Waterdeep


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1st Edition AD&D - FR1 Waterdeep and the North - Forgotten Realms

AT A GLANCE: Waterdeep is the most
important and influential city of the
North, and perhaps of all Faerun.
Waterdeep is located on the Sword Coast,
150 miles north of Daggerford
and is reached by paved, well-patrolled
roads. It is the hub of trading from the
mineral-rich lands to the north, the
Merchant kingdoms of Amn and Calimshan
to the south, the kingdoms of the
Inner Sea to the west, and the sea kingdoms
and traders to the west.

ELMINSTER'S NOTES: Waterdeep is
named for its outstanding natural deepwater
harbor, and the city that grew up
at this site has become the commercial
crossroads of the Northern Realms.
More than 100,000 people make their
home in Waterdeep, more than in all
the cities of Cormyr itself.

Men and other races come from all
over the Realms to earn hard coin in the
City of Splendors, and over the years
successful merchants have set up
guilds, and themselves become nobility,
supporting the secretive Lords of
Waterdeep, who police the city fairly
yet with a light hand by means of the
superb City Guard (soldiers), City
Watch (police), and over twenty blackrobed
magistrates. As a result, Waterdeep
is a place tolerant of different
races, religions, and lifestyles. This in
turn has encouraged commerce, and
Waterdeep has grown into a huge,
eclectic city.

The banner of Waterdeep is rarely
used, save on the Watchtowers of the
city wall, on Waterdeep Castle, and on
Lord Piergeiron's Palace. It is a rich,
royal blue flat-topped shield bordered
in silver; on the shield is a silver crescent
moon, horns uppermost, and
below it an area of purple hue (representing
the light of the city at night),
which ends in a straight horizontal line
representing the sea. Below this,
reflected in the water, is a wavery
upside-down crescent moon matching
the one at the top of the shield, and in a
semi-circle around it (from the watersedge-
line around towards the point of
the shield and back up) are nine silver
many pointed stars. The Meisarch of
Amn once said nastily that these stars
should really be replaced by gold coins,
as that's all that's held important in that
city, though this seems more inspired
by jealousy than reason.
 


Lords of Waterdeep

Waterdeep is ruled by a council
whose membership is largely secret. It
is a known fact that Piergeiron "the
Paladinson," Warden of Waterdeep and
Commander of the Watch, whose
golden-spired palace dominates the
center of the city, is a member of the
Lords. It is generally supposed that the
archmage Khelben "Blackstaff" Arunsun
is also of the Lords, and perhaps
chief among them. The identities of other
members have not been made public
knowledge. The subjects of who the
Lords are is a common subject of noble
conversation, and some consider it a
game to discover whom the Lords are, a
game made more confusing by the fact
the Lords themselves set their own
rumors afloat. The names of Mirt the
Merchant, the Courtesan Larissa, and
Texter the Paladin have been connected
with the Lords, though evidence exists
to both prove or disprove these claims,
and beyond these four (including the
Blackstaff) conjecture swings widely as
to who belongs and does not belong.

The Lords appear in public only in
the Lords'Court, hearing all cases of
murder, treason, misuse of magic, and
appeals from lower courts. On such
occasions there are always at least four
Lords, but sometimes six or seven, and
rarely as many as nine. Piergeiron
chairs the Court and asks all questions,
for the Lords speak through him. In
chambers the Lords all appear similarly
masked and robed, their robes formless
and black with black capes, and their
masks completely covering the head
and face. These masks have featureless
faces, with mirrored crystals over the
eyes, save for Piergeiron, who has had
his facemask separated from the helm
and lets the condemned see his face.

GAME INFORMATION: The Helms of
the Lords of Waterdeep have some
undetectable magical enchantment,
which prevents the use of divination
spells (including ESP and detect lie) on
the wearer while they are in use. In
addition, many of the upper class of the
City of Splendors wear their own additional
protections to keep the curious
and indiscreet spell-casters at bay.

Further information on Waterdeep
and its immediate vicinity may be found
in FR-1, the Waterdeep and the North Sourcebook.
 
 
 



Ecology Fund

Reduce - Reuse - Recycle

2. An Introduction to Waterdeep



 
A brief geography of Waterdeep
A brief history of Waterdeep
And Nowthe news
Politics, Crime & Punishment
The government
Justice
Laws
Code Legal
Guild Law
Taxes & Fees
Trials & Bribery
Debts
Thievery
Slavery
 
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1st Edition AD&D
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FR1 Waterdeep & The North
Forgotten Realms

A BRIEF GEOGRAPHY
OF WATERDEEP

The City of Splendors lies on the western
coast of Faerûn, north of Amn. That region
is known as "the Sword Coast," because for
many years it was ruled by the might of
swordarms rather than by any laws or treaties
(and some folk in the South still hold it
to be so). Waterdeep's boundaries are strictly
controlled by the mysterious rulers of the
City, the Lords of Waterdeep.

Waterdeep is guarded by a wall from its
southern tip to the northern end of the City
of the Dead, where there is a sheer cliff of
over a hundred feet in height, by the
Trollwall (so named because of its earliest
form it was intended primarily to hold off
trolls), which rises up again after the cliff
lessens to a height that attackers could
scale, and extends as far as the Trolltower,
or Northtower, before doubling back south
to meet the sea.

This wall is pierced by 4 gates: the
South Gate; the River Gate; Northgate; and
Westgate. Within the walls, the city of
Waterdeep sprawls to the shore, except
where restrained by edict of the Lords, who
forbid any habitation of encroachment into
The City of the Dead, the public streets, and
the slopes of Mount Waterdeep around Castle
Waterdeep.

The Watch (City police) divide the City
into 7 districts, or "wards." These are
Castle Ward, the City of the Dead, Sea Ward,
North Ward, The Trades Ward, Dock Ward,
and Southern Ward. Divisions between
these districts are not obvious to a visitor to
the City. Industry and other activities are
not restricted to this or that ward (the
exception being the City of the Dead). The
complex ward boundaries are shown on a
map included in this book.

* Castle Ward contains Mount Waterdeep,
the Castle itself, Piergeiron's Palace,
and many of the barracks and other public
buildings around them. Generally only the
wealthy live here, and then only if they are
involved in the daily intrigue and "night life"
open social cut-and-thrust of City life.

* Sea Ward lies to the north and west of
Castle Ward, all along the seacoast. It contains
most of the large temple complexes
found in the City of Splendors, and many
large private villas of the noble families and
the very rich non-nobles. If one is not noble,
and not a "swinger" or diplomat, but
becomes very wealthy, the Sea Ward is the
place to live.

* North Ward takes in the eastern portion
of the northern end of the sprawling
City, as far south as The City of the Dead. It
contains many noble villas and grand
houses, but the PRESENCE of many inns and
rooming-houses make it slightly less haughty
in overall character than Sea Ward. North
Ward inhabitants are generally thought of
as very respectable and prosperous.

* The City of the Dead is a walled cemetery,
strictly patrolled by the Watch. So one
may live or even sleep overnight therein. It
is kept in a beautiful, park-like open condition,
and is used as a launching and meeting
place by natives of Waterdeep at all hours.

* The Trades Ward lies generally to the
south of Castle Ward and The City of the
Dead, and is an arbitrary slice of the bustling
commercial area of the City, where
most moderately wealthy merchants live,
and much of the City's light-goods and
respectable TRADE takes place.

* Southern Ward, as its name implies, is
the southern end of Waterdeep, and dominated
by the caravan TRADE, with its necessary
stables and warehouses. Many poor
but honest Waterdhavians live here.

* The Dock Ward takes in the entire dock
area from the Mountain to the southern end
of the City, and is the most crowded, dirty,
and "rough" district of the City. The vital
commerce (and shady dealings) of Waterdeep
keep its streets busy at all hours.

