![]() This is not to say that there were no thieves or crime in the streets of Waterdeep. Since the Lords were secret, criminals did not know if trusted partners were truly on their side or not. As the Lords were able to govern the city with anonymity, thieves and other ne'er-do-wells could hardly trust their partners-in-crime. While many others made claims as the head of various criminal organizations there were none that posed a real threat to the Lords of Waterdeep. The last official thieves' guild that openly conducted business in Waterdeep was dismantled in the early 14 th century DR. Those who were convicted could request trial by the Lord's Court and appeal to the masked lords themselves, but faced strict punishment if their claims were ruled as frivolous. The Black Robes were each protected by at least six members of the City Guard while traveling the streets of Waterdeep. They had the duty of running the courts and issuing sentences to those that were found guilty. Rulings on the city's laws were issued by the Magisters, more commonly referred to as Black Robes. The City Watch was the local police force whose duty it was to capture criminals, settle petty disputes, give directions, summon medical and priestly aid, generally performing duties that promoted the idea that Waterdeep was a city open to all who knew how to behave themselves. Law & Order Ī traffic warden giving directions at the corner of Delzorin Street and Whaelgond Way. The subject of who the Lords were became a common topic of noble conversation, and some considered it a game to discover the Lords' identities, a game made more confusing by the fact the Lords themselves set their own rumors afloat. These hidden Lords of Waterdeep maintained their identities behind magical masks, called the Lord's Helm, and while they ruled in public, none knew the true identities of most of them. Waterdeep was ruled by a sixteen-seat council whose membership was largely secret. The halls of Undermountain located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be purchased through donations. It sprawled northward from the sea, spreading along the flanks of Mount Waterdeep, which used to be home to the Melairkyn, a mithral-mining dwarven clan, and the entire length and great depth of the mountain was riddled with passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain predated the founding of the city itself. Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar. High Road, the coastal trade route to the north, not to be confused with the stretch of the road that passed through the city.Long Road, the inland trade route to the north.Trade Way, the trade route to the south.The various roads to Waterdeep were well paved and well patrolled. The City of Splendors laid claim to the surrounding lands for approximately 100 miles (160 kilometers) beyond its walls. The city sat "slightly above the 45 degree north latitude line on Toril." Geography Īn aerial view of Waterdeep from the southwest and the Dock Ward.ĭue to its great importance as a highly influential metropolitan city, Waterdeep was considered part of the Western Heartlands of the Realms, even though it lay 150 miles (240 kilometers) north of Daggerford on the shores of the Sword Coast North. ![]() Īs of the late 14 th century DR more than 100,000 people made their home in the city proper of Waterdeep. The name of "Waterdeep" was originally used by the sea captains docking at the port to trade, a moniker that originated from the city's outstanding natural deep-water harbor. The original farming community of humans that developed into a settlement known as Bloodhand Hold before being conquered and renamed Nimoar's Hold.
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