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GUIDE TO WATERDEEP

LOCALES: THE WARDS OF WATERDEEP 1

LOCALES: THE WALKING STATUES 2

LOCALES: MAJOR TEMPLES OF WATERDEEP 3

LOCALES: OTHER NOTEWORTHY LOCATIONS 4

LOCALES: INFAMOUS ALLEYS 5

DRAMATIS PERSONAE 6

CODE LEGAL 9

CODE LEGAL: CRIMES AGAINST LORDS, OFFICIALS AND NOBLES 9

CODE LEGAL: CRIMES AGAINST THE CITY 9

CODE LEGAL: CRIMES AGAINST THE GODS 10

CODE LEGAL: CRIMES AGAINST CITIZENS 10

GUILDS: MEMBERSHIP 11

GUILDS: GUILDS OF WATERDEEP TABLE 11

GUILDS: GUILDS OF WATERDEEP DESCRIPTIONS 13

FACTIONS: BREGAN D’AERTHE 15

FACTIONS: EMERALD ENCLAVE 15

FACTIONS: FORCE GREY 16

FACTIONS: HARPERS 16

FACTIONS: LORD’S ALLIANCE 17

FACTIONS: ORDER OF THE GAUNTLET 17

FACTIONS: XANATHAR GUILD 18

FACTIONS: ZHENTARIM 18

SPEECH: SPEAK LIKE A NATIVE 19

SPEECH: HOW TO ADDRESS RULERS 20

SPEECH: WATCH TALK 20

SPEECH: “NOBLESPEAK” IN WATERDEEP 20


Guide to Waterdeep

NOBILITY: WATERDHAVIAN NOBLE FAMILIES 21

NOBILITY: BECOMING NOBLE IN WATERDEEP 22

LOCALES: THE WARDS OF WATERDEEP

Waterdeep has long been divided into several large regions called wards. To locals these are essential to
Waterdeep, but outsiders often lose track of which ward they’re in or what a ward’s name signifies.

Castle Ward. As the name indicates, Castle Ward contains Castle Waterdeep, Piergeiron’s Palace, and many
other public buildings of the city. This ward is home to mainly the wealthy or influential who can’t count
themselves among the nobility. Other structures are taken up by educational or religious concerns that
primarily serve the city at large, not the residents of the ward.

Dock Ward. Most of the city’s harbor area is located in Dock Ward, as are the businesses and warehouses that
depend on the city’s newly restored harbor. It’s a crowded neighborhood of many winding streets, where folk
are comfortable making deals that might in other places provoke the displeasure of the law.

Field Ward. Of relatively recent vintage, the Field Ward stands between the inner and outer north walls of the
city (an area formerly used as a caravan grounds). This ward grew up in a messy, unregulated fashion and is
home to many of the poorest residents of the city.

North Ward. Home to many noble villas, townhouses, and a great many inns, North Ward is the neighborhood
of the respectably wealthy.

Sea Ward. Those whose fortunes are on the rise build their homes in Sea Ward, and they join many long-
established noble families in residence. This area in the northwest of the city is home to much of the city’s
wealth, the location of the grandest villas of the city’s noble families (except for those in North Ward).

Southern Ward. Stables, warehouses, and shops related to overland trade dominate Southern Ward. Most
residents are hardworking folk that load and unload caravan carts, and otherwise perform low-paying work.

Trades Ward. A narrow slice of land between the Castle Ward and the City of the Dead, Trades Ward is the
center of commerce for the city, with most of the smaller transactions and respectable trade taking place here.

City of the Dead. The city’s walled cemetery, the City of the Dead is the only place in Waterdeep where it is legal
to bury the deceased. It is used by many citizens as a public park during the day, a lovely green space of pretty
mausoleums and grand statues in which to escape the city’s hustle and bustle.

Undercliff. While not considered by many to be a ward of the city, the little villages and many farms that sprawl
across the land east of the city were lawfully incorporated into Waterdeep when it moved a barracks and
training facility to the area.

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Guide to Waterdeep

LOCALES: THE WALKING STATUES

Statue Description Location

A well-muscled but impassive male human with its left leg sunk
Castle Ward, Sul Street & Heard
to the hip in the street. Its left hand and right foot press against
Lane.
The God the ground as if it is trying to pull itself out. Its right arm is raised
Catcher skyward, and above its open palm floats a sphere of stone. Its
Take Sul Street north from The
gaze looks up toward the sphere, and the pattern of bird
Market
droppings around its eyes gives it the appearance of weeping.

The griffon statue stands on all four legs, its back is fully twenty Castle Ward, atop Mount
The Griffon
feet off the ground, making it a mount fit for a storm giant. Waterdeep near the Peaktop Aerie

The Sahuagin A sahuagin bowing low toward the House of Heroes on bended Sea Ward, along the Cliffride just
Humbled knee — a gesture of obeisance to the city south of the Field of Triumph

This colossus appears to have fallen forward onto its knees, it


Castle Ward, directly south of The
The Great arms at its sides and its head tilted forward onto its chest. A set
Market between The Street of the
Drunkard of broad stone stairs ascends to the statue’s lap, which holds a
Sword and the Street of Bells
two-story tavern called Gralkyn’s Tankard.

The Lady The statue has the appearance of a female elf on their side, Castle Ward, along The Rise in a
Dreaming resembling a noble lady asleep in her garden. garden near the western wall.

Trades Ward, Book Street between


A statue of a male warrior in full-plate armor with a shield and Shesstra’s Street and Drakiir
The Honorable longsword. It stands upright, sword sheathed and shield upright Street.
Knight and touching the ground by its side. The statue faces southwest
toward the harbor. Head down The Way of the Dragon
and turn onto Drakiir Street.

This statue looks like a winged, hawk-headed being bearing Castle Ward, Zeldan’s Alley south
much resemblance to aarakocra. The statue’s wings are folded of the Temple of Seldarine.
The Hawk Man 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 You can see it from The Market if
in a gesture to say, “Stop.” you look south.

North Ward, block couched


between Whaelgond Way,
Ussilbran Street, Hassantyr’s Street
The This statue appears virtually identical to the Honorable Knight, and Tarsar’s Street
Swordmaiden except for its female form and open-faced helm.
If you walk north along the
Cliffwatch and make a left on
Tarsar’s Street you’ll see her.

