Waterdeep Ward Locations Guide
Waterdeep Ward Locations Guide
Waterdeep is known as the most important and influential city in the North, and perhaps
in all Faerûn, built on the site of the ancient elven settlement of Aelinthaldaar. It is ruled
publicly by the Open Lord and sixteen Masked Lords, along with a plethora of
magisters, nobles, and, almost more important still, the countless guilds that compete
for financial prominence that act as the lifeblood of the city. A hub of trade, mingling
cultures, politics, colorful history, and simmering tension, Waterdeep is anything but
boring.
The following locations are broken down by Wards, starting with the most notable
locations. As the campaign continues I’ll add locations to this sheet for easy referencing.
Links to the other sheets are similarly done, updated after each session.
There’s no need to read this all, but for those of you who are native to Waterdeep,
reading the overview of the Wards, and maybe some of the points of interest in Wards
you live in and frequently visit, is encouraged. I also included locations tied to your
backgrounds, as long as they’re known to the group or not sensitive information. :)
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Field Ward
Area Description:
“The Field Ward is an unofficial district of greater Waterdeep, located between the inner
and outer walls to the northmost area of the city. Here, those who cannot afford even the
most destitute areas of the city, and who don’t wish to go to Mistshore, dwell in rickety
lean-tos. They are given no protection from the government or the Watch, and no service
from any of the guilds. As a result, the roads are muddy and unpaved, and the people
are despondent. The area came about during the Spellplague a century ago as refugees
flocked to Waterdeep, and has only grown since from other refugee crises.
The Field Ward is flanked by the North Gate, and the Upper Towers to the south. The
only location of note inside the Ward to most is the Endshift Tavern to the far east of the
district, which off-duty Watch often frequent for its cheap ale and surprisingly good food.
The Troll Gate also is located here to the west end. 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 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.”
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Locations
Taverns/shops
Endshift Located at the corner of Endshift Street and the Breezeway, Endshift Tavern
Tavern is the only landmark those outside the district recognize. It’s one of the few
sturdy structures located in the ward, and the food is far better than its price
suggests. City Guards often frequent it when off duty for that reason, and
the cheap ale.
TBD
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Sea Ward
Area Description:
“Right below the poorest area of Waterdeep, to the northwest of the city, lies the richest.
In contrast to the neighboring North Ward, the Sea Ward has no qualms about flaunting
its luxury. A ward of decadence and splendor, the Sea Ward stands atop the high point
of Mount Waterdeep. In olden times, pirates and warlords built magnificent fortresses
atop the mountain. Their remains still stand today, incorporated into the palatial homes of
the rich and powerful.
The Sea Ward is home to the most wealthy nobility, those that are employed by them,
and businesses that cater to them. Also in the Sea Ward stands the Field of Triumph
where tournaments and festivals are held, The Heroes’ Garden which is one of the city’s
only public parks outside the City of the Dead (the other being The Shrines to Nature),
and the city’s largest Temples. This is also where citizens can access Waterdeep’s Sea's
Edge beachside through the West Gate, in the Mud Flats. The famed Blue Alley can be
found in the Sea Ward as well, lit up at night by blue fox fire. Be wary, those who follow.
The Sea Ward is one of the safest parts of the city due to its high number of Watch
patrols, and though the patrols are often polite and lightly armed, only the most dimwitted
of thieves and other criminals would think to cause trouble here. 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.”
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Locations
Temples
House of Heroes The House of Heroes is a temple dedicated to the god Tempus, Lord of
Battles, located at the corner of the Lions and Jelzar's Stride across from
the Field of Triumph. One of the largest temples in the city, standing at
three stories, its halls honor not only battle champions of the city but also
winners of sports competitions where they engrave their names on
plaques displayed on the walls. They often sponsor events held between
the city Wards. Winners from the Field of Triumph are often paraded
through here as they come to have their name etched into records.
House of Located on the south side of Shark Street, at the corner of Seawatch
Inspired Hands Street. Three stories tall, this is a temple to Gond, god of invention. As
such, it serves as a museum for the clergy’s creations, and they are often
seen testing what they make in the alleyway out back. Here they create
everything from flying machines to stronger door hinges.
House of the The temple of Selûne, goddess of the moon, on the south side of Diamond
Moon Street between Seawatch Street and the Street of Whispers. The House of
the Moon has the tallest temple tower in Waterdeep, with a height of
approximately seventy-five feet above street level. Every dome and
tower-top is gilt with gold.
House of A joint temple and magic academy located on Flint Street and Pharra's
Wonder Alley, headed by the Blackstaff and those handpicked by her, and tended
to by clerics of Mystra and any other gods of magic. The temple displays
ostentatious towers with mosaics and open magical displays. The school
requires either a large sum of money or an esteemed patron backing you
to enter. Throughout the structure, violets were carefully planted in
memory of Ahghairon, the first Open Lord of Waterdeep and a master
wizard.
Shrines of Dedicated to both Mielikki, whose shrine is known as the Lady’s Hand,
Nature and Silvanus, whose shrine is known as the Oakenshade House. It is
located between Bliss Street, Ivory Street, and the Street of Whispers.
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The Temple of A lavish temple of Sune made of red marble, with gold and silver accents
Beauty with many statues of the goddess and her most comely worshippers
throughout the history of the faith. The structure is a combination temple
and pleasure dome, soaring above the neighboring noble villas, with tall
towers and a central open-air ballroom that hosts revels many nights of
the year. The Temple also hosts a public marble bathhouse and mirrored
salons that are open from before dawn to after dusk. There’s no fee for
these services, or the advice and aid of the temple’s many attendants, but
donations are encouraged.
Tower of Luck On the east side of the Street of the Singing Dolphin between Ivory Street
and Sighing Maiden's Walk, the Tower of Luck stands three stories tall with
pillars and colored 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 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.
