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   Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
  
   
   
  Table of Content   
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  Waterdeep Primer 
   
   
   
  City of Splendors 
   
   
  Introduction: Waterdeep is a vast and complex city where an entire campaign can take place. Wizards of the 
  Coast has published much about Waterdeep over the years, and much of that information needs to be updated 
  and expanded on for 5th edition. Dungeon Masters will find an introduction to Waterdeep within. This module 
  provides an overview of the history, geography, government, society, military, and education in Waterdeep. 
  Dungeon Masters should use this module to gain an overall understanding of the City of Splendors. 
    
   
  by Jason Hardin 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of 
  the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
   
  Table of Content   
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   Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Table of Content 
   
   
  Table of Content 
  2 
  Overview 
  3 
  A Brief History 
  3 
  Elven and Dwarven Cities 
  3 
  Human Expansion into Deepwater Bay 
  4 
  Founding of Waterdeep 
  4 
  Lords of Waterdeep 
  4 
  Founding of Skullport 
  4 
  The Rise and Fall of the Guilds 
  5 
  Reign of Baeron 
  6 
  Reign of Lhestyn 
  6 
  Reign of Piergeiron 
  6 
  Spellplague 
  6 
  Map 
  7 
  Wards 
  8 
  Castle Ward 
  8 
  Dock Ward 
  9 
  Field Ward 
  9 
  North Ward 
  9 
  Sea Ward 
  10 
  Southern Ward 
  10 
  Trades Ward 
  11 
  City of the Dead 
  12 
  Undercliff 
  13 
  Government 
  13 
  Lords of Waterdeep 
  13 
  Legal System 
  13 
  The Courts 
  14 
  The Magisters 
  14 
  City Watch 
  14 
  Criminal Organizations 
  15 
  Military 
  15 
  City Guard 
  16 
  City Navy 
  16 
  Griffon Cavalry 
  16 
  Gray Hands 
  16 
  Society 
  16 
  Noble Families 
  17 
  Religion 
  17 
  Guilds 
  17 
  Secret Societies 
  18 
  Factions 
  19 
  Education 
  20 
  Magic Schools 
  20 
  Bards’ Colleges 
  21 
  Credits 
  22 
  Bibliography 
  22 
   
  
   
   
  Overview   
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  Overview 
  This setting guide is an introduction to Waterdeep. 
  Dungeon Masters will learn a little about its history, 
  geography, government, military and society. This 
  document provides links to more detailed products 
  where available. I will update the document as new 
  Wizards of the Coast, and DMs Guild products that 
  focus on Waterdeep are released. As with everything 
  in Dungeons and Dragons use what you want, 
  change what you want, and throw out the rest. 
  A Brief History 
  Deepwater Bay, the bay on which Waterdeep sits, 
  has been home to many races over the years. Some 
  have had more impact than others. Below is a 
  condensed version of Waterdeep’s history. 
  Elven and Dwarven Cities 
  The first city near Deepwater Bay was created by 
  elves in -8500 DR. We know three things about the 
  elves that settled in Deepwater Bay. First, we know 
  they named their city Aelinthaldaar.  Second, we 
  know they razed their city when they left for 
  Evermeet in -1100 DR. Third, we know that they 
  created a high magic effect that prevents the plateau 
  of Mount Waterdeep from collapsing. The elves cast 
  the spell because a clan of dwarves had settled 
  under Mount Waterdeep and began aggressively 
  mining. They also cast the spell in exchange for a 
  large sum of mithril. The magical effect still exists on 
  Mount Waterdeep today. 
  The dwarves came to Mount Waterdeep next 
  following their leader, Melair. Melair discovered a 
  rich vein of mithril within Mount Waterdeep. He 
  used the prospect of mining mithril to convince 
  more of his kin to join him and founded a city 
  beneath Mount Waterdeep named the Underhalls of 
  Melairbode. When the dwarves expanded their 
  domain up into Mount Waterdeep, they drew the 
  elves’ attention. The upper area of the Underhalls of 
  Melairbode is now known as Undermountain. 
  During Melair’s reign, a group of Netherese mages 
  known as the Sarguah Enclave claimed an area of 
  Melairbode that the dwarves had not yet excavated. 
  The Netherese died when two-thirds of their domain 
  collapsed after the Weave collapsed in -339 DR. 
  Magic released during the collapse twisted those 
  who survived into the Skulls of Skullport; the magical 
  undead. 
  In -677 DR, drow began an incursion into Melairbode 
  that lasted hundreds of years. In 34 DR, the drow 
  were able to force the dwarves out of Melairbode 
  and further below Mount Waterdeep. The drow 
  
   
   
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  established a city and named it Kyorlamshin, and the 
  dwarves eventually vanished. 
  Human Expansion into 
  Deepwater Bay 
  The rest of the history of Waterdeep focuses on 
  humans and their settlement of the area. In -50 DR 
  Illuskans from Ruathym settled at the mouth of the 
  River Delimbiyr, which is south of Deepwater 
  Bay.  The Illuskans expanded their settlement north 
  along the coast into Deepwater Bay and beyond. For 
  two and a half centuries the Illuskans inhabited this 
  area. 
  In 168 DR, a wizard name Halaster Blackcloak and his 
  apprentices, known as the Seven, established a 
  tower on the Deepwater Plateau north and west of 
  the Illuskan farms. Halaster and the Seven made 
  incursions into the Underhalls from the tower. These 
  incursions eventually forced the drow lower into 
  their domain. As Halaster and the Seven became 
  more and more successful in holding levels of the 
  Underhalls they stopped using the tower, and it fell 
  into disrepair. 
  In 302 DR, the Illuskan rule began to decline and 
  they eventually fragmented into tribes. One of these 
  tribes settled near Halaster’s tower and founded the 
  settlement of Blackcloak Hold. 
  In 482 DR, a Tethyrian warlord named Ulbaerag 
  Bloodhand unified the warring tribes in and around 
  Blackcloak Hold. Blackcloak Hold became a vital 
  anchoring point for ships when they came to harvest 
  timber from the surrounding area. Bloodhand 
  renamed the settlement Bloodhand Hold. 
  In 882 DR, several cities fell to demons which caused 
  displaced dwarves, humans and elves to seek refuge 
  throughout Faerûn. One such refugee was a great 
  human warrior named Nimoar the Reaver. He led an 
  army in search of a new place to settle. He found 
  and seized Bloodhand Hold. Nimoar renamed the 
  settlement to Nimoar’s Hold and began constructing 
  a wooden fortress. 
  Over the next ten years, pirates and barbarian tribes 
  tested Nimoar, his army and Nimoar’s Hold’s 
  defenses. Each time the Hold was victorious. With 
  each victory, Nimoar's army expanded and fortified 
  the Hold. The fledgling town grew larger, more 
  prosperous and known as the town of Waterdeep. 
  Founding of Waterdeep 
  Over the next two decades, 932 DR to 952 DR, 
  Nimoar’s Hold and the Dessarin River Valley became 
  the center of several wars. After the Orcfastings War 
  in 936 DR, Nimoar died of old age. Gharl, Nimoar’s 
  most accomplished general, became his successor as 
  Warlord of Waterdeep. When Gharl died, Amphail 
  the Just became the next Warlord of Waterdeep. Six 
  more warriors became the War Lord of Waterdeep 
  over the next twelve years. 
  In 952 DR, the humans of the North banded together 
  and destroyed the last of the orc hordes. Several 
  individuals became heroes of the wars, but one 
  would shape Waterdeep’s history. The human 
  nations recognized Ahghairon as the Premier Wizard 
  of the Savage North. The War Lord of Waterdeep 
  appointed Ahghairon as his official advisor. 
  Waterdeep emerged from the wars as a significant 
  power in the region, and after the wars were over 
  the War Lord commissioned the construction of 
  Castle Waterdeep. In 974 DR Laroun, the first female 
  War Lord of Waterdeep, began her reign in the 
  castle. The City continued to expand, and Laroun 
  officially founded the Free City of Waterdeep. 
  Lords of Waterdeep 
  Because peace never lasts long, a new war started 
  after a group of Waterdavian adventures called the 
  Dawnbringers plundered a sacred crypt of the orcs. 
  In the ensuing war with the newly raised orc horde, 
  Laroun died. The title of War Lord of Waterdeep 
  passed to Raurlor, the leader of the city’s army. 
  For two years Raurlor built up Waterdeep’s standing 
  army to an unprecedented level, striking down any 
  
