Social Level and Manners of Waterdhavians in Not Forgotten Realms | World Anvil

Social Level and Manners of Waterdhavians

Social Level   Given Waterdeep's size and the presence of a well-established nobility and a prosperous merchant class, many natives of the Realms believe that specific social classes have been established, each with rules and "inherent superiorities." Instead of the fragmenting and dis¬tinct splits based on income or birth, Waterdeep has nullified such differences almost entirely.   "Social level" and "class" are far less important in Waterdeep than in other cities of the Realms (and elsewhere any prejudices against folk due to race, creed, or coin are brought in by visitors from outside the walls, and are not tolerated to a large extent. The crossroads nature of the city and the up-and-down fortunes of those who make their living in trade keeps the inhabitants of the city tolerant of a wide variety of peoples, with widely varying customs, religions, and incomes. A paladin native to Waterdeep would readily accept that those who reject rigid authority are just as "good" and worthy of his aid as their more enlightened neighbors, unless they are actively evil. In a like manner, a noble mage might think himself above a dungsweeper, but he would never act superior in dealings with the sweeper beyond slight condescension and a simplification of speech.   In Waterdeep, low birth or station is not a recipe for rudeness from one's betters, beyond what one's actions would earn from one's equals in any case—if you are ridiculed in Water- deep, you brought such treatment upon yourself! Visiting knights-errant and paladins are, of course, a different matter—holding themselves above the common man and living for an ideal—although they are soon advised about their pompous elitism by many Waterdhavians. Of course, the watch might take a hand to a very objectionable and disruptive brag gart. "Live and let live" best describes most Waterdhavians' attitudes; everyone is far too busy in the pursuit of wealth and happiness. Folk who tell others how to act and think are more entertainment to the hard-working folk of Waterdeep than a serious social force.   Manners   The cosmopolitan nature of the City of Splendors makes its natives very tolerant. They tend to be talkative, friendly, easygoing, and outspoken, but do not expect others to be. Good Waterdhavian merchants are quick to sense how those they meet like to speak and be spoken to; this penchant allows them to make business deals with speed and to mutual advantage and pleasure.   Natives of the City of Splendors are notoriously slow to take offense. A Water dhavian will plainly state his or her feelings as a warning before showing anger. One is more apt to hear "I don't find that amusing, friend," said pleasantly to a stranger before an angry voice is raised. Some visitors misin¬terpret such behavior as cowardice or ignorance ("he was too stupid to know I insulted him!" if they act on such misjudg- ments, however, surprise and regret are the usual results.   Most Water dhavians are slow to take fright unless facing magic or monsters. A swaggering human warrior threaten¬ing them is quite likely to be stared at calmly, or even sneered at. Imzeel Coopercan, the bar keep of the Mighty Manticore, once reflected, "A bullying braggart in a Water- dhavian tavern is as welcome as a loud rope merchant at the Ropemakers' Guild meetings—no one's interested in what you're peddling, no matter how high a quality, as no one has need of nor desire for something in abundance." The only warriors that affect Waterdhavians with any fre¬quency wear the colors of the watch and the guard. "The only mortals that Waterdhavians fear are a few unstable wizards and the Lords," Durnan told a first-time visitor sur¬prised by the nonchalance of the Yawning Portal's regulars about the dungeon, "and only when they've incurred the wrath of said persons themselves."   Beings of almost all races may be seen in the city, too. A typical Waterdhavian would react with hostility and fear only to a drow, an illithid, nonhuman natives of the Lower Planes, and, of course, "monsters" such as beholders and dragons; with all others, it's generally "business as usual."   Lecherous and drunken behavior tends to be tolerated when considered atypical behavior, and it is treated the same as strange manners of speech or customs (though some of the Distillers' guild frequently drink to excess while "proving the superiority of Waterdhavian spirits to the uninitiated"). If a drunken outlander makes a coarse pro¬posal to a Waterdhavian who does not find it amusing or inviting, the suggestion will merely be ignored. If repeated, the Waterdhavian will leave if he or she wishes to, or sim¬ply state his or her lack of appreciation. This process con¬tinues for some time ere fists fly or blades flash. As a general rule—Waterdhavians with hair-trigger tempers who aren't powerful wizards simply don't last long.   