Any aerial visitor to the City of Splendors
arriving from the south can clearly see the
general topography of Waterdeep; the City
resembles a flat board raised at its north
end, and slightly tilted downwards on the
west so that it slopes down towards the
Mountain, leveling off along The Way of the
Dragon. Mount Waterdeep is of course the
highest point in Waterdeep; its seaswept
flanks rise to shield much of the City
beyond from the worst coastal storm
winds, peaking some seven hundred feet
above the waves. An eyrie for aerial traffic,
garrisoned by the City Guard (the difference
between Guard and Watch is explained
later in this chapter), shelters below the
peak on the landward side. From it, the
City's defensive naval combat "throwers"
are commanded, and patrol squadrons of
griffon-riders fly.
 

As a port, Waterdeep provides an excellent
natural deep-water harbor (hence its
name) and shipbuilding facilities;
over 400 vessels can dock at once. Waterdeep
maintains a small navy of 16 FAST
"rakers": slim top-armored vessels that can
carry up to 70 troops each, and that
are armed with fire-pot catapults and large
deck-mounted crossbows.

These ships have armored bow rams,
banks of oars (and a normal crew of 36
to man them), and 2 masts for crowding
sails on in pursuit or when SPEED is
essential.

The navy's base is fortified Deepwatch
Isle, which protects the harbor mouth from
weather and from seaborne attackers, and
is garrisoned by almost 1000 guardsmen
at all times. At least 2 naval rakers
are always on patrol outside the harbor, and
another 2 are on "READY" duty within the
harbor. At least 4 others will be on
extended patrol somewhere off the Sword
Coast on any day in peacetime. These warships
are supported by over 20 small
lateen-sailed galleys, or "strikers," and 15
large, wallowing troop-and-supply vessels.
(For AD&D® game statistics of these
vessels, refer to the "Waterdhavian Ship
Table" listed under "The Order of Master
Shipwrights" in Chapter 5.)

Most merchant + ships of The Realms can
average 50 miles or so per day, in moderately
favorable conditions. Sailing in the
Sword Coast region is dangerous to impossible
(as one goes northwards and icebergs
become more common) during the harsh
storms of WINTER. Storms are almost continuous
in the month of Hammer, and frequent
in the 2 months that follow, becoming
increasingly fierce but shorter, and with
longer intervals between. Thereafter, in the
4th month, they are replaced by cold,
heavy rains that rarely involve LIGHTNING or
high winds, and are fairly safe (if uncomfortable)
for sailing.

The City of Waterdeep is built upon the
rock and rubble of the slopes of Mount
Waterdeep, built up and quarried flat over
generations of habitation. At least 3
major networks of underground passages
are known to exist beneath Waterdeep's
busy streets. Undermountain, a deep,
many-leveled former dwarven city and
mine of great antiquity that, as its Name
implies, lies largely beneath Mount Waterdeep,
is the largest and most famous (in
tavern-TALK) of these. The Dungeon of the
Crypt, so named because its above-ground
entrance is one of the crypts in The City of
the Dead, lies under The North Ward, and is
less spoken of.

The 3rd of these labyrinths is the city
sewers, detailed in this book. The major <link>
channels of the sewers are navigable, and
the secondary channels may be crawled or
swum by man-sized beings of bravery (or
stupidity), daring, and agility, although the
curious are warned that the sewers have
gratings at awkward places to prevent their
use as a subterranean highway && to hamper
the movements of less desirable visitors
from the sea depths.

Fresh, clean water (for drinking and cooking)
in Waterdeep comes from deep wells
under Castle Waterdeep and under Farwatch
Tower, and from shallow wells.
These wells are attended at all times by
members of the Watch. To deliberately poison
|or| attempt to block access to or fill in
one of these wells is an offense punishable
by immediate (i.e. as soon as the offender is
within blade's reach) death. "Spillwater," the
not-quite-so-clean water used for bathing
&& washing of animals, buildings, and
equipment, && for the watering of plants,
is gained from cisterns on the roofs && in
the cellars of most buildings in Waterdeep;
cellar cisterns are fed by sloping catchbasins
on roofs, and have gratings to filter
solid debris that finds its way onto the roof
out of the collected water as it flows down
wall pipes into the cellar; smaller roof cisterns
are merely open-topped basins, and
are cleaned often by users below to avoid
contact with dead pigeons and the like.
Used spillwater is referred to as "nightwater
", and is used to sluice chamber pots into
the sewers.

Waterdeep's population rarely falls below
122,000 beings. The actual number varies
greatly with the seasons, as so much of it
consists of those visiting in the course of
conducting TRADE. In times of busiest TRADE,
the City often holds 5 times as many. Such
busy times (apart from special occasions
caused by wars, bountiful harvests,
Shieldmeet -- described in the Campaign
Set--and the like) occur fairly regularly at
"full spring," when WINTER is fully gone without
threat to the reasonable-minded of its
return && the transportation routes over
land && sea are fully open, and after the
fall harvest in The North (before the threat
of winter's mud can become a reality, closing
the roads, && the granaries and warehouses
are bursting with food destined for
The South).

A BRIEF HISTORY OF WATERDEEP

To most inhabitants of the Realms, Waterdeep
the Mighty, the City of Splendors,
"Crown of the North," is a place that has
"always been there." It is a vast and colorful,
tolerant and eclectic crossroads city where
peoples of all hospitable races meet, and the
most wondrous and exciting works and
achievements are seen. Waterdeep is seen
as the cradle of, and foremost in, invention
and innovation in the creative endeavors of
all cities in the Sword Coast lands and perhaps
in all Faerûn. Inhabitants of other cities
in Amn and Calismshan on the Coast,
and of Cormyr, Sembia, Thay, and other
realms inland, may dispute this?but they
are disputing a known (if unadmitted)
supremacy. The ?creative endeavors?
Waterdeep?s merchants and nobles deal in
include magic, art, music, and ?craftwork?:
that is, the carving and combining of wood,
metal, glass, and other materials into tools
and useful items of ever-increasing beauty,
precision, and efficiency.

Few now known the true history of this
great city, which had its beginnings over a
thousand years ago, when the North was
truly what Southerners still call it sneeringly:
?the savage North.? In those days, most of
the North was covered with vast, tall forests
of ancient green, and inhabited by dwarves
and goblinkind (in the most northern mountains
and foothills) and elves (in widelyscattered
forest enclaves everywhere else).
A few primitive human tribes lived along
the Sword Coast, fishing and hunting and
gathering in spring and fall to trade their
furs for the merchants? jewelry and metal
tools, or the occasionally-available weapon
or two, with vessels sailing in from the
South. In the spring, these vessels came primarily
to cut and take huge trees for shipbuilding,
trees being no longer available in
such large sizes farther south.

In the fall, the vessels came in to cut timber
for their own repairs, or to take on a
cargo of wood if the misfortunes of trading
had left their holds low or empty, for want
of anything better. Most of these trademoots
were at a certain place where there
was a great natural deepwater harbor, protected
from the sea by a rocky spur of land,
an arm of an isolated coastal crag, and a
rocky island beyond it.

Over the years, the forest was cut back
farther and farther from the shore, and
some tribes began to stay most of the year
there, farming the cleared land (and, the
wiser among them reasoned, controlling
some of the timber, which they could claim
as theirs and trade for more weaponry and
tools). Such claims and raids from tribes
finding the squatters rich with tools and
weaponry gained from frequent trade
brought attacks from land and sea, and the
squatting tribes were slaughtered by the
more warlike tribes. Notable among these
tribes was that led by Nimoar, a chieftain
who directed his people to seize the farms,
and the ramshackle wooden docks, tradingsheds,
and storage barns that had come into
being by the deepwater harbor over the
years, settle there themselves, and erect a
log palisade within an earthen embankment,
to protect the holdings. Nimoar?s people
did so, withstood several pirate and
tribal raids, and prospered.

Farther north, orc tribes had outgrown
their mountain strongholds. Attempts to
expand underground met with fierce dwarven
resistance (although many small gnomish
colonies were overwhelmed and wiped
out), and the orcs spread out on the surface
of the land, coming south and down out of
the mountains, hurling their seemingly
endless numbers against all who stood in
their path. Here and there elven enclaves
held out, but the push southwards displaced
many other northern inhabitants,
including the "everlasting ones" (trolls), who
came down into the newly-cleared lands
northeast of Nimoar's Hold, those lands now
known as the Troll-moors. Nimoar died of
old age during this time of increasing danger.
Younger War Lords led the men of
Waterdeep (for so the shipcaptains called
the harbor) in battles against the trolls.
There were many bloody struggles
between men and trolls for a decade, until
the magic of a Northern youth named
Ahghairon turned the fortunes of war
against the trolls, and the "everlasting ones"
were destroyed or scattered.