   
   
  A Brief History   
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  descent. In the year 1032 DR, Raurlor proclaimed 
  Waterdeep the Empire of the North, and Ahghairon 
  struck down the self-crowned king, by transforming 
  Raurlor’s sword into a viper. 
  Ahghairon claimed authority over the city and 
  decreed that wisdom, not might, would rule 
  Waterdeep from now on. Ahghairon gathered a 
  group of Lords from all walks of life. He masked and 
  disguised these Lords when they appeared in public 
  and gave them authority equal to his. Thus, began 
  the ruling of Waterdeep by one Open Lord and 
  several Masked Lords. 
  Waterdeep prospered under the Lords of 
  Waterdeep, and the system of wards came into 
  being. In 1071 DR, a noted adventurer flew into 
  Waterdeep astride a copper dragon. The ease with 
  which they entered the city prompted Ahghairon to 
  create a magical ward that deters dragons from 
  entering the city, and the ward stands to this day. 
  Founding of Skullport 
  In 1148 DR, a Netherese wizard, named Shradin 
  Mulphor, discovered and settled into the ruins of the 
  Sarguah Enclave. Shradin, who became known as 
  The Lord of Bone, encouraged trade with the other 
  Underdark powers. Within twenty-five years, 
  Shardin had converted what was the Sarguah 
  Enclave into Skullport, a secure settlement for 
  smugglers, slavers, assassins, thieves, and 
  buccaneers. 
  Skullport flourished under the Lords of Waterdeep 
  and is seen by the Lords as a necessary evil. Skullport 
  provides an area for the seedy underbelly of 
  Waterdeep to blow off steam, which reduces the 
  number of incidents in Waterdeep. Khelben 
  “Blackstaff” Arunsun the Elder arrived in Waterdeep, 
  at the same time Shradin founded Skullport and 
  constructed Blackstaff, where he lived, studied, and 
  educated his apprentices.  
  The Rise and Fall of the 
  Guilds 
  In 1256 DR, Ahghairon passed away. On the day of 
  the ceremony, the guild masters of Waterdeep 
  secretly had all but two of the Masked Lords killed. 
  Over the next two months, the Guilds warred with 
  each other. After much blood was spilled the war 
  ended and the Guilds decided that a Council of 
  Guildmasters would rule Waterdeep. 
  For six years, the Council of Guildmasters argued and 
  inevitably war erupted again. The war killed all but 
  two guild masters. The surviving two guild masters 
  agreed to rule together as Lords Magisters. It was at 
  this time that the Shadow Thieves discovered the 
  Underhalls of Melairbode. The Shadow thieves 
  
   
   
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  established a base in the Underhalls and began 
  expanding their ranks and influence. 
  In 1273 DR, the two Masked Lords, who survived the 
  guild masters' coup, killed the two Lords Magister in 
  their court and claimed authority over Waterdeep. 
  Lord Bearon Silmaeril unmasked himself and 
  declared himself the Open Lord of Waterdeep. 
  Reign of Baeron 
  During Baeron’s reign, Waterdeep prospered. The 
  borders of the city expanded to include the North 
  and Sea Wards. Baeron rebuilt the Masked Lords, 
  selecting fourteen individuals from all walks of life. 
  He made sure that a coup would not be so easy in 
  the future, by having only seven Masked Lords in 
  one place at a time. Baeron and his wife had a 
  daughter Lhestyn in 1276 DR.  
  In 1298 DR, Lhestyn infiltrated the Shadow Thieves 
  and exposed them. A battle raged between the 
  Shadow Thieves and the City Watch for the next ten 
  days. The fighting ended with the death of most of 
  the masters of the Shadow Thieves. Those who 
  survived fled Waterdeep. 
  Reign of Lhestyn 
  In 1308 DR, Baeron died of fever and Lhestyn 
  succeeded him as Open Lord of Waterdeep. Lhestyn 
  reigned for only six short years. In that time, she saw 
  the construction of the Palace of Waterdeep, and 
  the death of her husband by some unknown 
  perpetrator. Durnan, a noted adventurer and 
  Masked Lord, founded the Red Sashes in 1311 DR 
  because of the death of Lhestyn’s husband and the 
  inability of the Watch to find the culprit. Lhestyn 
  died in 1314 DR. Piergeiron Paladinson, a paladin, an 
  officer of the city guard, and Masked Lord became 
  the next Open Lord of Waterdeep. 
  Reign of Piergeiron 
  For four decades of Piergeiron’s reign, Waterdeep 
  knew peace. Then in 1355 DR, Amril Zoar, the scion 
  of an exiled Waterdhavian family, killed two Masked 
  Lords and wounded the Open Lord. The City Watch 
  captured Amril, and Storm Silverhand, a prominent 
  Harper, insisted and kept Amril from death. 
  During the Time of Troubles, Shar appeared in 
  Waterdeep. She disguised herself as  Selune, and 
  attempted to weaken her rival. Then Myrkul’s Legion 
  and the avatar of the Lord of Bones invaded 
  Waterdeep and caused mass destruction in the 
  Dock, Castle, and Southern Wards. Mystra and Cyric 
  ascended to Godhood on the slopes of Mount 
  Waterdeep. After the Time of Troubles, a drought 
  caused political unrest in Waterdeep. At the height 
  of the unrest, a green dragon named 
  Grimnoshtadrano, the Riddling Dragon of the High 
  Forest, ridden by a mad bard attacked Waterdeep. 
  The City Guard thwarted the attack, but the unrest 
  and attack combined nearly ended Piergeiron’s rule. 
  In 1369 DR, an army of sea creatures led by a 
  colossal wereshark caused significant damage to the 
  Dock and Sea Wards before being vanquished. Many 
  of the sea creatures escaped into Waterdeep’s 
  sewers. Shortly after that, Halaster’s Highharvestide 
  caused many portals in the city to malfunction and 
  release monsters into the city, causing damage to 
  the Castle and Trade Wards. 
  Spellplague 
  Waterdeep was left mostly untouched by the 
  Spellplague. The only notable incident was the day 
  the statues walked on their own and caused damage 
  to various wards. At dusk on the same day they 
  started walking the statues stopped wherever they 
  were and never moved again. 
  After the disaster, the citizens of Waterdeep banded 
  together and rebuilt the damaged structures. One 
  interesting note is that during the rebuilding several 
  structures were built around or on top of the 
  statues. There is now a growing wealthy merchant 
  class building prestigious homes on top of the 
  statues that rest against Mount Waterdeep.    
  
