of Waterdeep. A permanent forcecage surrounds the tower.   Within that barrier lie additional protective wards, as demonstrated by the floating bones of the last person who tried to defy them. The name of this poor soul has been lost to time, but the miscreant was likely a wizard who sought to steal the magic treasures that had been entombed with their former owner. Now they hang in the air beyond the invisible forcecage in a rough semblance of their natural position, occasionally displaced temporarily by strong winds or mischievous children with long sticks.   Many significant events stand out in Waterdeep's history. But none have had so great an effect on daily life than the three apocalyptic periods known as the Time of Troubles, the Spellplague, and the Sundering. On all these occasions, the actions of gods at war with one another led to the loss or the twisting of magic in the world. During the Time of Troubles, Waterdeep stood at the center of events. But the effects of the more recent crises can still be seen in the city today, even though they occurred a great distance from where Waterdeep stands.   When the gods walked among mortals during the Time of Troubles, they were cast down to the world by the mysterious Overgod Ao in 1358 DR. Until then, none but the gods had known of Ao's existence. The crisis began with the theft of the Tablets of Fate by the vile and ambitious gods Bane and Myrkul, later joined by Bhaal. These mystic artifacts supposedly determine the extent of the gods' power, and dictate how they use that power. As punishment for this affront, Ao cast down the gods (or the ones that humans worshiped, at any rate) and then demanded that they return the tablets to him.   But Ao was not omniscient, it seems, nor overly wise. The gods didn't seek out the tablets, and thus it was left to mortal heroes to sort out the mess. They did so, their efforts culminating in Waterdeep. It was on the slopes of Mount Waterdeep that Ao was last seen, when he granted godhood to the human heroes Kelemvor, Midnight (who became Mystra), and Cyric.   It is no surprise, then, that Waterdeep has since attracted a steady stream of pilgrims who worship Midnight at Mystra's temple and pay homage to Kelemvor in the City of the Dead. Waterdavians had only a short-lived fondness for worshiping Ao. The Cynosure - a great marble-pillared structure on the edge of the Market, now rented out for private and public events - was built as a temple to Ao. But his worship fell from favor when all prayers to him went unanswered, and folk realized they had no idea what he stood for or who he was.   In the Year of Blue Fire (1385 DR), the Spellplague gripped the world. None knew it at the time, but Cyric's long hatred for Mystra had boiled over and led to his murder of the goddess of magic. Parts of Toril switched with parts of the world Abeir, and magic was again disrupted.   During this period, the powerful magical fields that protect and affect Waterdeep became unstable. This led to the disastrous activation of most of Waterdeep's amazing walking statues during an earthquake. In the years before, the walking statues were often hidden on the Ethereal Plane, to be called forth only in times of great peril. Many in the city doubled that such massive, sapient constructs were even real, let alone that they guarded the city invisibly. The Spellplague confirmed their existence for all to see, though, and each carved a swath of destruction through Waterdeep before it was stopped. Now the walking statues stand about the city in various states of readiness or disarray - one of the most obvious of Waterdeep's so-called splendors.   After the Spellplague came the Second Sundering in 1482 DR, which was the result of Abeir passing into Toril. The gods were once more cast into the mortal realm, this time embodied in mortal beings known as Chosen.   All of this was foreseen by Waterdeep's legendary wizard Khelben Arunsun, and it was only through his wisdom and the efforts of Elminster, Laeral Silverhand, and a handful of others that the world was saved. Ao remade the Tablets of Fate as a result, restoring the divine order and separating Abeir from Toril.  

Surviving the City

Waterdeep is, by and large, the most civilized city on the Sword Coast. Yet civilized doesn’t mean safe, nor does it mean easy to navigate. Many day-to-day elements of life in Waterdeep that residents take for granted are, to new arrivals, a bevy of wonders and dangers not seen in any other settlement within a thousand miles.  

The Code Legal

Waterdeep is no village led by hidebound hierarchs or petty fiefdom ruled by the whim of a warlord. It is a city of laws molded by Tyr’s spirit of justice. Members of the City Watch can be trusted to do their duty diligently, and the city’s magisters are fair.   Unlike in less civilized settlements, punishment for crimes in Waterdeep isn’t typically used as public entertainment. Scheduled executions occur behind the high walls of Castle Waterdeep, and floggings are carried out in the watch post nearest the sentencing. The Watch makes every effort to take individuals into custody quietly, so as not to disrupt other citizens. Those bystanders generally return the favor by giving altercations between criminals and the Watch a wide berth.   Waterdeep has a complex library of law and customs set by precedent, the main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the gates and in the harbor. The Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around to do so.  