Fearing further attacks, the men of
Waterdeep raised a small keep on the slopes
of Mount Waterdeep above their farms,
where fire arrows from on high could
defend against attacking trolls. Many men
of outlying tribes who had come to the settlement
for safety from the trolls stayed,
and expanded the walls with new farms several
times. War Lords ruled the Free City of
Waterdeep, holding it independent and
increasingly wealthy as years passed.
Ahghairon rose slowly in skill and power
with the passage of years, until he became a
great mage. He discovered a supply of
potions of longevity (or learned the art of
making such), for he lived on, still physically
a man in his prime, for decade upon decade.
In his 112th winter, Ahghairon had a sharp
disagreement with Raurlor, who was then
Warlord of Waterdeep. Raurlor wanted to
use Waterdeep?s acquired wealth and
strength-of-arms to create an empire in the
North, with Waterdeep its capital (and
Raurlor its ruler), and gathered armies for
the purpose. Ahghairon defied him before
all the people, and Raurlor ordered that the
mage be chained. Ahghairon struck aside
with magic all who sought to lay hands on
him, until in a fury Raurlor drew his own
blade and struck at the mage. Ahghairon
rose into the air, just out of reach, and as the
infuriated Warlord slashed repeatedly at his
rising feet, gestured. Raurlor?s blade was
transformed in his hand, from steel into a
hissing serpent. The Warlord was bitten,
and died of the venom before the shocked
people assembled there. Ahghairon then
gathered all the captains of Waterdeep?s
army, and all the seniors of the families of
Waterdeep. While runners were sent to
gather them to the Palace, flames roared
and crackled in the Warlord?s empty chairof-
state at Ahghairon?s bidding, so that noone
sat there. Then at a gesture from the
mage, the flames were gone as though they
h a d n e v e r b e e n , l e a v i n g t h e c h a i r
unmarked. Ahghairon seated himself, then,
and proclaimed himself the first Lord of
Waterdeep, saying that henceforth wisdom
and not armed might would rule in the city.
He would gather some few?in secret?to
rule as Lords with him, masked and disguised
when they appeared to the people,
but equal to him in authority and free of
coercion by any, himself included. These
Lords could serve as long as they wished,
and were to be drawn from all walks of life
in the city.

The people heard, and agreed, and for the
next two hundred years, Ahghairon ruled
Waterdeep with his unknown fellow Lords.
Over the years, the masked Lords were a
group of sometimes six, sometimes seven,
betimes five, who appeared seldom and said
little. Some whispered that they were
Ahghairon?s servants, or even automatons
magically controlled by the Old Mage, but
Ahghairon?s justice was swift and fair, his
laws good, his guardsmen polite and ready
to help as well as apprehend, and the people
of Waterdeep approved.

The years passed in peace and prosperity.
The North was opened to humans. Roads
built under Ahghairon?s direction linked it
together, from the ruins of ?the Fallen Kingdom
? (see Chapter 1), which had been shattered
by goblin races? attacks before men
were numerous in the North, to the cities
that would later become Amn. Waterdeep
grew fivefold in size and wealth. From all
over the Realms folk began to come to the
?Crown of the North,? drawn by money?
and among them came those who rob and
cheat and steal. When word of the doings of
such extending beyond simple theft to
deception-in-workmanship and the appearance
of many fly-by-night impostorcraftsmen
reached Ahghairon?s ears, he
called together the senior merchants, ?the
Noble Ones,? and suggested that they form
guilds as was done in the far South, and
police the unscrupulous of their own professions.
Some resisted, or were furious,
but most saw the advantages of such an
arrangement, particularly if they were free
to set matters up themselves, and not have
less favorable arrangements forced upon
them. The Guilds were created forthwith.
Waterdeep continued to grow in size and
prosperity. Twice more the city walls were
expanded, and its merchants traveled the
world over, bringing back exotic goods
from afar, and spreading word of the city?s
wealth to remote lands. In the South some
listened with an eye to conquest or at least
plunder, but swords were already out in
those southern lands in a time of widespread
strife, and no invaders came.

At length Ahghairon?s health failed. He
died, and was buried with ceremony in his
tower, which was sealed up against thieves
and fools. Those who had learned the arts
of magic from the Old Mage came to salute
him, and to cast the most potent protective
magics they knew upon his resting-place
(which, it is believed, remains inviolate
today).

There was great turmoil in the City as the
Guildmasters argued amongst themselves
as to who should govern the City, and more
than one merchant of power was found
murdered. Groups of liveried bodyguards
appeared openly armed on the streets,
accompanying their masters, and two very
troubled months passed as they bickered
and parleyed (and occasionally duelled in
the streets). At last the Guildmaster decided
that all Masters should rule Waterdeep
together, in a council. The lesser nobles and
many townsfolk protested, saying that the
Lords by right ruled, but the Guildmasters
said that the Lords had not been seen since
Ahghairon?s death, and that they must
always have been golems or zombies controlled
by Ahghairon himself, to conceal his
lone rule. And indeed, the Lords were silent
and unseen, and continued to be so.

In truth, the Lords were real men and
women, whose identities had been learned,
over the years, by certain professionally
curious Guildmasters, who had ordered
them slain by their own closemouthed, loyal
servants following Ahghairon?s death. The
only Lords still surviving (those whose
names and faces had remained secret) were
Baeron, a woodworker, and Shilarn, an
apprentice magic-user. These surviving
Lords kept very quiet, and waited. The
Guildmasters thought that all the living
Lords of the City had been eliminated, and
took firm rule over Waterdeep.

The Guildmasters ruled Waterdeep for
only six years ere their self-interested
squabbling led to bloodshed. A few armed
quarrels and murders quickly erupted into
a brief but vicious series of street fights and
midnight attacks. This strife, sometimes
termed ?the Guildwars? by sages (although
it was never as long-drawn-out or so formal
as to be called a ?war? when it was taking
place), left all but two Guildmasters dead,
most of the City?s best minds stilled, and
much of the City?s gold wasted or plundered
with the Guilds in disarray.

The surviving Guildmasters were Lhorar
Gildeggh of the Shipwrights, and Ehlemm
Zoar of the Gemcutters. These two, ruthless
manipulators both, were well-matched and
could not overcome each other, though
their private armies clashed often in the
streets. At length they sickened of bloodshed,
after many of both their families had
been found lifeless in the gutters, and
agreed to rule together. Two thrones were
set up in Castle Waterdeep, and from then
the two argued bitterly over this and that,
and the City was a place of tension and fear.
All matters, including the recognition of
new Guildmasters to the government of the
?headless? guilds, had to come before the
Two Lords Magister, as Lhorar and Ehlemm
were called. Few matters were settled.

One day to the Courts of the Lord Magister
came two people masked and robed as
the Lords of Waterdeep had been of old.
Where these two came from no one knew,
but they appeared in the Castle?s Great Hall
where the Courts were, and commanded
the Lords Magister to leave the City forth
with. Laughing, the Lords Magister refused,
whereupon the shorter of the two masked
intruders (the lady Shilarn, once apprentice
to Ahghairon, and his undeclared heir as
first Lord of the City) blasted them with fire
and lightning, and their very thrones were
shattered and tumbled.

The taller of the two intruders (Baeron)
then called for the heads of the noble
houses to come to them, or leave the City
forthwith and forever, if they cared not to
come by nightfall. All in the Courts heard,
and the news was cried in the streets.