   
   
  Map   
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  Map 
  
   
   
  Wards   
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  Wards  
  Waterdeep is made up of nine large regions. Seven 
  of these regions are called wards, and the two 
  additional areas have significance to Waterdeep. The 
  wards of Waterdeep separate Waterdeep's social 
  classes and business interests. Their names suggest 
  the services and types of activities that an individual 
  can find within. 
  Locals identify themselves by the ward or wards they 
  live and work in. They dream of opportunities to 
  advance to more prominent wards. No laws restrict 
  a given activity or class of people to any specific 
  ward, but social class and money often do. For 
  visitors to Waterdeep, wards and the layout of the 
  town can become confusing quickly.  
  Castle Ward 
  The Castle Ward is at the heart of Waterdeep, both 
  geographically and politically. Geographically, the 
  ward wraps around the eastern slopes of Mount 
  Waterdeep. Politically, the Castle Ward is where the 
  wealthy and influential, who are not nobility, live. 
  The Castle Ward also houses many public, 
  administrative, religious, and educational buildings 
  that serve all Waterdeep. 
  Watch Presence 
  Two watch patrols protect the Castle Ward day and 
  night. The Watch has offices and cells in Castle 
  Waterdeep, and the Watch staff on duty can assist 
  any patrols in trouble. 
  Notable Locations 
  Blackstaff Tower 
  From the outside, Blackstaff Tower is a simple three-
  story stone structure surrounded by a curtain wall. 
  Those who train within, however, learn that there 
  are at least a dozen more sublevels of the tower 
  reachable only by magic. Some say Blackstaff Tower 
  is sentient, a statement never refuted by those 
  residing within its walls. 
  Castle Waterdeep 
  Castle Waterdeep is a thick-walled stronghold, with 
  pennants and banners flown from its many 
  battlements. The castle walls rise 400 feet, at their 
  greatest height from the ground, and are 60 feet 
  thick on average. The city has placed many spells on 
  the walls of the castle that protect it from attack. 
  The Guard maintains a garrison within the castle, 
  with at least thirty guards on duty at any given time. 
  The Guard and the Watch use the courtyard to train 
  their soldiers and horses. The Castle also maintains 
  enough food to feed fifty thousand people for ten 
  days in the event of a siege. 
  New Olamn 
  New Olamn is a noted education center and 
  storehouse of knowledge. Bards from across the 
  Realms come to New Olamn to study within its walls. 
  Lords’ Palace 
  Formerly known as Piergeiron’s Palace, The Lords' 
  Palace is the seat of local government. Magisters 
  hold court daily in the Lords’ Hall and the Hall of 
  Justice. The Masked Lords meet here once a ten-day 
  in secret conclaves and Open Court. In Open Court, 
  the Open Lord entertains deputations and debates 
  
   
   
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  from outland envoys, visiting trade delegations, and 
  local citizenry. 
  All of the ranking officers of the Watch, the 
  Magistrates, and some visiting dignitaries have 
  offices here. The Watch also has several prison cells 
  that are used to hold prisoners awaiting trial. 
  The Market 
  The Market is the largest open area in Waterdeep. 
  Buildings surround it and inside is a maze of 
  temporary stalls and carts that appear both day and 
  night. The moneylenders and pawnshops have 
  storefronts within the buildings surrounding the 
  Market. It is the best place in the city to haggle for 
  lower prices on goods, but there’s no guarantee 
  you’ll be able to find what you need. 
  Dock Ward 
  The Dock Ward is home to many taverns, dives, 
  brothels, and inexpensive inns. People crowd the 
  narrow and windy streets of the Dock Ward. Street 
  urchins beg and steal from any unsuspecting visitors, 
  and monsters have been known to rampage 
  throughout the Ward. 
  The majority of Waterdeep’s harbor and warehouses 
  are a part of the Dock Ward, and because of this, the 
  Ward has a great deal of traffic and activity. The 
  hustling and active nature of the Ward makes it 
  harder to patrol for the Watch. Unsavory types like 
  smugglers and thieves, as well as malcontents, take 
  advantage of the reduced rule of law to run the 
  black markets and thieves’ guilds. 
  Watch Presence 
  One Watch patrol protects the Dock Ward, because 
  the Watch doesn't have enough people or money to 
  maintain a presence more substantial than the 
  criminal enterprises. The Watch takes a hands-off 
  approach to the Docks. Only a serious crime or 
  threat to Waterdeep will cause the Watch to raid a 
  warehouse, inn, dive or vessel in the Dock Ward. The 
  Watch performs raids with five to ten patrols worth 
  of Watch members and sometimes with the Guard. 
  Notable Locations 
  The Keelhauled Dwarf  
  The Keelhauled Dwarf is a tavern created out of a 
  cavernous cellar beneath a warehouse named the 
  House of Tarmagus. The tavern is the favored 
  drinking spot for duergar, half-orcs, thugs and 
  ruffians.  
  The Monster Pit 
  The Monster Pit is an abandoned gladiatorial arena 
  under the Fishscale Smithy. It is used by various 
  gangs in the Dock Ward to settle arguments. 
  Field Ward 
  Field Ward is the northernmost, newest, and poorest 
  Ward in Waterdeep. The Field Ward sprang up in a 
  haphazard and uncoordinated fashion between the 
  North Ward and Waterdeep’s northernmost wall. 
  Caravans used to use the area to stay over while 
  selling and delivering their goods. Over time those 
  unable to afford to live in other Wards began to 
  create more permanent structures. The Field Ward is 
  a shanty town, and as such something that the 
  nobility is not fond of having so close to their lovely 
  villas.  
  Watch Presence 
  A single watch patrol safeguards the Field Ward. 
  Watch members are also posted regularly at all wall 
  towers, at the request of nobles to protect their 
  property should someone in Field Ward get the 
  bright idea to scale the wall into the Sea or North 
  Wards. 
  North Ward 
  The North Ward is the second wealthiest Ward in 
  Waterdeep, next to the Sea Ward. Most of the lesser 
  noble families and middle-class households have 
  their homes here. The North Ward is a very quiet 
  