Parks
Shrines of Nature The Shrines of Nature under the temple are only open to Sea Ward
residents and their guests but are said to be hand tended by the temple
followers and a sight to behold.
The Heroes While not as lush, this park is open to all, a large open area of grass,
Garden trees, and ponds. However, it is tucked so far back that very few outside
the district go out of their way to visit, instead heading toward the City of
the Dead during its daylight hours. It is often the scene of adventurers
retelling tales of their exploits to others and attendant local children. The
watch and the local citizenry tend to the park, which means they keep the
park free of debris and prevent would-be heroes from carving their
names into the trees.
Dancer’s Inn A cozy bed and breakfast in a simple cottage style that’s much less
ostentatious than most of the accommodations you’d find in this ward. It’s
known as a private little spot for those who want comfort in the Sea Ward
without emptying the coin pouch, as it were. Many people who come on
pilgrimages to see the various Temples of the ward room here before moving
on.
Noble Houses
Cassalanter Villa On the crossroad of Diamond and Delzorin streets, Victoro and Ammalia
Cassalanter live here with their seven-year-old twins, Terenzio and
Elzerina. Cassalanter Villa’s stark white walls and gleaming crimson roof
and turrets stand out even among the other opulent estates of the Sea
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Ward.
Neverwinter Originally the home of Ragnar’s mother, Conrillia Brandath, the then Open
Villa/Brandarthall Lord Dagult Neverember’s wife. It was used by the family as a second
home until Dagult’s expulsion from the city. After his mother’s death in his
teen years, Ragnar received the property and all her remaining money and
heirlooms in her will. This is said to have been a key point of tension
between him and his father. He, Floon Blagmaar, and Volo are currently
sharing the space while trying to stay out of the line of fire from the
growing war over Neverember’s embezzled hoard.
Other Landmarks
Field of Triumph The Field of Triumph is a venue for many public spectacles from late spring
until late autumn, weather permitting, at the southern end of the Street of
the Singing Dolphin, adjacent to the House of Heroes, and bordered by
Julthoon Street, Jelzar's Stride, and Seaeye's March.
The Open Lord of Waterdeep uses the Field as a public forum to give
proclamations to the city, but most of the time it is host to events such as
horse races, shows of magic and illusion, martial displays of formation and
skill, gladiatorial combats, and exhibitions of strange and wondrous
creatures and monsters from all across Faerûn and beyond. Attendance
often numbers in the thousands.
Once every four years, during Shieldmeet, the Lords of Waterdeep gather
here to be reaffirmed as leaders of the city. They appear in person, seated
on sixteen thrones in their cloaking vestments.
Naingate A wizard tower on the southwest corner of Ivory Street and Diamond
Street, home of Nain Keenwhistler who holds the record of being the most
resurrected person in Waterdeep. Often, due to his own experiments.
The God The only standing statue in the Sea Ward, on the border between the Sea
Catcher and Castle Wards. Looks like a well-muscled but impassive male human
with its left leg sunk to the hip in the street. Its left hand and right foot press
against the ground as if it is trying to pull itself out. Its right arm is raised
skyward, and above its open palm floats a sphere of stone. Its gaze looks
up toward the sphere, and the pattern of bird droppings around its eyes
gives it the appearance of weeping. A reclusive wizard lives in the sphere,
though it shows no visible entries.
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. They’re always seen
floating in a circle, seven in number, arguing amongst themselves in
hollow, echoing voices. When angered, they’re been known to spit spells
from their empty mouths or hurl beams of fire from their eye sockets.
They are, however, unpredictable, and may help someone with information
instead of attacking. These skulls have never been seen elsewhere in the
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city, though the information they pass indicates that they somehow know of
goings-on outside of Pharra’s Alley. How they came to be is unknown, but
no one has been able to banish them and they’re thought to have been
here since, or at least very close to, the Ward’s founding.
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North Ward
Area Description:
“The North Ward is the northeastern section of the city, to the side of the Sea Ward and
flanked from the top by the Field Ward and bottom by The City of The Dead. Contrasting
with the raucous extravagance of the nearby Sea Ward, the North Ward is a quiet, polite
neighborhood, with even its taverns and stores tending to cater towards a more refined
class of clientele. All residents here usually have enough coin to spare to hire a servant
or two, and those who can’t make every effort to disguise that fact. This Ward houses
lesser nobles and those from old money, along with Waterdeep’s upper-middle class and
an array of shops and stores. The architectural style of the North Ward is dominated by
row houses, which fill the gaps between the villas of lesser noble houses and a variety of
taverns and other places of business.
To the east lies the Cliffwatch, a cliff providing the city with a natural defense and
overlooks Waterdeep’s Undercliff and surrounding farmland. Here, some of the best
taverns (and views) can be found. When engaging in parades or competitions, the North
Ward adopts the colors green and orange. Its mascot is a white dove in mid-flight.”
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Locations
In Trollskull Ally
Trollskull Manor (To Given to the party by a grateful Volo after saving Floon Blagmaar and
be renamed?) Ragnar Neverember. A four-story building, plus basement, that has
fallen into disrepair after its former owner, an elf named Lif, continued
to haunt the building and chased out anyone who attempted to buy it.
Ilian struck a deal with the ghost, allowing him to retain partial
ownership and help to restore the tavern. Currently badly in need of
repairs.
The Bent Nail A furniture store that also sells a selection of bows and crossbows,
finely carved wooden canes, quarterstaffs, and wooden shields.
Owned by Talisolvanar “Tally” Fellbranch, a half-elf carpenter and
woodcarver.
Steam and Steel A forge owned by a married pair of male genasi, a fire genasi, Embric,
and a water genasi, Avi. They sell metal weapons and armor. This
detached building’s ground level is solid stone. Steam and smoke rise
from a chimney and bellows forth from the windows when the forge is
in use.
