Waterdeep

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

I think the best way to start talking about Waterdeep — also known as the City of Splendors— is to observe that in spite of all that’s already been written about it, there is still more to say. It’s a city of more than a hundred thousand residents… in a place/time where average folks live in villages of maybe a hundred or towns of up to a thousand, and a city one-tenth the size of Waterdeep is considered a metropolis.

No page on this site attempts to duplicate everything that’s been published about anything in the Realms, but this is particularly true for this page. The main point of this blog is to provide an index of where relevant info can be found.


Visiting

The Wards

Physically, Waterdeep is composed of six wards, each of which could easily be a city in its own right.

Castle Ward is the heart of Waterdeep. Most of the administrative buildings are found here. Many of the “big-name” landmarks of the city are also here: Mount Waterdeep, Castle Waterdeep, Piergeiron’s Palace, Ahghairon’s Tower, Blackstaff Tower, Mirt’s Mansion, the Market, the Yawning Portal, and the Walking Statue.

North of Castle is Sea Ward. This is the wealthiest ward of the city, where the who’s who of Waterdeep lives… or wants to live. Landmarks here include Heroes’ Garden, the Field of Triumph, and many villas and temples. Watch patrols are frequent, but polite and usually only lightly armed.

Moving clockwise from Sea Ward there’s North Ward. This is where the upper middle class and “lesser” nobility dwell. Although there are guild halls and family manses here, the casual visitor will likely find the ward rather boring and strangely quiet. The only excitement to grip this ward is the parties thrown at the Hawkwinter and Roaringhorn noble villas.

Below North Ward are Trades Ward and the City of the Dead. As might be guessed from the name of the ward, many guildhalls are located in Trades Ward. One such guildhall, the House of Song, was built on the ruins of an old Ollamh college. the Plinth is the tallest building here, and also a popular destination for locals and visitors alike. Three open areas also qualify as landmarks: the Court of the White Bull, Caravan Court, and Virgin’s Square.

South of Trades Ward is Southern Ward. Many of the city’s common folk dwell here. Sometimes called the Caravan City; locals refer to it as South Ward… anyone saying Southern Ward is immediately recognized as an outsider. There are inns and taverns aplenty here, and some guild halls. The Old Monster Shop —yes, it sells monsters— is also found here.

Finally, there’s Dock Ward. This is simply the lawless brawling place that tavern tales across Faerûn paint it to be.

Neighborhoods

Thayan diplomats have established a Thayan Enclave here.

Locations

This section would be far too long, so it gets its own page.

Travel Times

Assuming good weather and a favorable wind, here are some travel times (by ship) to nearby ports.


Politics

Who Rules

The answer to this question depends a bit on who’s asking, who’s answering, and what definition of rulership they’re trying to agree on. The simplest answer, the one most apparent to outsiders, is that Piergeiron rules, since he is the one who lives in the palace and declares new laws.

However, those laws are written by the Lords as a whole, and enforced as well as possible by the trio composed of the Guard, the Watch, and the Watchful Order.

The Magisters mete out discipline for those who break the laws; that’s a form of rule, too. The guilds control who works, and when, and how much they’ll earn for their labor; for most common folks that’s more than enough power to let any one group of people have. Then there are the nobles, who have a great deal of clout in certain circles among both the Watch and the guilds, and often seem to “get their way” whatever that happens to be.

Finally, there are the incorrigible (such as adventurers) who fancy themselves above petty things like law and order, and try to seize control of whatever’s just ahead of them.

In short, the answer can change from one hour to the next.


Notable Individuals

This section would be far too long, so it gets its own page.


Sources

Ha! If you want to know Waterdeep, you’ve got a lot of reading to do.

Sources are (ideally) listed from most to least recent/credible. I (and I think others) don’t consider the 4e Campaign Guide or the 3e poster map credible, but I/we will have to make an exception for this listing. The point of including credibility in the criteria is that Ed’s answers on Candlekeep take precedence over all other sources regardless of their date and thus appear at the top of the appropriate source listings.

Primary Sources
Passing Mention
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Climbing Stair

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The Climbing Stair is just east of Ardeep Forest.

Source

  • Under Illefarn [N5/9212] inside cover map

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The House of Stone

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

An immense square stone tower stands just east of Ardeep Forest, not far from Waterdeep.

Beneath the tower lies the House of Stone, an underground stronghold built by dwarves of Illefarn over a thousand years ago and abandoned since the fall of Phalorm (so, circa 615 DR).

Originally named Stoneturn, it guards Stoneturn Well. The waters of the well arise from a deep Underdark lake called Asmaeringlol. Now that the complex is undefended, many monsters ascend through the well into the House of Stone.


Sources

Primary Sources
  • Forgotten Realms [11836] (3e campaign setting) page 295
  • Welcome to Waterdeep by Ed Greenwood — Dragon Magazine 128 page 11
Maps
  • Under Illefarn [N5/9212] inside cover map
  • The Forgotten Realms Atlas [8442] page 5
  • Welcome to Waterdeep by Ed Greenwood — Dragon Magazine 128 page 9 (map)

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Ardeep Forest

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Ardeep Forest is a small forest just east of Waterdeep. It features blueleaf, duskwood, and weirwood trees, and was once part of the High Forest.


Overview

Settlements
Ruins
Other Landmarks
Neighboring Nations and Features

The Selpir flows from the forest to the Sea of Swords. Zundbridge lies to the west, at the mouth of the Dessarin. The House of Stone is on the eastern edge of the wood, and Wormford lies not far to the north.


Local History


Notable Individuals

Eldreth Veluuthra is active here.