   
   
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  and restricted Ward and appears to shut down at 
  dusk each night. However, inside the houses families 
  hatch intrigues and schemes to execute the next 
  day. The families in this Ward also have some of the 
  highest amounts of contraband and smuggled goods 
  in Waterdeep.   
  Watch Presence 
  A single watch patrol protects the North Ward 
  always. 
  Notable Locations 
  The Grinning Lion Tavern 
  The Grinning Lion Tavern is the most rancorous 
  tavern in the North Ward. Fake battle trophies from 
  all over Faerûn adorn its walls. People come here to 
  drink Zzar and wine and eat fried onions and eels. 
  Cliffwatch Inn 
  The proprietor of this rambling tavern knows a 
  wealth of tales. The inn’s cellars are rumored to 
  connect to the city sewers and Undermountain. 
  Sea Ward 
  The Sea Ward is where the wealthiest noble families, 
  religions, and wizards reside. The Ward has the most 
  opulent temples and villas in all of Waterdeep. 
  Families who have built a fortune or come into a 
  large sum of money work hard to build a home in 
  this Ward. 
  Watch Presence 
  Two watch patrols safeguard the Sea Ward always, 
  except for the temples which are expected to police 
  themselves.  
  Notable Locations 
  Aurora’s Realms Shop 
  Aurora’s is a high-end luxury and exotic goods shop. 
  There are versions of the shop in all Wards in 
  Waterdeep as well as other Cities throughout 
  Faerûn.  The shops offer a large selection of goods 
  from Toril that vary based on the typical income of 
  the potential clientele. 
  Shop owners can procure specific or very rare items 
  that they don't have in store. They use a magical 
  connection between shops to transport goods from 
  store to store. 
  Field of Triumph 
  The city stages exciting spectacles of magic, martial 
  skill, horse racing, and monstrous exhibitions in this 
  enormous open-air stadium. It also acts as a public 
  forum for the Open Lords’ proclamations.  
  Southern Ward 
  The Southern Ward is where caravans from the 
  south enter the city. In this area, there are amenities 
  and services provided to assist the caravans in 
  unloading and storing goods. 
  The Southern ward contains stables, warehouses, 
  and shops related to horses and land travel. 
  Hardworking folks can easily get low paying jobs 
  helping to load and unload caravans. Those skilled in 
  fighting and protection can hire on last minute as 
  mercenaries, protecting caravans on their distant 
  travels. 
  Watch Presence 
  Two watch patrols guard this small area during the 
  day to protect the caravan's goods. One watch patrol 
  guards the Ward at night and mostly near the 
  warehouses. 
  
   
   
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  Notable Locations 
  Builder’s Hall 
  Builder's Hall is the headquarters for the Guild of 
  Stonecutters, Masons, Potters, & Tile-makers it is the 
  first stop for anyone wishing to build in the great city 
  of Waterdeep. 
  Waymoot 
   The Waymoot is a signpost created by the Watchful 
  Order of Magists. The signpost will magically direct 
  travelers to a destination spoken into a crystal on 
  the post. Once a destination is spoken, the signpost 
  writes the name on one of the signpost's arrows. The 
  arrow points the direction of travel and gives the 
  distance to the destination. Travelers leaving 
  Waterdeep use the Waymoot to determine which 
  gate to use. 
  Trades Ward 
  The Trades Ward is the area to the west of the City 
  of the Dead and east of the Castle Ward. Compared 
  to other Wards the Trades Ward is small but highly 
  active. The Trades Ward rarely slows down even in 
  the twilight hours. Because of its size and focus on 
  commerce, the Trades Ward doesn’t have a well-
  established residential community. 
  At any time of day or night, residents and visitors to 
  Waterdeep can purchase legal goods either in the 
  open bazaar or merchant's storefronts. Waterdeep 
  citizens make their daily purchases here, and many 
  noble families sell their goods through storefronts in 
  the Trades Ward.   
  
   
   
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  Watch Presence 
  The Trades Ward is seen by the Watch as the life’s 
  blood of Waterdeep and needs to be an area all can 
  go to and feel safe. Because of this three watch 
  patrols protect the Trades Ward night and day. 
  Notable Locations 
  The Plinth 
  The Plinth is a temple open to worshipers of any 
  faith. Worshipers use the temple because their deity 
  lacks a sizable congregation in Waterdeep. The 
  Plinth is a tower that resembles a tall, thin, pyramid 
  with the top cut off. Small balconies spiral around 
  the tower. Because of its great height and many 
  balconies individuals sometimes commit suicide here 
  by plummeting to their deaths.  The wealthy and 
  powerful use the top of the Plinth as an aerial 
  landing pad. 
  Court of the White Bull 
   This area is a meeting place for caravan owners 
  because no one will build on the land. A great mage 
  duel took place here and caused a planar breach. 
  The God of Magic repaired the breach, but wild 
  magic sometimes occurs in this area.   
  City of the Dead 
  East of the Trades Ward is a walled-in area called the 
  City of the Dead. The City of the Dead has green 
  lawns, marble tombs, and has served as the only 
  cemetery in Waterdeep for centuries. The City of the 
  Dead is one of the only green public areas inside 
  Waterdeep, and citizens go there to escape the 
  hustle and bustle of life in the Wards. 
  The Watch imposes a curfew at dusk in the City of 
  the Dead because undead have been known to rise 
  in the Ward. However, citizens of Waterdeep ignore 
  this curfew and visit the City of the Dead at all hours 
  of the day or night. 
  The wall surrounding the City of the Dead has been 
  raised twice, once when it ran out of space for 
  burials, and a second time when many undead 
  escaped their tombs. During the first incident, the 
  wall was built up to place more dirt in the Ward.  The 
  second time the city warded the tombs, made the 
  wall taller, and added fortifications and 
  watchtowers. Since then there hasn’t been a major 
  undead uprising. 
  Watch Presence 
  Two watch patrols protect the City of the Dead 
  during the day. Three larger patrols guard the City of 
  the Dead atop the walls and towers at night and only 
  enter if necessary.  
  Notable Locations 
  Lords’ Respite 
  The Lords' Respite is a small black marble tomb 
  where the city may bury Masked and Open Lords. In 
  