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Guide to Waterdeep

LOCALES: MAJOR TEMPLES OF WATERDEEP

Deity or Deities Temple Name Location

North Ward, Cooper Street & Delzorin Street.

All deities Holyhands House If you are heading south on the High Road from the North gate just make a right on Delzorin Street. If
you’re coming from the south, make a left onto Sidle Street, it’s a smaller road next to the Holyhands
House.

Castle Ward, between Warrior’s Way and the Street of the Sword.
Elven deities Temple of Seldarine
The Hawk Man isn’t too far away and is pointing in its direction.

Sea Ward, Seawatch Street & Shark Street


House of Inspired
Gond
Hands
From the Field of Triumph, just head north on Seawatch Street.

Southern Ward, on The Way of the Dragon.


Helm Helm’s Hall
Southwest of the Kolat Towers. Old abandoned place with a continual flame in one of its high towers.

North Ward, Undal’s Lane between the city of the Dead and The Market.
Hospice of St.
Ilmater
Laupsenn If you leave The City of the Dead from Andamaar’s Street just head towards the market and take a
right onto Undal’s Lane.

Castle Ward, Julthoon Street Calamastyr Lane and Seawatch Street


Lathander Spire of the Morning
From The Market just head towards the coast on either Trader’s Way or Calamastyr Lane.

Sea Ward, Along the Street of the Singing Dolphin.


Mielikki, Silvanus Shrines of Nature
Take the main street south of the Troll Gate. You’ll see the greenery.

Sea Ward, between Flint Street and Diamond Street


Mystra House of Wonder
South of the Temple of Beauty and east of the Tower of Luck.

Castle Ward, inside block at the corner of Sword Street and Tzochal’s Race
Oghma Font of Knowledge
From Piergeiron’s Palace, head north up Sword Street, after you pass Blackstaff Tower on your left,
make a right onto the next street.

Sea Ward, on Diamond St. between Seawatch Street and the Street of Whispers.
Selûne House of the Moon
If you’re entering the city from the West Gate just go down Diamond Street towards the Street of the
Singing Dolphin.

Sea Ward, block between Ivory Street and Street of Glances southwest of the Heroes’ Garden.
Sune Temple of Beauty
From the Troll Gate follow the main street and make a left onto the Street of Glances, take a right
onto Stormstar’s Ride into a residential area and you’ll see the Temple.

Tempus House of Heroes Sea Ward, on Jelzar’s Stride on the north side of the Field of Triumph.

Castle Ward, on The Street of the Singing Dolphin between Ivory Street and Delzorin Street.
Tymora Tower of Luck
If you’re heading south from the Troll Gate it’s on your left, a block after the Shrines of Nature.

Castle Ward, south side of Calamastyr Lane between The Market and the Font of Knowledge.
Tyr Halls of Justice
If you’re at the market just head to its western exit and the Halls are there.

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Guide to Waterdeep

Umberlee The Queenspire Beach outside of the walls of the South Gate

LOCALES: OTHER NOTEWORTHY LOCATIONS

Place Desciption Location

The slim stone tower of the original First Lord of the city that is surrounded by Castle Ward
Ahgairon’s Tower invisible magical barriers that suspend the skeletal remains of a wizard that
tried to get into the tower. Outside the walls of Piergeiron’s Palace

Southern Ward
The main square of the “Caravan City” itself. While not large enough to
Caravan Court accommodate any major celebrations, it is the Southern Ward’s largest
At the Southern Ward’s northeastern border
recreational area.
to the Trades Ward.

Sea Ward
Cassalanter Villa’s stark white walls and gleaming crimson roof and turrets
Cassalanter Villa
stand out even among the other opulent estates of the Sea Ward. Delzorin Street and Diamond Street, east of
the Street of the Singing Dolphin

Castle Ward
Waterdeep's great fortress is a thick-walled stronghold that broods over
Castle Waterdeep
Castle Ward from the flanks of Mount Waterdeep. At the foot of Mount Waterdeep’s eastern
side.

North Ward
Some of the most lavish residences and most luxurious taverns and inns of
Cliffwatch Waterdeep stand along this space, boasting terraces and balconies that allow
The row of houses along Saerdoun Street
one to take in the beautiful view of the countryside to the east.
overlooking the countryside to the east.

This was the site of an infamous spell battle between the archmage
Thongalar the Mighty and the evil mage Shile Rauretilar and his apprentices Trades Ward
Court of the White which tore into the fabric of the Weave.
Bull South of the City of the Dead and North of
To this day, magic brought to bear in the Court of the White Bull sometimes River Street near the River Gate.
goes awry, and the use of magic items and spells is forbidden in the area.

Castle Ward
You can visit the Cynosure to see sculptures and paintings of all the major
The Cynosure
participants and events in the Time of Troubles.
At the western end of The Market

This large paved courtyard adjoining the Palace paddocks and stables is the Castle Ward
Fetlock Court staging area for any mounted contingent of the guard before they head out of
the city for outlying patrols. Between Piergeiron’s Palace and The Rise

Sea Ward
This huge open-air stadium is the site of many spectacles staged for the
Field of Triumph
populace of Waterdeep. Along Julthoon Street, south of the West
Gate

North Ward
Gralhund Villa A lavish two-story estate owned by Lord and Lady Orond and Yalah Gralhund.
The building with the large yard between
Saerdoun Street and Horn Street

Sea Ward
Waterdeep's only public park outside the City of the Dead is a large, lush area
Heroes’ Garden
of grass, trees, and ponds. In the middle of the northern edge of the Sea
Ward

Kolat Towers Long-thought to be abandoned this dilapidated, two-towered edifice stands Southern Ward
tall in the Southern Ward. Its neighbors are aware of the magical force field
that surrounds it, and they can see light from continual flame spells spilling Between The High Road and The Way of the

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Guide to Waterdeep

Dragon. Almost at the direct center of the


out of the windows.
Southern Ward.

The largest open space in the city is an open marketplace surrounded by Castle Ward
stone buildings (many moneylenders and pawnshops among them) that
The Market
enclose the maze of temporary stalls and carts that appear here day and Between The God Catcher and The Great
night. Drunkard

Dock Ward
Mistshore is a run-down Dock Ward neighborhood that reeks of fish and
Mistshore scorched timber. A fire swept through the area a little over a year ago, and
Connected to the Naval Harbor at the
most of the buildings are now burned-out shells with (at best) sails for roofs.
western-most side of the Dock Wart

The mountain on which the city is built is a bald, rough crag with a peak some Castle Ward
Mount Waterdeep 1,500 feet above sea level. On its seaward flanks are emplaced eleven
gigantic triple-catapults for hurling loads of rock and burning material. The southeastern end of the city.