Waterdhavians do not discuss the weather, unless in a profession governed by it like farmers or sailors. Small talk and idle chatter normally centers on matters of commerce, and secondarily on warfare elsewhere in the Realms.   Waterdhavians take a sporting interest in such happenings as the constant minor strife in the South, the recurring unrest and bloodshed in Tethyr, and traditional and long standing shipping discord between Ruathym and Luskan.   So many reaching hands These days, Waterdhavian noble houses, guilds, and business magnates often speak of "our Reaching Hand" where a century ago they might have said "our man in the field," just because so many of these agents now aren't male or for that matter human. Usually a Reaching Hand of Waterdeep is a trade factorthat is, an agent who represents a business concern, usually as an inspector, deliverer of contracts or payments, bill collector, and in some cases a negotiator.   That said, Reaching Hands might do far more than factors and be far less in official known-to-the-world standing than a factor. Or to put it another way, they may be undercover "rough and ready" agents who do dirty work, often without much regard for the law.   Whenever player characters are adventuring in the countryside in the Heartlands or the settled Sword Coast North, they are apt to encounter such Reaching Hands, though the Hands may well be posing as something else (often peddlers), and won't seek to involve themselves with characters unless their objectives conflict, or they are in swift need of some muscle and deem hiring the characters on the spot to be their best move in the circumstances.  

FREQUENT MISSIONS

  Although a Reaching Hand might be "up to" just about anything when encountered, or (like the infamous meddling archwizard Elminster) customarily be at work on a dozen matters or more at once, here are some of the more usual missions a Hand may be pursuing when characters encounter one:  
  • Tracking down someone who owes coin or goods or both to the Hand's master, to demand repayment, deliver terms, or exact revenge. Sometimes the latter is up to or including on-the-spot assassination, or "arranged murders" where the victim is to be left in a particular manner so that when found, the description of the murder scene will send a message or warning to others.
  • Trying to find a source of goods, or a skilled craftworker (someone who's moved or dropped out of sight, or a rumored-to-be-hereabouts source or artisansuch as a locksmith, founder who can cast small and precise items in metal, or cobbler) to replace a source who's died, gone bankrupt, or left a field of business. Usually to make an offer to them, within a provided range of prices or terms.
  • Seeking to covertly damage, destroy, or steal wares belonging to a competitor (examples: taint wines, set fire to a full warehouse, smash breakables, or redirect bulk cargoes to the wrong destination), to damage the competitor's reputation and "hurt them in the purse."
  • Spying on a creditor, debtor, or competitor of their master, to ascertain what they're doing, when or where they are doing it, and how far along they are on a particular endeavor. Or: deliver instructions to, and receive reports from (to take back to the master), local spies already working for the masteror in rarer cases, working directly for the Hand.
  • Overseeing the transshipment, storage, or exchange of the master's goods in a location far from the master's oversight.
  • Spying on other agents who work for the same master (a few nobles and guildmasters, and a large number of lone business magnates, are notoriously suspicious of their own people, seeing conspiracies and thefts reigning over every day of trading, where the reality may be far different). Reaching Hands engaged in this sort of work are often aware, or often suspect, that other Reaching Hands have been "set" to watch them. The notoriously paranoid Castle Ward business magnate Arthlen Harlryfe, who rose to great riches in the 1470s DR dealing in his own mixtures of painkillers (dry herbal powders intended to be stirred into soups), and who has been diversifying into ever-more-extensive landowning within cities, has been revealed to have "lurking chains" of as many as seven Reaching Hands watching each other work on his behalf.