The surviving nobles came, reluctantly
and with bodyguards, expecting such a
summons to be a trap. Baeron spoke to
them and the crowd of curious townsfolk
that had also come, saying, ?this must not
happen again.? If Waterdeep was to be safe
once more, he told them, all must support
what he and his fellow Lord now planned,
as they had supported Ahghairon in the
past. The two would choose others to be
Lords as before, he said, and they would
rule in secret, as before?save for himself.
He removed his mask, and said, ?I am
Baeron. I would be Lord as Ahghairon was
before. I would be safe in this my city again.?
And the folk of Waterdeep there agreed.
Shilarn, still masked, commanded that the
houses of the Two Lords Magister be Outcast.
There was protest, and she raised her
hands that had blasted the thrones, and it
was still again. And the house of Gildeggh
and of Zoar were outcast.

Peace returned to the City, and Waterdhavians
to their labors. To inhibit discovery of
who the Lords were, Baeron selected certain
men of character whom he knew well,
and appointed them Magisters (?Black
Robes,? they were soon called, from their
robes of office) under the Lords, to judge
and apply the laws of Waterdeep in daily
affairs. These Magisters he paid well, to
raise them from temptation, and gave lodgings
to those who feared for safety to dwell
among the people. To so serve, he told the
City, was a burden, not a proud misuse of
authority, and if any wished to no longer
serve, or were found wanting, they were
not to be vilified, but accorded respect. And
over the Magisters the Lords sat in their
Court, to correct and overrule the judgments
of the Magisters. Baeron told the people
that none were to decry or belittle any
judgments of Magisters that the Lord saw fit
to alter or cast aside. If any thought ill of the
offices or those who held them they could
turn back to the rule of sword and whim,
and perish as had those before them.

Before the Lord?s Court Baeron encouraged
people to speak freely for the length of
a short candle?s burning, without fear of
chastisement or reproach from the Lords for
anything said, as long as they spoke openly
and answered questions or opposing views
put to them by any there. Thus, he held, just
grievances of folk would be heard, no matter
how small the matter or lowly the speaker.

And so it was. Slow to take hold, until people
knew it for careful justice, but enduring
beyond Baeron?s time, and beyond Shilarn?s
time, and beyond the time of their daughter
Lhestyn "The Masked Lady," who wed
Zelphar Arunsun of Neverwinter, and was
mother to Khelben "Blackstaff" Arunsun, a
Lord of Waterdeep today, who knows the
secrets of long years as Ahghairon did. And
as the years have passed, Waterdeep has
grown in size and variety, flourishing with
good trade under the tolerance and protection
of strong defenders and good government;
there is no city of the Realms able to
rival Waterdeep the Mighty in all these
things today.

AND NOW THE NEWS...
News spreads rapidly in Waterdeep. The diplomats
and those who ship goods by land or
sea to or from ?the Realms afar? have a professional
interest in learning of current events
(and rumors) speedily, and many others take a
natural interest in such information.

Waterdeep?s crossroads nature makes it a
very good place to hear of things?and falsehoods
are more likely to be revealed in the
City of Splendors than it other cities of the
Realms, because such a large number of
widely-traveled beings of experience and
knowledge are gathered there. If PCs go
seeking information, a DM should exploit
the role-playing possibilities, following the
general guideline that only technical information
or Guild secrets are for sale (and
rarely, ?state? secrets; these are almost
always details of the doings, intentions, and
military strength of other realms and citystates,
not Waterdeep itself). All else is given
in return for only a drink or a trade of information.
Contacts or sources are never
revealed except to fellow adventurers or
Guild members. If the PCs attempt to spread
news or rumors, a DM must judge their
effectiveness according to their methods
and current events in the City. Generally,
seven days is the longest news will take to
spread throughout the City. News of Palace
doings or public disputes in main streets is
usually everywhere by the evening of the
day after the events occurred.

Below follow a few items of current news in
the City (a DM should develop his or her own
constant stream of similar rumors and facts; if
kept fairly constant, they seem real and not a
deliberate, ?hey, here?s an adventure!? ploy,
although any may be so developed by interested
DMs). In addition, the news of the
Realms found in the FORGOTTEN REALMS?
Campaign Set may be used. All information
therein is current as of early Mirtul, in the
Year of the Prince.

* Nather, a merchant from Amn, has been robbed of
six identical very valuable statues. The seven-foot-tall
elven male nudes, sculpted of white marble by unknown
artisans long ago, are said to be very heavy, fragile, and
incredibly life-like. They vanished from the locked interior
of a warehouse in the docks area, without disturbing a
dozen private guards. Magic is suspected. The City
Watch has contacted The Watchful Order of Magists &
Protectors for professional assistance.

* Alusair Nacacia, a princess of far-off Cormyr who
has been missing for over a year, and is sought after by
her father, King Azoun IV, who has offered 12,000 pieces
of gold and a knighthood for her safe return, has been
seen in the City. She is said to be living as an adventurer,
and as the companion of one of the powerful mages of
Waterdeep, but it is not known which one. A man who
boasted that he knew was found petrified at his corner
tavern seat moments after he spoke, and his stone form
subsequently and mysteriously shattered. ?Alusair is
known to he slim, short, and winsomely beautiful; impish
and dark-eyed,? the diplomat Aszundar Zel of
Neverwinter described her three winters ago, after a
court visit. Since Alusair?s disappearance, many wild and
colorful rumors as to her whereabouts have made the
rounds.

* Zulmark Korathar, the famous fighter-adventurer, is
said to be gathering companions to form a new adventuring
company, to explore certain abandoned dwarven cities
he has located under mountains in the North.
Interested parties can find him most nights in The Bloody
Fist (#272 Presper & Snail Streets, Dock Ward); the grizzled,
one-eyed veteran of The Blue Mask and The Riders
of the Night adventuring companies (both now disbanded)
is said to know the North as few other living men do,
and to have fought more fearsome monsters than any
men living?if at least half of the tales he tells over a jack
of wine are to be believed.

* On two nights in the past month, wyverns have been
seen in the night skies over the City. Griffon-mounted
Guard patrols sent aloft found nothing, so magic is suspected.
The Watchful Order of Magists & Protectors
fears that an evil mage of Waterdeep or a nearby, hidden
locale has developed a spell that summons and/or teleports
wyverns, and controls them in servitude to the
caster. No attacks or thefts connected to the sightings
have yet been reported.

POLITICS, CRIME & PUNISHMENT
Herein the formal politics of Waterdeep are
discussed?the intrigue of guilds, contending
factions, and power groups is left to a
later chapter. A general note is necessary,
however; ?social level? is far less important
in Waterdeep than in other cities of the
Realms (and presumably, elsewhere); the
crossroads nature of the City and the upand-
down fortunes of those who make their
living in trade makes the inhabitants of the
City of Splendors tolerant of a wide variety
of peoples, with widely varying customs,
religions, incomes, and interests. A paladin
native to Waterdeep, for example, would
readily accept that people who reject rigid
authority are just as ?good? and worthy of
his aid and protection as their more enlightened
neighbors, unless they are actively
evil. In like manner, a cavalier might think
himself above a dungsweeper of the City?s
streets, but he would never act more superior
in dealings with the sweeper beyond a
slight condescension and a simplification of
speech and manners. Low birth or station is
not in Waterdeep a recipe for ridicule or
rudeness from one?s betters, beyond what
one?s actions would earn from one?s equals
in any case. Visiting cavaliers and paladins
are, of course, a different matter, although
they are soon enlightened by those of all
walks of life (or by the Watch, if they are
very objectionable). ?Live and let live? is a
good description of the attitude of most
Waterdhavians to their neighbors; everyone
is busy in the pursuit of wealth, and
prudes, gossips, and folk who wish to tell
others how to act, think, and live are more a
source of entertainment than a serious
social force.

Government
Waterdeep is presently governed by sixteen
Lords of Waterdeep, who are seen by
the general populace only when sitting in
the Lord?s Court, identities concealed by
identical masks and robes. It is rare indeed
for more than seven Lords to sit in Court on
a given occasion.

