Volo's Waterdeep Enchiridion
Volo's Waterdeep Enchiridion
Volo's Waterdeep Enchiridion
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 of Waterdeep 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 orcs, 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.
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
miscreants—rarely 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.
"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.
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 drays and hire-coaches-not to accept
anything but coins minted in Waterdeep.
Though you can trade your coinage for Waterdeep currency with anyone willing to do so, the exchequers at the Palace of Waterdeep make exchanges with no
associated fee. The queue there can be quite long, necessitating that you make an appointment-often a day or more in advance. For a swifter transaction, I
recommend any member of the Guild of Trusted Pewterers and Casters, or of the Jewelers' Guild. Both have the most reliable scales and abide by guild-wide rates
of exchange.
Be sure to exchange taols and harbor moons before leaving the city, as their value greatly diminishes elsewhere!
Coins of Waterdeep
Here are images of the city's coins, which aren't to scale.
Coins of Waterdeep
Nib Copper coin about the size of a thumbnail (1 nib = 1 common copper coin)
Shard Silver coin, slightly smaller than the nib (1 shard = 10 nibs)
Taol Brass coin, about two inches square with a hole large enough for a nib to fit in (1 taol = 200 nibs)
Dragon Gold coin, half again as large as a nib (1 dragon = 100 nibs)
Sun Platinum coin, twice as large as a nib (1 sun = 1,000 nibs)
Harbor Moon Platinum crescent inset with electrum, about three inches long with a hole large enough for a nib to fit in (1 harbor moon = 5,000 nibs)
Getting About
Perambulating is the superior manner of experiencing the city and all its splendors. But if you've come with your own conveyance, the weather is inclement, or
some other reason drives you to use the roads, the following are facts you need to know.
Traffic and Travel
Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders,
carriages, buggies, hire-coaches, and Waterdeep's signature towering drays (further discussed below) surges through its major thoroughfares. Fortunately, most
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a
street a safe space to step out of the fray and wait for traffic to pass.
The city's centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the
southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south-north roads. These converge
both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest-bounded by Castle Waterdeep, high on a spur of
the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard
called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six
boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.
The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most
frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic
elsewhere is generally less hectic and thus safer to cross.
Street Signs
Thanks to the Scriveners', Scribes', and Clerks' Guild, Waterdeep has a remarkable custom of labeling its streets, and even many of its alleyways and courts. The
method of identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are
typically displayed on the corners of buildings at intersections, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest,
while the name of the crossing road will be around the corner. Simply ingenious!
Landmarks
Proud Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea.
A spur of the mountain juts inland, and atop the easternmost point of this spur stands Castle Waterdeep. If you can see these landmarks, it's relatively easy to
orient yourself. The mountain peak looms over the southern third of the city near the port in the south. The City of the Dead lies opposite the northern ridge of
Mount Waterdeep, which descends down to the Field of Triumph, the city's great coliseum.
One of Waterdeep's titanic walking statues, no longer mobile, offers another way to orient yourself on a local scale. At nine stories tall, twice the height of any
buildings nearby, the Honorable Knight stands guard in a block of buildings between Snail Street and the Way of the Dragon. Positioned as it is nigh the place where
four wards meet, you can use it to judge where you stand. If it is south and west of your position, you are in the Trades Ward. North and west? The Southern Ward.
South and east? The Castle Ward. North and east? You're in the Dock Ward.
Traffic Wardens
During particularly heavy traffic and at congested areas such as the great oval road around the Market, you might see a member of the City Watch serving as a
traffic warden. Traffic wardens signal with small blue hand flags for traffic to proceed, and with yellow flags for traffic to hold. A traffic warden can often be heard
blowing a whistle. When you hear it, look to the warden to see if you are being signaled. Failure to take care might result not only in accident but also arrest.
Drays
These towering vehicles are, I believe, unique to Waterdeep. Invented by exiles from Lantan in the last century, a dray is a long, glassed-in carriage with bench
seating that provides additional open-air bench seating on its roof. The driver sits at the level of the roof seating, providing a vantage point to see over other traffic
and make eye contact with other dray drivers. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear
step safe.
A fare taker stands at the back of the lower seating area to take your coin (typically 2 to 4 nibs). You can choose to ride inside or ascend the spiral stairway at the
rear to ride atop the vehicle. Most drays run on the main north-south boulevards, but some circle the Market, and a few run along the smaller east-west roads in
rough areas. Be warned that when the demand for drays is high-during rain or snow, or to get to or from an event at the Field of Triumph-conditions become
crowded and perfect for pickpockets.
Hire-Coaches
If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach driver who has no
passengers. Each of these handsome, two-wheeled black coaches comfortably seats two travelers (perhaps four if you're quite slim and very well acquainted), who
ride facing the road ahead. The hire-coach's driver sits high and to the rear of the carriage, manipulating the horses by means of long reins and a short whip on a
rod. The fare must be agreed upon and paid before the journey, but only rarely will the cost exceed a half-dozen shards.
Carriages
The well-to-do-or those who want to ride in luxury during a day out-can hire a full carriage, many of which are as finely outfitted as those owned by the nobility. Up to
eight can take such a ride in silken comfort. Prices and services vary, but generally you agree to rent the carriage, the services of the driver, and any attendant
servants or guards for a full day.
Travel in Winter
The folk of Waterdeep often remain indoors in the colder months, particularly when it rains or snows. The flow of trade and travelers into the city slows to a trickle
during winter, and as a result, traffic diminishes and drays and hire-coaches become more scarce. Fortunately, the Fellowship of Carters and Coachmen works with
the Wheelwrights' Guild and the Wagon-makers' and Coach Builders' Guild to convert the drays and hirecoaches that do operate into sledges, so that some are
available even in the worst weather.