Castle Ward
Peaktop Aerie Headquarters for griffon mounts of City Guard
Atop Mount Waterdeep

Castle Ward
The center of Waterdeep's government with various courts, embassies and
Piergeiron’s Palace city offices therein, as well as the living chambers of the Open Lord Laeral
At the foot of Mount Waterdeep’s northern
Silverhand.
side.

North Ward
A small community couched in the North Ward, it is home to many businesses
Trollskull Alley
and an old, abandoned manor. Alley between Saerdoun Street and Delzorin
Street

Trades Ward
This market and traditional hiring place for warriors is named for a local
Virgin’s Square legend that virgins were sacrificed to dragons on this spot, long before the
Large block between The Way of the Dragon,
founding of Waterdeep.
Snail Street and the High Road.

Southern Ward
A magical set of signs with arrows pointing toward the harbor and each of the
The Waymoot city gates. They can magically point travelers in the direction of their
Where the Way of the Dragon and the High
destination.
Road meet at the South Gate

On quiet nights, guests in the Yawning Portal gather around a large fireplace in Castle Ward
the taproom and swap tales. On busier nights, the place is loud and crowded.
The Yawning Portal
The balconies overflow with merchants and nobles, while the tables on the On Rainrun Street directly between The
ground floor are filled with adventurers and their associates. Honorable Knight and Castle Waterdeep.

LOCALES: INFAMOUS ALLEYS

Ruid’s Stroll. This short avenue from Caravan Court to the Trollwall in the Southern Ward is haunted by the
hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights.

Brindul Alley. This is the lair of the Hand that Sings, a magical phantasm of a hand with a mouth in its palm.

Manycats Alley. This passage crosses two city blocks and winds through the interior of a third, running
between and (for the most part) parallel to Julthoon Street and Traders’ Way in the North Ward.

Gondwatch Lane. Found at the southern entrance to the House of Inspired Hands in the Sea Ward, this alley
serves as the testing ground for inventions considered too dangerous to operate inside the temple.

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.

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Guide to Waterdeep

Three Daggers Alley. This alley in the Dock Ward suffers from a magical curse that causes three daggers to
appear out of thin air and attack passersby.

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Guide to Waterdeep

DRAMATIS PERSONAE

Major NPC Description Main Description

Chapter 5 “Spring
Ahmaergo Xanathar’s majordomo, has a fascination with minotaurs.
Madness”

Ammalia The vainglorious lady of House Cassalanter is schooled in the arcane arts. Chapter 6 “Hell of
Cassalanter Like her husband Victoro, she worships Asmodeus. a Summer”

Aurinax is a male adult gold dragon who can freely ignore Ahghairon’s Chapter 4
Aurinax
dragonward and reside in the city. “Dragon Season”

Barnibus Barnibus works for the Watchful Order of Magists and Protectors, Chapter 3
Blastwind investigating crimes that involve the use of magic. “Fireball”

Esvele Rosznar, a brash young noble, has recently adopted the Black
Appendix B:
The Black Viper’s persona to lead a secret life of crime. Like many other nobles,
Monsters and
Viper Esvele gossips about the Black Viper’s exploits to lend credence to the
NPC’s
villain’s mystique.

Within the Waterdeep division of the Black Network, Davil is accorded the
Davil Chapter 2
title of Master of Opportunities and Negotiations because he’s good at
Starsong “Trollskull Alley”
sniffing out lucrative business deals, and he makes friends easily.

Durnan is the owner and proprietor of the Yawning Portal. Although he


Durnan looks like a middle-aged man whose best days are behind him, Durnan has
a sharp mind and can still swing a sword when he must.

Fel’rekt is a male drow who was born female. Unhappy with the treatment
Fel’rekt of males in his society, he petitioned to join Bregan D’aerthe. Jarlaxle took Chapter 4
Lafeen a shine to Fel’rekt almost immediately, and the young drow has since “Dragon Season”
become one of Jarlaxle’s most loyal lieutenants.

Floon A native Waterdavian in his early thirties. Handsome one but not very Chapter 1 “A
Blagmaar bright. Friend in Need”

Istrid is regarded as the Black Network’s Master of Trade and Coin in


Appendix B:
Waterdeep. The shield dwarf operates an illegal lending operation out of a
Istrid Horn Monsters and
heavily guarded warehouse in the Dock Ward, offering loans to those in
NPC’s
need of coin.

An earnest man in his mid-twenties, Jalester hails from the distant land of Appendix B:
Jalester
Cormyr, where he earned his spurs working for a mercenary company Monsters and
Silvermane
called the Steel Shadows. NPC’s

Jarlaxle is a flamboyant, swashbuckling iconoclast. He leads the renegade


Jarlaxle Chapter 7
drow faction Bregan D’aerthe. Jarlaxle infiltrated the city of Luskan, brought
Baenre “Maestro’s Fall”
a kind of order to its lawlessness, and declared himself its secret lord.

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Guide to Waterdeep

This venerable human monk lives in a cave halfway up the side of Mount Appendix B:
Hlam Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a Monsters and
small monastic group devoted to Tyr. NPC’s

Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord Shapter 3
Hrabbaz
and lady of House Gralhund as a bodyguard. “Fireball”

Krebbyg Krebbyg works closely with Fel’rekt Lafeen, and the two collaborate well Chapter 4
Masq’il’yr despite their disparate alignments. “Dragon Season”

Long ago, Laeral ruled a kingdom called Stornanter and held the title of
Witch-Queen of the North. She met and married Khelben Arunsun, who Appendix B:
Laeral
would later become the Blackstaff, the Lord Mage of Waterdeep. After Monsters and
Silverhand
Khelben died, Laeral retired from public life. She resurfaced after the NPC’s
Spellplague and the Sundering.

This clone of the ancient archwizard infiltrated Waterdeep years ago and
has been hiding out in Kolat Towers ever since, in the city’s Southern Ward.
Chapter 8 “Winter
Manshoon
The original Manshoon was one of the founders of the Zhentarim. Evil to Wizardy”
the core, he made enemies all across Faerûn, including other powerful
spellcasters such as Khelben Arunsun and Elminster.