   
   
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  the western face of the tomb, there is a door made 
  of some smoky material. No one can see inside the 
  tomb or enter, thus keeping the Lord’s identities 
  secret. 
  The Hall of Sages 
  The Hall of Sages is a special tomb for sages, which is 
  rumored to contain many of the interred sage’s rare 
  tomes and books. This is a false rumor maintained by 
  the Lords of Waterdeep to ferret out dealers in evil 
  lore. 
  Undercliff 
  The Undercliff is an extension of Waterdeep, not as a 
  Ward where business takes place, but as an area 
  that is lawfully part of Waterdeep and that the guard 
  protects. The Undercliff consists of all the farms and 
  villages that sprawl out to the east of Waterdeep. 
  Waterdeep has established barracks, forts, and 
  training facilities in the area. The Guard training and 
  patrolling the Undercliff are expected to be an early 
  warning system for attacks from the east. 
  Watch Presence 
  The Watch does not patrol the Undercliff because it 
  is too large to patrol. Crime is very low in these 
  areas, due to the distance between farms and the 
  strong support system the communities 
  provide.  The Watch will perform investigations 
  within the Undercliff, if requested or if a murder has 
  occurred. 
  Government 
  Lords of Waterdeep 
  In 1032 DR, Ahghairon saved Waterdeep from itself 
  by unseating Waterdeep's warlord and would-be 
  emperor, Raurlor. Ahghairon declared that wisdom, 
  not strength of arms, would rule in the city, and 
  created the Lords of Waterdeep. 
  Since then Waterdeep has always had a single Open 
  Lord, except during the guild coup. The Open Lord 
  selects several Masked Lords who support them. The 
  Masked Lords bear masks, robes, and amulets to 
  disguise themselves when performing their duties 
  publicly. The Lords of Waterdeep, open and masked, 
  make policies for Waterdeep. 
  Open Lord 
  The Open Lord Waterdeep holds the titles of 
  Warden of Waterdeep (Commander of the Guard), 
  Overmaster of the Guilds, and Commander of the 
  Watch. He or she is the only Lord who exposes their 
  face, is known to the public, and serves as the city’s 
  chief diplomat. 
  Laeral Silverhand is the current Open Lord of 
  Waterdeep. Laeral is a human wizard who has a rich 
  and involved history with the Sword Coast and 
  Waterdeep. She was once the leader of an 
  adventuring group called the Nine. During an 
  adventure, Laeral succumbed to the Crown of 
  Thorns and went mad. Khelben Arunsun, a previous 
  Blackstaff of Waterdeep, who later became her 
  consort, nursed her back to health. She was at one 
  time considered the Lady Mage of Waterdeep and 
  was a member of the Harpers. 
  Laeral was also long thought dead and, reemerged 
  only recently. She swiftly rallied the Masked Lords to 
  support her supplanting Dagult Neverember as Open 
  Lord of Waterdeep.  
  Masked Lords 
  The Masked Lords of Waterdeep come from all walks 
  of life, from noble to dung sweeper, and from 
  merchant to cleric. Every Waterdhavian has 
  suspicions of who is or isn't a Masked Lord. So far, 
  no one has been able to prove that a person is a 
  Masked Lord publicly. 
  If caught impersonating a Masked Lord, the 
  punishment is death. Because of this, if a Masked 
  Lord appears in the city in full dress the officers of 
  the Guard or Watch alert the Open Lord 
  immediately. The Open Lord can demand any 
  Masked Lord unmask themselves. Failure to do so is 
  
   
   
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  punishable by death. It is not uncommon for those 
  seeking to improve their standing, socially or 
  economically, to claim to be a Masked Lord. 
  Legal System 
  Waterdhavians are mostly law-abiding citizens. They 
  have great respect for property, and support for a 
  strong and objective police force. These opinions 
  exist because most Waterdhavians make their living 
  from trade. Much of the law of Waterdeep is 
  unwritten, and both Lords and Magisters are free to 
  determine the absolute guilt or innocence of a 
  plaintiff. 
  Waterdeep separates its legal code into four Plaints, 
  categorized by who the crime victimizes. The four 
  Plaints are: 
  • 
  Crimes Against the Lords 
  • 
  Crimes Against the City 
  • 
  Crimes Against the Gods 
  • 
  Crimes Against Citizens 
  Under each Plaint are four classes of offense: Severe, 
  Serious, Lesser, and Minor. 
  There is no bail or lawyers in Waterdeep. The 
  plaintiff is expected to state their case to the Lord or 
  Magistrate. The Magistrates employ several clerics 
  to cast compel truth on plaintiffs, at the Magistrates 
  discretion. Magisters and Lords use the death 
  penalty only in cases of dangerous and incurable 
  lunatics, murderers, and those who commit acts of 
  treason against the city or the Lords. Plaintiffs 
  sentenced to death will sometimes choose exile to 
  Undermountain instead. 
  The Courts 
  Waterdeep has two courts, the Lord’s Court and the 
  Common Court. The Lord’s Court hears all cases of 
  murder, reports of suspicious deaths, rape, misuse 
  of magic, succession and inheritance disputes, and 
  appeals from the citizenry against Magisterial 
  judgments. The Common Courts hear all other cases. 
  The Open Lord chairs the Lord’s Court, and at least 
  two Masked Lords and two Magisters attend each 
  session. Magisters preside over the Common Courts. 
  Those who preside over the courts have the power 
  to pass sentence instantly; however, sentences are 
  conditional on the supporting evidence of 
  witnesses.  Any citizen of Waterdeep is allowed an 
  appeal to the Lord 's Court within two days of any 
  sentencing by a Magister in the Common Courts. 
  The Magisters 
  Below the Masked and Open Lords in power are the 
  twenty-six appointed Magisters, also known as the 
  Black Robes. At least three Magisters are always on 
  duty at the Common Courts in the Palace. A Magister 
  serves at each gate of the city during daylight hours. 
  At least six members of the City Guard protect a 
  Magisters at all times.       
   
  The Magisters are honest and perceptive people, or 
  they do not hold their positions for long. Lords 
  create Magisters through a public decree. 
  City Watch 
  The City Watch is the police force in Waterdeep. The 
  City Watch patrols all Wards, some with more 
  regularity than others, the City of the Dead, and the 
  sewers. The watch patrols do more than just police 
  the streets. The city expects them to perform civic 
  duties like aid with heavy loads, provide directions, 
  basic medical assistance, and settle disputes. Watch 
  members also investigate crimes and search for lost 
  or kidnaped adults and children. 
  