Arms, Armor, and Combat

Individuals accustomed to the rough-and-tumble life in much of Faerûn are often surprised by the fact that Waterdavians go about unarmed and unarmored. Yet Waterdeep doesn’t have any law that forbids carrying weapons or armor. Instead, it has a culture of civility that makes such behavior unnecessary.   Dueling has long been illegal in Waterdeep, as has any sort of act involving assault. Individuals caught brawling by the Watch will all be arrested and judged regardless of who started the disturbance, or why (the tavern brawls that typically break out under the influence of too much drink will often be overlooked by the Watch, as long as the proprietor doesn’t seek payment for damages and no one is significantly injured). Sport fighting, such as boxing or wrestling, is legal only if it occurs in a location registered with the city for that purpose. Additionally, any blade more than one foot in length is subject to an extra tax whenever it is sold, which helps to explain why Waterdavians prefer to carry daggers for self-defense.   Businesses and individuals do employ armed guards, but except for nobles or foreign envoys, few people travel about the city with such protection. As such, the sight of armed and armored individuals walking the streets who aren’t in the livery of the city or one of its noble houses inspires caution in most Waterdavians.  

Justice

The first soldiers visitors will see in service to the city are the members of the City Guard who patrol the roads leading to Waterdeep, watch the walls, guard civic structures, and protect magisters. Waterdeep’s streets, however, are policed by an altogether different force: the City Watch. The magisters themselves act as judges for Waterdeep's law.  

City Guard

The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads leading to Waterdeep.   Members of the City Guard have ranks. From lowest to highest, they are:
  • Private
  • Armar
  • Civilar
  • Senior Civilar
  • Warden of Waterdeep
  The Watch also includes other multiple command positions high in rank than Senior Civilar, which are bestowed as needed. The current Warden of Waterdeep is Elminster, who answers to the Open Lord, Laeral Silverhand.   City Guard Privates and Armars are guards. Members of Civilar rank and higher are veterans. The Griffon Cavalry is a special branch of the City Guard whose members are griffon cavalry riders.  

City Watch

The City Watch is Waterdeep’s police force, charged with keeping the peace and apprehending criminals. City Watch patrols are usually four to twelve persons strong. A patrol expecting trouble might also have reinforcement in the form of a priest (on loan from one of the local temples) or a mage (from the Watchful Order of Magists and Protectors).   Members of the City Watch are called officers. Their ranks are, from lowest to highest:
  • Constable
  • Armar
  • Civilar
  • Senior Civilar
  • Ward Civilar (one per city ward)
  • Commander of the Watch
  The Watch also includes a Senior Armsmaster, who reports to the Commander of the Watch and is in charge of supplies. The Commander of the Watch reports to the Open Lord, Laeral Silverhand.   City Watch Constables, Armars, and Civilars are veterans. Members of Senior Civilar rank and higher are knights.  

Magisters

Those charged with committing a crime are brought before a magister to be judged. Magisters also help register those coming in through the gates or the docks. When not overseeing a trial or watching gates, a magister on duty at reviews cases and holds meetings at the local courthouse.   Magisters (nobles) come from all types of citizens across the city, and have broad discretion when meting out justice as they see fit. However, they are taught extensively in the law and to do the right thing.  

Coinage

As should be expected of any city of standing, Waterdeep mints its own coins. All taxes, fines, and guild fees must be paid either in Waterdavian coin or the currency of any member settlement of the Lords’ Alliance. Regardless of their origin, in Waterdeep, coins are called the following:
  • Nib (copper piece)
  • Shard (silver piece)
  • Taol (electrum piece)
  • Dragon (gold piece)
  • Sun (platinum piece)
 

Taxes and Fees

As established in the first year of the reign of the previous Open Lord, Dagult Neverember, Waterdeep collects a monthly tax from all who live within its official wards. The tax is 1 shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month.   Individuals who so desire can pay a single dragon in tax and receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice of lien with an estimation of tax is affixed to the door. The debt must be dealt with before the next month ends, with payment to be made to any magister.   Those who have no fixed residence can still be taxed if they are confronted in any building, be it an inn or an outhouse. On the last day of the month, “taxing traffic” is common as the streets become clogged with people trying to avoid the collectors.   Waterdeep also raises revenue by charging other fees, such as the following:
  • 1 nib per day for rental of a stall in the Market
  • 1 shard (above and beyond any fines imposed) from anyone convicted by a magister, per conviction
  • 1 dragon per carriage or wagon leaving the city, empty or full
  • 5 dragons per ship that touches dock in Waterdeep (except for city ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry)
  In times of trouble, direct taxes can also be imposed:
  • A fire tax (usually 1 dragon per household), levied whenever a fire destroys a large portion of the city
  • A wall tax or harbor tax (usually 1 dragon per household) raised to directly pay for needed repairs or expansions
  • A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
 

Traffic and Travel

Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space.   The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest - bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.   The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.  

Street Signs

Thanks to the Scriveners’, Scribes’, and Clerks’ Guild, Waterdeep has a remarkable custom of labeling its streets, and even many of its alleyways and courts. The method of identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are typically displayed on the corners of buildings at intersections, roughly a dozen feet above ground.  