Appendix B:
Meloon Meloon is a handsome, formidable warrior in his prime, who serves the
Monsters and
Wardragon goddess Tymora and loves a good fight.
NPC’s

Appendix B:
Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune
Mirt Monsters and
and carved out a reputation as an adventurer and philanderer.
NPC’s

Nar’l Xanathar’s advisor is a nervous and conniving male drow named Nar’l Chapter 5 “Spring
Xibrindas Xibrindas. Madness”

The illithid Nihiloor works for Xanathar, spending its days creating intellect Chapter 5 “Spring
Nihiloor
devourers and setting them loose in the sewers of Waterdeep. Madness”

Noska Chapter 4
Noska is a ruthless enforcer in the Xanathar Guild.
Ur’gray “Dragon Season”

Orond The Gralhunds are nobles who trade in arms and mercenaries, and whose Chapter 3
Gralhund family motto is “We see both sides.” “Fireball”

Ammalia and Victoro Cassalanter traded the soul of their eldest child for
Osvaldo Chapter 6 “Hell of
power. Stripped of his humanity, Osvaldo was chained up in Cassalanter
Cassalanter a Summer”
Villa and slowly transformed into a devil (and an insane one at that).

Appendix B:
Ott The dwarf Ott Steeltoes has the nerve-wracking task of tending to
Monsters and
Steeltoes Xanathar’s pet fish, Sylgar.
NPC’s

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Guide to Waterdeep

Appendix B:
Remallia Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding
Monsters and
Haventree light for the Harpers in Waterdeep.
NPC’s

Renaer Renaer is the estranged son of Dagult Neverember, the former Open Lord Chapter 1 “A
Neverember of Waterdeep and the current Lord of Neverwinter. Friend in Need”

Saeth Saeth Cromley is a retired sergeant of the City Watch, a likable fellow with a Chapter 3
Cromley sharp, sarcastic wit. “Fireball”

Skeemo became the Master of Magic for the Black Network in Waterdeep, Appendix B:
Skeemo
setting up a cover in the Trades Ward in the form of a cramped little shop Monsters and
Weirdbottle
called Weirdbottle’s Concoctions. NPC’s

Soluun Soluun is a sadistic, fanatical bully who is fiercely loyal to Bregan D’aerthe, Chapter 4
Xibrindas and to Jarlaxle in particular. “Dragon Season”

Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. Appendix B:
Tashlyn
In this role, she provides armor, weapons, and training to sellswords on the Monsters and
Yafeera
Black Network’s payroll. NPC’s

Thorvin serves as Xanathar’s chief engineer and trapsmith. He also serves


Thorvin Chapter 5 “Spring
the Harpers as a paid informant, keeping that faction apprised of
Twinbeard Madness”
Xanathar’s plans as well as he can.

Urstul Urstul Floxin works for Manshoon, and he is the highest-ranking member of Chapter 3
Floxin the Zhentarim squad stationed at House Gralhund. “Fireball”

Vajra is a capable wizard in her mid-thirties, the youngest person ever to


hold the position of Blackstaff. As the High Wizard of Waterdeep, she is Appendix B:
Vajra Safahr charged with using all the magic and resources at her disposal to defend Monsters and
the city against threats. Vajra isn’t the city’s most powerful wizard, but she NPC’s
can hold her own.

The lord of House Cassalanter is a devilishly handsome half-elf who likes


Victoro Chapter 6 “Hell of
coin and power. He and his wife gained both by cutting a deal with
Cassalanter a Summer”
Asmodeus — which involved trading away the souls of their three children.

The bombastic world traveler Volothamp Geddarm is enjoying some


downtime in Waterdeep following a successful book tour promoting his
Volothamp Chapter 1 “A
latest work, Volo’s Guide to Monsters. He spends most of his free time in
Geddarm Friend in Need”
the taproom of the Yawning Portal, reuniting with old friends and mulling
over his next book project.

Xanathar is the name given to the beholder crime lord that lives in the
Chapter 5 “Spring
Xanathar dungeons under Waterdeep. It isn’t the first beholder to claim this mantle,
Madness”
nor will it be the last.

Yalah The lady of House Gralhund is no fool. She has a keen mind and the Chapter 3
Gralhund wisdom to discern friend from foe. She also has a husband who worships “Fireball”
her and a house that has the resources of the Black Network at its

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Guide to Waterdeep

disposal.

Ziraj is a half-orc hunter who wields an oversized bow that shoots Appendix B:
Ziraj the
correspondingly large arrows. He is the Master of Assassination for the Monsters and
Hunter
Black Network. NPC’s

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Guide to Waterdeep

CODE LEGAL

Punishment for a crime can include one or more of the following, based on the nature of the crime:

● Death
● Exile (permanent or temporary)
● Flogging (a set number of strokes)
● Hard labor (period of labor depending on severity of the crime)
● Imprisonment in the dungeons of the Castle Waterdeep (period of imprisonment depending on the crime)
● Fine (payable to the city; inability to pay leads to imprisonment and/or hard labor)
● Damages (payable to the injured party or their kin; inability to pay leads to imprisonment and/or hard labor)
● Edict (forbidding specified activities; violation can result in imprisonment, hard labor, and/or fine)

CODE LEGAL: CRIMES AGAINST LORDS, OFFICIALS AND NOBLES

Assaulting or impersonating a Lord: death

Assaulting or impersonating an official or noble: flogging, imprisonment up to a tenday and a fine up to 500 gp

Blackmailing an official: flogging and exile up to 10 years

Bribery or attempted bribery of an official: exile up to 20 years and a fine up to double the bribe amount

Murder of a Lord, official, or noble: death

Using magic to influence a Lord without consent: imprisonment up to a year, a fine or damages up to 1,000 gp

Using magic to influence an official without consent: fine or damages up to 1,000 gp and edict

CODE LEGAL: CRIMES AGAINST THE CITY

Arson: death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp

Brandishing weapon without due cause: imprisonment up to a tenday and/or fine up to 10 gp

Espionage: death or permanent exile

Fencing stolen goods: fine equal to the value of the stole goods and edict

Forgery of an official document: flogging and exile for 10 summers

Hampering justice: fine up to 200 gp and hard labor up to a tenday

Littering: fine up to 2 gp and edict

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Guide to Waterdeep

Theft: flogging, then imprisonment up to a tenday, hard labor up to 1 year, or fine equal to value of stolen
goods

