Waterdeep

The city of Waterdeep, also known as the City of Splendours is one of the major trading hubs on the Sword Coast. It sits on the coast at the mouth of the Dessarin river, the Trade Way approaches from the south, whilst the Long Road and the High Road lead out northwards. Founded on the best natural deep water harbour on the coast, it is likely this gave the city its name.

Brief History:

About 2,600 years ago, local tribes formed a trading centre for shipping from north and south; though it took over 1,000 years for a permanent settlement to form. The city was founded nearly 1,000 years ago when local tribes were conquered by Ulbaereg Bloodhand, who started serious building in the area. 400 years later, Nimoar the Reaver erected the earliest fortifications after defeating the Bloodhand tribe. The next 80 years saw pirate raids, heavy Orc raids and two Trollwars, until Ahghairon, mage of the Northern Wastes defeated and scattered the Troll tribes. The next 60 years saw the building of Castle Waterdeep, expansion of the city walls and the fortification of the harbour - the Free City of Waterdeep came into being. For a brief period, Raurior proclaimed himself Warlord and founded the 'Empire of the North', until Ahghairon killed Raurior and proclaimed himself Lord of Waterdeep. The city grew under his rule and the 'wards' were formed. Over the next 200 years, the city grew massively along with its social problems. The Guilds formed and merchant gentry developed into 'noble families'. With Ahghairon's death a few years later, the Guildmasters seized power and started the Guildwars. Over a twenty year period, all but two Guildmasters died - the surviving pair declared themselves the Lords Magister and the streets were ruled by thieves, until Baeron & Shilarn slew the Magisters and re-instated Ahghairon's system of rule; however it took 15 more years to expose and finally crush, the power of the Thieves Guild.
177 years ago - birth of Khelben Arunsun [Archmage Blackstaff].
171 years ago - Piergeiron's Palace built, home of the 'open' Lord of Waterdeep.
168 years ago - Durnan founds the Red Sashes.
165 years ago - Piergeiron named as Open Lord of Waterdeep.
103 years ago - the Time of Troubles.



Geography of Waterdeep:

The city is guarded by a wall from its southern tip, to the northern end of the City of the Dead, where it surmounts a sheer cliff that borders the east of the city. The cliff is over 100 feet high for much of its length, however at the northeast end its drops back to the plains and here the Trollwall cuts west back to the coast, before following it south to the base of the mountain.
There are four gates in the wall - Souhtgate, Rivergate, Northgate & Westgate.

The Watch (city police) divides the city into seven districts or wards; although to visitors these distinctions are not obvious, the locals know the streets and areas well that define the boundaries. Industry and other activities are not restricted to particular wards or areas, although they are concentrated in certain wards and its easier to find what you want in particular parts of the city.

Wards of the City:

Castle Ward - the first ward of the city is home to a majority of the city's administrative & state buildings, including the castle. Lying in the mid west of the city, it sprawls around the foot of Mount Waterdeep and is the heart of power in the city.
Sea Ward - lying to the north of Castle ward, it lacks the protection of the mountain and though the wealthiest ward of the city, its near deserted in winter months when storms lash the coastline. During summer however, the noble families spend an equal amount of time here as they do at their own estates. Sea ward also contains mny of the city's temples, as well as a number of towers belonging to powerful mages.
North Ward - lies to the east of Sea ward and maybe the quietest ward in the city; home to the city's wealthiest middle classes & lesser noble families, its an area of peaceful neighbourhoods dominated by private walled villas, dotted with inns and rooming houses.
Trades Ward - south of North ward and East of Castle ward, this area of the city is almost entirely given over to commerce. Middle class workers and merchants dwell & ply their trades in this district.
Southern Ward - at the southeast of the city, this ward is full of the commoners of Waterdeep; this homely, friendly, busy and largely poor area is the forgotten ward of the city. Often the first part of the city encountered by visitors, its often referred to as Caravan City after its major activty. Full of warehouses, stables and coach sheds, the ward serves the bustle of overland trade connecting to Waterdeep.
Dock Ward - borderng the city harbour in the southwest of the city, its the most notorious & colourful of the city wards. As busy for sea traffic as South ward is for caravans, its a busy work area for carts & wagons moving goods to and from warehouses all over the south of the city. The most crowded, dirty and rough area of the city, the city's vital commerce & shady dealings keep its streets busy all hours of the day.
City of the Dead - a walled cemetary, strictly patrolled by the City Watch, where no-one is allowed overnight. Lying in the east of the city, it sits between North & Trade wards and is the nearest the citizens have to a city park - many use its quiet peace for contemplative strolls.