This democratic council has a largely
secret membership. Everyone knows that
Piergeiron ?the Paladinson,? Warden of
Waterdeep (= commander of the City
Guard), Overmaster of the Guilds, and Commander
of the Watch is a Lord of Waterdeep.
The paladin sits openly in his
golden-spired palace conducting the City?s
diplomatic and legal business. Among the
citizens, it is generally agreed that the archmage
Khelben ?Blackstaff? Arunsun is also
of the Lords (perhaps chief among them),
but no one who knows the identities of the
other Lords for certain has made them public
knowledge. One hears the names Mirt,
Larissa, and Texter.

DMs are encouraged to develop their own
Lords?six are left undescribed here,
although one should bear in mind that any
Lords created should be of fairly low public
profile (i.e. should not be noble, and cannot
be Guildmasters), and must be of essentially
good alignment (probably neutral, or perhaps
lawful) to fit the established character
of the council, which already has its share
of chaotic good members, notably Mirt.
This will allow DMs to use Lords ?behind
the scenes? to influence events in Waterdeep,
foiling any players who read this and
learn the identities of the Lords given here,
and allow DMs some ?elbow room? for
future modifications that a completely open
and set membership would not permit
(and the mystery adds to the fun).

The penalty for impersonating a Lord is
death: on the spot, without delay, with
speak with the dead magics employed later
to find out why, as time permits. The Lords
all know each other, and Piergeiron can
demand that they unmask to him at any
time (refusal is itself a capital offense).
 
PIERGEIRON "the Paladinson" KHELBEN "Blackstaff" ARUNSUN MIRT "the Moneylender" Larissa Neathal Texter
Durnan Nymara Scheiron Sammereza Sulphontis Caladorn Brian "the Swordmaster"

The policies of the Lords are announced
publicly through Piergeiron; it is suggested
that PCs not be able to dupe, infiltrate, spy
upon, join the ranks of, or easily slay any of
the Lords: they are not, and should not be
played as, pushovers. The Helms worn by
the Lords when they appear in public,
which support their featureless masks, are
enchanted. The wearer is protected against
divination spells and other mind-reading
and -controlling powers, as noted in the
FORGOTTEN REALMS Campaign Set,
under "Waterdeep."

Justice
Beneath Piergeiron and the mysterious
Lords are the magistrates, or Magisters, and
two enforcement arms of authority: the
City Guards (or military), and the City
Watch (police).

MAGISTERS. Twenty-six Magisters conduct
the Common Courts of the City. At least three
such officials are always on duty at the Palace,
and during daylight hours there is also a
Magister at each gate of the City. These ?Black
Robes? can pass sentence instantly, although
most make sentences conditional on the supporting
evidence of witnesses. They are
always accompanied by a bodyguard of at
least six members of the City Guard. Any citizen
of Waterdeep is allowed an appeal to the
Lord?s Court within two days. The Lord?s
Court is chaired by Piergeiron (at least two
other Lords must also attend), and is held at
about highsun (noon) every day. This court
hears all cases of murder and other ?severe?
crimes, reports of suspicious deaths, rape,
misuse of magic, and appeals from the citizenry
against Magisterial judgments. Most judgments
are upheld or reworded in a minor
way, it should be noted. The Magisters are
good and perceptive men, or they do not hold
their positions for long. Magisters can be created
at will by public decree of the Lords.

GUARD AND WATCH:. Visitors to Waterdeep
often confuse the City Guard and the City
Watch; the former are the heavily-trained,
fully-armored men-at-arms who are permanently
employed by the City as crews of the
rakers, fighting troops when the City or its
interests are attacked, road patrols outside
the City walls, and as garrisons for Piergeiron's Palace,
Castle Waterdeep, and the
many guard posts along the City --
perimeter?towers, walls, seacaves, jails,
and armories. The Guard also serves as
bodyguards for Piergeiron and as honor
guards for visiting diplomats. The City gates
are manned by both by the Guard, who control
access and see to the security of the City
from attack, and by patrols of the Watch,
who observe those entering, and are ready
to aid the Guard in troubles, chase fugitives
so that the Guard need not abandon their
posts, or escort visitors if required.

The Watch, far more often seen by most
citizens and visitors, are the City?s daily,
domestic police, and do far more than arrest
offenders. They may aid passersby with
heavy loads, give directions, search for lost
children, provide basic medical aid, and referee
gambling disputes or childrens? fights
during a typical patrol. A Watch street patrol
usually consists of four men, afoot, two being
officers?an ?armar? (sergeant) and a ?civilar
? (captain or lieutenant)?and all being
clad in leather and chain armor of green,
black, and gold, base AC 7 (the Guard?s armor
is scale mail of black, silver, and gold), and
armed with rods (treat as clubs), daggers,
and short swords. The Watch has access to
the Guard?s armories in the Castle, Palace,
and wall-towers. Reinforcements rushing to
the scene of a dispute may be on horse and
may wear all manner of armor and bear all
manner of arms, as required. Watch patrols
are many; all members of the Watch can
enter any building or area in the City without
hindrance or warning, unless specifically
forbidden to by a Lord (not a Magister or senior
Watch or Guard officer) and search any
person, place, or container at will. Certain
areas of the City are, by tradition, lightly
patrolled (the docks, for example) and others
are very heavily patrolled (the City of the
Dead, for example, and the streets around
the villas of the wealthy in the northern
areas of the City). If a Watch patrol encounters
a major disturbance, they will blow the
distinctive ?trembling? note horns they carry
on their belts to summon aid, and one member
of the patrol will immediately run to the
nearest guardtower or fixed-location guardpost
to spread the word.

Under the command of Piergeiron, the
Watch is run by its Captain, Rulathon, a 12th
level LG fighter (see "Selected Non-Player
Characters"). His messengers are the "Officers
of the Day" (four Watchmen chosen
from the ranks), and he leaves the administration
of Watch weaponry and equipment
to the Senior Armsmaster, Helve Urtrace, a
5th level LG fighter (see Chapter 7).

The size of the Guard and the Watch is
known only to Piergeiron and the Lords,
but is strictly controlled, and thought to be
approximately 1,200 Guard and 1,600
Watch. In times of strife, Waterdeep usually
hires mercenaries and installs Guardsmen
as officers over them. The professionally
curious are warned that Piergeiron has
deliberately subdivided the payrolls of
these forces so that it is difficult for visiting
diplomats and others engaged in snooping
(pardon, sightseeing) to discover the true
size and names of the Guard and the Watch,
and these figures may only be two-thirds or
even less of the true totals.

Laws
Waterdhavians are, by and large, a lawabiding
people?when so many of the City?s
inhabitants earn their living by trade,
respect for property is high, and support
for a strong, objective police force even
more so. The wearing of weapons is
allowed in the city, as is using them in clear
self-defense, but duels are allowed only in
specific places (such as the various open
courtyards in the southern part of the City),
and must be marshalled by an officer of the
Watch or a Magister. A duel must be for reasons
of a specific, unprovoked injury,
allowed by a Magister; simply hilling citizens
because you covet their money or
don?t like their faces is not sanctioned.
Lords, Magisters, Guard and Watch members,
and Heralds (even visiting ones) are
exempt from challenges, and the Lords usually
forbid any duellings involving the heads
of the Guilds, noble houses, or priesthoods,
too, although rank-and-file members of all
of these organizations can and do duel,
sometimes with great enthusiasm. Duels
are seldom to the death; more often, they
are to yield or first blood, whichever first
occurs; and clerics usually attend to heal
(upon payment of temple donations) the
loser, and sometimes the winner too."

If a Watch patrol makes an arrest, two of
its four members must accompany an
accused to a Magister immediately, the other
two remaining on patrol, or if necessary
assisting or protecting victims or abandoned
property. If a vendor is arrested, the
two Watchmen who remain must guard his
goods and conduct business for him to the
best of their abilities, although they are not
responsible for lost business or losses to
monies or property in the arrested person?s
absence. One officer will be with each half
of a split patrol, never staying together
while their two subordinates go elsewhere
together.

For restraining and guiding very dangerous
or active suspects, each patrol carries
two rolled-up leather ?capture hoods??
large sacks with tiny air-holes which are
thrown over a person?s head and then
drawn tight with straps around the person?s
waist or belly, pinioning arms to sides and
hampering visibility. Guide-ropes can be
clipped to the hood to pull a confined person
along in a certain direction, or used by
several officers and a lot of strength to hold
a confined person away from others that
the person is attempting to reach by pulling
on lines on all sides of the hood, preventing
the arrested from lunging.