Nobility
Spotting a Noble
Nobility in Waterdeep are granted the right to bear arms. In the legal code of the city, this means not merely the ability to carry a weapon, but the right to retain up to
seventy equipped soldiers. These soldiers always wear a house's colors and the house's "arms of grace"-a heraldic device often borne on a shield, worn as a cloak
pin, or affixed to a helmet. Others throughout the city, even foreign dignitaries, are permitted to retain only up to sixteen armed warriors, and laws against
impersonating those in the employ of the nobility mean that other mercenaries and bodyguards most often dress plainly, so as not to be mistaken for the retinue of
a noble. So your first clue that you might be in the company of a noble is the sight of a large number of armed and uniformed soldiers.
Many nobles, particularly younger ones seeking entertainment, travel without an entourage of guards or only in the company of other nobles. In this case, you'll
know you're in the presence of nobility because of the deference others give them. Follow suit, and you should be fine.
Above all, be polite. Always address a known noble as "Lord" or "Lady." A short bow or a nod of the head to acknowledge a noble upon each meeting and parting is
customary. Obsequiousness and servility is something all Waterdavians scorn, but you should also beware of acting in an overly familiar, boastful, or disrespectful
way when in the presence of any noble. Though this sort of behavior isn't a crime, and laws against dueling prevent a noble from initiating a direct armed
confrontation, the noble families of Waterdeep have immense power in the city, often in unexpected quarters. Many have influence in nations as distant as
Calimshan and Cormyr. Be assured that any slighting of a noble will not be forgotten or easily forgiven.
If you're not certain whether someone is a noble, address the gentleman as "Saer" or the gentlewoman as "Goodwoman." Neither will give offense, and generally a
noble will politely correct you as to their actual title.
A Wondrous People
Whenever you find yourself in a bustling city, you're likely to spot a wonderful variety of folk. You hear words in languages utterly foreign to you, and you
smell dishes both delectable and strange. Waterdeep is the ultimate city of such delights, and before long, the alien thing becomes familiar to you, and
the stranger becomes your friend.
The people of Waterdeep are among the greatest of its splendors. Fashion, comportment, love-these things are practiced with an art and a zest in the
city uncommon elsewhere. Visit a festhall or festival and see for yourself! And don't miss the cross-dressing performers who regale audiences with
humor and song. Fabulous-that word doesn't begin to describe it, especially when they enhance the merriment with magic.
The city is also a haven for those who define for themselves what it means to be a man or a woman, those who transcend gender as the gods do, and
those who redefine entirely who they are. What confidence! I never tire of witnessing it. I have seen folk in Waterdeep whose lives are more magical
than the marvels possible with spells.
A member of the Bakers' Guild who sells bread baked in the wrong shape will be drenched with water and coated in his own flour.
Heckling a member of the Jesters' Guild will result in the offending party being jeered at in public by no less than four guild members for a period of four days.
Any ship that unloads its cargo without due observance or aid by the Guild of Watermen shall have its cargo seized or thrown into the harbor.
Many guilds have codes that entwine each other, complicating matters even more for the outsider. In Neverwinter, if you want to construct a building, you simply
purchase the land and hire workers to build it. In Waterdeep, the Surveyors', Map-, and Chart-makers' Guild must first be consulted upon designation of the plat, then
brought in to draw or approve the construction plan. The Cellarers' and Plumbers' Guild must then clear and prepare the site, only after which will you be able to hire
members of the Carpenters', Roofers', and Plaisterers' Guild to erect the structure.
Moreover, the work will not be complete until members of the Guild of Fine Carvers and the Guild of Stonecutters, Masons, Potters, and Tile-makers design and
craft any decorative elements of wood, stone, or ceramics, and after the Most Careful Order of Skilled Smiths and Metalforgers has manufactured and installed any
door hinges. If the building is to be connected to the sewers or a city water supply, the Cellarers' and Plumbers' Guild must be called upon again to do that work.
Want glazed windows installed? For that, you need to hire members of the Guild of Glassblowers, Glaziers, and Spectacle-makers.
If you do business in the city as anything other than a purchaser of goods and services, I strongly advise you to seek out a local solicitor and pay to be guided
through the process. No guild of solicitors exists, so be sure your choice comes highly recommended by individuals you can trust. To learn the peculiarities of any
guild's rules, consult someone on duty at the guild headquarters or ask a senior guild member.
All that said, working at a guild-related profession without being a member of that guild isn't illegal. Guild members have no lawful recourse to interfere in the
business of someone who chooses to not join the organization. But if you practice a trade or operate a business without becoming a member of the appropriate
guild, word spreads, and you'll find that your coin isn't good for purchasing the goods or services of anyone who is a guild member. Since that group includes
virtually everyone who sells the necessities of life or offers shelter for a fee, the benefits of joining a guild swiftly become apparent to those who procrastinate in
this regard.
Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue
to occur. For example, children (and even some adults) hop on one foot when crossing Asmagh's Alley in the Castle Ward. Why? Well, Asmagh was an apothecary
who poisoned many patients, then buried them upright beneath the alley under cover of night. He was discovered, and some say that as many as eighty bodies
were subsequently pulled up from holes under the alley's wide flagstones. Though this happened over a century ago, children passing through the alley still sing a
song: "Hop for the hollows, hop for the dead, hop on the flagstones, hop on their heads." As you stroll down Warrior's Way or the Street of Silver, listen for the
children's delighted screams and go give it a try.
