The City of Splendors, is the most important and influential city in the North, and perhaps in all Faerun. For this reason it is considered part of the Heartlands of the Realms, even though it lies 150 miles north of Daggerford. The road to Waterdeep is well paved and well patrolled. The city is the hub of trading from the mineral-rich lands to the north, the merchant kingdoms of Amn and Calimshan to the south, the kingdoms of the Inner Sea to the east, and the sea kingdoms and traders to the west.
Waterdeep is named for its outstanding natural deepwater harbor, and the city that grew up at this site has become the commercial crossroads of the northern Realms. More than 100,000 people make their home in Waterdeep. The city sprawls northward from the sea, spreading along the flanks of Mount Waterdeep, a great and singular mountain. Of old, Mt. Waterdeep was said to have been a dwarven citadel, and the entire length and great depth of the mountain is riddled with passages and tunnels, most of which are still occupied by deadly creatures whose presence in the mountain pre-dates the founding of the city itself. One reason that Waterdeep is an attractive location for adventurers is that it has a large adventuring site (Undermountain) comfortably located near temples and other recovery areas.
Waterdeep was used as a trading site for trade activities between northern tribesmen and southern merchants more than two millennia ago. By 1,000 years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurs only 400 years ago. The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted.
The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. The Guildwars ended only when the two surviving guildmasters brought in their own period of misrule. It was only in 1273 DR that the present system of government (or lack thereof) was instituted. This was the year that the Magisters were established and the secret Lords of Waterdeep were firmly reestablished. Since that time, the city has continued to grow and prosper.
Humankind and other races come from all over the Realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and themselves become nobility, supporting the secretive Lords of Waterdeep who police the city fairly, yet with a light hand, by means of the superb city guard (soldiers), city watch (police), and over 20 black-robed magistrates. As a result, Waterdeep is a place tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep has grown into a huge, eclectic city.
Waterdeep is ruled by a council whose membership is largely secret. These hidden Lords of Waterdeep maintain their identities behind magical masks, called helms, and while they rule in public, none know the true identities of most of them. The subject of who the Lords are is a common topic of noble conversation, and some consider it a game to discover whom the Lords are, a game made more confusing by the fact the Lords themselves set their own rumors afloat.
It is a known fact that Piergeiron the Paladinson, Warden of Waterdeep and Commander of the Watch (LG hm Pal14), whose golden-spired palace dominates the center of the city, is a member of the Lords. He is the Unmasked Lord, and wears no disguise over either his face or his heart. It is generally assumed that the archmage Khelben "Blackstaff" Arunsun (LN hm W27) is also of the Lords, and perhaps chief among them, exceeding even Piergeiron. The identities of other members have not been made public knowledge. The names of Mirt the Merchant (CG hm F9), the courtesan Larissa (NG hf F4), and Texter the Paladin (LG hm Pa117) have been connected with the Lords, though evidence exists to both prove or disprove claims that they are Lords, and beyond these four (including the Blackstaff) conjecture swings widely as to who is a Lord and who is not.
The Lords appear in public only in the Lords' Court, hearing all cases of murder, treason, misuse of magic, and appeals from lower courts. On such occasions there are always at least four Lords present, but sometimes six or seven are seen, and rarely as many as nine. Piergeiron chairs the Court and asks all questions, for the Lords speak through him. In chambers the Lords all appear similarly masked and robed, their robes formless and black, with black capes, and their masks completely covering the head and face. These masks have featureless faces, with mirrored crystals over the eyes, save for Piergeiron's. He has had his face covering separated from his helm, and lets those who appear before the Court see his face.
Waterdeep maintains two separate armed forces, the guard and the watch. The city guard serves as Waterdeep's soldiery, and its members staff garrisons, road patrols, and watchposts, and serve as bodyguards and gate guards. The watch is the local police force, and in addition to capturing criminals, its members settle petty disputes, give directions, summon medical and priestly aid, and generally perform duties that promote the idea that Waterdeep is a city open to all who know how to behave themselves.