Corellon’s Crown Owned by Fala Lefaliir, they are a wood elf that runs an apothecary out
of a stately, three-story townhouse with an attached greenhouse on the
top floor. Fala sells herbal remedies and potions, as well as a variety of
flowers.
Tiger’s Eye Vincent Trench, a concise and sharply dressed human, runs this
Detective Agency agency. He often works with the city watch and has never failed to
solve a case. At least, not any that is known. As such, he charges
highly for services rendered.
Book Wyrm’s Owned by a gold dragonborn from the Watchful Order of Magists and
Treasure Protectors, named Rishaal, the establishment is a bookshop that also
sells spell books and scrolls, as well as offering services for searching
for spell scrolls and helping with transcribing. The Book Wyrm’s
treasure is a three-story building that houses more shelves than should
be able to fit.
Noble Houses
House Newly returned to Waterdeep from a hundred years of exile for connections to
Roznar slaving business, baring a small number of their members, the Roznar family
have started to rebuild, though they’re still but a shadow of their former
selves. Lif’s sister married into the family with a minor son of the house
sometime before the eruption of Mount Hotenow that destroyed Neverwinter
in 1351, shortly after he and .
They are known for their wine imported from the family branch in Amn.
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Temples
The Dancing Haven A temple to Eilistraee, in the form of a small tree grove planted and
grown within an abandoned, roofless building. Followers of Eilistraee
flocked to Waterdeep after the Goddess’ avatar was seen dancing
outside the city in 1491. After just a year in operation, they still face
many challenges in the city, including acceptance.
Many still do not trust their order, consisting mainly of Drow seeking to
find a life on the surface of Faerun and to bring their race out from the
grip of Lolth. Many speculate they’re followers of Lolth themselves,
trying to trick the unwary. They have begun being used as a scapegoat
for recent elf and half-elf murders in Waterdeep. Headed by Priestess
Zeezalle Arabth.
Holyhands House The Holyhands house is used as a neutral place of worship to any deity,
as long as no illegal actions or harm was brought upon another in doing
so. A two-story building built within a donated noble estate, located on
the southeast corner of Copper Street and Delzorin Street.
Hospice of St. Located on the south side of Undal's Lane, between Black Cat Way and
Laupsenn Andamaar's Street, it is a temple to Ilmater, god of the Oppressed and
Downtrodden. Its clergy has largely been a defender of the new temple
of Eilistraee.
Stores/Taverns
Guild houses
House of Crystal Guildhall for the Guild of Glassblowers, Glaziers, and Spectacle-Makers,
located along the western side of Copper Street. A two-story-tall
warehouse type building, its exterior is bedecked in mirrors and many
artfully made windows. A variety of glass goods can be purchased here,
including crystal balls and mirrors. Prices for glass goods range from 1sp
to up to 600gp.
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Other Landmarks
The Gentle A Feast Hall and gambling establishment, on the border of the North and
Mermaid Sea wards. The Gentle Mermaid offers no overnight accommodation save
for a few dungeon cells reserved for debtors, sharpers, and thieves. It
does boast the largest and richest gambling rooms in all Waterdeep,
perhaps in all Faerun, and the biggest landmark of the North Ward where
Waterdeep's wealthiest play at dice, cards, and more games of chance
and luck.
Soft lights, subtle perfumes, and magical heat dominate the rooms and
passages to make the Mermaid a place of cozy warmth on the inside,
however, creating a home that nobles will prefer to their own. Many come
to lose money at the gaming tables-or spend it to enjoy the company of the
charming and beautiful escorts (male, female, and otherwise of various
races) on the Mermaid staff.
The upper floors have been turned into a labyrinth of lounges, cozy
bowers, private rooms, and secret passages which are used by staff and
by certain famous clients who wish to avoid being seen. At least one such
passage enters the Mermaid underground, running from the rear of a
nearby shop.
The Sword This statue appears virtually identical to the Honorable Knight, except for
Maiden Walking its female form and open-faced helm. The Sword Maiden is couched
Statue between Whaelgond Way, Ussilbran Street, Hassantyr’s Street and
Tarsar’s Street.
Many Cats Alley Crossing two city blocks and winding through the interior of a third,
Manycats alley is mostly parallel to Julthoon Street and Traders’ Way. It is
notable not only for the many cats that roam it, dining on leftovers from
several butchers, but also for the many carved stone heads adorning
buildings along the alley of many races and genders. Some claim they
may be petrified heads of once living beings. Regardless, rumors abound
that occasionally they can be heard speaking, uttering cryptic messages.
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Castle Ward
Area Description:
“Located directly south of the Sea Ward, the Castle Ward is the political and military
heart of Waterdeep. Here, Castle Waterdeep sits atop an enormous bluff overlooking the
bay. The royalty of Waterdeep does not reside here, having lived in Piergeiron’s Palace
for well over a century, but the Castle still stands as a bastion of last defense should the
city ever be attacked. Indeed long-time residents joke that, even come the end of time,
the old castle will still be standing. Dating back to Waterdeep’s founding, the Castle
Ward encompasses Mount Waterdeep, Castle Waterdeep, and much of the city
government, including the Palace of Waterdeep, Blackstaff Tower, and the residences of
many prosperous Waterdhavians. Passersby tend to avert their gaze from Blackstaff
tower, as looking at it for too long can leave the viewer feeling mildly queasy and with the
distinctly disquieting sensation of being watched.
Mount Waterdeep takes up most of its territory. The Castle Ward is also home to the
largest open market in the city, no less than five of the city's Walking Statues, a plethora
of temples, various government institutions, the New Olamn Bard College, and is the
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main headquarters for the Watch and Guard. The Castle Ward’s colors are blue and
purple, and its mascot is a griffon, typically depicted in gold.”