These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and wealth. Yet nothing drives residents to identify
with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities. On such
days, homes and businesses fly the colors of their wards, trot out their mascots, and sing rousing songs that celebrate where they live. If you stay in the city for
even a month, you're sure to see some version of this display of civic spirit.
"Sharpjaws," "fastfists," "bullyblades," and "alleyblades" Those who boast of martial skill but who shrink from violence or lack real ability are "sharpjaws."
In sharp contrast are Waterdeep's "fastfists" (any lout easily provoked to violence), "bullyblades" (battle-hardened mercenaries hired as muscle), and
"alleyblades" (muggers and thieves).
"Longride" and "Last ride" To a caravan merchant, a drover, or a farmer from the lands around Waterdeep, as well as any Waterdavian who rides for
sport, recreation, hunting, or falconry, the late afternoon is "longride," and dusk is "last ride."
"Which the greater thief?" Tuezaera Hallowhand was a famous "lone cat" thief of Waterdeep in the 1200s DR, who disappeared suddenly and is thought
to have come to a violent end. She once robbed a wizard and wrote this on his wall with a fingertip dipped in his favorite red wine: "I take things. You
take freedom with your spells. Which of us is the greater thief?" Waterdavians now use this phrase in argument with one another over all kinds of
matters when comparing wrongs done.
"Doth thy mirror crack?" or "Hurl but think not?" or "Take but not count cost? Be nothing, then!" Laeral Silverhand, then the Lady Mage of Waterdeep
when she was married to Khelben "Blackstaff" Arunsun, once publicly rebuked an overambitious wizard of the Watchful Order of Magists and Protectors
thusly: "If I hurl spells but think not of consequences, I am nothing. If I take lives but count not the cost, I am nothing. If I steal in the night and see not
the faces of the devastated come the next morning, I am nothing. If I make decrees like a ruler but undertake none of the other responsibilities of the
throne, I am nothing. And if I do all these things in the name of the Watchful Order, I am less than nothing. Doth thy mirror crack?"
These scornful words are remembered and used almost daily in Waterdeep even a century later.
Sea Ward
The Sea Ward stands proud on the high ground above Mount Waterdeep's sunset shadow. The rich and the powerful (or those who wish you to think such of them,
and can afford the rent) reside or run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what
used to be fields of grass tousled by sea wind. You can still see the remains of some of those old castles incorporated into the palatial homes of the noble families
that dwell in the Sea Ward. For the best all-around view of the glittering homes enshrouded by garden walls, go to where Diamond Street and Delzorin Street cross,
nigh to Mystra's House of Wonder, and simply spin in a circle.
Blue and gold are the Sea Ward's colors in competitions, and the ward's mascot is the sea lion-a fanciful combination of fish and feline. There's a persistent but
patently false legend that the famous Lion Gate at the Field of Triumph is the gaping maw of a sea lion. The architectural designs for the gates show this to be
false, however, and they can be viewed in the Map House-the guildhall of the Surveyors', Map-, and Chart-makers' Guild in the Castle Ward.
Must-see locations in the Sea Ward begin, of course, with the Field of Triumph, but just across the street is the no less remarkable House of Heroes-the largest
temple in the city. Dedicated to Tempus, its many grand halls celebrate the city's champions of both battle and sport. The winners of ward competitions are
paraded here after their victories, often carried on shoulders or passed from hand to hand over the heads of a crowd. It is a sight you shouldn't miss.
You should also visit the House of Wonder. This is surely the most splendid temple dedicated to the gods of magic—with Mystra foremost among them, of course—
in all the world. Although your eye will be drawn to its ornate towers, brilliant mosaics, and magical displays, look also for the humble violets growing amid the
ostentation. These delicate flowers were Ahghairon's favorite, and they are planted about the temple in memory of him.
Two other temples in the ward are as impressive, but in different ways. The beauteous House of the Moon has the tallest tower of any temple in the city, rising
some seventy-five feet above the street. At its top, priests of Selûne bask in the light of the moon in all seasons. The House of Inspired Hands, dedicated to Gond,
presents an altogether less peaceful experience. Here, all the great innovative minds of the city invent and experiment, attempting to create everything from flying
machines to stronger door hinges. But don't expect a museum of marvels such as can be found in Baldur's Gate. At this site, "worship is work," as anyone at the
temple is liable to tell you.
If you're looking for some good fortune, you should surely visit the Tower of Luck, a temple complex dedicated to Tymora. The "tower" in question is actually a
many-pillared atrium ingeniously roofed over with glass. Beneath the roof, a bronze sculpture of a diminutive Tymora, depicted as a laughing young girl, appears to
be leaping from the very top of an astounding fountain. To pay your respects and make a wish, you come around to the fountain on a walkway and toss your coin to
Tymora. Managing to land it in her outstretched hand is a sure sign of her favor.
If you need to refresh yourself during your travels, or perhaps to primp before an important meeting or a night out, visit Sune's faithful at the Temple of Beauty. Its
marbled public baths and mirrored salons are open from before dawn to after dusk. There's no fee for these services, or for the advice and aid of the temple's many
pleasant attendants, but donations are encouraged.
Two parks in the Sea Ward might also be worth your time. The Shrines to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to
nature gods like Mielikki and Silvanus. The park is closed to all except residents of the Sea Ward. Yet from beyond the iron fence that surrounds it, you can catch
glimpses of the superb shrines, statues, and fountains within. The Heroes' Garden is the only green space in the city that is open to the public besides the City of
the Dead, but it is tucked away so far to the north in the Sea Ward that it gets few visitors-which is a pity, since the fine statuary in this lush garden portrays many of
the figures important to the city's history.