   
   
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  A Watch member can enter any building or area in 
  the city without hindrance or warning and can 
  search any person, place, or container at will unless 
  forbidden explicitly by a Lord. The Watch Is funded 
  to pay up to one thousand six hundred members at 
  any point in time. 
  For more detailed information about the City Watch 
  of Waterdeep read Joseph Carriker The Watch of 
  Waterdeep on the DMs Guild.  
  Criminal Organizations 
  Most of the criminal enterprises in Waterdeep have 
  their roots in the Dock Ward. With the light presence 
  of the Watch in the Dock Ward, criminals can make 
  deals without fear of punishment. The Dock Ward 
  also provides criminal enterprises easy access to 
  imports and exports.  The Watch treats most 
  criminal organizations in the Dock Ward as a 
  necessary evil, to keep it running smoothly. These 
  criminal organizations will often do what heroes 
  won’t and make the hard choices easier for society 
  to bear. 
  The Unseen 
  The Unseen is an organization of criminals who are 
  shape changers, thieves, illusionists, and assassins. 
  They are extraordinarily secretive, and little is 
  publicly known about them other than rumors and 
  whispers. Most public knowledge about the Unseen 
  has come during failed operations. The group's goal 
  is to replace critical individuals in Waterdeep society 
  with doppelgangers and rule Waterdeep without any 
  Waterdhavians knowing. 
  Xanathar’s Thieves Guild/Agents 
  of the Eye 
  The history of these two organizations, now one, is a 
  power struggle between beholders. In the beginning, 
  a beholder named the “Eye” ran the Agents of the 
  Eye, and a beholder named Xanathar ran Xanathar’s 
  Thieves Guild. The Eye discovered Xanathar and his 
  lair and destroyed him. When the Eye took over 
  Xanathar’s Thieves Guild, he charmed or convinced 
  everyone who had power or control to call him 
  Xanathar, as if it were a title, not a name. Now the 
  title of Xanathar is used by whichever beholder runs 
  the organization. No one knows how many different 
  beholders have run Xanathar’s Thieves Guild and the 
  Agents of the Eye over the years. 
  The organization is a group of mercenaries, slavers, 
  spies, and thieves. Their goal has always been to 
  gather wealth and political power through slavery, 
  spying, thieving and information gathering. The 
  organization is primarily known and feared for 
  capturing and trafficking slaves. They run slaves 
  through Skullport, and many of the missing persons 
  cases the City Watch investigate are individuals 
  snatched by the group. 
  The Shadow Thieves 
  The Shadow thieves were once the most powerful 
  criminal organization in all Faerûn. They influenced 
  most of the illegal, and many legal deals in cities all 
  over Faerûn. Then Lhestyn infiltrated and exposed 
  the members of the Shadow Thieves. In the ensuing 
  ten days, the City Watch killed the leaders and many 
  members of the Shadow Thieves. These deaths 
  caused the Shadow Thieves to collapse and go to 
  ground. 
  Most of Faerûn believes the Lords of Waterdeep 
  were entirely successful in eradicating the Shadow 
  Thieves. However, this is not the case. The Shadow 
  Thieves have begun to gain back power over the last 
  hundred years. They keep to the shadows and work 
  through an even higher number of intermediaries. 
  Their goal is to one day be as powerful as they once 
  were. 
  Porcelain Dolls 
  The Porcelain Dolls are a highly effective 
  organization of female assassins. The organization 
  trains orphaned female children in the art of 
  seduction and death. They are hired to pose as 
  courtesans and concubines. The Dolls use their 
  
   
   
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  training and cover to blackmail or assassinate their 
  targets. They operate out of a house within the 
  North Ward and accept clientele only by word of 
  mouth. 
  Military 
  City Guard 
  The City Guard is the standing army of Waterdeep. 
  They are responsible for protecting the city, the 
  surrounding areas, visiting diplomats, and the Lords 
  of Waterdeep. The Guard and the Watch jointly man 
  all entrances to Waterdeep. The Guard controls 
  access to Waterdeep, while the Watch observes 
  those who enter and deals with any troublemakers. 
  During Neverember’s time as the Open Lord, the City 
  Guard became part of the City Watch.  Laeral and 
  the Masked Lords reversed this decision. The Lords 
  have financed the City Guard for up to one thousand 
  two hundred members and up to twelve thousand in 
  times of war.  
  City Navy 
  Waterdeep's Navy was once powerful and 
  dominated the seas around the city. When 
  Neverember was the Open Lord, he disbanded the 
  City Navy and hired a mercenary company to protect 
  Waterdeep's harbor. Laeral dismissed the 
  mercenaries and funded the creation of sixteen fast 
  ships and fifteen large ships for troop transport. The 
  Guilds and Noble families involved in shipbuilding 
  and soldiering are pleased with the change. The 
  shipyards are active twenty-four hours a day to 
  rebuild the navy quickly. 
  Griffon Cavalry 
  The Lords of Waterdeep formed the Griffon Cavalry 
  in 1235 DR to combat the threat of orcs to 
  Waterdeep. With each significant battle, the Griffon 
  Cavalry lost griffons. At the time the decision was 
  made not to replace those griffons, and eventually, 
  there weren’t enough griffons to maintain the 
  cavalry. The Open and Masked Lords at the time 
  disbanded the Griffon Cavalry. 
  Laeral and the Masked Lords have funded the 
  rebuilding of the Griffon Cavalry. They believe the 
  Griffon Cavalry provides Waterdeep with superior 
  defensive capabilities. They know that the rebuilding 
  process is going to take time. Recruitment of griffon 
  trainers and riders has begun, but finding and 
  capturing griffons is proving to be a challenge. 
  Gray Hands 
  The Gray Hands are an elite group of high-powered, 
  capable, and trustworthy individuals called on to 
  defend Waterdeep from extreme threats. They 
  answer only to the Lords of Waterdeep. 
  The Gray Hands have matured since their inception 
  as a single high-powered adventuring group. They 
  have become more formalized, and have around 
  thirty members, separated into five groups of five to 
  six members, called a hand. Members from various 
  
   
   