Landmarks

Proud Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea. A spur of the mountain juts inland, and atop the easternmost point of this spur stands Castle Waterdeep. The mountain peak looms over the southern third of the city near the port in the south. The City of the Dead lies opposite the northern ridge of Mount Waterdeep, which descends down to the Field of Triumph, the city’s great coliseum.   One of Waterdeep’s titanic walking statues, no longer mobile, offers another way for orientation. At nine stories tall, twice the height of any buildings nearby, the Honorable Knight stands guard in a block of buildings between Snail Street and the Way of the Dragon. It can be used to determine the position of the wards, as it stands roughly where the Trades, Southern, Castle, and Dock Wards meet.  

Traffic Wardens

During particularly heavy traffic and at congested areas such as the great oval road around the Market, members of the City Watch sometimes serve as traffic wardens. Traffic wardens signal with small blue hand flags for traffic to proceed, and with yellow flags for traffic to hold. A traffic warden can often be heard blowing a whistle. Failure to take care and obey the traffic wardens might result not only in accident but also arrest.  

Drays

Drays, unique to Waterdeep, are long, glassed-in carriages with bench seating that provides additional open-air bench seating on its roof. The driver sits at the level of the roof seating, providing a vantage point to see over other traffic and make eye contact with other dray drivers. Riders enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe.   A fare taker stands at the back of the lower seating area to take a fee of 1d4 nibs. Most drays run on the main north-south boulevards, but some circle the Market, and a few run along the smaller east-west roads in rough areas. When the demand for drays is high - during rain or snow, or to get to or from an event at the Field of Triumph - conditions become crowded and perfect for pickpockets.  

Hire-Coaches

If folk desire to travel in relative comfort and be the master of their destination, they simply give a spirited wave and shout to any hire-coach driver who has no passengers. Each of these handsome, two-wheeled black coaches comfortably seats two travelers, who ride facing the road ahead. The hire-coach’s driver sits high and to the rear of the carriage, manipulating the horses by means of long reins and a short whip. The fare must be agreed upon and paid before the journey, but typically comes to 1d6 shards.  

Carriages

The well-to-do - or those who want to ride in luxury during a day out - can hire a full carriage, many of which are as finely outfitted as those owned by the nobility. Up to eight can take such a ride in silken comfort. Generally, the carriage and the services of the driver are rented out for a full day for 50 dragons.  

Travel in Winter

The folk of Waterdeep often remain indoors in the colder months, particularly when it rains or snows. The flow of trade and travelers into the city slows to a trickle during winter, and as a result, traffic diminishes and drays and hire-coaches become more scarce. Fortunately, the Fellowship of Carters and Coachmen works with the Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sleds, so that some are available even in the worst weather.  

Nobility

Forty-one noble family lines are found here, many of which can trace their lineage back to the city’s founding. Entire books have been written about individual families, complete with histories of their accomplishments and how they fit into the webs of wealth and patronage that govern nobles’ activities.  

Spotting a Noble

Nobility in Waterdeep are granted the right to bear arms. In the legal code of the city, this means not merely the ability to carry a weapon, but the right to retain up to seventy equipped soldiers. These soldiers always wear a house’s colors and the house’s “arms of grace” - a heraldic device often borne on a shield, worn as a cloak pin, or affixed to a helmet. Others throughout the city, even foreign dignitaries, are permitted to retain only up to sixteen armed warriors, and laws against impersonating those in the employ of the nobility mean that other mercenaries and bodyguards most often dress plainly, so as not to be mistaken for the retinue of a noble.   Many nobles, particularly younger ones seeking entertainment, travel without an entourage of guards or only in the company of other nobles.   Nobles should always be addressed as “Lord” or “Lady.” A short bow or a nod of the head to acknowledge a noble upon each meeting and parting is customary. Though being impolite isn’t a crime, and laws against dueling prevent a noble from initiating a direct armed confrontation, the noble families of Waterdeep have immense power in the city, often in unexpected quarters. Many have influence in far-off nations. Any slighting of a noble will not be forgotten or easily forgiven.  

Nobles and Patronage

Nobles in Waterdeep are patrons of and investors in all manner of businesses in the city and abroad, as well as the many expressions of the arts. They spend coin to fund celebrations, contests at the Field of Triumph, upkeep at the city’s temples and shrines, civic projects, guild events, and charitable actions such as burial of the unknown dead. Their motives are numerous, but their actions - no matter the reason - earn them loyalty and high regard from those who benefit from their generosity.   Seeking patronage from a noble without having been introduced to that person is considered an insult, so those seeking patronage must first befriend someone in a noble’s employ or circle of influence. Doing so is no guarantee of ultimate success; much time and coin can be wasted trying to curry favor with an acquaintance of a noble who turns out to be unscrupulous or of little help for some other reason.  