  • Gathering intelligence on local politics, wars or skirmishes, or the condition of bridges, fords, docks, roads, warehouses, and ongoing large construction projects (for example, the rebuilding or expansion of city walls) for the master, usually because such things will affect trade flows and therefore prices in the near future.
  • Making payments on behalf of the master. Almost always, this includes collecting receipts, and it may also incorporate making small cash-payment purchases upon instructions from the master.
  • Collecting and guiding large acquisitions (fleets of new wagons or coaches or ships or sledges, or bulk crates or barrels, or herds of livestock, or large bulk cargoes such as foodstuff harvests) from one place (usually a source of supply) to another (usually the master's "home" place of business, on behalf of the master). Or, shifting bulk resources (wares or business assets such as conveyances or even staff, less often the assets of other businesses acquired by the master) from one location to another, on orders from the master. For some businesses or masters, such movements are regular seasonal relocations; for others, they are one-offs in response to changing business needs.
  • Hiring adventurers to assist in seizures of goods in lieu of debt, or to protect cargo or assets in a dangerous area, or as a show of force deterrent to competitors or opportunistic predators. For instance, when orc or goblin raids increase in an area, many overland shippers will bulk up on guards for warehouses and caravans, just to dissuade "the problem" from attacking them, when there are weaker targets to be had on the same road or in the same vicinity.
  • Mustering caravans in locales where none are forming (sometimes because caravan masters are all elsewhere, sometimes because competitors are paying to keep shippers from departing indefinitely, to drive up prices or to harm the Hand's master), or providing guides or guards or conveyances for same, when none seem available or roadworthy or affordable. Such practices have traditionally been called "handfixing" among merchants (which confuses common citizens who often think repairs are being discussed).
  • SUCCESSFUL HANDS

      Although the stereotype of a Reaching Hand is a grim, weathered, armed to the teeth and obviously formidable "hardjaws" (the polite Faerunian equivalent for "badass"), some of the longest-serving Hands (and lengthy survival is in itself success in the world of Reaching Hands) are nondescript, small in stature middle-aged to elderly human or half-elf or halfling women.   Being known (outside the particular fields of business a Hand's master is engaged in) isn't necessarily useful to a Reaching Hand, and it is not a mark of success among Reaching Hands; acquiring a "reputation" among lawkeepers or with the inhabitants of a particular locale can be a pronounced hindrance.   Here are three of the currently most highly regarded "free" (as in, not tied just to one master) Hands:   Laskelos Harlmeld (a male halfling who is usually visibly dirty, sports an eye patch, and has long blond hairbut these are all a costume he can remove so as to not be recognized as himself older than he looks, and an accomplished thief and stealthy break-and-enter artist who prefers to remain quiet and in the background as much as possible, and observe much. Works for six Waterdhavian guilds and occasionally freelances by adding clients, and is mainly a spy, go-between for spies, and locator of debtors and thieves (whom he either enacts revenge upon, or collects debts or stolen property from, according to his orders).   Marlaerla Tlarthimble (a female halfling of tart tongue, gigantic dark eyes, buxom build, and perfect memorysuperb at faces and names even if heard or glimpsed only once and fleetingly very persuasive in mercantile negotiations and makes a habit of spying out the local situation first before revealing her presence; has built up an extensive network of folk who owe her favors or like her coin and will readily hide her, assist her, or cover for her, up and down the Sword Coast and across the Heartlands. She works for many Waterdhavian shippers, noble houses, and guilds on a short-contract basis.   Tantathra Vaerdryn (a female half-elf of ordinary looks, who constantly shifts her facial appearance with cosmetics and deft uses of wax and wigs and clothing, and is a devastatingly good mimic the epitome of someone who's "not there" and passes unnoticed, until she reaches the person she wants to make contact with. Has no scruples about assassinating, but far more often delivers messages or contracts, and brings back signed contracts or payments or items desired by masters (that she must sometimes "engage in stern persuasion" to get). Keeps abreast of the doings of thieves and adventurers in and around Waterdeep, and among its noble houses. Was instrumental in reclaiming noble titles from commoners who'd purchased them, throughout the 1460s and 1470s, on behalf of nobles who'd "come into coin" and wanted their "grandeur" back (this Reclamation restored not many more than a dozen houses, but heartened many oldcoin nobles, who regard "our Tan" as the "go-to" Hand when they need something "unpleasant done fast, and done right").  