Locations
Government Buildings
Castle Waterdeep A great fortress that looms from the side of Mount Waterdeep over the
Ward, its walls are almost sixty feet thick on average, and its hanging
banners and heraldry are so massive they signale diplomatic arrivals and
ceremonial announcements to those even in the southern wards of the
city. The Castle grounds are used by the Guard and Watch for training,
houses the Watch’s stables, and holds several layers of the city’s most
fortified prison.
Palace of The white marble palace of the city's Lords has stood as a “beacon of the
Waterdeep incorruptibility” of their rule over the city, though some would argue it only
displays their ego. The shining tower houses the Lords' court, embassies
from other city-states and nations, and the offices of city officials such as
various Magisters, and those from the City Guard and Watch.
A small, stone tower located in its courtyard was the former residence of
Waterdeep's first Open Lord and Magister, Ahghairon. Though modest in
appearance, the tower is protected. No one is believed to have entered
its walls since Ahghairon's death. The last who tried still has their
skeleton suspended in its invisible magical wall of protection, occasionally
swaying when caught by a particularly strong breeze.
Blackstaff Tower The home of the Blackstaff, located behind the Font of Knowledge at the
base of Mount Waterdeep’s north slope. It is a gated tower made of
smooth black stone which appears to have no doors or windows.
Observers often report feeling watched if they look too long.
Temples
Font of Knowledge Also known as The Great Library, this building is a four story
structure where the clergy of Oghma work with various guilds and
groups in the city to provide wisdom and understanding, and a
public library, open to all citizens of Waterdeep.
Halls of Justice This famous temple of Tyr is home of two of the Maimed God's most
renowned groups of worship: the Holy Paladin Order of the Knights
of Samular, and the monastic Order of the Even-Handed. Here they
advise those in charge of law in Waterdeep, many who are
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themselves worshipers of Tyr. Those who don’t necessarily like the
clergy often call them their much hated nickname of Tyrants.
House of Two-Hands Monastery for the Order of the Even-Handed. Their head, a monk
named Helm, is often away, meditating in a secluded cavern on
Mount Waterdeep.
Spires of the Morning A temple to Lathandar, in the form of a large cathedral with seven
tall, thin towers on top. The tower are capped with copper, silver,
and gold which gleam in the morning sunshine, and is home to the
Knights of the Aster, a militaristic section of the church that takes
interest in thwarting several dark clergies around Faerun, such as
Bane, Lolth, Talos, and various Fiend worshipers. Members often
serve as guards in Waterdeep as well. Many aren’t happy about the
temple of Eilistraee that has recently come to the North Ward.
Temple of the Seldarine A tall, two story temple of worship for the greater Seldarine
pantheon of the elves, covered in marble and plant life throughout
the outside of the building. Its large domed roof can be seen from
blocks away.
Shops/Taverns
The Yawning Durnin has run this establishment longer than most humans have been
Portal alive, and longer than a few other races as well. This is the most known
and frequented way into the Undermountain. Before the Yawning Portal
was built here the entry to the Undermountain was simply called The
Well, at a time when the dungeon was naught more than a death
sentence for the worst criminals of the city.
Guildhalls
Fellowship Hall This two story building was home to the oldest guild in Waterdeep, the
Fellowship of innkeepers, that also serves as a fine inn to traveling
dignitaries and with rooms of varying costs.
House of the Fine Located on the western side of the High Road within the city, this
Carvers guildhall is home to the hundred or so members of the Guild of fine
carvers.
House of Gems The headquarters for the jeweller's guild. Illusionary art pieces full of
gems are on display outside the building, showing off replicas of their
finest works.
Map House The meeting place for members of the Surveyors', map and
chart-makers guild within the city.
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Market Hall Located off Trade Way, this is the meeting site for the wealthy farmers
of the Council of farmer-grocers guild.
Master Baker’s Hall Home to the baker's guild of the city, whose members are known to
employ runners to both deliver their freshly-baked goods to
Waterdhavians and protect the bakers' incoming cash payments.
Pewterers' and The office of the Guild of trusted pewterers and casters, some
Casters’ Guildhall 400-plus metal-casters who work throughout the city.
Tower of the Order This tower is home to the Watchful Order of Magists and Protectors,
and partners with the House of Wonder school and the New Olamn
bard college, as well as city government. Rumors abound of things
they might be up to, only bolstered by the secretive nature of their
upper ranks.
Other Landmarks
Mount Waterdeep Some seven-hundred feet above sea level, Mount Waterdeep shields the
city from the worst of coastal storms. Beneath lies the Undermountain,
and on top the Griffin Rider Aviary. Several seaside caves exist on its
west face, all watched by the city guards with seven triple-catapults
armed with rock and flammable pots standing at ready on outcroppings
above.
The bardic college rests on its south side, and it is rumored that a Harper
outpost is hidden somewhere inside the mountain itself.
New Olamn Bards come from all over Faerun to study here. New Olamn overlooks
the Sea of Swords on the mountain’s west side, and can be accessed by
Mount Melody Walk, which is a tunnel that has been carved through the
mountain, lit by ever changing faerielight and soft ever playing music just
at the edge of a listener’s perception.
The Market Though not grandly named, it is grand in stature. Perhaps the largest
open air market in all the North of Faerun, the Market hosts traders from
far and wide, as well as locals. If you can’t find it elsewhere, you may
here. The Market is organized by type of ware. Other than that, it’s a free
for all, with stalls appearing and disappearing by day as often as those
that stand stationary.
Walking Statues The Great Drunkard stands just south of the market. This colossus
of the Trade appears to have fallen forward onto its knees, its arms at its sides and its
Ward: head tilted forward onto its chest as if drunk. A set of broad stone stairs
ascends to the statue’s lap, which holds a two-story tavern called
Gralkyn’s Tankard.
