Waterdeep
Waterdeep, also known as the City of Splendors or the Crown of the North, was the most important and influential city in the North and perhaps in all Faerûn. 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
While humans form the majority, it's home to a large number of elves (particularly moon elves), dwarves, halflings, half-elves, and gnomes.
Government
Waterdeep is ruled by a sixteen-seat council whose membership was largely secret. These hidden Lords of Waterdeep maintain their identities behind magical masks, called the Lord's Helm, and while they rule in public, none know the true identities of most of them. The subject of who the Lords were 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.
Law & Order
The City Watch was the local police force whose duty it was to capture criminals, settle petty disputes, give directions, summon medical and priestly aid, generally performing duties that promoted the idea that Waterdeep was a city open to all who knew how to behave themselves.
Rulings on the city's laws were issued by the Magisters, more commonly referred to as Black Robes. They had the duty of running the courts and issuing sentences to those that were found guilty. The Black Robes were each protected by at least six members of the City Guard while traveling the streets of Waterdeep. Those who were convicted could request trial by the Lord's Court and appeal to the masked lords themselves, but faced strict punishment if their claims were ruled as frivolous.
Crime
The last official thieves' guild that openly conducted business in Waterdeep was dismantled in the early 14th century DR. While many others made claims as the head of various criminal organizations there were none that posed a real threat to the Lords of Waterdeep. As the Lords were able to govern the city with anonymity, thieves and other ne'er-do-wells could hardly trust their partners-in-crime. Since the Lords were secret, criminals did not know if trusted partners were truly on their side or not.
This is not to say that there were no thieves or crime in the streets of Waterdeep. Rather, crime there was random and dispersed, with no one leader or organization to take command. One attempt was made by the crime lord known as Xanathar, a beholder with a well developed secret network in his service. This network was savaged and Xanathar defeated through the actions of bold adventuring companies at the command of Lord Piergeiron. The beholder's legacy lived on however, and by 1492 DR the Xanathar Guild was perhaps Waterdeep's most prominent criminal organization, competing mainly with various Zhentarim subfactions. Other criminal groups active at that time included the halfling wererat gang known as the Shard Shunners.
Defences
Waterdeep maintained two separate armed forces, the City Guard and the City Watch. The City Guard served as Waterdeep's soldiery and its members staffed garrisons, road patrols, and watchposts, and served as bodyguards and gate guards. The Watch was the local police force, 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 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.
The city was protected against attacks from dragons by a powerful mythal known as Ahghairon's dragonward.
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
Infrastructure
Transportation
- Drays are large, two-floored collective carriages that hold a large number of seats and travel through preset trajectories along the main boulevards. Fares vary between 2 and 4 nibs.
- Hire-coaches are two-wheeled, two-seat carriages can could be called and dispatched to specific locations. Hire-coaches roam the city streets in search of passengers, who can call a free coach with a shout. Fares, agreed upon in advance, rarely exceed 6 shards.
- Carriages are luxury vehicles that can accommodate up toe 8 passengers comfortably. Prices vary, but usually carriages and their respective drivers and servants are hired for the entire day.
Power Supplies
- Water Power:
- Gnomish Desalination Plant: Waterdeep utilizes a desalination plant in the Dock Ward powered by an elemental reactor to proved fresh water, some of which can potentially contribute to power generation
- Mount Waterdeep Sprints: Fresh water springs within Mount Waterdeep are piped to significant locations like Mirt's Mansion, Castle Waterdeep, Piergeiron's Palace, and municipal pumps, which can also be harnessed for power.
- Underdark Rivers: Freshwater rivers flowing beneath the city in the Underdark are another important source of water, which can be utilized for various power-generating purposes
- Magic and Magical Items:
- Elemental Reactor: As mentioned , a desalination plant uses an elemental reactor, hinting at the potential for magical energy to power city functions.
- Specific Items: Shops like The Curious Past and The Bazar of Chanszobur sell minor magical items, suggesting that magic is a source of specialized power or functionality in the city.
- Physical and Mechanical Power:
- Guilds: Powerful guilds, like the Cellarers' & Plumbers' Guild, control and maintain some of the city's power infrastructure.
- Hire-coaches and Carriages: Public transportation uses animal power for movement and transport within the city.
- Wind Power
- Converted Windmill: A crumbling, two-story stone structure used as a residence that is now in a state of disrepair was once a windmill before the city grew up around it suggests that windmills were once used to power various structures in the city.
Sewers
The sewers of Waterdeep are a sanitation system of tunnels beneath the city that connect to most locations throughout Waterdeep, including the dungeons.
The depth of these sewers vary across Waterdeep with some areas having around two or three sub-levels. One reason for this was Mount Waterdeep and the plateau the northern portion of the city was build upon. Another was that the varied sizes and areas in which the sewer network was constructed at were both deliberate design decisions, made in order to optimally account for the ocean tides.