    Waterdhavian Social Season

     

    Winter

      The fierce Northern winters essentially shut the city down. As of the first blizzard, snow usually lies thick on the ground, and cruelly cold winds rush in off the ocean to lock the city down.   Most nobles flee the city entirely during the winter, preferring to lock down their opulent villas in favor of country properties that are much cozier, or even for holdings in warmer, more southerly lands (most families of Tethyrian blood maintain houses in Amn, Tethyr and Calimshan, as well).   As a result, while the Guild of Street Laborers works diligently to keep most of the streets of the city snow-free, the Sea and North Wards are basically left to snow-over (with the exception of the High Road and major roads).  

    Spring

      Ches   Fleetswake (Ches 21st - 30th): Generally speaking, the Spring Social Season begins with Fleetswake, when winter has let up enough to allow ships to return to the Waterdhavian harbor. Many noble families return during this week, taking rooms in inns while their servants prepare their estates for reinhabiting. By the time of the Highcoin, the nobles have mostly all returned.   Fair Seas Festival (Ches 29th - 30th): The returning nobles make their presence known to their fellows with elaborate Fair Seas Feasts. Those Houses that retain a strong presence in the city have the upper hand in these plans, for they're in place to arrange their feasts and send out invitations to those nobles who are just now getting back into the city. The nobles also make a point of preparing to contribute to Umberlee's Cache in extravagant ways during these parties, which are the favorite scene for the cache collectors to take up offerings from the noble Houses.   Highcoin Ball (Ches 30th): While the rest of the city is focused on the Fair Seas Festival, the nobility take the Waukeenar festival of Highcoin very seriously. Lord Piergeiron's Highcoin Ball is an absolute necessity for those intending to be on the scene this season - if you miss it, you're an afterthought at best for the rest of the year. The coin that is traditionally gathered on this day is gathered at the door of the ball.   This ball is usually accompanied by accolades on what the nobles contribute to Waterdeep's prosperity by the Open Lord, myriad Guildsmasters and other personages of importance. This event begins at sundown, and most of the nobles make sure to be at the sinking of Umberlee's Cache as the true beginning of this festival, lining the shoreline in their finest garb, and then promenading to the Palace afterward.   Tarsakh   Waukeentide (Tarsakh 1st - 10th): The nobles of Waterdeep take the merchants' festival very seriously. This entire week is filled with parties of all sorts; Waterdeep's nobility see it as a sort of "leaping into the deep end" to get back to the social whirlwind of the city.   The nobles turn out en masse on the second day of the festival, Caravance, to shop at the newly-opened Market.   Spheres (Tarsakh 10th): The final day of Waukeentide is celebrated with grand parties.   The day begins with a gathering at Piergeiron's Palace, where the nobles gather to watch the glass orbs full of coin gathered at the Highcoin Ball be launched into the air after being enchanted to cause the glass to wholly render down into a harmless glittering dust upon impact.   After this spectacle and a shared warm drink courtesy of their host, the nobles break away to wander off to their myriad parties. It is considered to be something of a game among them to try and poach guests away from one anothers' parties at this point - you never know who actually is going to show to your Waukeentide party.   The parties themselves are always grand spectacles, the hosts attempting to make them enthralling enough so that guests don't go awandering for fear of missing something, while the guests frequently travel between the parties, afraid to miss out on any one of them. As a result, the streets of North and Sea Wards are filled with small clutches of traveling party-goers in their festival finery.   The Vernal Trousseau Festival (Tarsakh 23rd - 27th): A festival dedicated to a series of parties that focus on the newest fashions for spring and summer, and all culminate in exhibitions of the garment work of the finest artists of the Most Excellent Order of Weavers & Dyers, the Order of Master Tailors, Glovers & Mercers, and the Solemn Order of Recognized Furriers & Woolmen.   These shows are organized by noble patrons to highlight the work of one given tailors or group thereof, to both show off the nobles' good taste and to possibly garner additional regard for that artist's work.   Greengrass (Festival)   Wreaths of fresh flowers - some wider across than a man is tall - adorn the front gates of noble villas at Greengrass. Though a few do enjoy pilgrimages to celebrate the holiday in the hedonistic revel known as the Lady's Revels at the nearby Chauntean abbey of the Goldenfields, the nobles of Waterdeep tend not to do too much on this day.   