Rulership & Justice:

Social level in Waterdeep is far less important than in other cities of the Realms; its crossroads nature and the up-and-down fortunes of those who make their living in trade, make the city inhabitants tolerant of a wide variety of peoples, customs & religions. Newcomers are soon enlightened by locals of any walk of life, or even the Watch should they be 'highly objectionable' to an inhabitant.

The city is governed by a number of lords (believed to be as many as 16), who are only seen when sitting in the Lord's Court and then they are concealed by identical robes & masks. One lord sits as the 'Open Lord' of Waterdeep - visible and known to the populace, he announces the Council's policies and verdicts.

City Guard: The armoured and highly trained men-at-arms that patrol the roads near the city and man the many garrisons of the city - the castle, the palace, the city walls & towers and the jails & armouries. They jointly man the city gates with the Watch, concentrating on the security of the city and controlling access.
City Watch: formed of 'Patrols' (usually 4 men), the Watch are the face of the city seen most often by citizens & visitors. As well as keeping the peace and enforcing the laws - they also aid citizens with awkward loads, give directions, aribtrate minor disputes, search for lost children and can provide basic medical aid.
The Watch can access any building in the city without hindrance or warning, unless forbidden by a city Lord and search any person, place or conatainer at will. Traditionally certain areas of the city are lightly patrolled, such as the Docks, whereas others are heavily patrolled, the City of the Dead and the streets round the villas of the wealthy & powerful of the city. All Watch members carry an alarm horn, which they can sound incase of major disturbances, to call re-inforcements to the scene.

The populace of Waterdeep are by and large law-abiding; the numerous merchants and inhabitants that earn their living by trade have instilled a healthy respect for property, leading to support for a strong, objective police force. The wearing of weapons is allowed, as is their use in clear cases of self defense - however duels are strictly monitored and adjudicated, for specific sanctioned reasons only.

Laws & Punishment:

The Watch have strict guidelines to follow when they make arrests and if any suspect causes undue problems they respond with strength, if not force when necessary. For visitors, the following list is a relevant range of the crimes Waterdeep legislate against (and the sentence received if found guilty), of which they could easily fall foul:

# Assault upon a City Official acting in the line of duty - 1 weeks imprisonment + fine or flogging.
# Blasphemy against any City Official - 5 days light labour + fine.

# Unlawful duelling - 5 years ban from the city + damages payable to kin.
# Justified murder - 5 years banishment, or 3 years hard labour.
# Bribery - 1 weeks light labour or fine.
# Vagrancy - overnight imprisonment.
# Littering - overnight imprisonment + fine.
# Brandishing a weapon without due cause (including brawls) - overnight imprisonment + fine.

# Defiling a holy place - 5 years banishment or imprisonment, or 3 years hard labour, + damages payable.
# Tomb robbing (including unlawful entry) - 1 weeks light labour + damages payable.
# Assault upon a priest - damages payable to their temple.
# Public blasphemy of a God or priesthood - damages payable to their temple.
# Drunk and disorderly conduct at worship - damages payable to their temple.

# Arson of ship, structure or stored property - 3 months hard labour or 10 years banishment, + damages payable to owner.
# Non fatal assault - 3 years hard labour + damages payable.
# Slavery - 10 years banishment + flogging.
# Robbery - 1 month hard labour + damages payable.
# Burglary - 3 months imprisonment + damages payable.
# Theft or killing of livestock - damages payable to owner.
# Damage to property - damages patable to owner.
# Unlawful hindrance of business - damages payable to victim.
# Minor assault - fine.
# Excessive noise during the hours of night - fine.

Trials have been known employ magical means to determine truthfulness and although Waterdeep has no 'lawyers', there are a number of 'professional witnesses' who will for a fee, make best case for a client in court - perjurors risk expulsion from the city.

With the destruction of the Thieves Guild a couple of hundred years ago, thievery in Waterdeep is infrequent and by independant indivduals; unless both lucky & skilled, they are usually caught.

Taxation:

The city authorities do not collect taxes from the populace at present, however they have a range of fees which provides a steady income -

# A daily fee, collectable by the Watch, for a market stall or pitch.
# A legal surcharge on any conviction in a Magisterial or the Lords Court.
# A departure fee on any caravan leaving the city (empty or full).
# A surcharge on the sale of any sword in the city (a blade over 1 foot).
# Docking fees on ships using the harbour - covering 14 days berthing.