Watch patrols when arresting will employ
Grappling to disarm and capture suspects
who do not stand and surrender or throw
down or sheathe their weapons when challenged.
If the suspect continues to be violent,
Pummeling and Overbearing will be
used, the object being to hold the suspect
down by sheer weight while he or she is disarmed
and bound, with feet hobbled, or a
capture hood is put on.

In cases of great danger to Watch officers
(such as an angry mage wielding wand, rod,
or staff, or a fighter attacking with an
apparently magical blade), the Watch will
slay to defend themselves and employ speak
with the dead later to determine guilt or
innocence. Innocent parties are always
raised at the City?s expense, if possible.
Watch officers who must kill in the line of
duty are never charged, nor held financially
responsible, for the deaths they bring
about. An officer who kills often without
clear cause will be dismissed. Much of the
laws of Waterdeep remain unwritten, within
the ?reasonable discretion? of the Magisters
(and ultimately, of the Lords who may
overrule them), and therefore cannot all be
set down here. A summary of sentences,
the "Code Legal," is provided below.

CODE LEGAL
Crimes and their corresponding sentences, as administered
by the Lords and Magisters of Waterdeep, can be
roughly summarized as set forth below. This system is
known as the ?Code Legal,? and is only a basis for sentencing,
not absolute rules. Note that both Lords and
Magisters are free to determine absolutely guilt and
innocence, and set any lesser sentence they consider fitting
(or none at all) if a crime is deemed justified or largely
harmless and unintentional.

A single act can result in multiple charges, under one
or more of the four ?Plaints.? Magisterial justice may be
appealed to the Lords by anyone, but such appeals must
be within nine days of the initial sentencing, and noncitizens
of Waterdeep must persuade a citizen of the City
(?money is the great persuader,? Durnan once remarked
dryly) to appeal on their behalf.

The four Plaints are the four different classes of
aggrieved parties; that is, those who are injured by a
crime. They are Crimes Against The Lords; Crimes
Against The City; Crimes Against The Gods; and Crimes
Against Citizens. Under each Plaint are four classes of
crimes. These four types of offenses are Severe; Serious;
Lesser; and Minor.

The sentences have been set forth below in a chart to
save space. After the letter that denotes a type of punishment,
an amount (of time or money) usually follows. The
commercial nature of the City, with its emphasis on mercantile
trade and property, is clearly reflected in these
?typical? punishment. The City is empowered to seize
and sell the property of a convict to realize the money
needed to satisfy the payment of fines or damages, without
the consent of a convict. The family, clan, guild, or
business partners of a convict are never liable for the
payment of a convict?s fines or damages, unless they can
be proven to have aided, abetted, ordered, or coerced a
convict into the criminal activity in question.

Temples and priesthoods are not permitted to pass or
carry out sentences under the Third Plaint; only officers
of the City may do so.

Convicted beings may owe fines to the City and pay as
they can over time, but only upon permission of a Lord
or Magister, who will typically demand at least a partial
payment immediately.

Sentences
A Death (instant)
B Death (upon conviction)
C Exile or Ban Against Future Entry
D Mutilation (loss of offending extremities, branding)
E Enforced Hard Labor
F Imprisonment (dungeon)
G Imprisonment (light work in Castle compound)
H Fine (payable to City)
I Damages (payable to injured party)
J Edict Against Convicted (public pronouncement
forbidding convicted to do something; e.g. continue
in present business, repeat circumstances
that led to an offense, etc.)

The First Plaint: Crimes Against The Lords

SEVERE
    * Treason (including Assault Upon a Lord): A

    * Impersonation of a Lord: A

    * Impersonation of Magister:
        B after flogging

    * Forgery of an Official Document: B  or C (permanent) plus D

    * Assault Upon A Magister: B or F (10 years) after flogging

SERIOUS
    * Theft, Vandalism, or Arson Against the Palace
    or any part of the City Walls, E (as justice
    demands) plus H (cost of repairs plus 2,000
    gold pieces)

    * Impersonation of a Guardsman or Officer
    of the Watch: F (as justice demands) plus H
    (5,000 gold pieces) and flogging

    * Repetition of any Lesser or Minor Offense
    Against This Plaint: E or F (1 month) and/or H
    (up to 1,000 gold pieces)

    * Willful Disobedience of any Edict Uttered
    Against One By A Lord: H (up to 1,000 gp)
    and/or C (up to 5 years)

LESSER
    * Unlawful Observation or Copying of an Official
    Document: F (3 weeks) plus H (300 gp)

    * Assault Upon Any City Officer Who Is Acting
    In The Line Of Duty: F (1 week) plus H (as justice
    demands; usually based on ability to pay;
    flogging if unable to pay anything)

MINOR
    * Blasphemy Against Lord, Magister, or any
    City Officer: G (4 days) plus H (20 gp)

The Second Plaint: Crimes Against The City

 SEVERE:
    * Poisoning of Water (City Wells; includes
    attempted blockage or attempts to control
    public access, or charge fees for such access): A

    * Murder: B or E (10-15 years)

    * Spying, Sabotage: B or C (permanent) plus H (costs of
    repairs plus 2,000-5,000 gp) or F (20 years) plus H

SERIOUS:
    * Fraud: C (permanent) and I (as justice
    demands) or F (up to 10 years) and I, and J

    * Fencing Stolen Goods: G (up to 2 years) and
    H (typically twice the price the goods were
    sold for) and J

    * Unlawful Duelling (Manslaughter): C (up to
    5 years) and I (to family, typically 1,000 gp) or
    E (up to 3 years) and I

    * Murder With Justification. or E (up to 3 years)
    C (up to 5 years)

    * Repetiton of Any Lesser or Minor Offense
    Against This Plaint: F (1 month) and H (up to
    1,000 gp) and J

    * Bribery of a City Officer or Official
    (attempted or apprehended): C (up to 20
    years) and confiscation of all property
    except one weapon, one week?s rations, and
    clothes worn by offender

LESSER
    * Unlawful Entry Into The Harbor (1 charge
    per vessel per occasion). C (1 year) and H (500
    gp)

    * Unlawful Duelling (apprehended, i.e. on
    fatality): G (1 week) and H (100 gp) and J

MINOR
    * Bribery: G (1 week) and/or H (amount of bribe
    or attempted bribe)

    * Unlawful Flight Intrusion (into City airspace,
    of intelligent being flying by means of an aerial
    mount or magic): H (300 gp) and J (in peacetime;
    in wartime, sentence can be A)

    * Blasphemy Against Foreign Ambassadors: G
    (up to 1 week), H (50 gp) and J

    * Vagrancy: F (overnight)

    * Littering (includes Relief of Human Wastes in
    Public). F (overnight) and H (2 sp to 1 gp, based
    on ability to pay) and J

    * Brandishing A Weapon Dangerously or
    Threateningly Without Due Cause (note: being
    in a brawl is not ?due cause? unless one is menaced
    with a weapon): F (overnight) and H (1 gp)

    * Dangerous Operation of a Coach Wagon Litter
    or other Conveyance (including Airborne):
    H (5-50 gp, as justice demands. note that this
    will be in addition to the sentence for any
    charges placed under The Fourth Plaint)

The Third Plaint: Crimes Against The Gods

SEVERE:
    * Defiling of a Holy Place (Temple Burglary,
    Temple Arson, or Temple Vandalism). C (5
    years) and I (as justice demands) or E (up to 5
    years) and I or F (up to 3 years) and I

SERIOUS:
    * Theft of Temple Goods or Offerings
    (includes spoilage or consumption of same)
    F (up to 1 month) and I (double the estimated
    value of the goods) and J

    * Tomb-Robbing (or Unlawful Entry and/or
    Vandalism of a Tomb): G (up to 1 week) and I
    (costs of repairs and replacements plus up to
    500 gp, payable to whoever maintains the
    tomb--temple, guild, City, or family) and J