Sources

Primary Sources
  • Forgotten Realms [11836] (3e campaign setting) pages 176, 293, 295
  • Welcome to Waterdeep by Ed Greenwood — Dragon Magazine 128 page 8
Passing Mention
Maps
  • Forgotten Realms [11836] (3e campaign setting) page 174
  • Under Illefarn [N5/9212] inside cover map — labeled Elfwood
  • The Forgotten Realms Atlas [8442] page 5
  • Welcome to Waterdeep by Ed Greenwood — Dragon Magazine 128 page 9
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Wormford

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Wormford is a settlement on the east bank of the Dessarin, north of Ardeep Forest and between Kryptgarden Forest and the High Forest. Wormford is a very small place, consisting of the ford, a mill, and three houses. Laerran Hawksul resides in one of those houses, and does a bit of trade in perfumes, spices, and cordials, with passing merchants. Wormford also has a deep sweetwater well and two sourapple orchards.


Sources

Passing Mention
Maps
  • Under Illefarn [N5/9212] inside cover map; misspelled Womford.
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Monsters in Undermountain II

The monsters described in The Ruins of Undermountain II [1104] include bi-nou, death mold, deep mold, dense pudding, ferragan, flareater, gray mold, gray pudding, iridescent plecos, lemon fish, greater mimic, rocklord, rockworm, scaladar, serpent vine, shadow lurker, silversann, stone pudding, thanatar, wattley, and wraith-spider.

Subterranean

Terrestrial Environment

Subterranean places comprise one of terrestrial environments, the others being badlands, deserts, forests, hills, marshes, moors, mountains, plains, and swamps.

Subterranean Places of the Realms

Sewers/Cellars: these locations are just beneath the buildings and streets that appear on the surface.

bi-nou, crossroads guardian, crypt spawn, dense pudding, divine minion, ferragan, flareater, gray pudding, hakeashar, Innugaakalikurit, kupuk, greater mimic, phaerimm, rocklord, rockworm, scaladar, scalamagdrion, shadow lurker, silversann, spectator, spectral mage, Statue That Walks, stone pudding, thaalud, thanatar, tirichik.  Innugaakalikurit, kupuk, and tirichik are only encountered on the Great Glacier.  Statues That Walk are only encountered in Mulhorand.

Dungeons: dungeons are deeper than sewers, but most do not involve delving into the depths of the earth.

bi-nou, crossroads guardian, crypt spawn, dark naga, dense pudding, divine minion, ferragan, flareater, gray pudding, hakeashar, greater mimic, phaerimm, rocklord, rockworm, scaladar, scalamagdrion, shadow lurker, silversann, spectator, spectral mage, Statue That Walks, stone pudding, thaalud, thanatar.

The Underdark: beneath the dungeons is the Underdark; the Realms Below.  The Underdark is further divided into the Upperdark, the Middledark, and the Lowerdark.

bi-nou, crossroads guardian, crypt spawn, dark naga, dense pudding, divine minion, ferragan, flareater, gray pudding, hakeashar, greater mimic, phaerimm, rocklord, rockworm, scaladar, scalamagdrion, shadow lurker, silversann, spectator, spectral mage, Statue That Walks, stone pudding, thaalud, thanatar.

Swamps

Terrestrial Environment

Swamps comprise one of ten categories of terrestrial environments, the others being badlands, deserts, forests, hills, marshes, moors, mountains, plains, and subterranean.

A swamp is a “wetlands” area, often a river floodplain or just an area of poor drainage, which features trees and shrubs growing in wet silty soil.  They are distinguished from marshes by the presence of trees.  Swamps are wet, but they’re not saturated… unlike marshes, which are.

A bog, for anyone who’s curious (like I was; yay google!) about the difference between that and marshes or swamps, is more acidic than other wetlands areas due to the accumulation of peat.  Over time this creates an environment which is markedly different from other landforms.  I’m not considering them here because there aren’t any monsters described as favoring peat bogs.  However, here’s a quick read on the coolness of bogs, courtesy of someone who knows a lot more than I do about the subject, and actually makes it sound spiffy.  Examples of bogs include the Bottomless Bogs of Vaasa, the Wetwoods, and Lhespenbog (if that really is a bog).

Swamps of the Realms

Undetermined but probably cold: Iceclutch Swamp.

Temperate: Flooded Forest, Vast Swamp.

crossroads guardian, divine minion, hakeashar, Innugaakalikurit, kupuk, phaerimm, spectator, Statue That Walks, tirichik.  Innugaakalikurit, kupuk, and tirichik are only encountered on the Great Glacier.  Statues That Walk are only encountered in Mulhorand.

Warm: Adder Swamp, Swamp of Akhlaur, Mortik Swamp, Rethild, Spider Swamp.

crossroads guardian, dark naga, divine minion, hakeashar, phaerimm, spectator, Statue That Walks.

Plains

Terrestrial Environment

Plains comprise one of terrestrial environments, the others being badlands, deserts, forests, hills, marshes, moors, mountains, swamps, and subterranean.

Plains of the Realms

Cold: Horse Plains, Land of the Snow Spirits.

crossroads guardian, divine minion, hakeashar, Innugaakalikurit, kupuk, phaerimm, spectator, Statue That Walks, tirichik.  Innugaakalikurit, kupuk, and tirichik are only encountered on the Great Glacier.  Statues That Walk are only encountered in Mulhorand.

Temperate: Fields of the Dead, Endless Waste.

crossroads guardian, dark naga, divine minion, hakeashar, phaerimm, spectator, Statue That Walks.

Warm: Akanal, Eastern Shaar, Shaar.

crossroads guardian, dark naga, divine minion, hakeashar, phaerimm, spectator, Statue That Walks.