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The Sahuagin Humbled guards the mountain’s lower north slopes,
bowing low toward the House of Heroes on bended knee.
The Lady Dreaming lies dormant between the prior two, looking to all
the city like an elf maiden sleeping peacefully on her side.
The Hawk Man towers over the middle of the ward. This statue looks like
a winged, hawk-headed being bearing much resemblance to aarakocra.
The statue’s wings are folded tightly against its back, it has a missing
right foot and right arm. Its left arm is extended out toward the north,
palm forward as if in a gesture to say, “Stop.”
Fetlock Court The paved courtyard serves as a rallying point for Waterdeep's cavalry
before they go on patrol in the countryside. It also serves as a concert
area where bards from the college of New Olamn often practice their art.
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City of the Dead
Area Description:
“The City of the Dead is a large cemetery that doubles as a public park during the day.
It’s off limits to the public at night, but has been known to still be used for more nefarious
activities once the park clears. Andamarr Gate, Coffin’s March Gate, and Mhalsyymber
Gate lead into the City of the Dead and large, stone walls encompass the area. There’s
rumors of a secret gate as well, though if so, it’s not common knowledge where it might
be.
Most mausoleums open to extra planer areas in order to house all the dead interred
here, the practice of actual burial being abandoned in the city long ago, both due to lack
of space and a problem with undead. These spaces include mausoleums for many noble
families (though almost half of the houses in the city prefer burial below their estates), a
space for fallen adventurers, and an almost endless mass burial site for the homeless
and unclaimed of Waterdeep. Some say it is, in fact, actually [Link] who can
afford it memorialize the departed with statues, resulting in an enormous open-air museum of
all manner of spectacular sculpting, chief among them The Warriors’ Monument, depicting a
60 foot relief of men and women combating all manner of creature as water runs from
wounds.
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Every night as the sun sets, hundreds of Driftglobe will float into the City of the Dead from all
over Waterdeep. They will remain till morning, at which time they return whence they came.
Nobody is quite sure why they do this or what purpose they serve.
Followers of the Raven Queen and other death deities tend to those interred, as well as
defend from the occasional undead that don’t enjoy their accommodations.``
Locations
Mausoleums
The Hall of Heroes A tomb with a trophy hall for fallen warriors. A portal leads to an area of
rolling grassy fields with row upon row of buried dead.
The House of the A mausoleum with a portal to a seemingly endless crypt. People are
Homeless also buried here if they have nowhere else to be kept, or no money to
pay for a better resting place. Pretty much anyone from the Field Ward
or Mistshore ends their life here.
Those executed by Waterdeep who are not of the noble class may also
find their way here, if no one comes forward to prevent it and present a
more proper burial place for the deceased.
Lords Respite A tomb reserved for those Lords of Waterdeep who chose to be
interred.
Mariner’s Rest A tomb for those who drowned at sea or sea captains. It contains a
portal to the shores of a placid lake.
Merchant’s Rest Also known as "the Coinscoffer", a tomb with a portal leading to a lightly
wooded area with burial plaques set into the ground. One can be
interred here by prepaying for the honor.
Road’s End A rather plain tomb for travelers who die within Waterdeep.
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Trades Ward
Area Description:
“It is often said you can buy anything from Waterdeep, and a walk around the Trade
Ward will have you believing it. The Trades Ward is where the highest number of shops
and markets can be found in the city, as the name implies. The ward is bound on the
south by the South Ward, in the west by Castle Ward, in the north by North Ward and the
City of the Dead, and in the east by the Trollwall. Unlike other areas of the city, the
Trades Ward never truly sleeps. There is always the hustle and bustle of business to be
done, be it on the streets proper or in the hundreds of balcony walkways that can run the
length of blocks and stretch as much as five stories into the air. It’s considered a right of
passage for an aspiring tradesperson to make their way to the Ward to pay their respect
and visit the stunning number of guildhalls, of which this ward boosts the largest
concentration of in the city.
The Watch maintains a strict presence, both to keep control of the fiery passions that
can come with heated trade negotiations, as well as to clamp down on a surprisingly
resilient black market trade.
In addition, a particularly unusual open air market is located here, the Court of the White
Bull, in which magic is completely disallowed due to a wild magic distortion effect still in
place from the Spellplague. The River Gate leads into the city from this Ward, and is
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most traveled by merchants and wealthier [Link] Trades Ward uses green and
purple as its colors, and its mascot is the mimic.”
Locations
Guild Halls
The Zoarstar Headquarters of the Scriveners', Scribes', & Clerks' Guild. This is also a
chapel dedicated to Deneir, lesser deity of art, cartography, glyphs, images,
knowledge, literature, and scholars.
Citadel of the The headquarters for the Fellowship of Bowyers and Fletchers guild.
Arrow
Costumers’ Hall Home of the Order of Master Tailors, Glovers, and Mercers.
House of Song Guildhall for the Council of Musicians, Instrument-makers, and Choristers.
Office of Where the League of Basketmakers and Wicker Workers are housed.
Basketers
Temples
The Plinth The tallest building in the ward, and a temple open to all faiths. No person can
be barred entry, and in fact in winter its warmth has been known to keep some
poorer citizens alive. It stands as a mighty tower six stories tall, with a thin
pyramid with the top cut off where many wealthy and powerful individuals land
on aerial steeds, so they don’t have to deal with navigating the busy streets of
the Trade Ward to come here. At many levels are balconies, and though city law
prevents sacrifices of intelligent beings, many folks have leapt, or been pushed,
off in the past. Permanent feather fall enchantments have now been placed at all
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such points open to the air.
This is the only temple in this Ward, and only one of two in the city open to any
deities. Many come here primarily, however, to worship those gods and
goddesses in the realms of money or who represent tradesmen. An entire lower
floor has been used up precisely for this purpose.