The Greengrass Tastings: The main exception to this rule is with those families who deal in wine. These families (the Amcathras, Ammakyls, Melshimbers, Rosznars and Thanns) often hold open-barrel tasting parties, where the coming year's vintages are tasted to see how they're coming along before being bottled and sold. These parties are as much about business as they are about pleasure, with the families inviting various masters of the Vintners', Distillers', & Brewers' Guild, and various prestigious tavern- and inn-owners in attendance as well.   Mirtul   The Presentation Ball (Mirtul 4th): The next big event after Greengrass is the Presentation Ball, an extremely formal event hosted by Lore Piergeiron. The height of the event is the Presentation, when young noble men and women - only now old enough this year to be considered "accepted" into society - step up one by one to be introduced to Lord Piergeiron and two of the Masked Lords. Once that has been done, those nobles are considered "fair game" for politicking, courting and are in all other ways treated as adult members of their Houses.   The rest of the event consists of dancing, particularly with the newly-Presented guests; more than one less-jaded noble has commented that the flurry that surrounds the newly-Presented was uncomfortably reminiscent of the drooling excitement a pack of hounds finds in the introduction of fresh meat to their kennels.   Guildsmeet Ball (Mirtul 12th): Coinciding with the Waukeenar holiday of Sammardach, this ball is thrown as a joint function by those guilds in the city who deal most with the nobles. It is an opportunity - wholly at the expense of the guilds, of course - for the nobility to meet and mingle with important guildsmen that they might not otherwise encounter, and for the guilds to make introductions to up-and-coming guildsmen and young nobles who'll be taking over their family fortunes in a handful of years. Though plenty of business does get done here, the event is primarily social. Indeed, most Houses avoid scheduling social events for a full week following the Guildsmeet, to allow newly introduced nobles and guildsmen to invite one another to dinners and other engagements after having met at the ball.   Kythorn   The Steel Revels (Kythorn 6th): The Steel Revels are a celebration of the military ability possessed by the nobles of Waterdeep. Some Houses (particularly those whose financial interests lie in the direction of mercenary companies) field small units of skilled fighters who battle it out to first blood in exciting scenarios in the Fields of Triumph. A great deal of betting goes on before and during such events.   The end of the day sees the Highsteel Bouts, one-on-one conflicts between nobles with a good hand at the sword. These bouts are likewise to first blood, and are a favorite way among the nobility to see long-standing feuds be settled.   At the end of the day, those Houses who won the most notable victories (either individual or unit) host parties to allow their guests to congratulate them on their martial prowess.   The Ball of Blossoms (Kythorn 20th; Summer Solstice): Organized by Houses Crommor and Gost, with the aid of the Spires of Morning, the Ball of Blossoms opens the day as something of a fair and competition, with each participating House contributing a selection of fine flowers from their gardens to the grounds of the Spires. There, the High Radiance judges the arrangements, and a small prize is awarded to the House that wins.   That evening, the arrangements of flowers serve as the backdrop to a fine ball held in the Great Hall of the Spires temple, and the nobles turn out in their finest white, gold, rose and violet garments to celebrate the height of the growing season and the gifts of Lathender to Waterdeep.   The Gathering of Quills (Kythorn 30th): Established when the sponsors of the Gathering of Harps would not permit the addition of the written word to their roster of entertainment, the Gathering of Quills is sponsored by Houses Adarbrent, Estelmer, Ilzimmer, Moonstar, Thongolir and Wands, as well as by the Scriveners', Scribes', & Clerks' Guild, the Stationers' Guild and the Surveyors', Map & Chart-makers' Guild.   Though considered something of a dull affair by most noble standards, the Gathering of Quills attracts the finest writers, printers and bookbinders, and many nobles turn out simply to expand their libraries with both the recent fashionable works, and to hunt among the sellers of antiquities for old books, maps and other charts.   Though the Melshimbers have sought to become involved with the Gathering of Quills, they were snubbed and turned away in retaliation for what the organizers claimed were the slight of not supporting their desires to aid with the Gathering of Harps.  