I hesitate to mention a last location in the Sea Ward, and I will not reveal where to find it, for reasons that will soon become apparent. There is a house in the Sea
Ward without windows or doors. You can't see it from the street, and those who live near it will not speak of it to others. You'll know you are near it when you see
blue tiles on the streets and walls leading into an alley that passes under the surrounding buildings. At night, these tiles glimmer dimly with the blue light of foxfire.
More than one route leads into the Blue Alley, as this place is known, but there are precious few ways out. Most who enter don't come back. If you see blue tiles,
turn around and walk away before it is too late.
Swift Justice
North Ward
For the best experience in the North Ward, go there just before dawn, buy a broadsheet, and settle in at a café with a view of the street. Watch as the ward comes
quietly to life around you. At first, it will be so silent that you'll be able to hear the resident a street over who opens her sash for fresh air and clears her throat. Then
the birdsong will begin, and shortly thereafter, you'll hear and then see the drays arriving with servants. These aren't the live-in staff used by noble houses, but
people hired to come and work for a day. Most of them come from less affluent parts of the city, arriving with the tools of their trade and outfitted in their customary
garb: launderers and cooks in white, chimney sweeps and housecleaners in black, valets and child-minders in gray, gardeners in green, and tutors in blue.
As these servants spread out to knock on doors and begin their work, the residents of the ward take their exits, parting fondly with spouses and children, their
footsteps tramping along the sidewalks or taking them into rattling hire-coaches. In the span of just an hour, the North Ward comes to noisy life and then settles
again into quiescence, until later in the day when the process reverses itself, as residents return from work and servants leave.
The liveliest, and perhaps the loveliest, part of the ward is the Cliffwatch. Here, the plateau upon which Waterdeep sits features cliffs so steep and high that the city
wall is interrupted to either side of them. Some of the most lavish residences and most luxurious taverns and inns of Waterdeep stand along this space, boasting
terraces and balconies that allow one to take in the beautiful sight of the countryside to the east. Yet you need not pay their high prices, for a public walkway along
the cliff's edge offers pedestrians ample opportunity to enjoy the view.
The North Ward's colors are green and orange, and its mascot is the gentle white dove, depicted in flight. Many North Ward homes have dovecotes on their roofs,
and the great flocks of the birds that circle over the city at dawn and dusk are a delight to behold.
Castle Ward
The Castle Ward is the heart and mind of Waterdeep, if not its soul. It houses the city's military forces, courts, government, and the Market-the largest market
square of any city in the North. It encompasses the City Navy's docks in the Great Harbor and all of Mount Waterdeep, and it is home to six walking statues,
numerous temples, and many other landmarks.
Castle Waterdeep stands above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to
learn that this isn't where Waterdeep's rulers reside, nor from where the city is governed. The castle was and is a redoubt of last defense should the city be
attacked, but for well over a century, the ruler of Waterdeep has occupied the Palace of Waterdeep-also known as Piergeiron's Palace, and still called that by elderly
and longlived citizens (including many elves).
Though not quite as large as the castle, the palace is far more comfortable and lavishly decorated, with many halls used by government officials, guildmasters, and
nobles for meetings and court proceedings. If you have reason to be invited (not compelled, I should hope!) to meet with the Masked Lords or the Open Lord of
Waterdeep, it will likely take place in the audience chamber of the palace. There, you can witness the ancient and humble throne that Ahghairon first sat upon so
long ago.
Many other buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward's
structures are offices and meeting halls for business owners, solicitors, publishers, and the like that the Castle Ward has the smallest resident population of all the
wards.
Many landmarks of interest are found in this ward aside from the six walking statues (discussed later in this chapbook). You could hardly see them all in a day, but
the following are highly recommended.
Blackstaff Tower is a squat black blot in the otherwise pretty ward. Humble though the edifice might be, looking at the place for too long can give you a queasy
feeling and the sense that you are being watched-almost as if the tower itself has turned an unseen and wrathful eye upon you. Perhaps you think this fanciful. Well,
go and try it yourself!
On the opposite end of the mountain, close to the Naval Harbor, stands Mirt's Mansion. Once a fortress-like and glowering tower, it has been upgraded with more
delicate fashions of architecture since the return of its long-absent owner.
Mirt has quite a history with Durnan, the proprietor of the Yawning Portal. Together they descended into "the Well, " as the entrance to Undermountain was known in
olden days. Waterdeep used to throw criminals in the Well, leaving them to die horribly in Undermountain's dungeons. Durnan and Mirt entered the dungeons of
their own free will-and not only that, but returned laden with treasures. Both used magic to extend their lives, but they eventually parted ways. Mirt kept on with a life
of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad
way to part fools from their money!
The glorious Spires of the Morning, dedicated to Lathander, is one of Waterdeep's most beautiful temples. But it is rivaled in this ward by the Temple of the
Seldarine, dedicated to all the elf gods. The journey through Mount Melody Walk, a tunnel cut through Mount Waterdeep, to New Olamn's academy of music and
other arts is a wondrous daytime excursion. The Market offers a wild array of sights, smells, and sounds in which folk might lose themselves for a tenday. The Font
of Knowledge is a temple to Oghma, yes, but also the city's largest public library. Titles written throughout the ages can be viewed here-under the watchful eyes of
the temple's priests. In short (if I can claim this section of the enchiridion to be such), the Castle Ward offers far too many splendors to list them all here.
The Castle Ward's colors are blue and purple, and its mascot is a griffon, typically depicted in gold. These borrow colors from the city's flag and reference the
Griffon Cavalry, of course. Champions for the ward often come from among the ranks of the Guard, the Navy, or the Cavalry. Although such competitors have often
had the advantage in races and competitions, their crowds of rabidly cheering fans are naturally much smaller than those of other wards.