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  walks of life who can work together in times of need 
  make up a hand. 
  A hand is typically comprised of at least one 
  offensive spell caster, healer, fighter, and ranged 
  attacker. The Lords expect members of a hand to 
  stay in the city for a period of up to a month and are 
  on call if danger arises. One to two hands are always 
  on call while the other groups can engage in their 
  normal activities.    
  Society 
  Noble Families 
  Most of the Noble families in Waterdeep today 
  arrived as merchant families or lesser nobles from 
  other lands. They used their wealth to grow trade 
  and commerce to and from the new city, and 
  subsequently their power and influence. Over time 
  these families became the backbone of Waterdeep’s 
  social and civil stability. 
  Ahghairon gave these merchant families the title of 
  noble to reduce chaos and fighting between the 
  families, and to draw powerful and wealthy 
  landowners in the surrounding areas to Waterdeep. 
  There were initially over one hundred noble families, 
  but because of poor business decisions, marriages, 
  and the Guild wars, there are now between seventy 
  and eighty noble families. 
  Initially, only the Open Lord could make an individual 
  or family a noble, but during Lord Neverember's 
  rule, nobles could sell their titles to others. Several 
  noble families who had become indebted to others 
  sold their titles. The new nobles often had to sell 
  their title again in a year or two when they ran out of 
  money. Laeral put a stop to this with the support of 
  the noble families. She also restored the land and 
  title to those families who had sold their titles. 
  Ascending to nobility is now all but impossible. For 
  more information read Bryan Holmes' Nobility of 
  Waterdeep 
  Religion 
  Waterdeep is the most inclusive city in Faerûn when 
  it comes to the worship of the gods. All faiths are 
  welcome and tolerated in Waterdeep if they follow 
  three simple rules: 
  • 
  Worship of a deity cannot involve theft or 
  destruction of property or other beings (i.e., 
  kidnapping, or human or animal sacrifices). 
  • 
  Those who are not followers of the deity cannot 
  be required or forced to pay tribute. 
  • 
  Followers cannot force non-believers to 
  participate in harmful acts condoned or 
  supported by the deity. 
  Temples and worshipers who do not follow these 
  rules find the city quickly becomes unfriendly. 
  Waterdhavians vary in their commitment to 
  worshiping and venerating the gods. The city has 
  temples to Gond, Lathander, Mielikki, Mystra, 
  Oghma, Selune, Silvanus, Sune, Tempus, Tymora, 
  and Tyr. The Plinth provides a template for 
  worshipers of gods that do not have a temple. 
  Most of the citizens of Waterdeep do not publicly 
  acknowledge the dark gods, but the dark gods do 
  have a presence in the city. Waterdhavians pray to 
  the dark gods to ignore them or to assist them in a 
  dark deed such as murder.  Cults and temples to 
  many of the dark gods exist within the city or 
  Undermountain.     
  Guilds 
  At present, the City of Splendors officially recognizes 
  forty-seven guilds. None are socially prominent, but 
  several wield influence behind-the-scenes because 
  of their firm, forceful, and charismatic guild masters. 
  A strike by an influential guild can bring Waterdeep 
  to a standstill. 
  Each guild has a guild hall as their main 
  headquarters. In the guild hall, members show off 
  their craft, meet about guild business, and strike up 
  deals with new patrons. Each guild has its own set of 
  
   
   
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  laws that are separate from the city laws but do not 
  override them. The guild laws govern what guild 
  members must do, how they trade, and their ranks 
  in the guild. Guilds cannot restrict non-guild 
  members from creating and selling goods and 
  services that are the guild's purview. However, non-
  guild members do not receive guild protection, 
  rights, or privileges.  The guild can publicly state if a 
  crafter is not a member of the guild. 
  Secret Societies  
  There are many societies within Waterdeep. Some 
  like the nobles, guilds, and religious organizations 
  are publicly known, and some meet and act in 
  secret. These secret societies operate outside of 
  Waterdeep’s laws and social norms to pursue their 
  agendas. Sometimes these agendas benefit 
  Waterdeep and others are a direct threat. 
  Red Sashes 
  The Red Sashes are a vigilante group who excel at 
  intrigue, hiding people, and finding people who do 
  not want to be found. They step in when the Watch 
  is negligent in pursuing a criminal or if the Watch is 
  pursuing someone who is innocent. They do not act 
  rashly or take extreme actions. 
  They work in cells, one in each ward, and focus 
  mostly on the poorer wards of Waterdeep. The cells 
  report only to the leader of the Red Sashes, named 
  “the One.” The Open Lord knows about the Red 
  Sashes from her past in Waterdeep but is ambivalent 
  about them. Her attitude will likely stay the same as 
  
   
   
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  long as they don't make an open mockery of 
  Waterdeep’s City Watch or legal system. 
  Knights of the Shield 
  The Knights of the Shield are a group of merchants, 
  nobles, and other hidden individuals who work to 
  manipulate the economies of the Sword Coast to 
  their advantage. The history and leadership of this 
  group are shrouded in mystery and legend. They 
  have been in subtle, but active combat with the 
  Lords of Waterdeep for many years. The Lords of 
  Waterdeep stopped the group's one attempt at a 
  coup. The Lords believe they drove the Knights of 
  the Shield out of Waterdeep. 
  The Knights of the Shield only left Waterdeep for a 
  few years. They have moved underground more 
  since the coup, and their power has shifted into 
  intelligence gathering. They bide their time as they 
  learn all they can before they strike again.  
  Kraken Society 
  The Kraken Society is an organization known for 
  kidnapping, torture, assassinations and general 
  thuggery. However, their real power lies in their 
  information gathering capabilities. The Kraken 
  Society’s power in Waterdeep resides in the Dock 
  Ward where their agents spy on all manner of 
  activities in Waterdeep. The Lords of Waterdeep 
  have attempted many times to ferret out the agents 
  of the Kraken Society, but so far to no avail. 
  The Tel Teukiira 
  The Tel Teukiira are a group of renegade Harpers 
  who seek to bring together humans, elves, and other 
  races against the many dangers lurking in the 
  shadows of Faerûn. The Tel Teukiira have been more 
  and less active over the history of Waterdeep, based 
  on the tides in the shadow world. Currently, there 
  are only a few active agents in Waterdeep. 
  Factions 
  Faerûn has many factions that have their own goals, 
  philosophies, and agendas. These factions work hard 
  to influence Waterdeep's politics and populace. The 
  Dungeons and Dragons Adventurers League has an 
  excellent overview of each of the factions of Faerûn. 
  You can also review Adam Dayton’s Council of 
  Waterdeep to find some useful faction NPCs and a 
  different description of the factions. 
  Harpers 
  The Harpers have eyes and ears everywhere in 
  Faerûn and Waterdeep is no exception. Over the 
  years many in power in Waterdeep have become 
  corrupt, and the Harpers position their agents to 
  stop such corruption. The Harpers have agents in all 
  of the powerful Guilds and Noble houses as well as 
  the Castle of Waterdeep. 
  Emerald Enclave 
  Members of the Emerald Enclave pass through 
  Waterdeep as guards for caravans. They rarely stay 
  inside the city, preferring to look for new work 
  outside.  The Enclave has begun to worry that 
  Waterdeep will expand into the forested areas 
  surrounding Waterdeep and upset the balance of 
  nature in the area. The Enclave will act in force to 
  stop Waterdeep from causing such an imbalance. 
  