Guilds and Guild Law

No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. "Guild Law" isn’t technically in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents - penned by Ahghairon himself - and the rules of Guild Law are respected by wise city folk.   Guilds take their laws seriously, as do members of the City Watch and the magisters. Ignoring a guild’s traditions invites not only public scorn but also a visit from enforcers of the law. In addition, many guilds have their own codes of accusation, trial, and punishment. Many guilds have codes that entwine each other, complicating matters even more.   Despite the rules of Guild Law, working at a guild-related profession without being a member of that guild isn’t illegal. Guild members have no lawful recourse to interfere in the business of someone who chooses to not join the organization. However, guild members refuse to sell their goods or services to those who practice a trade or operate a business without becoming a member of the appropriate guild. Since guild members includes virtually everyone who sells the necessities of life or offers shelter for a fee, the benefits of joining a guild swiftly become apparent to those who procrastinate in this regard.  

The Wards of Waterdeep

Newcomers to the city of Waterdeep are often confused by the importance that Waterdavians give to wards. In other cities, such as Baldur’s Gate and Neverwinter, districts are bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street - a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a ride to an adjacent ward.   Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur. These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and wealth. Yet nothing drives residents to identify with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities. On such days, homes and businesses fly the colors of their wards, trot out their mascots, and sing rousing songs that celebrate where they live.  

Sea Ward

The Sea Ward stands proud on the high ground above Mount Waterdeep’s sunset shadow. The rich and the powerful reside or run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. Some of the remains of those old castles are incorporated into the palatial homes of the noble families that dwell in the Sea Ward.   Blue and gold are the Sea Ward’s colors in competitions, and the ward’s mascot is the sea lion - a fanciful combination of fish and feline. There’s a persistent but patently false legend that the famous Lion Gate at the Field of Triumph is the gaping maw of a sea lion. The architectural designs for the gates show this to be false, however.  

North Ward

Nobles aplenty live in the North Ward, but the character of this ward is more peaceful than that of the Sea Ward. Though it has taverns and shops to suit a variety of tastes, the tenor of the area tends toward reserved and polite. Most streets are lined with row houses inhabited by the families of prosperous people of business, investing, and civic service. They are each wealthy enough to employ a servant or two, or they endeavor to appear as such.   The liveliest part of the ward is the Cliffwatch. Here, the plateau upon which Waterdeep sits features cliffs so steep and high that the city wall is interrupted to either side of them. Some of the most lavish residences and most luxurious taverns and inns of Waterdeep stand along this space, boasting terraces and balconies that allow one to take in the beautiful sight of the countryside to the east. A public walkway along the cliff’s edge offers pedestrians ample opportunity to enjoy the view.   The North Ward’s colors are green and orange, and its mascot is the gentle white dove, depicted in flight. Many North Ward homes have dovecotes on their roofs, and the great flocks of the birds that circle over the city at dawn and dusk are a delight to behold.  

Castle Ward

The Castle Ward is the heart and mind of Waterdeep, if not its soul. It houses the city’s military forces, courts, government, and the Market - the largest market square of any city in Faerûn. It encompasses the City Navy’s docks in the Great Harbor and all of Mount Waterdeep, and it is home to six walking statues, numerous temples, and many other landmarks.   Many buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward’s structures are offices and meeting halls for business owners, solicitors, publishers, and the like that the Castle Ward has the smallest resident population of all the wards.   The Castle Ward’s colors are blue and purple, and its mascot is a griffon, typically depicted in gold. These borrow colors from the city’s flag and reference the Griffon Cavalry. Champions for the ward often come from among the ranks of the Guard, the Navy, or the Cavalry. Although such competitors have often have the advantage in races and competitions, their crowds of rabidly cheering fans are naturally much smaller than those of other wards.  

Trades Ward

The Market in the Castle Ward is the largest market square in the city, but the Trades Ward is like a market town in itself - and is easily thrice the Market’s size.   This ward bustles day and night with activity, both on the street and on balcony walkways that run the length of blocks and are sometimes layered five stories high. Shop signs appear to leap out from buildings, whose sides are plastered with advertisements all vying for the attention of the eye. Glove shops, shoe shops, jewelry stores, perfumeries, flower shops, cake shops, taverns, cafés, tea shops, inns, rowhouses, boarding schools, offices, dance academies, grocers, pottery stores, armor vendors - as long as it’s not illegal, it can be found in the Trades Ward.   The Trades Ward uses green and purple as its colors, and its mascot is the mimic. This tradition supposedly arose because when mascots were first chosen, the Trades Ward took a chest of gold as its own - and was roundly mocked by citizens of other wards for not picking a creature. Now, every four years, the ward reveals a new object for its mascot, declaring it to be the mimic. The nature of the object is subject to much speculation and rumor until its unveiling. For months afterward, the object becomes the source of practical jokes in Waterdeep. Rock gnomes and wizards cause illusory mouths to lunge from real versions of the object, artisans craft beautiful fakes out of cake or paper that are easily crushed when assumed to be real, and so on. The current mimic is a tankard, set to change in 1492 DR.  