Shops/Taverns
The Golden The brothel Floon works at. Better shape and clientele than some in the city,
Petal though not quite upper class like what could be found in the Sea Ward. Floon
is on hiatus from work for the foreseeable future as Ragnar and Volo make
sure he’s no longer in danger.
Other Landmarks
Court of the A market that deals with livestock trading. It was once the site of a tavern of
White Bull the same name that vanished during a wizard's duel, and since the
SpellPlague all use of magic here has been banned, as it holds residue
effects from the time that often causes magic to go wild.
Virgin's Square The mercenaries who gather here looking for work are ready and willing to
give a black eye to anyone making a very old joke. However, historically
this spot is rumored to get its name for humanoid sacrifices to dragons
years before Waterdeep was founded.
Mhair's Tower A wizard tower on Spindle Street. This is the only such tower in the ward,
though doubtless many meddling wizards can be found roaming the Trades
Ward only one had enough power and money to build a traditional wizard
tower here.
Spendthrift This alley long ago grew into a major local street, retaining the feature that
Alley gave it its name: An ongoing bazaar of stalls and street vendors, selling
everything cheap. It never closes, remaining lit by night as the trading goes
on. It’s always crowded, and visitors should always beware of opportunistic
thieves.
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South Ward
Area Description:
“ The South Ward was named not just for it’s geography of being on the south side of
Waterdeep, but also for it’s high number of settlers from Southern Faerun. The South
Ward is one of the poorer sections of the city, though also with a good lower-middle class
population, with run down streets, crowded apartments, and generation old buildings that
are patched up occasionally to stand the wear of time. Most of the common folk live in
this section, and as such it’s largely regarded as the “ordinary side of Waterdeep”.
Residents of the city often simply call it by the name Caravan City, due to being the
stopping place of many such caravans before departing and when entering Waterdeep.
The South Gate leads into the city here, and is the main entrance for visitors that aren’t
quite as well off, as it’s the area they’re most likely to stay. Though not with nearly as
many attractions as other Wards of the city, it still boasts a few of its own historical
locations, such as The Jade Dancer and The Moon Sphere, which are often considered
must see spots for any visitor. On their competition flags, a pugnacious mule in rampant
pose stands on a field of red and white.”
Locations
Notable Guild Halls
Builders' Hall Guildhall of the Guild of Stonecutters, Masons, Potters, & Tile-makers,
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located at the intersection of Coach Street and Carters' Way. A two
story building made of wood.
The House of Good Home of the Vintners', Distillers', & Brewers' Guild, on the northwest
Spirits side of the Rising Ride, between the mouths of Juth Alley and Robin's
Way, extending north and west along Tornsar Alley as far as Buckle
Street. The distillery that the guild ran is extremely large, while the
tavern at the front is cozy with a wide variety of good, mostly cheap,
options. It also holds a series of meeting rooms for conferences.
Metalmasters' Hall Guildhall for the Most Careful Order of Skilled Smiths & Metalforgers,
located along the High Road, standing three-stories tall and built of
granite in a blockhouse style. One entire end of the building is
dominated by a smoky forge, and a variety of tools and kits can be
bought here.
The Road House The two-story headquarters for the Fellowship of Carters and
Coachmen, located on Carters' Way.
The Stone House Carpenters', Roofers', & Plaisterers' Guildhouse, a one story stone
building along Telshambra's Street.
Shops/Taverns
Parger’s Family Bakery The Bakery that Sylvallia and her daughter, Tessa Parger, run.
Heatwaker Forge The locksmithy and Blacksmithy that Alwyn Parger and his partner
Edric run.
The Gray Griffin A quiet and inconspicuous hole-in-the-wall that’s known for
discretion towards any business that is done there...for a small
price, of course. Especially if it results in anything that needs
cleaning up after.
Other Landmarks
Caravan Court Popular place where caravans mustered and disbanded, on the border
between the South Ward and the Trade Ward.
The Jade Dancer Just north of Slop street and Tween Run, this Tavern opens up to the
Dancing Court. The Dancer was built into a warehouse with a grand front
tacked on, it’s upper floors turned into a broad, two-tier balcony
overlooking the Court. Dancers and Singers perform here every night,
and is a favorite spot of younger citizens. It’s star attraction, however, is a
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magically animated Jade statue that performs nightly,and also acts as a
very effective bouncer.
The Moon Sphere Only appearing on nights of the full moon, a magical globe of blue
radiance with a powerful enchantment appears in Dancing Court, across
from the Jade Dancer. For generations people have come to Waterdeep
to see it, and it is a popular spot for couples.
There are many tales of finding true love here, even for the first Lord of
Waterdeep himself. Some have reported seeing the avatar of Selune,
and every full moon at least one of her clergy stays in attendance.
The Old Monster Little known except for by the locals and those with need for its services,
Shop this is an ugly and poorly built warehouse. However, rumor has it that the
owner sells all manner of monsters and beasts to those who have the
money to pay. Whether for food, guards, or pets is irrelevant.
Kolat Towers Long abandoned, this dilapidated, two-towered edifice stands tall. Its
neighbors are aware of the magical force field that surrounds it, and light
from still active continual flame spells spills out of the windows.
The Waymoot A magical set of signs with arrows pointing toward the harbor and each of
the city gates. They can also magically point travelers in the direction of
any known destination inside Waterdeep if asked.
The Honorable The eighth walking statue of Waterdeep, located right below the
Knight, Walking boundary between the Trade and South Wards. The statue takes the
Statue form of a male warrior in full-plate armor with a shield and longsword.
It stands upright, sword sheathed and shield upright and touching the
ground by its side. The statue faces southwest toward the harbor.