   
   
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  Order of the Gauntlet 
  The Order of the Gauntlet has members in the 
  temples to Tyr, Helm, Torm, and Hoar in Waterdeep. 
  The clerics and paladins of the Order watch many 
  citizens of Waterdeep and are prepared to act 
  should they display signs of corruption by evil.  
  Lord’s Alliance 
  The Open Lord is a member of the Lord’s Alliance 
  and provides Waterdeep’s perspective to the 
  council. Should something threaten all of civilization, 
  then Waterdeep will be one of the first to mobilize 
  to stop the threat. The Open Lord will also actively 
  engage other members of the Lords Alliance In 
  cooperative efforts to ensure the safety of 
  civilization. 
  Zhentarim 
  The Zhentarim have always had some presence, 
  seen or unseen, in Waterdeep.  Zhentarim's 
  presence currently is visible in Waterdeep with 
  Zhentarim mercenaries being hired to protect 
  caravans and guard warehouses.  Agents of the 
  Zhentarim are searching for the identities of the 
  Masked Lords to eliminate them. 
  Education 
  Waterdeep has no formal educational system. 
  Waterdhavians understand the value of the written 
  word and make sure their children learn how to read 
  and write. Most Waterdhavians learn how to read 
  and write Common from their parents or the temple 
  of Oghma. Nobles and wealthy merchant children 
  receive more formal education from private tutors, 
  and noble counselors retained by their families. 
  The Lords of Waterdeep encourage literacy in the 
  citizenry because a literate population improves the 
  quality of goods and services the city provides and 
  increases trade. 
  Individuals showing promise in magic or who 
  dedicate themselves to a temple can receive a 
  scholarly education that can last years, and 
  sometimes lifetimes. Individuals who join a guild 
  learn specific skills for the trade from mentors within 
  the guild. 
  Magic Schools 
  Waterdeep has a strong tradition of magical 
  research and draws to it individuals with the innate 
  ability and drive to learn to cast magic. Because 
  Waterdeep is a central trading hub, it is easy for a 
  practitioner to obtain almost any spell component. 
  The Watchful Order of Magists and Protectors 
  combined with Waterdeep’s guild dominated trade 
  infrastructure has prevented the formation of many 
  magic academies. Because of this, most 
  Waterdhavian wizards and sorcerers are either very 
  powerful lone practitioners or members of the 
  Watchful Order. 
  Blackstaff Tower 
  Blackstaff tower is an elitist mentorship academy. 
  Khelben “Blackstaff” Arunsun and Laeral Silverhand 
  started the academy by accepting a roster of mages 
  as apprentices. Those apprentices took on students 
  of their own and an informal elite arcanists’ 
  academy formed. The current Blackstaff is always 
  the head of the academy. 
  Approximately fifty apprentices reside in Blackstaff 
  Tower at any point in time. The Blackstaff takes on 
  several apprentices whom they tutor.  Each 
  apprentice of the Blackstaff is expected to have a 
  junior apprentice whom they mentor. The Blackstaff 
  and their apprentices defend the Tower against 
  monstrous incursions and hostile wizards. 
  Eltorchul Academy 
  Lord Thesp Eltorchul started the Eltorchul academy 
  as a bastion of arcane education for noble and 
  wealthy children. In 1368 DR, the academy opened 
  its doors to anyone who was willing to pay. The 
  money paid restitution for those who died during 
  
   
   
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  the dream sphere incident caused by the family's 
  heir.  Opening their doors to anyone moved the 
  academy from an elite arcane academy to an 
  ordinary arcane academy. The current patriarch of 
  the Ethorchul family longs to rebuild the academy’s 
  reputation and compete directly with Blackstaff 
  Tower and the Watchful Order. 
  Watchful Order of Magists and 
  Protectors 
  The Watchful Order of Magists and Protectors is 
  both a guild and the largest arcane academy in 
  Waterdeep. As a guild, the Watchful Order protects 
  less powerful wizards and sorcerers from those 
  distrustful of the Art. The Watchful Order does this 
  in two ways. First, they encourage control and 
  discipline in the use of magic by magic users. Second, 
  they encourage the citizens of Waterdeep to accept 
  wizards as individuals to respect and look up to, not 
  fear and actively oppose. The guild uses its influence 
  to mitigate the most egregious behavior of any mage 
  in Waterdeep. 
  As an arcane academy, the Watchful Order ranks 
  second to the Blackstaff Tower and is the most 
  mainstream arcane academy in Waterdeep. Mages 
  graduating from the Watchful Order’s academy can 
  easily become guild members.    
  Bards’ Colleges 
  New Olamn is the only Bard’s College in all 
  Waterdeep. Because of this, Bards in Waterdeep are 
  either lone troubadours, traveling musicians passing 
  through the city, or members of the college. 
  New Olamn 
  New Olamn is a noted education center and 
  storehouse of knowledge. Bards from across the 
  Realms come to study within its walls. New Olamn is 
  backed primarily by the Crommer, Estelmer, 
  Majarra, Melshimber, and Thann noble families as 
  well as the Council of Musicians, Instrument-Makers, 
  and Choristers.
  
   
   
  Credits   
   22 
   Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Credits 
  Author  
  Jason Hardin 
  Layout  
  Jason Hardin 
  Editor  
  Jill Koelling 
  Art 
  Jason Hardin (pg. 10, 14, 19) 
  Art (continued) 
  Publisher’s Choice Quality Stock Art ©Rick Hershey / 
  Fat Goblin Games (Cover page background, page 
  background, pg. 11, 12) 
  DMS Guild Art (Cover art, pg. 3, 7, 8, 21) 
  David Lewis Johnson (Myth Cult pg. 18) 
  Antoine Benoist (pg. 5)  
  Pieter Brueghel the Elder, Frans Huys and 
  Hieronymus Coc (pg. 16)
  Bibliography 
  Boyd, E. L. (2005). City of Splendors: Waterdeep. 
  Wizards of the Coast. Retrieved from 
  http://www.dmsguild.com/product/25995/C
  ity-of-Splendors-Waterdeep-35?it=1 
  Boyd, E. L. (2005, 9 28). City of Splendors: 
  Waterdeep, Part 1 Noble Houses of 
  Waterdeep. Retrieved from Wizards of the 
  Coast website: 
  http://archive.wizards.com/default.asp?x=d
  nd/we/20050928a 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Waterdeep Primer/596241-Waterdeep_primer.pdf