The tunnels of this sewer system do not match up with the routes of the city's streets above them. This was partially due to the ever changing layout of Waterdeep, but also because the sewer layout was dictated in part by where Mount Waterdeep's springs rose and flowed down to the sea.
The Field Ward, the harbor islands, and the heart of Mount Waterdeep are the only areas in the city that the sewers do not run beneath.
Shipyards
Waterdeep has significant shipbuilding and repair facilities within its Dock Ward, particularly around the Great Harbor and the Naval Harbor, including those operated by individul shipwrights like Arnagus the Shipwright.
While not directly within Waterdeep, the island of Orlumbor is a significant shipbuilding location that has historically served Waterdeep. It's known for its skilled dockworkers and its ability to repair ships.
Bridges
Waterdeep as several notable bridges, including Zundbridge, Boareskyr Bridge, and the Flying Fish Bridge.
Zundbrindge is a squat, massive structure built by the wizard Zund. It's a key crossing on the Dessarin River and is protected by a castle with griffons.
Boareskyr Bridge is located on The Trade Way, this bridge is vital link to cities like SCornubel and Elturgard. It features a semi-permanent trading community and was once the site of a battle between Cyric and Bhaal.
Flying Fish Bridge is unique due the magical wards placed upon it, cause fish to fly over it instead of swimming underneath.
Major Roads
Waterdeep features several major roads that are vital for transportation and trade. The High Road and Way of the Dragon are prominent in the southern part of the city, running north to south. Waterdeep Way connects the High Road to the Street of Silks. The Long Road and Trade Way are major trade routes extending beyond the city,
Districts
- Dock Ward
- North Ward
- Sea Ward
- Castle Ward
- Southern Ward
- Trades Ward
- Waterdeep Structures
- City of the Dead
- Undercliff
- Deepwater Harbor
- Field Ward
Guilds and Factions
Arcane Schools and practitioners
- Blackstaff Tower
- Eltorchul Academy
- Enclave of Red Magic
- Halaster's Heirs
- New Olamn
- Watchful Order of Magists and Protectors
Criminal and underground
- Agents of the Eye
- Black Boar Tribe
- Bull Elk Tribe
- Plague Rats
- Savants of the Dark Tribe
- Shadow Thieves
- The Unseen
- Xanathar Theives' Guild
Secret organizations
- Harpers
- Knights of the Shield
- Kraken Society
- Red Sashes
- Moonstars
Registered Guilds
- Baker's Guild
- Carpenters', Roofers', & Plasterers' Guild
- Cellarers' & Plumbers' Guild
- Coopers' Guild
- Council of Farmer-Grocers
- Council of Musicians, Instruments-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
- Surveyor's Map-makers', and Chart-makers' Guild
- Vintners', Distillers', and Brewers' Guild
- Wagon-makers' and Coach Builders' Guild
- Watchful Order of Magists and Protectors
- Wheelwrights' Guild
History
The region that would later be called Waterdeep was originally a trading stop utilized by the local tribesmen of the North and merchants that came up from the cities to the south. Early accounts of permanent farms being established in the area varied slightly, with some sages stating that they were first observed as early as the Year of the Thundering Horde, 52 DR, while others noted their appearance circa to mid–4th century DR.
The actual name "Waterdeep" was first used circa the 10th by sea captains to refer to the warlord-controlled town at whose port they docked. It did not become a true city until the Year of the Nightmaidens, 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted.
Its size and population grew at a tremendous pace. By the mid–13th century Waterdeep's famous guilds had taken root in the city and construction of the City of the Dead graveyard had been completed. Waterdeep's guild masters seized control of the the City of Splendors shortly after the Year of the Cockatrice, 1248 DR, beginning an era of great turmoil and political conflict referred to as the Guildwars. This dark period ended after a couple decades, and the more modern form of governance was put in place in the Year of the Wagon, 1273 DR. The secretive Lords of Waterdeep took power, aided by the diligent and astute Blackcloaks.
People from all across Faerûn and beyond traveled to Waterdeep to take their chance at earning wealth and renown. They were afforded their chances by the city's stable and fair system of government, its stalwart defenders of the City Guard and vigilant members of the Watch. By the 14th century, Waterdeep earned the reputation as a place of tolerance for the myriad of different cultures, lifestyles, and religions that were associated with the people of the Realms.