    * Repetition of any Lesser or Minor Offense
    Against This Plaint: G (up to 1 week) and H
    (up to 1,000 gp) and J

LESSER:
    * Assault Upon A Priest or Lay Worshiper: I (of
    up to 500 gp; payable to temple and usually
    based on ability to pay) and J (in addition to
    charges placed under the Fourth Plaint arising
    from such an assault)

MINOR:
    * Public Blasphemy of a God or Priesthood: I
    (up to 10 gp, based on ability to pay) and J

    * Drunkenness (and Disorderly Conduct) at
    Worship: I (up to 3 gp, based on ability to pay)
    and J

The Fourth Plaint: Crimes Against Citizens

SEVERE:
    * Arson (of Ship, Structure, or Stored Property),
    E (up to 3 months) and I (value lost plus
    up to 500 gp), and/or C (up to 10 years) and I

    * Rape: D and I (up to 2,000 gp) or E (up to 5
    years) and I or F (up to 10 years) and I

    * Assault Resulting In Mutilation or Crippling
    D and I (up to 2,000 gp) or E (up to 3 years) and
    I

    * Magical Assault H (up to 1,000 gp) and I (up
    to 2,000 gp) and J

    * Forgery (not including official City documents):
    C (up to 20 years) and D and the confiscation
    of all property except 1 weapon, 1
    week's rations, and offender?s clothing worn
    at the time of sentencing

    * Slavery: C (up to 10 years) and flogging if
    shackling, cruelty, whipping, branding, or
    physical indignities are observed

SERIOUS:
    * Robbery: E (up to 1 month) and I (value of
    goods lost plus up to 500 gp)

    * Burglary: F (up to 3 months) and I (value of
    goods lost plus up to 500 gp)

    * Theft or Killing of Livestock: <?> (double cost
    of lost stock)

    * Repetition of any Lesser or Minor Offense
    Against This Plaint: F (up to 1 week) and I
    (double normal), or G (up to 2 weeks) and I
    (double normal)

    * Usury: I (City recovers excess over legal
    rates, returns to injured party)

LESSER:
    * Damage to Property: I (value of goods lost
    plus up to 500 gp) and
 

    * Assault (Wounding): I (cost of medical attention
    plus up to 500 gp) and J

    * Assault on Livestock (non-fatal): I (cost of
    medical attention plus up to 500 gp; maximum
    damages always apply if livestock's breeding
    capability is impaired)

    * Unlawful Hindrance of Business: I (up to 200
    gp) and J (this charge includes instances of
    blocking access to a place of business without
    permission of owner or a Magister; and trying
    to frighten, disgust, or drive away customers
    in or in front of another?s shop)

MINOR:
    * Assault (without wounding or robbery): F
    (overnight) and I (up to 50 gp)

    * Excessive Noise (interfering with sleep or
    business): I (up to 25 gp) and J

A DM should use the "elbow room" created
by this discretionary legal system just
as the Lords do; to create any necessary
decrees to prevent Player Characters from
running amok. Magisters and Lords have in
the past made laws (edicts) specific to certain
individuals (e.g. "Sibrin the Warrior
may not enter the City of the Dead at any
time, for any reason except his own final
burial"), and will continue to do so.

GUILD LAW
Guild Law, the rules under which specific
trades are conducted, are distinct from City
law and are discussed in the chapter that
describes Guilds. Guild law can never conflict
or override City law or the known intent of
such laws; Guilds pay careful attention to all
that is said by any Lord, and govern theirs
affairs accordingly. On two occasions since
the destruction of the Two Lords Magister
Guildmasters have defied or quietly contradicted
contradicted edicts of the Lords, and on both occasions
the Guildmaster was exiled, and his or
her family ordered expelled from the Guild,
though not from the City. Waterdeep is often
called "The Open City" when trade and guilds
are discussed, because its Guilds are not all
powerful, and cannot restrict trade to their
members only; the Lords and Magisters are
strict and vigilant about this. Tradesmen operating
outside of a Guild, of course, are not entitled
to Guild rights and privileges, and the
Guilds concerning cannot be held responsible
for the actions of such outsiders, and are
allowed to make very public the fact that this
or that person is not part of the Guild.

TAXES & FEES
At present, the City collects no annual taxes,
but raises its revenues by the charging of
fees, as follows:

* 1 copper piece per market stall per day,
payable to any Watch patrol between sunrise
and sunset, who will issue a receipt for
it, to show later patrols that the fee has been
paid. This buys the exclusive use of a certain
area from sunrise to sunset, covering
patrols by the Watch, and freedom to sell
goods at whatever the market will bear,
rather than at prices set or recommended
by Guilds or priesthoods. Guilds customarily
pay these fees for their members, out of
guild revenues and dues.

* 1 silver piece (extra, above any fines
imposed) from everyone convicted in a
Magisterial or Lords? Court, per conviction.

* 1 gold piece per caravan wagon leaving
the City, empty or full.

* 1 gold piece (included in the sale price,
and surrendered by the vendor to the
Watch or a Magister within ten days) per
sword sold; all blades sold within Waterdeep
are so taxed, and registered but other
sorts of weapons arc not taxed; hence,
many citizens of Waterdeep employ clubs
and daggers (and if of shady character, garrots,
nets, and lassos) rather than swords;
Magisters deem anything with a blade over
a foot long to be a sword.

* 5 gold pieces per ship that touches dock
in Waterdeep (the rakers and diplomatic
vessels excepted), collected from the captain
and covering a stay of up to fourteen
days, provided the ship does not leave the
harbor and return during that time, which
would end the stay and begin a new one.
This covers Watch patrols, the provision of
the dock space, fresh water rubble ballast
supplied if desired, and the right to dump
ballast or spoilage cargoes in an agreedupon
area under the direction of the Watch.

In times of trouble, direct taxes may be
imposed:

* a "fire tax" (usually 1 gp per household),
levied whenever a major fire destroys a
large portion of the City (not a common
occurrence; cf. "Plague & Fire" in Chapter
4).

* a "wall tax" or "harbor tax" (of like
amount) raised to directly pay for needed
repairs or expansions

* a "lance tax" raised to provide a payroll
for mercenaries hired by the City when
required (this is usually 1 sp/household each
week until the Lords repeal the tax)

All in all, Waterdhavians are lightly taxed
and know it; they may grumble, but they
never collectively revolt or refuse to pay.

Trials & Bribery
There is no bail in Waterdeep, although a
Lord can dismiss charges at will. This is rarely
done; usually the offender must be an undercover
Lord or trusted agent involved in something
important to get such a reprieve.

Bribery is a most frowned-upon crime
among the general populace. Because of the
ill it brings to one's reputation, no-one
native to Waterdeep would ever attempt it,
although they might?if very rich?bargain
with the Lords to drop (severe) charges in
return for forfeiture of a valuable property,
vessel, or cargo (this has wryly been
referred to by Durnan as "buying back you
own skin")

There are no lawyers in Waterdeep,
although there are a few ?professional witnesses
? who for a fee will state a case to their
client?s best advantage before a Black Robe.

Expulsion from the City is the fate of any
of these who are caught swearing they saw
something that did not in fact occur, or that
they were not present to see. Several minor
clerics earn regular incomes for themselves
or their temples by casting detect lie magics
from behind concealing tapestries at a sign
from a Magister. The fee paid by the City is
500 gold pieces per spell cast, and so this
service is used only in the most delicate of
important cases.

The death penalty is customarily
employed only to deal with dangerous and
incurable lunatics, murderers, and those
who commit acts of treason against the City
or the Lords.

Sentences of death are usually carried out
on the battlements of Castle Waterdeep if
commoners or soldiers must die?for death in
such cases is by hanging, usually at highsun
(noon). Several massive, permanent wooden
scaffolds are cantilevered out from the Castle
walls on the south side. Nobles die by the
sword; such beheadings are usually carried
out in front of the Palace gates. Floggings are
more often carried out in the Court of the
White Bull, but may be carried out anywhere
if an example to the citizenry of a particular
neighborhood is intended.