Southern Ward

It is called the Southern Ward, not the South Ward. Waterdavians are peculiar about this, and visitors who insist on referring to it as the South Ward can be expected to be corrected or thought a fool. The name derives not merely from its southerly location in the city, but from the southerners who settled in this district as the city grew. Today, the ward still hosts most of the traveling merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who trace their ancestry to other realms.   One can indulge in the finest halfling food here, enjoy the best singers of Calishite music, and examine the most stunning works of dwarven crafting - but the first challenge is finding where these treats are housed. The Southern Ward has long been a district of laborers catering to travelers, so its folk have adopted the architectural custom of building homes and businesses above stables or around inn yards, near to where wagon trains are housed.   Residents of the Southern Ward take pride in their legacy as overland travelers and hardworking folk, so it should be no surprise that the ward’s mascot is the mule. On their competition flags, an aggressive mule stands on a field of red and white - colors said to represent the blood and tears the people of the Southern Ward have shed during their labors.  

Dock Ward

The Dock Ward was long considered the most dangerous district in the city, but the Field Ward has since taken that title. The residents of the Dock Ward are glad of it, for in some respects this area has never truly deserved its bad reputation.   Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians. Wandering through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and warehouses and other businesses often have no sign at all.   Streetlamps don’t fare well in the Dock Ward. Their candles, oils, and glass are too regularly stolen or smashed. The Guild of Chandlers and Lamplighters makes a halfhearted attempt to repair the streetlamps at the start of each season, but for most of the year, locals are forced to carry their own light when traveling these streets at night.   The colors of the Dock Ward are burgundy and orange, and its mascot is a shark that has always been depicted as green for reasons lost to time. The folk of the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city. Frequent complaints arise that these women and men are more citizens of the sea than of the Dock Ward itself. But if they register with a magister and pay taxes, they are as welcome to compete as any long-term resident of Waterdeep.  

City of the Dead

The City of the Dead is no drab cemetery. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it all. Long ago, Waterdavians largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an extradimensional space where the dead are taken, mourned, and interred.   Those who can afford it memorialize the departed with sculptures, making the City of the Dead an open-air museum that features some of the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy merchants have competed to erect the grandest markers for their dead, leading to a wide variety of styles and concepts created by artists at the height of their skills.  

Field Ward

This district was once a caravan yard between Waterdeep’s two northernmost walls, kept free of settlement to serve as a killing field in times of war. As refugees from various calamities settled there after not being allowed into the city’s wealthy northern neighborhoods, the area has grown up into a lawless town of its own.   Though not an official ward of the city, the Field Ward is commonly referred to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk moving into or out of the city are threatened.   The area is a muddy mess, populated by the poorest people and those who take advantage of those folks’ desperation. It has no sewer system and isn’t served by the Dungsweepers’ Guild. In addition, the Guild of Butchers operates several slaughterhouses, smokehouses, and leather-making facilities in the area - noisome operations that have been pushed out of the city proper.  

Undercliff

This area of rolling grassland and small wooded areas east of the city is a rural community focused on farming and animal husbandry, and which caters to travelers. It is also the site of a large and well-protected training camp for the City Guard, and a prison farm run by the City Watch (called Amendsfarm) where those convicted of minor offenses work off their debt to the city. Many gnomes and halflings live in this region, and most buildings are built to reflect their stature.  

The City's Splendors

No city on the Sword Coast or in all of Faerûn is half as civilized as Waterdeep. It’s not just the law of the land that makes this so, but also the comforts that life here provides.   In Waterdeep, many buildings are connected directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately - for use in industry and agriculture, respectively.   The clean streets are due in large part to the hard work of the Dungsweepers’ Guild. Dungsweepers can be seen working their brooms and carts at every hour of the day - and for a few hours after dark - all over the city, removing not just animal dung but other refuse. This service is free to all, paid for by taxes rendered to the city - although an egregious amount of trash left for pickup does result in a separate bill from the guild.   Another amenity soon appreciated by visitors is Waterdeep’s water system. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water with the twist of a knob. This convenience is made possible by the inventiveness of the Gondar, the industry of the Cellarers’ and Plumbers’ Guild, and the magic that Waterdeep inherited from the Illefarni elves.   Waterdeep is also a city of light. Continual flame spells illuminate many signs and streetlamps in the wealthier parts of the city. Elsewhere, the Guild of Chandlers and Lamplighters keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over the rest of the city each morning.   Lastly, no city in the world is as literate as Waterdeep. The city has over thirty publishers of broadsheets in addition to chapbook printers and book publishers. Large paper advertisements are plastered onto alley walls, and smaller ones are passed out by those hired by businesses to trumpet their services. Printed menus can be found posted in the windows of most eateries and are handed out to those who dine within.  