The members of the guard are armored in scale mail of black, silver, and gold, and carry short swords and bows. They are normally found in patrols of 12. If out on road patrol, they will be mounted on medium warhorses, and have a 5th-level fighter as a leader.
The watch is equipped with leather armor strengthened with chain (treat this as AC 7) and colored green, black, and gold. The members of the watch are armed with short, stout rods (treat as clubs), daggers, and short swords. They usually travel in foot patrols of four warriors. Watch members carry horns with which to summon reinforcements.
Waterdeep has strong walls on its landward sides and is protected in part by Mount Waterdeep on the seaward side. Mount Waterdeep is studded with watchtowers and defensive positions, and patrolled by special guard units on flights of hippogriffs.
Waterdeep also benefits from a large native population of the adventuring class (including powerful mages, priests, and warriors) who are more than willing to deal with any and all miscreants who threaten their home city. In many ways, this is its best defense.
Waterdhavian justice is dispatched by the Magisters, who direct the common courts of the city. These Black Robes, as they are often called, are empowered to pass sentence. They are always accompanied by six members of the guard. Any individuals found guilty may appeal to the Lord's Court, ruled over by the masked Lords of Waterdeep, where serious cases are usually heard. Individuals bringing frivolous cases to the Lord's Court often face stiffer fines than if they accepted a Magister's ruling.
It is said that the Lords rule Waterdeep but do not truly run it. This is quite true, in that there are a number of other factions who make up Waterdeep. The most noticeable are the guilds- powerful merchant and craft organizations that control much of the life-blood of the city. Once the guilds ruled the city, and it almost destroyed itself in a series of internal commercial wars. No one wants to see those days return.
A second important Waterdhavian faction is the local nobility. It consists of 76 respected (for the most part) families of varying degrees of power, most of whom can trace their lines to before the founding of Waterdeep itself. Many powerful names come out of Waterdeep, including the Amcathras (whose scion is now Lord of Shadowdale), the Cassalanters (wealthy moneylenders), and the Wands (a family of powerful and noble wizards).
Third, a rising merchant class exists outside the standard guilds. These are caravan and coster operators, and they use Waterdeep as a destination for their caravan goods. More shops are offering a variety of different goods because of this growing group. The most notable of these new merchants is the retired wizardess Aurora, who has established a magical retail organization to supply a wide number of patrons across the North with specialized items.
Last, one must consider the continual tide of adventurers that flood the city. Some establish themselves as citizens of good standing and remain permanently, while others drift off for climes or meet their ends in back-alley brawls. Secret societies such as the Harpers and the Red Sashes make up the closest thing to organizations drawn from this group.
These four factions are rough approximations, and they overlap-a wandering Harper can be the descendent of a noble family that works in the tanning guild, but who is representing a merchant company from Amn. The established government pulls the best from all four areas as its Lords, to the benefit of all.
Waterdhavians are a composite of their component parts. A sizable number of the natives are recent arrivals from one part of the world or another, all with different viewpoints, deities, and attitudes. Waterdeep, as a result, is varied and cosmopolitan in nature, open to the many different nationalities and races in the Realms. It is not so much a melting pot as a gem grinder, smoothing the rough edges so individuals shine at their best. Waterdhavians can show the bluff honesty of a Dalesman, the calculating planning of a Sembian, the honor of a Cormyrean, the independence of a Westie and the sly cunning of a native of the Moonsea. These behaviors can all be exhibited in the same individual, and the art of choosing the right frame of mind for a certain instance is inherent to the city's character.
Waterdhavians attempt to be understanding and openminded, but the trend is not pursued to a fanatic level. That nobles, merchants, adventurers, traders, and immigrants all have their own place in society is accepted, but that does not mean they necessarily want to associate with each other. Waterdeep at its best is never a society of equals. However, this level of toleration means that it is hard to surprise a Waterdhavian, whether with invading gods or walking statues or flying carpets. They have seen it all before.
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