    Summer

      Summer is marked by a variety of important parties, balls and similar events. It is the time to be seen, and while it has the fewest traditional events, it is when each of the Houses try to make their mark on the season with a new theme, entertainment, patronage or other event that will set the tongues to wagging about them.   Flamerule   Founders' Day Viewing Parties (Flamerule 1st): Some civic-minded nobles throw small parties in the very stands of the Field of Triumph, using their influence and coin to lay claim to one of the viewing boxes and inviting important city officials and other nobles to the festivities they host there. It's considered an old-fashioned event, however, even if the alliances created and influence garnered with various city officials makes it worth it.   Sornyn Ball (Flamerule 5th): The end of the Waukeenar festival around treaties and envoys, this ball is thrown by Lord Peirgeiron as a welcome to the new diplomats to the city, and a welcome back to those who've been here for years. It is an opportunity for the noble Houses to get to know the ambassadors, and they do so with gusto, seeking the best possible opportunities for their families (and the city, of course).   Theater Season (Flamerule 11th - 20th): It is during this week that the myriad actors and performers unveil their latest works, hoping to earn an avid following among the nobles who expect the season's newest entertainments during this tenday. Theaters, festhalls, even courtyards in town all play host to bands of players. Among those who prefer to take their lovers from among actors and other players, this tenday is usually a time of excitement, courting and competitions among the nobles to be the one to win the affection of the popular new ingenue on the stage.   Midsummer (Festival)   Midsummer Ball: The Midsummer Ball is an all-night affair that starts at dawn of Midsummer eve, and lasts until the dawn of the following day. This event is thrown in the Heroes' Garden, the Sea Ward park, and features an elevated dance floor, dozens of elaborate pavilions (sponsored by various Houses) with plenty of delicacies and ever-flowing drinks and music aplenty.   It is an evening originally intended to permit the sons and daughters of the nobility to meet one another under less-supervised circumstances, to dance and drink and flirt freely within the bounds of the outdoor Ball. In recent days, this has taken on a slightly more lascivious nature, where even those who aren't looking for a consort might take a fancy to someone they meet at the ball and spend some intimate time drinking and dancing with them.   Shieldmeet (Festival)   Shieldmeet Ball: Every Shieldmeet, Lord Piergeiron throws a grand ball for Waterdeep, with the interiors of the Palace laid open for nobles and the wealthy, and a grand festival air in the courtyard in front of the palace. Room within is limited, and the guests within are always influential and important, so the jockeying to achieve a place within is intense.   Eleasias   Divine Pageantry (early Eleasias): Another event considered hopelessly old-fashioned by young, fashionable nobles, it is the only holy festival to Siamorphe, the goddess of nobility considered the patron of all Waterdhavian nobles. As such, no matter how de rigeur it is, the wise patron or matron of House ensures everyone in their family is there to take part, dressed in fine antique garments, spreading coin and remembering the proper old fashioned forms of address.   Many young nobles (and not a few elders) spend the weeks before the Pageantry going over the hoary old documents that detail every proper title, honorific and form of address for everyone they are likely to meet on that day. A gaffe in these stilted forms of address is not just a social blunder, but an act of blasphemy against the goddess of nobility.   The Promenade of Violets (Eleasias 1st, Ahghairon's Day): A grand masquerade ball thrown by the House of Wonder in honor of one of the founders of Waterdeep, and the first of the Open Lords, the Promenade is held at the House of Wonder, the temple to Mystra, but organized and arranged by a small council of nobles chosen by the Temple Magister. This honor is usually bestowed on those families with some ties to wizardry themselves (meaning the Eltorchuls, Thunderstaves, and Wands families dominate), along with the head of the Magists' and Protectors Order, Mhair Szeltune. The ball is eagerly anticipated for its unprecedented spectacle, thanks to the magical talents of those who organize it.   