The Walking Statues

Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. Later events caused it to be transformed into the statue known today as the Sahuagin Humbled.   When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn't command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Much later, in 1479 DR, the eighth statue - the Griffon - emerged from the Ethereal Plane to defend Ahghairon's Tower against intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the Blackstaff's control. All the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Waterdeep's might.  

City Celebrations

At many times of year, hardly a tenday can pass in Waterdeep without the staging of some rite, race, or rousing ceremony of civic pride.  

Hammer 1: Wintershield

Marking the start of the new year, this observance is a widely recognized day off work, when folk sip warmed ciders and broths (often laced with herbs for health and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss what they intend to do or should deal with- or things that everyone "should keep a hawk's clear eye on"- in the year ahead.   Such talk inevitably leads to discussions of politics, wars, and the intentions of rulers. Maps are usually consulted, and it's widely considered lucky to possess and examine a map on Wintershield. Map sales are brisk in the tenday preceding this holiday.  

Alturiak 14: The Grand Revel

Led by the clergy of Sune and Lliira, the Grand Revel is a day of dancing, music, and the consumption of sweet treats of all kinds. Although some of the dancing is local and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at "love feasts" for families. Couples - or those desiring to become couples - slip away together to kiss, exchange promises, and trade small tokens of affection (often rings blessed by clergy with prayers of faithfulness).  

Ches 1: Rhyestertide

This holiday is named in honor of Lathander's first prophet, Rhyester, a young blind boy who was cured of that blindness by the dawn's light on this day more than seven centuries ago. That holy event occurred in the vicinity of Silverymoon. but Lathander has long had a much larger temple in Waterdeep, and a following to match. Each of the faithful dons bright garb of sunrise hues and keeps one eye covered until the next dawn in honor of Rhyester.  

Ches 19: Fey Day

The veil between this world and the faerie realm of the Feywild is thought to be weak on this day. Though this phenomenon provokes caution in rural areas (with folk avoiding woodlands, putting offerings of food on doorsteps. and the like), it is an occasion of much drinking, singing, and dancing in Waterdeep. The wealthy host elaborate masked balls, while poorer folk don costumes of their own make and travel door to door, gaining brief entry into the celebrations in exchange for performing a song or a short play. All adopt the guises of fey beings and the rulers of the Feywild, such as Queen Titania, Oberon. and Hyrsam, the Prince of Fools. Those inclined to remain sullen in the face of such frivolity had best stay home, for celebrants do their utmost to evoke a smile from those they meet.  

Ches 21-30: Fleetswake

This festival celebrates the sea, maritime trade. and the gods of the sea, navigation, and weather. It spans the last tenday of Ches, and includes a series of boat races and guild-sponsored galas. According to custom, the winners of the various competitions don't keep their trophies and earnings, but deliver them to the priests of Umberlee at the conclusion of the festival.   The last two days of Fleetswake are the occasion of the Fair Seas Festival. During this time, there is much feasting on seafood, the harbor is strewn with flower petals, and City Guards go from tavern to tavern collecting offerings for Umberlee. Collection boxes also appear at large festival gatherings. Upon sunset of the final day. the collected coin is placed in chests and dumped into the deepest part of the harbor.   This festival has existed in a number of forms since the first trade-meets occurred here more than two millennia ago, and an uncountable amount of wealth remains sunken in what has long been known as Umberlee's Cache. The area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who stole some of the collection years ago and tried to leave the city under false pretenses, only to see a storm spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the thieves overboard, but spared the ship and its crew.  

Tarsahk 1: Caravance

This gift-giving holiday commemorates the traditional arrival of the first caravans of the season into the city. Many parents hide gifts for their offspring in their homes, telling the children that they were left by Old Carvas - a mythical peddler who arrived with the first caravan to reach Waterdeep, his wagon loaded down with toys for children to enjoy.  

Tarsahk 5: Goldenight

This festival celebrates coin and gold, with many businesses staying open all night, offering midnight sales and other promotions. Some celebrants and customers decorate themselves with gold dust and wear coins as jewelry.  

Tarsahk 7: Guildsmeet

On this holiday, guild members gather in their halls for the announcement of new policies and a celebration of business concluded for the year. These gatherings culminate in a gala festival and dance sponsored by several guilds, which lasts from dusk till dawn and overruns the Market, the Cynosure, the Field of Triumph, and all areas in between.  

Tarsahk 10: Leiruin

ln times long past, Waukeen caught Leira, the goddess of illusions and deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and for guildmasters to meet with the Lords of Waterdeep and renew their charters for another year.  

Mirtul 6-9: The Plowing and Running

Rural areas around the city observe this holiday in the traditional sense of shared activities of plowing fields and moving (or "running") livestock. But within the city, the holiday is celebrated with a series of races. Foot, horse, and chariot races are run through courses in each ward, and the winners from each ward compete at the Field of Triumph.  

