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Revision as of 11:57, 21 July 2022
VOLO'S WATERDEEP ENCHIRIDION: A VISITOR'S GUIDE TO THE CITY'S SPLENDORS
Welcome, traveler! You have in your hands the foremost and most up-to-date guide to the city-smiled over by none other than its Open Lord, Lady Laeral Silverhand. This chapbook will serve you well until my seminal work on the subject, Volo's Guide to Waterdeep-sadly long out of print, but now a tome prized by collectors-can be updated and printed anew. Ask any broadsheet seller, innkeeper, shopkeeper, tavern owner, or bookseller if they'll soon have copies of the new edition for sale!
ENTERING WATERDEEP
Likely you have already arrived in Waterdeep and borne witness to some of its many wonders. But in case this pamphlet has found its way beneath your worthy eyes in anticipation of your visit, due to the commendable efforts of some friend or family member who loves you dearly, I shall explain briefly the circumstances of entry.
You will have traveled through lands claimed and controlled by the Lords ofWaterdeep long before you see its walls. If you've come from the south by the Trade Way, you'll have met the City Guard at their post at Zundbridge. From the north by way of the Long Road, you'll have passed under their watchful eyes at the town of Rassalantar. And whether by land or sea, you'll likely also have been spotted by the Griffon Cavalry-even if you have not spotted them.
Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of ores, a horde of gnolls, or similar. They don't even require a toll be paid. (Beware any City Guard who demands a toll, and report the incident to a magister of Waterdeep at your earliest convenience.)
If you travel in a large caravan or on a ship, you will be required to register with a magister at the gate at which you arrived or with the harbor magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called "black robes" as a result) and the City Guard force that always accompanies them. Be aware that magisters can pass a sentence without a trial. It behooves you to treat them with proper respect.
If you travel overland in a small party or alone, you aren't required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the harbor, the gates, or the city courts. Discovery of your failure to do so can result in a fine or forced labor. Of course, registration subjects you to monthly taxation. But as a truculent old acquaintance from the Dales once told me, "The sheep gives the shepherd its fleece or there'll be mutton for dinner." That is, the magisters will get you either way, so you might as well register up front.
That said, many canny visitors with business for a month or a season betimes avail themselves of the hospitality of inns in Undercliff, the pleasant farmland east of the city proper. 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. Note, however, that 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. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread.
Regardless of what size party you arrive with or by what means, if you arrive by night or in winter, 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 you approach by air, expect a vigorous pursuit by and confrontation with the Griffon Cavalry. Only specially licensed individuals and mounts can fly over Waterdeep. It is best to land well outside the city and approach on foot.
YOUR ARRIVAL IN THE CITY
The splendors that await you in Waterdeep are legendary. Each of the city's wards is detailed in this work, telling you what to expect depending on where you are, as well as what thrilling things you might see and do. Before that, however, there are the small matters of knowing something of the history of the place you visit, and of understanding how to comport yourself in the Sword Coast's grandest metropolis.
A LONG HISTORY (IN BRIEF)
"There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and marry worlds. Folk shall know of Waterdeep, our City of Splendors, and sing its praises. I have seen it thus, and I endeavor to make it true."
-Ahghairon, the first Open Lord of Waterdeep, circa 1032 DR
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. Elf scholars assure me that it was once the site of Aelinthaldaar, the capital of their ancient empire of Illefarn. So it was already a glorious place when a dwarf prospector named Melair discovered mithral beneath the mountain. In 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-what they call a "coronal"-commanded that all leave in the Retreat, that great exodus of elves from Faerftn to their mystical isle of Evermeet. Not all elves agreed with this edict, and many were determined to stay. Well, what emperor has ever willingly allowed another to sit in his throne? 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 remain a mystery-with a curious exception. We know that 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. A History of Waterdeep: Age One, The Rise of the Warlord records how 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 ores 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.
A History of Waterdeep: Age Two, The Lords' Rule Begins records that in the year 1032 DR, Ahghairon (then in his 112th winter) argued with Raurlor, who was then Warlord ofWaterdeep. 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 other 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 bribe or threat. 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 you can still see standing in the courtyard of the Palace of Waterdeep. Beware that you don't approach too close, however, lest you stumble into the invisible barrier-a "force cage," I am told-that 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 force cage in rough semblance of their natural position, occasionally displaced temporarily by strong winds or mischievous children with long sticks.
Ahghairon's wise rule is celebrated on the first day of Eleasis, which has come to be known as Ahghairon's Day. For more about this day, see "City Celebrations."
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-the most recent (and hopefully final). 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, and since then, we have learned little more. As all know, 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. It might surprise you, though, to learn that Waterdavians had a short-lived penchant for worshiping Ao. The Cynosure-that 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. You can visit the Cynosure to see sculptures and paintings of all the major participants and events in the Time of Troubles. Entrance is free to the public on any day when no event (such as a meeting of guilds, a noble's coming-of-age ball, or some such) is scheduled.