The Harbor Spectacles (Eleasias 8th): At the height of summer, the nobility take to the waters. Various Houses fund massive party-boats, opulently decorated and provisioned, to invite guests onto. Usually built onto large barges, they often feature multiple decks of hedonistic entertainments.   These boats are launched with guests aboard, and are all arranged in a line so as to provide ample viewing opportunities to the slim five-man racing boats fielded by the various Houses. A purse of no small wealth is always offered the winner, and a great deal of betting goes on.   After the races, the true revels begin. The harbor becomes swarming with small ferry-boats going from party-boat to party-boat, allowing nobles to move from party to party, enjoying the variety. Of course, more betting goes on during this time as well, generally based on who the next drunk noble will be that manages to stumble and tip himself (and possibly his entire ferry-boat) into the cold waters of the harbor. Merfolk members of the Watch are usually in close patrol during these events, as are ten-man Watch boats.   The Annual Garden Parties (Eleasias 17th): Originating as Waukeenar Huldark celebrations, the annual garden parties of the Sea and North Ward are (like many things involving the nobles of Waterdeep) a fierce competition.   For months, noble families work to see that their gardens are the finest possible works of art. On the day of the party, each of the Houses involved throws a massive garden party, seeking to show off their gardens in the best possible light while also demonstrating the support of their peers.   A trio of judges travels from party to party, technically judging the quality of the garden, but also partaking of the merriment. These are usually personages of note, including clergy of the nature gods, previous years' winners and even Khelben "Blackstaff" Arunsun (a noted gardener in his own right) once or twice in the past.   By nightfall, a winner has been decided, and runners are dispatched to announce the victor at each of the ongoing parties, which usually results in a flood of guests abandoning the parties of losing Houses to essentially invade the party of the victors.   The Gathering of Harps (Eleasias 24th - 28th): An undertaking by several Houses concerned with music (notably Houses Crommor, Estelmer, Majarra, Melshimber and Thann), as well as the Council of Musiciant, Instrument Makers and Choristers, the Gathering is held at the Field of Triumph. It is a day full of entertainment and enjoyment, with merry-makers and performers of all kinds turning out to demonstrate their talents.   At night, the sponsoring Houses throw a party, one each night of the Gathering, where the nobility take in the finest of the musicians and performers from the Gathering. These evenings often see a great many tap rooms and festhalls filled as well, for those musicians who don't quite make the cut to be invited to perform for the nobility can always find a place in one of the many public nightspots of Waterdeep.   Eleint   The Matrons' Diversion (Eleint 10th): Over three generations ago, the Matron of House Melshimber invited the matrons of every other House that was led by a woman for a "genteel afternoon of cards and idle conversation". The ladies showed up in their very best, each with permission to bring along a daughter or niece, for what has become the foremost gathering time for the noble ladies of Waterdhavian society. Matrons take turns hosting these events, and there is tremendous pressure to successfully throw a successful event.   It is worth noting that a few of the Patrons of various noble Houses have idly discussed holding their own functions, but nothing on the level of the Matrons' Diversion has ever come of it.   The Pankration (Eleint 22nd): Another sporting event at the Fields of Triumph, the Pankration is made up of wrestling- and boxing-matches. Each House is expected to sponsor at least one athlete to engage in these bouts, and there is a specialized category of competition for those nobles who actually deign to enter the bouts themselves.   