Kythorn 1: Trolltide

On this day commemorating Watcrdeep's victory in the Second Trollwar, children run through the city acting like trolls, banging on doors and growling, from highsun till dusk. Home and shop owners are expected to give the children candy, fruits. or small items. Those who give no treat can expect to become the target of a trick at sundown. This mischief typically takes the form of "troll scratchings" at doors and windows. Those with more malicious intent sing screechingly in the wee hours, and hurl raw eggs at windows, signs, and the heads of those who try to stop them.  

Kythorn 14: Guildhall Day

This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but walking food peddlers. Guildhall Day celebrates the fruits of everyone's labor with revelations of new products, innovations, fashions, and signage extolling the extent and quality of guild members' services and wares. These offerings usually take the form of glittering displays, but guilds sometimes also sponsor brief plays or other hired entertainments (jugglers, singers, magic shows put on by wizards) at which prizes or free samples are distributed. Many guilds try to recruit during this time.  

Kythorn 20: Dragondown

This day in Kythorn is celebrated with bonfires and rituals to "tame" or "drive down" dragons. In Waterdeep, the celebrations take the form of parades that center around effigies built of wood and cloth and filled with straw. Each effigy is named and has a traditional depiction. for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned.   The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as well. These proceedings symbolize the defeat of Kistarianth first by the paladin Athar, and again decades later by his son, Piergeiron. Tradition dictates that the winners of the races run during the Plowing and Running take the role of the dragons' slayers, with the champion of the chariot race representing Athar and the champion of the horse race playing Piergeiron.  

Flamerule 1: Founders' Day

This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Waterdeep, as well as martial exhibitions by the Guard and other worthies. Many festhalls sponsor Founders' Day costume contests, with prizes going to those who wear the best recreations of the garb of historical personages.   Once banned as frivolous and distracting, the practice of veiling Castle Waterdeep with an illusion has been reinstated. Several mages come together to produce the effect, which seemingly transforms the castle into the ancient log fortress of Nimoar. The illusion typically lasts from midday to sunset (unless someone has the audacity and magical might to dispel it) and is regarded as a stunning work of magical art.  

Flamerule 3-5: Sornyn

Sornyn is a festival of both Waukeen and Lathander, and is used for planning business, making treaties and agreements, and receiving envoys from unknown lands and traditional foes. Much wine is drunk over this three-day occasion when, as the saying goes, "My enemy is like family to me."  

Flamerule 7: Lliira's Night

Originally a celebration held only in Waterdeep, this holiday has since spread up and down the Sword Coast. This nightlong festival honors Lliira, the Lady of joy, with dances and balls throughout the city.  

Eleasis 1: Ahghairon's Day

Many small rituals are held throughout this day, dedicated to honoring the first Open Lord. The Lords of Waterdeep toast Ahghairon and the Watchful Order, and guildmasters toast the Lords in Ahghairon's name. Commoners leave violets (Ahghairon's favorite flower) around Ahghairon's Tower, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout Waterdeep to wish the people well - giving short speeches, offering toasts to Ahghairon's memory, buying rounds of drinks, or paying for meals or accommodation. Establishments of those sorts are generally full throughout the day.  

Eleint 21: Brightswords

On this day, the City Guard, the City Navy, and the City Watch - all in glittering array - conduct parades, give demonstrations of martial skill, and stage mock battles. Those desiring to join their ranks are given a chance to demonstrate their prowess. usually with wooden practice weapons in contests against veteran soldiers. Makers and vendors of weapons sell their wares openly in the markets, experts who can hurl or juggle weapons show off their skills, and the wards compete in wrestling and boxing matches. The most anticipated part of the day is when horses are cleared from the Field of Triumph and the surrounding streets so that the Griffon Cavalry can perform aerial displays over the crowds in the stadium. Members of the Watchful Order present the cavalry with illusory foes to fight, allowing the griffon riders to engage in thrilling battles as the people watch.  

Marpenoth 3: Day of Wonders

The imaginative inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about. Failure is the paramour of invention, though, meaning it is a rare year when there isn't some notable disruption of the celebration.  

Marpenoth 7: Stoneshar

Stoneshar is an all-faiths day during which folk strive not to be idle. Even children at play are encouraged to dig holes, build sand castles, or construct crude models.   Waterdavians consider Stoneshar the best day of the year to begin construction of a building, either by digging out a cellar or laying a foundation. The common wisdom is that folk who undertake new projects on Stoneshar can expect blessings upon their works in the coming year, whereas individuals who do nothing constructive on this day can expect all manner of misfortune to rain down on them in the year ahead.  