Trades Ward
Shopping, shopping, shopping galore! Or eating, eating, eating! Or drinking, drinking, drinking! Or lavish accommodations, or fine art, or legendary parties! The
Market in the Castle Ward is the largest market square in the city, but the Trades Ward is like a market town in itself-and is easily thrice the Market's size.
This ward bustles day and night with activity, both on the street and on balcony walkways that run the length of blocks and are sometimes layered five stories high.
Shop signs appear to leap out from buildings, whose sides are plastered with advertisements all vying for the attention of the eye. Glove shops, shoe shops, jewelry
stores, perfumeries, flower shops, cake shops, taverns, cafés, tea shops, inns, row houses, boarding schools, offices, dance academies, grocers, pottery stores,
armor vendors-as long as it's not illegal, you can find it in the Trades Ward. But if you are looking for something illegal, the Trades Ward is likely the place to get that
too. Do not do so too loudly, though. The City Watch has a heavy presence in this ward, in the form of both open patrols and officers working out of uniform.
As befits a place of so much business, many guilds have their halls in this ward. Of particular note is the House of Light, the hall of the Guild of Chandlers and
Lamplighters. Outside the building, a wagon-sized mound of wax with hundreds of wicks is kept lit day and night, while being continually built up with adhered
candles. Inside, the best works of the guild are put on display and sold, including not just candles of various colors, lamps, and chandeliers, but elaborate waxwork
constructions that depict all sorts of subjects from personages of note, to dragons, to complex and abstract lattices-all represented as fantastical candles.
Magic users should be wary in the Court of the White Bull. Long ago, this plaza was a grazing area for livestock, including an albino calf that was born here. The
calf's owner built the White Bull Tavern, which thrived on the spot for years and gave the area its name. You'll not find the tavern now, though. It vanished, utterly
destroyed during an infamous spell battle between the archmage Thongalar the Mighty and the evil mage Shile Rauretilar and his apprentices. In the storm of
magic that touched down here, Shile and his apprentices all perished and the fabric of the Weave was rent, such that Azuth, god of wizards, was forced to appear
and set things right. He is said to have stitched reality and the Weave back together, but a wrinkle in the fabric remains. To this day, magic brought to bear in the
Court of the White Bull sometimes goes awry, and the use of magic items and spells is forbidden in the area.
The Trades Ward uses green and purple as its colors, and its mascot is the mimic. This tradition supposedly arose because when mascots were first chosen, the
Trades Ward took a chest of gold as its own-and was roundly mocked by citizens of other wards for not picking a creature. Now, every four years, the ward reveals a
new object for its mascot, declaring it to be the mimic. The nature of the object is subject to much speculation and rumor until its unveiling. For months afterward,
the object becomes the source of practical jokes in Waterdeep. Rock gnomes and wizards cause illusory mouths to lunge from real versions of the object, artisans
craft beautiful fakes out of cake or paper that are easily crushed when assumed to be real, and so on. As of the writing of this enchiridion, the current mimic is a
tankard.
Southern Ward
It is called the Southern Ward, not the South Ward. Waterdavians are peculiar about this, and if you insist on referring to it as the South Ward, expect to be corrected
or thought a fool. The name derives not merely from its southerly location in the city, but from the southerners who settled in this district as the city grew. Today,
the ward still hosts most of the traveling merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who
trace their ancestry to other realms.
One can indulge in the finest halfling food here, enjoy the best singers of Calishite music, and examine the most stunning works of dwarven crafting-but the first
challenge is finding where these treats are housed. The Southern Ward has long been a district of laborers catering to travelers, so its folk have adopted the
architectural custom of building homes and businesses above stables or around inn yards, near to where wagon trains are housed.
Residents of the Southern Ward take pride in their legacy as overland travelers and hardworking folk, so it should be no surprise that the ward's mascot is the mule.
On their competition flags, a pugnacious mule in rampant pose stands on a field of red and white-colors said to represent the blood and tears the people of the
Southern Ward have shed during their labors.
Not a landmark as such, but surely a sight that must be seen, is the Moon Sphere. This isn't a structure but an event that occurs during every full moon, when a
glowing, spherical field of blue light appears in the square known as the Dancing Court. Any creatures that enter the sphere find that they can fly about inside it just
by willing themselves to do so. For centuries, Waterdavians have used these supernatural events to develop a unique flying style of dance-but amateur enthusiasts
aren't welcome, except on certain daylight appearances of the full moon.
Even when the full moon isn't out, the Dancing Court is worth visiting because of the adjacent festhall, the Jade Dancer. During appearances of the Moon Sphere,
people sometimes daringly leap into the field of magic from the balconies of this three-story tavern, dance hall, and inn. But the festhall takes its name from a
peculiar dancer within it rather than those in the court outside. The "Jade Dancer" is an eight-foot-tall jade statue of a woman that magically animates and dances
for patrons-and on occasion serves as a bouncer. Elminster has informed me that despite its dexterity and seemingly fragile beauty, the Jade Dancer is as puissant
as a stone golem. So enjoy the show, but don't get too rowdy.
Dock Ward
The Dock Ward was long considered the most dangerous district in the city, but the Field Ward has since taken that title. I don't doubt the residents of the Dock
Ward are glad of it, for in some respects this area has never truly deserved its bad reputation.
Yes, aside from the Field Ward, this is the area where most of Waterdeep's poor reside. Yes, it is home to some of the least literate people in the city. Yes, most of
its taverns are inhabited by habitual drinkers, and far too many inns charge by the hour. But all must concede this: the residents of the Dock Ward often work the
hardest while living under the harshest conditions.
Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians. Wandering
through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and
warehouses and other businesses often have no sign at all. You either know where you are going and have reason to be there-or you are lost, and a likely mark for
pickpockets or worse.
Streetlamps don't fare well in the Dock Ward. Their candles, oils, and glass are too regularly stolen or smashed. The Guild of Chandlers and Lamplighters makes a
halfhearted attempt to repair the streetlamps at the start of each season, but for most of the year, locals are forced to carry their own light when traveling these
streets at night.
The colors of the Dock Ward are burgundy and orange, and its mascot is a swordfish that has always been depicted as green for reasons lost to time. The folk of
the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city. (Some say they draft
pirates, but that is pure slander.) Frequent complaints arise that these women and men are more citizens of the sea than of the Dock Ward itself. But if they register
with a magister and pay taxes, they are as welcome to compete as any long-term resident of Waterdeep.
Field Ward
This district was once a caravan yard between Waterdeep's two northernmost walls, kept free of settlement to serve as a killing field in times of war. As refugees
from various calamities settled there after not being allowed into the city's wealthy northern neighborhoods, the area has grown up into a lawless town of its own.
Though not an official ward of the city, the Field Ward is commonly referred to as one. The Watch doesn't patrol this area, however, and many crimes go
uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk moving into or out of the city are
threatened.
The area is a muddy mess, populated by the poorest people and those who take advantage of those folks' desperation. It has no sewer system and isn't served by
the Dungsweepers' Guild-a fact that will be quite evident to your nose if you venture here. I don't recommend that you spend any more time here than it takes to
pass through from one gate to the next.
The Guild of Butchers operates several slaughterhouses, smokehouses, and leather-making facilities in the area-noisome operations that have been pushed out of
the city proper. A word to the wise: being friendly with a burly fellow who is good with a knife is one of your best defenses in the Field Ward. The other place you
might solicit aid is Endshift Tavern, a popular stop for off-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the
guards might not be inclined to assist you, your status as a visitor to Waterdeep technically obliges them to help you reach the city proper in safety.
Undercliff
This area of rolling grassland and small wooded areas east of the city is a rural community focused on farming and animal husbandry, and which caters to
travelers. It is also the site of a large and well-protected training camp for the City Guard, and a prison farm run by the City Watch (called Amendsfarm) where those
convicted of minor offenses work off their debt to the city. Many gnomes and halflings live in this region, and most buildings are built to reflect their stature.
Two noble families have estates in Undercliff. The Amcathra estate is used for the housing and final training of horses bred in the town of Amphail, many of which
are sold to the City Guard. The Hothemer noble house has an estate where its members conduct business in overland trade-beyond the reach of Waterdeep's
auditors.
If you visit this area, I recommend the Snobeedle Orchard and Meadery, owned and run by the Snobeedle halflings. They have a delightful drinking hall and a shop
sized for larger patrons, and you can pick your own fruit when it is in season.
Undermountain
Tales of this legendary dungeon below Waterdeep are told well by many in the city, but I'll provide you with the basic truths here.
Beneath the plateau of Waterdeep lies the largest and deepest dungeon in the world. It sprawls out under the city, said to plunge as many as twenty levels deep.
The Melairkyn dwarves first excavated the tunnels that would become Undermountain, and the drow are said to have dug their own tunnels up from below. All were
claimed, altered, and expanded by the mad wizard Halaster and his apprentices-who are believed to dwell in the dungeons to this day. What drove them deep into
the earth remains a mystery, but Undermountain's allure is a siren song that still draws many. If you want to see adventurers descend into the depths, or perhaps
glimpse some returning with wondrous treasures, visit the Yawning Portal in the Castle Ward.
Amenities
You'll find no city on the Sword Coast or in all the North half as civilized as Waterdeep. It's not just the law of the land that makes this so, but also the comforts that
life here provides.
In most other towns and cities, you'll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep,
many buildings are connected directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near
the largest city squares. In places without ready access to sewers or public outhouses, members of the Dungsweepers' Guild make multiple rounds each day,
collecting urine and excrement separately-for use in industry and agriculture, respectively. Take comfort that in Waterdeep, you'll always find a pot to piss in.
Also notice how clean the streets are kept. This upkeep is due in large part to the hard work of the Dungsweepers' Guild. Dungsweepers can be seen working their
brooms and carts at every hour of the day-and for a few hours after dark-all over the city, removing not just animal dung but other refuse. This service is free to all,
paid for by taxes rendered to the city-although an egregious amount of trash left for pickup does result in a separate bill from the guild.
Another amenity soon appreciated by visitors is Waterdeep's water system. With public fountains and wells all about the city, clean water is plentiful. Many
buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water with the twist of a knob. This convenience
is made possible by the inventiveness of the Gondar, the industry of the Cellarers' and Plumbers' Guild, and the magic that Waterdeep inherited from the Illefarni
elves.
Waterdeep is also a city of light. continual flame spells illuminate many signs and streetlamps in the wealthier parts of the city. Elsewhere, the Guild of Chandlers
and Lamplighters keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob
about the City of the Dead at night, departing to float over the rest of the city each morning. Such is not typical behavior for driftglobes, I assure you!
Lastly, no city in the world is as literate as Waterdeep. Oghma's priests from the Font of Knowledge offer free instruction in reading to all who desire it, and the city
has over thirty publishers of broadsheets in addition to chapbook printers and book publishers. Large paper advertisements are plastered onto alley walls, and
smaller ones are passed out by those hired by businesses to trumpet their services. Printed menus can be found posted in the windows of most eateries and are
handed out to those who dine within. Admittedly, you'll see less reading material in the Dock Ward and the Field Ward, but this fact is notable only because of its
preponderance elsewhere.