When the Time of Troubles came upon Toril in the Year of Shadows, 1358 DR, Waterdeep became the battleground of the gods. The goddess Shar orchestrated the abduction of Luna, the avatar of moon-goddess Selûne, and masqueraded as her in the city. Selûne was freed by the efforts of Luna's adventuring companions and proceeded to defeat Shar and prevent any great destruction from befalling Waterdeep. That same year saw the avatar of Myrkul and his legion of night riders invade the city in pursuit of the mortal Midnight, who possessed one of the Tablets of Fate. The Lord of the Dead was disintegrated atop Blackstaff Tower by Midnight in a great battle that led to the opening of the Celestial Staircase atop Mount Waterdeep, and the ascension of three mortals to deific status: Cyric, Kelemvor, and the restored Mystra.
While Waterdeep did not face ruin as some other cities did when the Spellplague struck the Realms in the Year of Blue Fire, 1385 DR, the magical network that wound through its infrastructure was greatly altered. The cataclysm "awakened" the remaining Walking Statues that previously only existed on the Ethereal Plane and brought them back to Waterdeep on the Prime Material plane. They each ran rampant in the city, causing some extent of destruction before they were stopped by various means.
Waterdeep was struck with another catastrophic event in the Year of Silent Death, 1395 DR, when the Putrescent Anathema spread throughout its region of the North. The plague hit Goldenfields particularly hard, destroying much of the city's primary grain supply. The catastrophe reduced the city's population greatly, hitting its poorer citizens particularly hard.
In the Year of Three Ships Sailing, 1492 DR, a number of agents and organizations including the shady Xanathar's Thieves' Guild, the greedy Zhentarim, the enigmatic Harpers, and even the stalwart Lords' Alliance sought to recover a cache of 500,000 gold dragons that was hidden somewhere within the city, a sum that was embezzled by the ousted former Open Lord of the city, Dagult Neverember.
Points of interest
- Undermountain
- Yawning Portal
- Skullport
- Blackstaff Tower
- Aurora's Emporium
- Walking Statues of Waterdeep
- House of the Moon
- Ahghairon's Tower
- Castle Waterdeep
Tourism
Cosmopolitan Metropolis
Waterdeep is a melting pot of cultures and peoples from across Faerun, making it a diverse and exciting place to explore
Rich History and Landmarks
The city boasts a rich history and numerous iconic locations like Ahghairon's Tower, Blackstaff Tower, and Castle Waterdeep
Thriving Food Scene
From high-end restaurants to bustling taverns, Waterdeep offers a wide array of dining options to satisfy any palate.
Adventure Opportunities
Waterdeep serves as a gateway to Undermountain, a vast dungeon beneath the city, and other adventures.
Unique Culture
The city is known for its tolerant and even borderline libertine attitude, as well as its unique system of governance bay masked nobles.
Geography
Sword Coast North
northwest Faerûn
Climate
Waterdeep has a temperate, coastal climate influenced by its location on the Sword Coast of Faerûn and proximity to the sea. It experience a range of weather, including misty rains and fog in spring, comfortable summers, and harsh snowy winters. A warm current and winds moderate the climate, making it milder than other regions at the same latitude.
Spring:
Cold and damp with misty rains and fog, making the roads muddy
Summer:
Comfortable with warm days, but occasional hot spells due to trapped warm air.
Autumn:
Brings cooler temperatures and strong wind, with wagonloads of food arriving from outlying farms.
Winter:
Harsh with snow and ice, causing trade to slow and the city to seal its gates.
Natural Resources
- Water: Waterdeep is named for its excellent natural deep-water harbor, crucial for trade. Fresh drinking water is drawn from deep wells under Castle Waterdeep and Farwatch Tower, and from shallower city wells, guarded by the Watch. A wet climate with orographic rainfall from Mount Waterdeep contributes significantly to the city's water supply. "Spillwater" for washing is collected in cisterns and used to flush the sewers.
- Minerals: Waterdeep imports ore from mineral-rich lands to the north. Mount Waterdeep itself, the mountain flanking the city, was once a dwarven mithral mine. The nearby Frostsilver Mines were known for their ore and gemstones.
- Timber: The Ardeep Forest, east of Waterdeep, is a remnant of a formerly vast forest, important for logging, especially for shipbuilding. However, the forest has been reduced in size over time. Waterdeep imports timber.
- Food: While Waterdeep has some local farming, notably in the vicinity of Goldenfields which supports a large population, it primarily imports grain and livestock like cattle, swine, and horses. The Fishmongers' Fellowship in Waterdeep handles the distribution of fish, eels, and crabs. Spoiled seafood is used to make fertilizer.
“Though it may seem as if all Waterdeep rushes and bustles about with eyes and minds only for their own business at hand, it profits everyone to always remember that part of their business is watching what is unfolding around them, without seeming to, in hopes of seizing on the next big thing, the next road to riches. Even if only to sneer, Waterdeep always watches.”
— Largreth the Good Knight, Chapter 5 of The Rise of Randral: A Chapbook Adventure by Sandreth Yendrel

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