Marpenoth 10: Reign of Misrule

Swift on the heels of Stoneshar comes the Reign of Misrule. This day honors Beshaba, goddess of misfortune. People of the city are expected to break trust, belie oaths, and disobey the normal order - as long as no laws are actually broken and no rift is made that can't be later bridged. During the Reign of Misrule, nobles serve meals to their servants, children take control of schools, priests give worship to their god's foes, and any who wish to may participate in a guild's trade. Pranks are played by and on many, from simple tricks to those requiring elaborate planning. Sundown brings an end to the festivities, and most folk spend much of the night cleaning and reordering things for the following day. Many visitors decline to participate, but doing so often inspires misfortune rather than avoiding it. For fear of catching the bad luck of cynics, citizens do their best to avoid talking to anyone known to not have played along, or dealing with them in any way until Gods' Day.  

Marpenoth 15: Gods' Day

This holiday observes the anniversary of the end of the Godswar in 1358 DR, when the gods of Faerûn returned to the heavens. Private shrines are brought out into the open, and many people wear holy symbols of their favored deities. A Gods' Day tradition in Waterdeep strictly limits the use of magic, in remembrance of the wild magic wrought during the Time of Troubles. Though not outlawed fully, spellcasting is allowable only in self-defense or in cases of extreme need.   At night, this holiday becomes solemn and serious, as many Waterdavians offer prayers in thanks for the lives they have under their gods. The Griffon Cavalry sets up an immense bonfire at the peak of Mount Waterdeep, honoring the gods Myrkul, Cyric, Kelemvor, Mystra, Helm, and Ao who appeared here. In thanks for their defense during Myrkul's invasion and the resulting fires that raged through the Southern, Dock, and Castle Wards, Gods' Day is also a semi-official "Be Kind to the Guard and Watch Day" in Waterdeep.  

Marpenoth 30: Liar's Night

This holy day pays tribute to Leira and Mask. To satisfy those deities and ward away their attention, folk of all walks of life don masks and costumes (magical or mundane) to disguise themselves and play at being other than what they are. Commonly seen mask styles include the black mask symbol of Mask and the mirror face of the priests of Leira.   The festivities begin in the evening, when people place candles in hollowed-out gourds or pumpkins carved with faces. Each pumpkin represents a person donning a mask, while the light inside represents the truth of the soul. For as long as the candle remains lit, lies told and embarrassing things done don't sully a person's reputation, so celebrations often descend briefly into anarchic hedonism.   Misfortune is said to come to anyone who returns to their pumpkin after celebrating to find it unlit. Intentionally blowing out someone else's candle or smashing someone else's pumpkin is taboo, and risks the wrath of both gods - yet it does occur.   Tricks and pranks of all kinds are common on this night, and folk expect lies and foolishness. Pickpockets are rife on this day, so few carry much coin with them, having secreted it away somewhere the previous evening. Instead, people fill their pockets and belt pouches with candies. Traditionally, a pickpocket is meant to take the candy and leave a token in return (a tiny toy, a colorful paper folded into a shape, or the like), but this has changed over the years into adults exchanging candies among themselves and simply giving candy to children who ask for it.   By custom, no deals are made nor contracts signed on Liar's Night, because no one trusts that parties will abide by them. Illusionists and stage magicians (whether through magical or practical abilities) make the rounds to entertain private parties (having been paid in advance the previous day) or to perform in public spaces, in the hopes that a good show will earn them a meal, and perhaps a place at a private party in the future.  

Uktar 20: Last Sheaf

Sometimes called "The Small Feast," this day of residential feasting is held in celebration of the year's bounty. Small gifts (traditionally hand kegs of ale, jars of preserves, or smoked fish and meats) are exchanged among neighbors, and "last letters" are gathered for carriage by ship captains and caravan merchants - so called because they are the last to leave the city before travel becomes difficult. Of Waterdeep's many celebrations, this one is perhaps the most relaxed and relaxing.  

Nightal 11: Howldown

In honor of Malar, members of the City Guard leave the city in groups on this day to hunt down known threats to farmers and travelers, including brigands, wolves, owlbears, ogres, and trolls that haunt the roads and wilderness. These hunts typically last no longer than a tenday. During the same span of time, the City Watch engages in its own rigorous hunt for malefactors within the city walls.   With no real hunting to do of their own, the children of Waterdeep spend Howldown engaging in mock hunts of adults dressed up as monsters, and play at the killing of these predators.  

Nightal 20: Simril

When dusk comes on this day, folk go outside to locate particular stars that were lucky for their ancestors, or that were associated with their own births. They then attempt to stay up through the night, celebrating outside with bonfires, song, and warmed drinks. Cloudy nights often draw larger crowds than clear ones, since glimpsing your star through the haze is thought to be a blessing from Tymora. Inside buildings, service folk keep roaring fires and engage in making food to keep celebrants fed throughout the long night and into morning of the next day.

Maps

  • Waterdeep
    • 49 Landmarks
    • 50 Inns and Taverns
    • 28 Shops
    • 8 Walking Statues
    • 9 Temples and Shrines
    • 42 Noble Villas
    • 2 Dangers
    • 42 Guildhalls

Articles under Waterdeep


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