Debts
Most Waterdhavians are sentenced for
debts of one sort or another--either debts
to another citizen or outstanding debts
owed to the City due to unpaid fees or taxes
or fines imposed by a Black Robe or Lord
which cannot be (or are not) paid within a
specified period of time. Such "payoff" periods
are set by the sentencer, and are usually
20 days, exactly, from the date and time
of the sentencing. Minor personal (private)
debts are paid off by the offender, by having
him work for the person he owes money to
(Watch officers will check on attendance to,
and diligence in, this enforced servitude),
until service, at the going market rate,
equals the debt owed.

Major debts may result in the City paying
the person owed from its own coffers, and the
offender becoming an unpaid sewer, wall, or
road repair worker until the debt is cleared.

In times of strife, such offenders have found
themselves pressed into service as temporary
soldiers, or rowers on a seagoing raker, on the
understanding that they are free of debt if
they survive to make it back to Waterdeep
with their ship or military unit. Only the
Lords can approve a recommendation by a
Magister, senior Watch officer, or one of their
number to seize property or goods of an
offender to pay fines; this they do rarely?but,
combined with exile from the City, it provides
an effective last-resort method of removing
persistent troublemakers.

Written contracts or note-of-hand are
required to prove to a Black Robe that a
debt is owed, if a citizen wishes to bring a
complaint before the Courts. All careful
merchants will get and give written documents
in their dealings, even if their trade is
unlawful (for example, the selling of privileged
information overheard in the Palace
might appear on an invoice as ?three
horses,? or slaves?discussed below?as ?six
sacks of finest barley, unmilled?).

Thievery
Most thieves in Waterdeep are independent
artists, of low level and, if they are not
both unusually lucky and skilled, soon
caught, unless they steal seldom, taking
advantage of misfortune, a fight, or other
confusion to steal unattended goods. Kidnapers,
those who rob and then slay their
victims, and those who indulge in torture
are pursued tirelessly by the authorities.
Only blackmailers, it seems, flourish in
Waterdeep. Thieves of all sorts are reminded
(often painfully and too late) that Waterdeep
is a city of much magic and powerful
(high-level) people, and escaping detection
is difficult. There is no organized Guild of
thieves in the City, due to diligent policing
and the activities of the Red Sashes (q.v.).

SIavery
Slavery is illegal in Waterdeep; within the
City walls, no one is deemed a slave, and may
not be treated as one?no branding, shackling,
or physical punishment. If any of these are
observed in public (this includes inns and businesses,
but not private homes, pleasure
houses, festhalls, and warehouses), charges
will result, usually including immediate
imprisonment for the offender, so that the
slave has time to escape. Many slaves are
brought into the City, however, for slavery is
common in Calimshan and Thay, and not
unknown in the northern Moonsea area,
Unther, and Mulhorand. While in the City,
slaves have all the rights of any citizen, and
wise owners make a trip to the City of Splendors
a holiday for slaves, giving them some
spending money, and hire bodyguards (for
protection against their own temporarily free
slaves, as well as any dangerous residents of
Waterdeep) and servitors (to do all the fetching
and carrying the slave normally does) for
their stay in the City. Many slaves, if they are
ever freed or escape, come to Waterdeep
because of their happy memories of these holidays.

The selling of slaves, even in the form of a
previously-arranged transfer of possession
that does not involve any transfer of payment
within Waterdeep?s walls, is well-nigh
impossible given the vigilance of the Guard,
Watch, and the magical arts of allies they
can call upon. Durnan and ?Kitten? of the
Lords have both been slaves in the past, and
the Lords as a whole take a savagely dim
view of slavers.

Waterdeep (FR5)
"City of Splendors"

Population: 122,000 (during prime trade
season this rises to 500,000+)

Government: Governed by the Lords of
Waterdeep, men and women from all walks
of life who rule fairly, yet remain unknown
by the people of the city.
 

Waterdeep, "Gem of the North," is the
largest and most important city in the Savage
Frontier (and perhaps in all of Faerun).
Anything one could want can be found in
this mighty seaport?if the price is right.
The sprawling walled city contains folk of
all races (including evil) and all professions.
Most religions have shrines here and many
have large temples (see Religions in
Overview).

There is a saying that says "As goes Waterdeep,
so goes the North." The City of Splendors
controls most of the trade in the North;
almost everything grown, mined, or made
in the Savage Frontier is taken to Waterdeep
before finding its way farther south?few
southern merchants are willing to travel the
wilds, even for the chance of tremendous
profit. Employers who seek adventurers?
aid look to Waterdeep first and if one must
spend a winter in the North, Waterdeep is
the warmest, though not necessarily the
safest, place to do it. Deep winter rarely
lasts longer than two-and-a-half months
here (much shorter than the rest of the
North).

Waterdeep is guarded by a great wall with
high towers, and by sheer 100-foot cliffs.
Four gates pierce the wall: South Gate, River
Gate, Northgate and Westgate. Sprawling
Waterdeep fills its walls, except where construction
is banned by the Lords' edict (such
as the City of the Dead or the public streets).

The city is built upon rock and rubble
mined from the innards of Mount Waterdeep
in ancient days. It is divided into seven
districts or wards. They are Castle Ward,
which contains Lord Piergeiron?s palace,
army barracks, and the homes of the
wealthy; Sea Ward, along the seacoast,
which contains most temples and the homes
of nobility; North Ward, a nice district
where the best inns can be found; The City
of the Dead, a great walled cemetery where
none may live (or even spend the night);
Trades Ward, the commercial area of the
city? home of the well-to-do merchant
class; Southern Ward, a poor but honest district
where most trading companies and
caravan masters have their offices; and
Dock Ward, a rough district which encompasses
the city?s vital trade commerce and
its shadier population.

At least three networks of underground
passages are known to exist beneath Waterdeep's busy streets.
Undermountain, a deep, many-leveled former dwarfhold and
mine of great antiquity that, as its name
implies, lies largely beneath Mount Waterdeep,
is the largest and most famous. The
Dungeon of the Crypt (so named for its
entrance in the City of the Dead) lies under
North Ward, and is less spoken of. The third
labyrinth is the city sewers, which links
much of the city with its vast, damp and
smelly conduits.

The city's navy patrols its huge, walled
harbor and mermen guard the underwater
areas. Many of these armored ships sail the
Sea of Swords to keep pirates (mostly
Luskan pirates) at bay.

Economy: Trade, services, manufacture
of all manner of goods, shipbuilding.

Militia: Thought to be 1,200 Guard
(soldiers?heavily trained, fully armored
men-at-arms) and 1,600 Watch (policemen?
lightly armored). The Watch may search
any person, place, or container in Waterdeep
without hindrance or WARNING.
 

DM's who wish further knowledge on
Waterdeep are directed to the informationrich
FORGOTTEN REALMS sourcebook FR1,
Waterdeep and the North, by Ed Greenwood.

Waterdeep Map Key
(map is located on color foldup map of the Outer Islands)

Castle Ward
1. Castle Waterdeep (Lord Piergeiron's palace)

2. Ahghairon's Tower (mage's tower/tomb)

3. Guard Barracks

4. Blackstaff Tower (home of Khelben
"Blackstaff" Arunsun)

5. Spires of the Morning (Lathander temple)

6. Walking Statue of Waterdeep (a 90' tall
stone golem: AC 1; MV 4?; 140 hp; #AT 1;
Dmg 6d10, 3 points structural symbol damage
per round, +3 weapon to hit. 6 more
like it are stored beneath Mount Waterdeep)

Sea Ward
7. The House of Heroes (Tempus temple)

8. The House of the Moon (Selune temple)

9. The House of Inspired Hands (Gond temple)

10. The Tower of Luck (Tymora temple)

11. The Lady's Hands (Mielikki shrine)

12. The Temple of Beauty (Sune temple)

13. The House of Wonder (Mystra temple)

The City of the Dead
Numerous tomb complexes in here are
linked by gates to other (usually pleasant)
planes, where the vast numbers of dead are
actually interred.

The Trades Ward
14. "The Plinth" (an interdenominational
temple often frequented by minor faiths
and beings from other planes)
 
 
 



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