Blacklock Alley A long, narrow way running parallel to the Way of the Dragon south of
Brian’s Street in the Tween Run area. It’s named for the Blacklock, a
waist-high stone obelisk about halfway down the alley. It has a hole
worn in it, and kids often play games involving trying to shoot things
through. Gangs and thieves roam the alley. Anyone who tries to
remove, chip, or cast spells at the rock will raise the ire of the entire
neighborhood around it, who believe the stone brings them luck.
Red Nose Alley Running due west from Tezambril Street, just south of its junction with
Robin’s Way. The disused warehouses linking this area house gangs
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of homeless youths, drifters who came to Waterdeep seeking fortune
and came up empty handed, and fugitives from the law. Fights break
out here often, driven by hunger and boredom. The alley’s name
comes from the many bloody noses that come out of these
altercations.
Ruid’s Stroll A short, curving passage that is fairly safe due to heavy use by the
city guard. It’s named for a ghost of a long-dead mage appearing on
foggy nights. The ghost never reacts to living beings, but it is said
anyone who touches or passes through it is shaken by a terrible chill,
but also learns a truth. However, those who’ve tried this more than
once find it’s not something that can be repeated.
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Dock Ward
Area Description:
“ The Docks Ward is widely reputed as one of the most unsavory and dangerous
locations in all of Waterdeep. It’s home to bawdy taverns, shady shops and dark, winding
alleyways in which all manner of ruffians and Ne’er-do-wells lurk, waiting to relieve
unsuspecting passersby of their valuables. The poorest residents of Waterdeep live
here, though the people work harder and under harsher conditions than anyone
anywhere else in the city. Sightseers coming to gawk often are not welcomed warmly by
the locals, at least in all but the most eastern sections of the dock.
Warehouses, poorhouses and tenements dominate the district, with a majority of the
residents living in Mistshore, a collective of lean-to’s, piers and derelict ship hulls lashed
together to form a ramshackle neighborhood frequented by gangs, those without homes
to go back to, and those who do not want to be found by the law. Most of the harbor in
this western section is choked by disused ship hulls, though the city has been trying to
clean it up over the past decades to rebuild Waterdeep’s navy. Little progress has been
made, and even the guard refuses to patrol Mistshore.
This is the most rundown section of the city among its official wards, though some
sections are cleaner than others. Especially those who house more celebrated ships and
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visitors to Waterdeep. Local merfolk and sea elf populations patrol the harbor for the city
government, living in their own aquatic city near the harbor and helping to clean debris,
even as a small number of their population carve out their own positions for themselves
within the city’s criminal underbelly. The colors of the Dock Ward are burgundy and
orange, and its mascot is a swordfish depicted in green.”
Locations
Notable Guild Halls
Coopers' Rest Home of the Coopers' Guild, made of keg, cask, and barrel-makers
along Pressbow Lane and across from Shipper’s Hall. It’s an open
secret that smuggling practices among the Cooper’s Guild is high.
Waterdeep tried to use them at one time to catch smugglers. Sadly for
the city, the smugglers often pay better than the government.
Full Sails Guildhall of the Most Diligent League of Sail-Makers and Cordwainers,
also doubling as a tavern along Net Street and Dock Street.
League Hall Home to League of Skinners & Tanners, which also operates as a
tannery along Tower Trail.
Metal House of The guildhouse for the Splendid Order of Armorers, Locksmiths, and
Wonders Finesmiths, along Belnimbra's Street and Gut Alley, which is partnered
with the Temple of Gond in the Sea Ward.
Watermen’s Hall A guildhall for those in the Sailor’s guild, catering to Waterdeep’s local
sailing population. Those from outside the city are not protected by
them, but do pay them fees upon entering port.
Muleskull Tavern Located on Ship Street, this is the home of the Dungsweepers guild.
Seaswealth Hall The Fishmongers' Fellowship is housed here, dominating most of the
open air fish markets in the city
Shippers' Hall Along Oar Alley, guildhall of the Fellowship of Salters, Packers, and
Joiners.
Shipwrights' House Built along Dock Street, was the guildhall of the The Order of Master
Shipwrights.
Shops/Taverns
The Knight n’ Shadow A pub frequented by Vern’s fence contact, a drow follower of
Eilistraee named Dolguul. A small unassuming but warm place, that’s
quiet as far as the Dock Ward goes. And just dark enough to make it
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hard to spy on other people’s business.
The Old Xoblob Shop Owned by Dandilus Ruell, a large human man with an apron full of
stuffed pockets. The building is full of items both magical and not,
that are more curious than valuable. Dandilus has a story for every
item, an eye on the streets surrounding his shop, and perhaps even
an ear to the criminal element of the city. His wife makes homemade
wine, and the stuffed beholder in the window proved to actually be a
watching spot for a hunched back gnome named Shrim who
Dandilus has befriended and hired as a lookout for his shop.
Skewered Dragon The tavern where Floon and Ragnar were abducted by Zhents after
drinking at. Both front windows were broken when the group first
encountered it, and the roof groaned under the weight of a ship's
anchor jutting through the shingles. Rumored to be Zhent owned.
The Jade Mortar An alchemy shop where the party witnessed a murder of the
shopkeep by a figure that’d slipped away from the Faire near
midnight, then after the deed was done slip up onto the roof and flee
out of sight.
Keening Sirin A small inn and bar right off the eastern section of the docks
overlooking The Sea Maiden’s Faire that Lylith was staying at. Bar
brawls are common with the sailors that frequent the establishment,
much to the barkeep’s exasperation.
The Blushing Managed by Lady Alathene, the Blushing Mermaid is a well known
Mermaid tavern, inn, and festhall located on Net Street, just one door up from
Dock Street and its intersection with Keel Alley. The location is
well-known for its luxurious atmosphere, privacy, and unique dining
with merfolk servers. It’s in the better section of the docks, and is
often visited by ship captains, more well off visitors to the docks, and
its large population of loyal repeat customers from across the city.