The wrestling is done Lathandran style, nude or nearly so and doused in temple-blessed oils, while the boxing is bare-knuckle and fought until one surrenders or simply can rise no more.   Multiple rings are set up in the Field itself, with space between them allowing observers to come down to watch any one of several simultaneous matches up close.   At about dusk, the Fields clear out, with nobles returning to clean up and change their clothes, while workers clear out and decorate the Fields. Once full night has settled in, great torches are lit atop the walls of the Fields of Triumph, and a party is thrown within.   Autumn   High Harvesttide (Festival)   Harvesttide Hunts: Often occupying several days on either side of this high festival, Waterdhavian nobles have taken to organize hunting retreats from the city (which is dreadfully hot around this time of year).   A few families with hunting lodges and the proper accommodations within a day or so of Waterdeep organize extended hunting excursions and invite their guests along. Though wardens and other servants tend to do the majority of the actual hunting, there is usually a prize prey of some sort (usually a stag or boar) that is hunted. The rest of the undertaking is generally an extended bout of drinking, eating, courting and the other merriments available to the nobility in the countryside.   Marpenoth   The Raising of the Guard (Marpenoth 11th): An annual military exhibition in the Field of Triumph organized by Lord Piergeiron's offices, the Raising of the Guard celebrates the founding of the Guard and Watch in Waterdeep.   After the midday exhibition, a grand ball is held in Piergeiron's Palace, where snappily-dressed men and women in uniform mingle with the nobility and other important personages. Many jaded nobles like to think of this as a good time to take a soldier for an evening's bed companion, and more than a few soldiers have leveraged the contacts they made at such events into more lucrative careers with the Houses of Waterdeep.   The Autumn Trousseau Festival (Marpenoth 23rd - 27th): A festival dedicated to a series of parties that focus on the newest fashions for autumn and winter, and all culminate in exhibitions of the garment work of the finest artists of the Most Excellent Order of Weavers & Dyers, the Order of Master Tailors, Glovers & Mercers, and the Solemn Order of Recognized Furriers & Woolmen.   These shows are organized by noble patrons to highlight the work of one given tailors or group thereof, to both show off the nobles' good taste and to possibly garner additional regard for that artist's work.   Uktar   The Five Feathers Event (Uktar 9th - 12th): A four-day fair and sporting event in the Fields of Triumph, the Five Feathers hosts a handful of events such as archery buttes, hawking competitions and equestrian events. A great deal of betting goes on, and (as usual) the Houses are in fierce competition with one another to win the medals awarded the victors. During the days, athletics events occur, while at night, free-for-all parties fill the Fields of Triumph.   Feast of the Moon (Festival)   The Remembrance Revel: Marking the end of the official Waterdhavian season, the Remembrance Revel begins with visits to the City of the Dead in the later part of the day, visiting House crypts and paying respects. In some ways, because so many nobles depart Waterdeep for the winter right after this event, it is a time to say goodbye to one's dearly departed, seeing them one last time until the following year.   As night falls, the normal curfew on the City of the Dead is lifted for one single night, and the nobility of the city host a grand masquerade revel, with laughter, song, dance and plenty of drink. The following day, most of those nobles who will be departing the city begin making their arrangements to do so; indeed, many of its most important members depart on ships or caravans the next day, leaving servants and less-important members of the House to close up the family's villa and operations for the winter.

     
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