In the Year of Blue Fire ( 1385 DR), the Spellplague gripped the world. None knew it at the time, but it has since been divined that Cyric's long hatred for Mystra boiled over and led to his murder of the goddess of magic. I was absent from the world at this time-indisposed by the force of an imprisonment spell. Elminster has since explained the events to me, but I must confess that much of what he said made little sense. It was a long lecture having something to do with stars, "crystal spheres," and "demiplanar reality mirrors." Suffice it to say, parts of our world switched with parts of another one, 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 doubted 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 Sundering. Elf scholars insist on calling it the Second Sundering, asserting that the creation of Evermeet thousands of years ago was a similar happening. Regardless of the name you give it, the event that unfolded beginning in 1482 DR was the result of another world-called Abeir, I am told-passing again into our own. The gods were once more cast into the mortal realm, this time embodied in mortal beings known as Chosen. The old troublemaker Ao seems to be the cause of it all, though why he chose to cast down the gods was a matter of dispute even among those entities while they were with us.
Apparently, 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-now the Open Lord of Waterdeep-and a handful of others that the world was saved. According to Elminster, Ao remade the Tablets of Fate as a result, restoring the divine order and separating Abeir from Tori!. But take that as you may. According to that roguish longbeard, he saves the world without anyone noticing every other month or so.
SURVIVING IN 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. Here's what you need to know to survive your first few hours in the city. Mark this section for frequent reference!
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. As a rule, you can trust members of the City Watch to do their duty diligently, and you can expect that the city's magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured that if your cause be just, justice will be done. If, however, you find yourself in the wrong, know that though it might take time to weigh that wrong on Tyr's scales, his hammer will fall-and it will be wielded by Waterdeep with a vengeance.
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 custom 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. Be aware that 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 when you need one.
ARMS, ARMOR, AND COMBAT
Individuals accustomed to the rough-and-tumble life in much of the North 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 fracas, 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 knives and knuckledusters 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. Folk assume that you wouldn't bother lugging around such equipment unless you either intend violence or expect that it might soon be visited upon you.
CITY WATCH
The first soldiers you see in service to the city will be 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 similarity of their names often confuses newcomers, so I offer this handy mnemonic: "The Guard guards the walls while the Watch watches all."
You can recognize any member of the City Watch by the uniform: a green-and-goldenrod doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don't bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically don't carry crossbows or other weapons to attack at range, but running from the Watch-though it may be a time-honored tradition for local miscreantsrarely works out for newcomers to the city. I guarantee that all members of the Watch know the streets they patrol and that area's residents better than you do, even if you stay in Waterdeep for ten seasons.
The City Watch has watch posts throughout the city. These stations are often off the main thoroughfares, tucked away in small courtyards or at cross streets. A watch post can be recognized by the green-and-gold lantern outside it, lit even during the day with a continual flame spell. A watch post serves as an organizational headquarters and armory. Anyone who wishes to report a crime may do so at a watch post in the event a Watch constable can't be found elsewhere. A watch post typically contains a few holding cells where people arrested for crimes can be detained until they're marched to a courthouse jail before standing trial.
Small squads head out from the watch posts on daily and nightly rounds of the city streets, or on special assignments involving protection or investigation. A mere pair of Watch operatives might discreetly patrol in the Castle Ward; in contrast, squads of eight walk the Dock Ward, increasing to as many as a dozen at night. If Watch members spot trouble they can't handle, they blow shrill tin whistles to summon more of their members-an act that alerts nearby citizens as well.
City Watch members follow a strict code of conduct that makes them one of the most trusted police forces aside from paladin-patrolled Elturgard. As long as you don't engage in unlawful behavior, you can expect to be left untroubled by the Watch.
| WATCH TALK | Members of the City Watch employ a sort of slang in dealing with the public. As a visitor, it behooves you to know what they mean. | "What befalls?" means "Someone tell me what's going on here." | "Hold!" means "Don't move a muscle." | "Down arms!" means "Drop your weapons." | "Talk truth!" means "Answer me" or "Tell the whole story." | "Robes" references the black robes-in other words, one of the magisters. "Do we need robes here?" or something similar should be taken as a threat. |
THE WATCHFUL ORDER OF MAGISTS AND PROTECTORS
Expect to be questioned at the gate, or when you register with a magister, regarding your ability to cast arcane magic. Wizards, sorcerers, and other arcane spellcasters who intend to stay in Waterdeep for any length of time are required to register with the city, and will be strongly encouraged to join the Watchful Order of Magists and Protectors, headed by the Blackstaff.
Members of the Watchful Order are expected to render service to the city when called upon, acting as temporary members of the City Watch or City Guard. Their expertise often helps investigators determine whether magic was used to commit a crime in the city. Members can also expect to be tapped for assistance during and after fires, natural events that cause multiple casualties, or other nonmagical disasters.
Members of the Watchful Order form a more or less sociable association in the city, working together to keep an eye on any spellcasters who opt not to join their guild. Any havoc caused by a spellcaster in Waterdeep risks drawing the wrath of the Lords of Waterdeep-so it behooves the Watchful Order to watch all its members.
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. Though no law requires you to pay for goods or services in Waterdavian coin, the drudgery of weighing foreign currency and checking its purity prompts many retailers and operators of swift-exchange businesses-including