The Blushing Mermaid was made from a rare and very old dockward
converted villa that consists of three connected buildings, each two to
three stories. The lowest level is used for the merfolk staff to
commute to work, swimming in from the harbor and exiting the same
way when their shift is over. The Blushing Mermaid is likely the most
exclusive, expensive establishment in the largely run down Dock
Ward costing on average ten gold a night for a stay.
All the waitstaff, maids, and escorts (and even Lady Alathene herself)
wear black masks made of thin, light metal with black veils to hide
their faces. The spiral staircase that winds from the main dining pool
room up to a rooftop greenhouse or garden under a glass cupola is a
macabre iconic feature that stands apart from the gentle luxury of the
rest of the establishment. Mainly, because the railings and risers are
decorated with human bones. No one knows why. Nor does the
Watch seem much concerned. Despite the fact that it’s said, at least
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in rumor, that a small handful of guests go missing every year.
Other Landmarks
Mistshore After the Spellplague of 1385 DR, Waterdeep went into a decline and
maintenance of the harbor was neglected. Many ships sank or were
scuttled in the northern harbor and eventually Waterdeep's outcasts
created a small community on the wrecked ship hulls that still stands to
this day. The harbor water is polluted and smells horribly here. The city
has been trying to clean up this section for decades to reinstate the
Waterdhavian Navy, with no luck, as the population has proven resilient
and unwilling to move.
Gambling Den An unnamed Gambling Den located in Mistshore, built within the hull of
a beached upside down Schooner ship. The Gambling Den is nothing
more than some blankets and old tables spread out to sit at and play
games of dice and cards. A handful of bouncers are spread throughout
the area in case of trouble, which breaks out more than rarely, and it
also has a very cheap bar with drinks no one but the most desperate
for alcohol would even attempt partaking in.
The Mist Wright Underneath a small shack in Mistshore, the entrance of which is
Hideout hidden by a tattered rug. It leads to a room that seems cut out of stone,
about twenty feet long and half that wide, with a doorway curtained off
at the end. There’s a fireplace that seems to be magically lit with faerie
fire near the ladder, around which is situated a plush rug on which a
couch and pair of armchairs are placed. A long table takes up the
backend of the room, along with a planning board and bookshelves.
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The Sea Maiden’s A traveling show from Luskan that sails in three ships around the
Faire Sword Coast, setting up booths, a circus, and parades for holidays and
other events. They’re in Waterdeep a month early this year, and with
Lantan technology no less. Filthy Meg, the merfolk information broker,
has asked the party to investigate them and their captain, Zord, and to
bring all relevant information back to her. They also may be tied to the
recent elf and half-elf killings. Or, if not the entire group, one of their
crew who was witnessed slipping off the docks at midnight murdering
an elvish shopkeep.
Vern’s Warehouse The warehouse where Vern has been living out of.
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Outlying Lands of Waterdeep
Area Description:
“Directly east of the city and Mount Waterdeep is a region known as Undercliff, which
hosts a number of inns and taverns to travelers waiting for permission to enter
Waterdeep, or as a resting place for those that work the fields around the area. Rolling
grassland and small wooded copses litter the landscape around this area, which is
primarily home to gnomes and halflings who dedicate themselves to the trades of
farming and animal husbandry. Foremost among these is the Snobeedle Orchard and
Meadery, who help supply the city taverns with all manners of meads and brews. Two
noble families have also settled estates here outside the walls: The Amcathra, who use
the open land to house and train Amphailian Horses, reputed as the finest in all the land,
as well as the Hothemer family, who appreciate the freedom from Waterdeep’s Auditors
to facilitate their overland trade empire.
The City Guard and Watch each have their own presence here outside the city: The
Marching Grounds serve as a training camp for the Guard while the Watch maintains
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Amendsfarm, a government run plot of land where those convicted of crime work off their
sentences by growing crops for the city. There are also a wide variety of orchards,
fisheries, wide rolling grasslands, and patches of forested areas.
Greater Waterdeep also has a few extended small hamlets and villages along the coast
and surrounding lands under its protection and patronage stretching twenty miles in
each direction around the city.”
Locations
Hamlets/Villages
TBD
Farms/Orchards/etc
Amendsfarm The courts of Waterdeep often convicts to serve hard labour. The
farm is guarded at all hours, and convicts are not allowed to leave
until their sentence is done.
Snobeedle Orchard An apple orchard that is a tourist attraction for Undercliff, where
and Meadery guests can pick their own apples during harvest season.
Other Landmarks
The Rat Hills A dump outside the city, stretching along an unused coastline to the south
of the city about two miles in length and about half a mile in width. Very
few visit unless they have to...or have something to dispose of. The hills
are littered with diseased animals and monsters, and guards patrol nightly
to prevent those monsters from encroaching on the surrounding areas.
Even they try to stay as far as possible, to avoid catching darkrot and
similar diseases that infest the area. The water and land directly around it
is uninhabitable.
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The Undermountain
Area Description:
“Beneath the plateau of Waterdeep lies one of the largest and deepest dungeons known
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. It’s here that the legendary Skullport, a
shadow of Waterdeep itself, is said to reside in all it’s dark glory.
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Locations
Cities
Skullport Skullport, also known as the Port of Shadows, is a subterranean city located far
below Waterdeep. The Xanathar guild is rumored to have their headquarters
located here, and all manner of shady deals occur in its streets. From drug
smuggling, to slave trade, to shadowy groups of thieves and assassins.
Waterdeep leaves it well enough alone, hoping that letting it be will keep the
worst of its depravity from spilling onto Waterdeep’s streets. It’s said that thirteen
Flame Skulls rule over the city, doling out their form of justice erratically by their
own strange logic.
TBD
TBD
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