In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders actually leap off their mounts
into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow,
distracted as they are by other mounted griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until
their griffon companions swoop in and they regain their saddles. Working in concert with one another in this fashion, members of the Griffon Cavalry can rapidly
eliminate any threat to the city-and even catch the body of the offender before it hits the rooftops below.
Riders of the Griffon Cavalry are trained to stay above the rooftops, not because they fear crashing into towers and weather vanes, but because the smell of so
much horseflesh in the streets below can sometimes drive their griffons into a frenzy.
When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin
Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the
Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it.
Tsarra Chaadren, the Blackstaff at the time, couldn't command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired
itself and built up around them. Much later, in 1479 DR, the eighth statue-the Griffon-emerged from the Ethereal Plane to defend Ahghairon's Tower against
intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the
Blackstaff's control. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of
Waterdeep's might.
The Griffon
The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground,
making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird's, the Griffon
now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to
be a monument to Waterdeep's Griffon Cavalry, but Waterdavians know better.
The Swordmaiden
This statue appears virtually identical to the Honorable Knight, except for its female form and open-faced helm. It was felled during the Spellplague after causing
much chaos and slaughter. The residents of Waterdeep's North Ward funneled much of their frustrated and dismayed reaction to its rampage into dismantling the
statue, parts of which can now be found all over the North Ward, either incorporated into buildings or as bits of freestanding sculpture.
The head of the Swordmaiden sits in a stand of tall trees in the center of the block of the North Ward bounded by Hassantyr's Street, Tarsar's Street, Whaelgond
Way, and Ussilbran Street. The center of its jaw and mouth have been replaced by a door, which leads into the shop known as Thort's Findings. Undevvur Thort is a
wizened ex-adventurer who leans on a cane (which some locals insist is more than just a cane). He lives in the small shop, whose many levels, staircases, and
landings fill the hollowed-out interior of the head, and which is crammed with oddments sold to Thort by adventurers and other travelers. These items bear little
placards in Thort's beautiful, flowing handwriting that identify them (or at least provide speculation as to their origin and purpose). Nobles and wealthy merchants
who desire props for themed revels often rent some of Thort's wares as decoration-and many sages, alchemists, and wizards visit him regularly in search of
potentially useful items.
Infamous Alleys
Waterdeep has as many alleys as Baldur's Gate has cats, and each has a name and a story. Here are a few that you might wish to see—or should know
to avoid.
Ruid's Stroll. This short avenue from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch
causes deathly chills to those he meets on foggy nights. All attempts to banish or turn the spirit have failed. Those who brave its unearthly approach
and allow Ruid to pass through them learn a secret truth about someone or something in their life—if they survive.
Brindul Alley. This is the lair of the Hand that Sings, a magical phantasm of a hand with a mouth in its palm. The hand is said to snatch valuables it
fancies—especially magical ones—when it encounters them, and to occasionally attack folk in the darkness, strangling them or tripping them into fatal
falls. Most often, though, it takes no notice of those who don't bother or follow it, eerily singing fragments of old Sword Coast ballads and love songs as
it drifts through the night.
Manycats Alley. This passage crosses two city blocks and winds through the interior of a third, running between and (for the most part) parallel to
Julthoon Street and Traders' Way in the North Ward. It is, unsurprisingly, home to many cats that feed on scraps from the surrounding butchers' shops,
but it is also known for the many carved stone heads of people and animals that adorn the alley's buildings. Individuals who have walked the alley alone
report that some of the heads whispered cryptic messages to them.
Gondwatch Lane. Found at the southern entrance to the House of Inspired Hands in the Sea Ward, this alley serves as the testing ground for inventions
considered too dangerous to operate inside the temple. The locals are generally unconcerned about the risks, though, and stand watching while food
vendors circulate among them.
Pharra's Alley. This alley in the Sea Ward is named after the first leader of the House of Wonder, but is more infamous for its Circle of Skulls. This
infrequent and unpredictable haunting takes the form of seven floating skulls, which hover in a circle and argue with one another in whispered tones
about events in the city. If they are interrupted, their reaction reportedly varies from being helpful to engaging in murderous spell-slinging.
Three Daggers Alley. This alley in the Dock Ward suffers from a magical curse that causes three daggers to appear out of thin air and attack passersby.
The daggers swoop and fly about, making multiple attempts at murder before vanishing again. This magical effect, the result of a spell cast by a long-
dead wizard, has resisted all attempts to dispel it. Some locals boast of how many times they've crossed the alley and lived to tell of it, but the
appearance of the daggers is entirely a matter of chance, and unpredictable. So take my advice and don't test Tymora's favor.
City Celebrations
At many times of year, hardly a tenday can pass in Waterdeep without the staging of some rite, race, or rousing ceremony of civic pride. Here I briefly summarize
the most widely celebrated events on the calendar, from the first of Hammer to the last of Nightal.
Hammer 1: Wintershield
Marking the start of the new year, this observance is a widely recognized day off work, when folk sip warmed ciders and broths (often laced with herbs for health
and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss what they intend to do or should
deal with-or things that everyone "should keep a hawk's clear eye on"-in the year ahead.
Such talk inevitably leads to discussions of politics, wars, and the intentions of rulers. Maps are usually consulted, and it's widely considered lucky to possess and
examine a map on Wintershield. Map sales are brisk in the tenday preceding this holiday.