Treason: death

Vandalism: imprisonment up to a tenday, fine and/or damages covering the cost of repairs plus up to 100 gp

Using magic to influence and official without consent: fine or damages up to 1,000 gp and edict

CODE LEGAL: CRIMES AGAINST THE GODS

Assaulting a priest or lay worshiper: imprisonment up to a tenday and damages up to 500 gp

Disorderly conduct within a temple: fine up to 5 gp and edict

Public blasphemy against a god or church: edict

Theft of temple goods/offerings: imprisonment up to a tenday, damages up to twice the cost of stolen items

Tomb-robbing: imprisonment up to a tenday and damages covering the cost of repairs plus 500 gp

CODE LEGAL: CRIMES AGAINST CITIZENS

Assaulting a citizen: imprisonment up to a tenday, flogging, and damages up to 1,000 gp

Blackmailing or intimidating a citizen: fine or damages up to 500 gp and edict

Burglary: imprisonment up to 3 months and damages up to 500 gp and edict

Damaging property or livestock: damages covering the cost of repairs or replacement plus up to 500 gp

Disturbing the peace: fine up to 25 gp and edict

Murdering a citizen without justification: death or hard labor up to 10 years, and damages up to 1,000 gp
Robbery: hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp

Slavery: flogging and hard labor up to 10 years

Using magic to influence a citizen without consent: fine or damages up to 1,000 gp and edict

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Guide to Waterdeep

GUILDS: MEMBERSHIP

Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild.

To join a guild, one must possess a background, proficiency, or a status that the guild values. For example, a
character with the sailor background is welcome to join the Master Mariners’ Guild.

Guilds charge members monthly or yearly dues that vary. For simplicity, you can have a guild charge 1 gp per
month or 10 gp for a year’s dues paid in advance. A guild can expel a member for any number of reasons, not the
least of which is failing to pay dues.

GUILDS: GUILDS OF WATERDEEP TABLE

Field of Work Guild Headquarters Location

Alcohol Vintners’, Distillers’, & Brewers’ Guild The House of Good Spirits South Ward

Baking Baker’s Guild The Master Baker’s Hall Castle Ward

Barrel-making Cooper’s Guild Cooper’s Rest Dock Ward

League of Basket-makers & Wicker-


Basketry Office of the League Trades Ward
workers

Bows & arrows Fellowship of Bowyers & Fletchers The Citadel of the Arrow Trades Ward

Butchering Guild of Butchers The Butcher’s Guildhall Dock Ward

Candles & lamps Guild of Chandlers & Lamplighters House of Light Trades Ward

Most Excellent Order of Weavers &


Cloth House of Textiles Trades Ward
Dyers

Order of Master Tailors, Glovers, &


Clothing Costumer’s Hall Trades Ward
Mercers

Document-making Scriveners’, Scribes’, & Clerks’ Guild The Zoarstar Trades Ward

Driving Fellowship of Carters & Coachmen The Road House Southern Ward

Dungsweeping Dungsweeper’s Guild Muleskull Tavern Dock Ward

Fishmongers Fishmonger’s Fellowship Seaswealth Hall Dock Ward

Fellowship of Salters, Packers &


Food preservation Shipper’s Hall Dock Ward
Joiners

Footwear Order of Cobblers & Corvisers Cobblers & Corvisers Trades Ward

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Guide to Waterdeep

Solemn Order of Recognized Furriers &


Fur & wool Guildhall of the Order Castle Ward
Woolmen

Guild of Glassblowers, Glaziers, &


Glassworking House of Crystal North Ward
Spectacle-makers

Greengrocers Council of Farmer-Grocers The Market Hall Castle Ward

Horses & Mounts Stablemasters’ and Farriers’ Guild The Guild Paddock Trades Ward

Carpenters’, Roofers’, & Plasterers’


House-building The Stone House South Ward
Guild

Innkeeping Fellowship of Innkeepers Fellowship Hall Castle Ward

Jestering Jesters’ Guild Jester’s Clubhouse Dock Ward

Jewelry Jewelers’ Guild The House of Gems Castle Ward

Laundry Launderers’ Guild House of Cleanliness Trades Ward

Leatherwork League of Skinners & Tanners League Hall Dock Ward

Watchful Order of Magists &


Magic, arcane Tower of the Order Castle Ward
Protectors

Surveyors’, Map-, and Chart-makers’


Maps The Map House Castle Ward
Guild

Medicine Guild of Apothecaries & Physicians House of Healing North Ward

Metalcasting Guild of Trusted Pewterers & Casters Pewterer’s Guildhall Castle Ward

Most Careful Order of Skilled Smiths &


Metalsmiths Metalmasters’ Hall South Ward
Metalforgers

Metalwork, weapons, Splendid Order of Armorers,


The Metal House of Wonders Dock Ward
armor & delicate work Locksmiths, & Finesmiths

Council of Musicians, Instrument-


Music House of Song Trades Ward
makers & Choristers

Paper Stationer’s Guild Stationers’ Hall Trades Ward

Sailing Master Mariners’ Guild Mariner’s Hall Dock Ward

Sewers Cellarer’s and Plumbers’ Guild The Old Guildhall Trades Ward

Most Diligent League of Sail-makers &


Sail-making Full Sails Tavern Dock Ward
Cordwainers

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Guide to Waterdeep

Guild of Stonecutters, Masons, Potters


Stonework Builder’s Hall South Ward
& Tile-makers

Streetwork Loyal Order of Street Laborers The Pavilion of Paving Stones Dock Ward

Tack-making Saddlers’ and Harness-makers’ Guild Saddler’s Hall South Ward

Wagon-makers’ and Coach Builders’


Vehicles, land Coach & Wagon Hall South Ward
Guild

Vehicles, water Order of Master Shipwrights Shipwright’s House Dock Ward

Water-travel Guild of Watermen Watermen’s Hall Dock Ward

Wheel-making Wheelwrights’ Guild Wheel Hall Trades Ward

Woodcarving Guild of Fine Carvers House of Fine Carvers Castle Ward

GUILDS: GUILDS OF WATERDEEP DESCRIPTIONS

The Bakers' Guild: Bakers

The Carpenters', Roofers' and Plasterers' Guild: Builders of non-stone buildings, plus roofs and plaster walls

The Cellarers' and Plumbers' Guild: Digging building foundations, keeping sewers functional and safe.

The Coopers' Guild: Barrels

The Council of Farmer-Grocers: Farmers and produce-sellers in market

The Council of Musicians, Instrument-Makers, and Choristers: Instrument craftsmen, musicians and singers

The Dungsweepers' Guild: Street cleanliness maintenance, and stables cleaning (for a fee); occasionally hired
by the city to aid in sewer work.

The Fellowship of Bowyers and Fletchers: Bow- and arrow-makers.

The Fellowship of Carters and Coachmen: Those who own and use carts, wagons, coaches, litters and sleighs
as their primary business. Often includes loading and unloading of cargos from such.

The Fellowship of Innkeepers: Those who own inns and taverns.

The Fellowship of Salters, Packers, and Joiners: Preservation of food, packing of goods for transport, building
of crates.

The Fishmongers' Fellowship: Buyers and sellers of fish; does not include actual fishermen.

The Guild of Apothecaries and Physicians: Healers and medicine-makers.

The Guild of Butchers: Butchers, slaughterers and meat-sellers

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Guide to Waterdeep

The Guild of Chandlers and Lamplighters: Candle- and lamp-makers, and lamplighters employed by the city to
keep city lamps lit at night.

The Guild of Fine Carvers: Woodcarvers

The Guild of Glassblowers, Glaziers, and Speculum-makers: Glass-making

The Guild of Stonecutters, Masons, Potters, and Tile-makers: Stone- and clay-workers

The Guild of Trusted Pewterers and Casters: Metal casters (rather than forgers)

The Guild of Watermen: Water pilots who keep the harbor free of debris, pilot small skiffs and boats for
passengers, and do dock-work.

The Jewelers' Guild: Jewelry making and gem-cutting

The Launderers' Guild: Clothing washers

The League of Basketmakers and Wickerworkers: Woven wood crafts

The League of Skinners and Tanners: Skinners and leather-makers

The Loyal Order of Street Laborers: Street repair and maintenance

The Master Mariners' Guild: Ship captains and merchant fleet owners

The Most Careful Order of Skilled Smiths and Metalforgers: Metalsmiths

The Most Diligent League of Sail-makers and Cordwainers: Sails and ropes

The Most Excellent Order of Weavers and Dyers: Cloth-making and dyeing

The Order of Cobblers and Corvisers: Makers of shoes, boots, clogs and all forms of footwear

The Order of Master Shipwrights: Ship builders

The Order of Master Taylors, Glovers and Mercers: Clothing and accessory makers

The Saddlers' and Harness Makers' Guild: Tack makers

The Scriveners', Scribes', and Clerks' Guild: Document makers

The Solemn Order of Recognized Furriers and Woolmen: Fur-trappers and wool-shearers

The Splendid Order of Armorers, Locksmiths, and Finesmiths: Weapon and armor smiths, small ornament or
gadget makers, delicate smithwork

The Stablemasters' and Farriers' Guild: Mount care professionals, including breeders, trainers, capturers,
healers, stable-hands or -owners; includes exotic mounts

The Stationers' Guild: Paper- and parchment-makers, plus makers of wax, ink, blotters, gilt ink, pen metal nibs
and the like.

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Guide to Waterdeep

The Surveyors', Map, and Chartmakers' Guild: Building designers, map makers, surveying for building
construction

The Vintners', Distillers' and Brewers' Guild: Alcohol makers

The Wagonmakers' and Coach Builders' Guild: Wagon- and cart-makers

The Watchful Order of Magists and Protectors: Mages' guild

The Wheelwrights' Guild: Wheel makers

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Guide to Waterdeep

FACTIONS: BREGAN D’AERTHE

A character must be a drow, preferably a male, to join this faction.

Bregan D’aerthe is a company of mercenaries originally made up of the much-derided and dishonorable
castaways of destroyed drow houses. The group’s leader, Jarlaxle Baenre, is always looking for new members
to fill the ranks, and loyalty is what matters to him most.

Almost all Bregan D’aerthe members are male because female drow rarely condescend to take orders from
a male. A female drow can earn a place in the faction by decrying the drow matriarchy and convincing Jarlaxle
that she would be an asset to the brotherhood. Jarlaxle employs non-drow operatives as well, none of whom
know they’re working for him; such individuals aren’t considered members of the faction.

Bregan D’aerthe support comes in these ways:

● The adventurers receive small, unmarked black pouches of coins from an anonymous source.
● The adventurers receive an invitation to dine with Zardoz Zord aboard his flagship, during which Jarlaxle
takes their measure and offers assistance if they impress him.
● Bregan D’aerthe members buy off or quietly dispose of individuals who threaten the adventurers (usually
without asking).

FACTIONS: EMERALD ENCLAVE

A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave.
Druids and rangers are especially welcome.

Waterdeep harbors a few members of the faction, which seeks to foster harmony between nature and
civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations
and undead. They also watch over the City of the Dead (Waterdeep’s public cemetery) and the city’s parks.

Members of the Emerald Enclave can be found in Phaulkonmere, a noble villa in the Southern Ward, and at
the Snobeedle Orchard and Meadery in Undercliff.

Emerald Enclave support comes in these ways:

● Enclave members share information they’ve gathered from magical conversations with animals in the city.
● Melannor Fellbranch provides free food and care for the adventurers’ animals at Phaulkonmere.
● One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon
Master’s Guide) bestowed by Jeryth Phaulkon.
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Guide to Waterdeep

FACTIONS: FORCE GREY

To join Force Grey, one must first become a member of the Gray Hands.

An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who
are willing to swear oaths to defend Waterdeep, its citizens, and its laws with their lives. Adventurers who show
promise might be invited to join the Gray Hands.

Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose
fighting prowess is matched only by their loyalty to the city. Force Grey attracts the best of the best. Characters
don’t begin their adventuring careers as members of Force Grey, but they can work up to that status.

Force Grey support comes in these ways:

● Adventurers who are arrested are released under the loose supervision of Vajra Safahr.
● The adventurers receive a helpful uncommon or rare magic item that they’re allowed to use for a time (until
it mysteriously disappears).
● Meloon Wardragon or some other respected member of Force Grey helps the adventurers out of a tough
situation.

FACTIONS: HARPERS

A smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome.

Harpers are altruists who work behind the scenes to keep power out of the hands of evil. They suspect that
the Zhentarim is wholly or partially responsible for the escalation of violence in Waterdeep. Harper spies might
utilize the adventurers to get at the truth. Various nobles and guildmasters are Harper sympathizers.