Ches 1: Rhyestertide
This holiday is named in honor of Lathander's first prophet, Rhyester, a young blind boy who was cured of that blindness by the dawn's light on this day more than
seven centuries ago. That holy event occurred in the vicinity of Silverymoon, but Lathander has long had a much larger temple in Waterdeep, and a following to
match. Each of the faithful dons bright garb of sunrise hues and keeps one eye covered until the next dawn in honor of Rhyester. If you want to feel like a local,
catch the eye of any celebrant you see and wink. Fine friendships have grown from far less.
The last two days of Fleetswake are the occasion of the Fair Seas Festival. During this time, there is much feasting on seafood, the harbor is strewn with flower
petals, and City Guards go from tavern to tavern collecting offerings for Umberlee. Collection boxes also appear at large festival gatherings. Upon sunset of the
final day, the collected coin is placed in chests and dumped into the deepest part of the harbor.
This festival has existed in a number of forms since the first trade-meets occurred here more than two millennia ago, and an uncountable amount of wealth
remains sunken in what has long been known as Umberlee's Cache. The area is closely watched by merfolk guardians, whose standing orders are to kill anyone
attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who stole some of the collection years ago and tried to
leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the thieves
overboard, but spared the ship and its crew.
Kythorn 1: Trolltide
On this day commemorating Waterdeep's victory in the Second Trollwar, children run through the city acting like trolls, banging on doors and growling, from highsun
till dusk. Home and shop owners are expected to give the children candy, fruits, or small items. Those who give no treat can expect to become the target of a trick
at sundown. This mischief typically takes the form of "troll scratchings" at doors and windows. Those with more malicious intent sing screechingly in the wee
hours, and hurl raw eggs at windows, signs, and the heads of those who try to stop them. Have some candy on hand or some sweet rolls, and all will be calm where
you live.
The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then
carried up the slopes and burned as well. These proceedings symbolize the defeat of Kistarianth first by the paladin Athar, and again decades later by his son,
Piergeiron. Tradition dictates that the winners of the races run during the Plowing and Running take the role of the dragons' slayers, with the champion of the
chariot race representing Athar and the champion of the horse race playing Piergeiron.
Once banned as frivolous and distracting, the practice of veiling Castle Waterdeep with an illusion has been reinstated. Several mages come together to produce
the effect, which seemingly transforms the castle into the ancient log fortress of Nimoar. The illusion typically lasts from midday to sunset (unless someone has
the audacity and magical might to dispel it) and is regarded as a stunning work of magical art.
Day of Wonders
Marpenoth 7: Stoneshar
Stoneshar is an all-faiths day during which folk strive not to be idle. Even children at play are encouraged to dig holes, build sand castles, or construct crude
models.
Waterdavians consider Stoneshar the best day of the year to begin construction of a building, either by digging out a cellar or laying a foundation. The common
wisdom is that folk who undertake new projects on Stoneshar can expect blessings upon their works in the coming year, whereas individuals who do nothing
constructive on this day can expect all manner of misfortune to rain down on them in the year ahead.
At night, this holiday becomes solemn and serious, as many Waterdavians offer prayers in thanks for the lives they have under their gods. The Griffon Cavalry sets
up an immense bonfire at the peak of Mount Waterdeep, honoring the fallen and the risen gods Myrkul, Cyric, Kelemvor, Mystra, Helm, and Ao who appeared here.
In thanks for their defense during Myrkul's invasion and the resulting fires that raged through the Southern, Dock, and Castle Wards, Gods' Day is also a semiofficial
"Be Kind to the Guard and Watch Day" in Waterdeep. Feel free to participate by handing out small gifts and kind words, but be aware that any gift of greater value
than a few nibs might be interpreted as a bribe.
The festivities begin in the evening, when people place candles in hollowed-out gourds or pumpkins carved with faces. Each pumpkin represents a person donning
a mask, while the light inside represents the truth of the soul. For as long as the candle remains lit, lies told and embarrassing things done don't sully a person's
reputation, so celebrations often descend briefly into anarchic hedonism.
Misfortune is said to come to anyone who returns to their pumpkin after celebrating to find it unlit, so buy a candle of good quality and put your gourd beyond reach
of the wind. Intentionally blowing out someone else's candle or smashing someone else's pumpkin is taboo, and risks the wrath of both gods-yet it does occur.
Tricks and pranks of all kinds are common on this night, and folk expect lies and foolishness. Pickpockets are rife on this day, so few carry much coin with them,
having secreted it away somewhere the previous evening. Instead, people fill their pockets and belt pouches with candies. Traditionally, a pickpocket is meant to
take the candy and leave a token in return (a tiny toy, a colorful paper folded into a shape, or the like), but this has changed over the years into adults exchanging
candies among themselves and simply giving candy to children who ask for it.
By custom, no deals are made nor contracts signed on Liar's Night, because no one trusts that parties will abide by them. Illusionists and stage magicians (whether
through magical or practical abilities) make the rounds to entertain private parties (having been paid in advance the previous day) or to perform in public spaces, in
the hopes that a good show will earn them a meal, and perhaps a place at a private party in the future.
If you're lucky, you might see the Wand of the Four Moons weep. Droplets said to be the tears of Selûne manifest on the mace from time to time, and are collected
by the priestesses for use in potions that can heal, cure lycanthropy, and be used as holy water.
With no real hunting to do of their own, the children of Waterdeep spend Howldown engaging in mock hunts of adults dressed up as monsters, and play at the
killing of these predators.
Parting Words
Well, gentle readers, you've reached the end of my enchiridion. If you've yet to arrive in the city, its splendors await you. If you're reading this within its walls, please
set aside this chapbook to experience the city. You might even see an extraordinarily handsome author hard at work reviewing one of Waterdeep's drinking
establishments. If you do so, I greet you in advance: "Well met! Autographs cost seven nibs."