The Harpers have several secret gathering places in Waterdeep, among them Ulbrinter Villa, an estate
located on Delzorin Street between Vhezoar Street and Brondar’s Way, in the North Ward (just south of
Trollskull Alley). Harpers prefer to conduct their business in bustling inns or in quiet locations.

Harper support comes in these ways:

● The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced
or deferred cost depending on the circumstances.

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Guide to Waterdeep

● Remallia Haventree feeds useful bits of information to the adventurers and might also offer them
temporary shelter.
● If the adventurers are accosted and overwhelmed, one or more Harpers come to their rescue. A Harper
rescue team usually consists of a bard or a mage, plus 1d4 + 3 spies or veterans.

FACTIONS: LORD’S ALLIANCE

To become a member of the Lords’ Alliance faction in Waterdeep, a character must be a Waterdavian citizen.
Those with criminal records can also join, provided they demonstrate their allegiance to the city.

The Lords’ Alliance is a confederation of cities and towns up and down the Sword Coast and throughout
the North, including (among others) Baldur’s Gate, Mirabar, Mithral Hall, Neverwinter, and Silverymoon.
Members of the alliance must come to one another’s aid in times of need, and the organization uses field
operatives (diplomats, spies, and assassins) to safeguard its interests.

Waterdeep is one of the most influential and invested members of the Lords’ Alliance. Waterdeep’s Open
Lord, Laeral Silverhand, uses spies to keep tabs on adventurers in the city, rewarding those who place
Waterdeep’s interests above their own.

Lords’ Alliance support comes in these ways:

● City Watch officials are notified that the characters are on “official business” for the Lords’ Alliance and
instructed to provide support whenever they can.
● Mirt, a Masked Lord who serves as Laeral Silverhand’s advisor, invites the adventurers to dinner at his
dilapidated mansion as a pretense for sharing rumors and imparting pearls of wisdom.
● The characters are granted a brief audience with Laeral Silverhand.

FACTIONS: ORDER OF THE GAUNTLET

Any non-evil character can join the Order of the Gauntlet in Waterdeep. Clerics, monks, and paladins are
especially welcome, particularly if they worship Helm, Torm, or Tyr.

The order’s mission is to seek out and destroy evil before it gains a foothold. The surge of violence in
Waterdeep spurs members of the order to find adventurers who can help return peace to the city.

An individual can be a member of the faction and also a member of the clergy or a knight pledged to a
specific god or temple. Members of the order act alone or in small groups. Some are Waterdavian natives;
others hail from distant settlements and have come to the city on temple business.

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Guide to Waterdeep

Order of the Gauntlet support comes in these ways:

● If the adventurers require healing or other magic, a member of the order can facilitate meetings with local
priests who worship non-evil deities.
● If the adventurers get in trouble with the law, a member of the order puts in a good word for them and
tends to their affairs while they’re incarcerated.
● Hlam might show up and help the characters in an impending battle.

FACTIONS: XANATHAR GUILD

Anyone can join the Xanathar Guild, which, despite its name, doesn’t have official guild status in Waterdeep.
Before membership is granted, however, an applicant must pass a test that always involves the perpetration of
a serious crime. Possibilities include murdering a guild member who has failed Xanathar in some fashion,
kidnapping a Waterdavian citizen, collecting a ransom, robbing a hire-coach, or looting a warehouse.

Among low-ranking guild members, rampant speculation goes on about the true nature of Xanathar. Few
have any inkling that their boss is a beholder, and fewer still have seen or spoken to the eye tyrant.

Xanathar Guild support comes in these ways:

● Any member given an assignment might receive a monstrous bodyguard or assistant , who has secret
instructions to kill the guild member if they fail to complete the assignment as ordered.

● The guild grants access to secret tunnels and safe houses (hidden cellars) underneath Waterdeep.

● Xanathar might send a gazer to help (and spy on) an up-and-coming guild member.

FACTIONS: ZHENTARIM

The Black Network has an open recruitment policy. Anyone can join. Tenacity and loyalty are highly valued (but
not essential) traits in new members.

The Zhentarim is a shadow organization that trades mercenaries and goods (including weapons) for profit.
It has long sought to gain political influence in Waterdeep, but the strength of the city’s Masked Lords, nobility,
and professional guilds makes that difficult.

The Zhentarim in Waterdeep is a fractured organization. Those who support Manshoon want to destroy
Xanathar and seize political and economic control of the city. Those who oppose Manshoon want to expose
and destroy him before they are themselves apprehended or driven out of the city by the local authorities.

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Guide to Waterdeep

Zhentarim support comes in these ways:

● Davil can arrange meetings with influential nobles and members of city guilds.

● Adventurers can procure discounted potions and poisons from Skeemo’s shop, Weirdbottle’s Concoctions,
in the Trades Ward.

● Tashlyn offers mercenaries, either thugs costing 2 sp per day each or veterans costing 2 gp per day each.

● Istrid offers loans of up to 2,500 gp with an interest rate of 10 percent per tenday.

● Adventurers can hire Ziraj to assassinate someone, in return for some undisclosed favor to be called in
later.

SPEECH: SPEAK LIKE A NATIVE

“Dabbler but no master” and “No mastery blazing forth” These idioms trace their origin to Ahghairon, who
early on in his studies of magic humbly said, “I am no wizard. I am a dabbler but no master of magic; it seems
no mastery burns within me.” Both now serve as expressions of false modesty applied to any skill or craft, not
just magic use.

“Toughs,” “sharpjaws,” “fastfists,” “bullyblades,” and “alleyblades” “Toughs” is a general collective term for
habitual street loiterers. Those who boast of martial skill but who shrink from violence or lack real ability are
“sharpjaws.” In sharp contrast are Waterdeep’s “fastfists” (any lout easily provoked to violence), “bullyblades”
(battle-hardened mercenaries hired as muscle), and “alleyblades” (muggers and thieves).

“Longride” and “Last ride” To a caravan merchant, a drover, or a farmer from the lands around Waterdeep, as
well as any Waterdavian who rides for sport, recreation, hunting, or falconry, the late afternoon is “longride,”
and dusk is “last ride.”

“Which the greater thief?” Tuezaera Hallowhand was a famous “lone cat” thief of Waterdeep in the 1200s DR,
who disappeared suddenly and is thought to have come to a violent end. She once robbed a wizard and wrote
this on his wall with a fingertip dipped in his favorite red wine: “I take things. You take freedom with your spells.
Which of us is the greater thief?” Waterdavians now use this phrase in argument with one another over all
kinds of matters when comparing wrongs done.

“Doth thy mirror crack?” or “Hurl but think not?” or “Take but not count cost? Be nothing, then!” Laeral
Silverhand, then the Lady Mage of Waterdeep when she was married to Khelben “Blackstaff” Arunsun, once
publicly rebuked an overambitious wizard of the Watchful Order of Magists and Protectors thusly: “If I hurl
spells but think not of consequences, I am nothing. If I take lives but count not the cost, I am nothing. If I steal
in the night and see not the faces of the devastated come the next morning, I am nothing. If I make decrees
like a ruler but undertake none of the other responsibilities of the throne, I am nothing. And if I do all these
things in the name of the Watchful Order, I am less than nothing. Doth thy mirror crack?”

“Fang gangs” Dock Ward and South Ward street gangs who use knives and carve gang “sigils” on their
forearms (or less conspicuous places) and on their victims.

“Rose” the Waterdhavian term for a beau, a suitor, or “the one I desire.” “He’s my rose” or “She’s my rose” can
mean either “He or she is the one I want” or “We long for each other.”
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Guide to Waterdeep

“Blackstaff” is the title given to the master of eponymous staff and tower and the Archmage of Waterdeep.
“Blackstaff” and “High Wizard” can be used interchangeably, but “Archmage” is slightly less official.

SPEECH: HOW TO ADDRESS RULERS

In Waterdeep, most citizens rarely have the opportunity to speak to the Masked Lords (the anonymous rulers
of Waterdeep, who may or may not be noble) directly, aside from very formal settings such as legal trials.
When they do, they’re usually speaking to a row of featureless masks, so they say merely, “Lords.” When
speaking to the Open Lord, almost every Waterdhavian who isn’t his personal friend will say “Lord Silverhand,”
shortening it to “Lord” only if they converse together for a time.

SPEECH: WATCH TALK

Members of the City Watch employ a sort of slang in dealing with the public. As a visitor, it behooves you to
know what they mean.

“What befalls?” means “Someone tell me what’s going on here.”

“Hold!” means “Don’t move a muscle.”

“Down arms!” means “Drop your weapons.”

“Talk truth!” means “Answer me” or “Tell the whole story.”

“Robes” references the black robes — in other words, one of the magisters. “Do we need robes here?” or
something similar should be taken as a threat.

“Goodsir” and “goodwife” are the terms members of the Watch use to address adult citizens.

“Jack” and “goodlass” are the terms members of the Watch use to address younger citizens.

“Gentlesir” and “goodlady” are the terms members of the Watch use to address Waterdhavian nobility or
diplomatic guests. Mixed-gender noble groups are addressed as “gentles.”

“Sir” or “sorn sir” is the all-purpose formal form of address when members of the Watch speak to superiors.

SPEECH: “NOBLESPEAK” IN WATERDEEP

A Waterdhavian addresses everyone of known noble status as “lord” or “lady” (toddlers and young children
usually as “young lord” or “young lady”). Brief bows are considered polite, but deep or florid ones are now often
taken as mockery.

“Saer” (rather than “sir”), or “goodwoman” for a female, is used by those uncertain of a person’s status but not
wanting to give offense. No offense will be taken (except when one Waterdhavian noble addresses another
one as “saer”).

“Bladderblat” and “Glunder” are not real Waterdhavian noble surnames, but every city inhabitant or frequent
visitor knows them. They are the two fictitious noble surnames most popular among Waterdhavian satirical
broadsheet writers, minstrels, and tellers of rude street jokes. (“How did Lord Bladderblat decide if young Lady
Glunder was a suitable match for his son? He tried her out himself, of course. Several times.”)

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Guide to Waterdeep

To address a Bladderblat as “young master” or “young mistress” is seen as a form of admonishment. (The
word “miss” in the Realms means “fail to hit what you were aiming at”; it’s unknown as a form of address.)

Among adult Waterdhavian nobles (who, naturally, all know each other and see each other often at feasts,
clubs, and revels), it’s an insult to address someone by the wrong title. Nobles refer to themselves as “we
lords” or “we worthies,” and they speak of the ruling Hidden Lords and the Open Lord as “the Lords of the City.”
Nobles usually refer to non-noble Waterdhavians as “citizens” when being polite, and “commoners” when being
impolite.

NOBILITY: WATERDHAVIAN NOBLE FAMILIES

Waterdeep contains well over a hundred noble families.

House Amcathra. The Amcathras are a Tethyrian family that specializes in horse breeding and training, cattle
ranching, wine-making, and weaponsmithing. The family motto is “We trample our troubles.” The family has a
large villa in the North Ward, on the east side of the High Road between Hassantyr’s Street and Tarnath Street.

House Margaster. The Margasters are an Illuskan family whose business interests lie in land-based shipping
and bulk goods trading. The house also has a quiet history of wizardry. The family motto is “Nothing is beyond
our grasp.” The Margaster family estate is situated between Stabbed Sailor Alley and Shattercrock Alley in the
North Ward.

House Phylund. The Phylunds are a Tashlutar family that captures and sells monsters. Monsters that can’t be
trained as pets or guard beasts are sold to arenas or harvested for their meat, bones, and skins. The Phylunds
sponsor adventuring parties and monster-hunting expeditions, and their motto is “What you fear, we master.”
House Phylund has an estate on Copper Street, west of the High Road between Julthoon Street and Trader’s
Way in the North Ward.

House Rosznar. Once banished from Waterdeep for smuggling, slavery, and other crimes, this Tethyrian house
has returned and is trying to overcome its dark past and disgraceful reputation by focusing on legitimate
business ventures such as wine-making and gem trading. The family motto is “We fly high and stoop swift.”
Rosznar Villa is situated on Thunderstaff Way between Copper Street and Shield Street in the Sea Ward, west
of the High Road.

NOBILITY: BECOMING NOBLE IN WATERDEEP

To put it succinctly: Forget it. Nobility in Waterdeep is a closed shop.Old-money merchants once conferred
noble status on themselves in return for their support of common laws and their descendants are working hard
to prevent new-money merchants — or anyone else! — from gaining a title. No matter what angle you think
you’re viewing them from, the nobles of Waterdeep will be looking down upon you. It’s what they do.

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