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Waterdeep

Capital in Waterdeep · the City of Splendors

Waterdeep is the largest and richest city of the Sword Coast: a walled port beneath Mount Waterdeep, governed by masked lords and built over the vast dungeon of Undermountain.

Gulls wheel over a harbour crowded with masts while bells, hawkers and rumbling carts fill streets that smell of tar, fresh bread and the sea, and somewhere below it all the dungeon waits.

Waterdeep at a glance

Also known as
the City of Splendors, the Crown of the North
Type & size
Metropolis and free city-state; the greatest port of the Sword Coast, Up to 2,000,000 (15th century DR)
Allegiance & rule
  • Allegiance: Independent city-state; a leading member of the Lords' Alliance
  • Ruled by: The masked Lords of Waterdeep, led by the Open Lord; the guilds and noble families hold much of the practical power
People & culture
Mostly humans, with large dwarf, elf, half-elf, halfling and gnome communities; cosmopolitan and tolerant of anyone who keeps the law
Key exports & trade
  • Ale, arms and cloth
  • Fish, furnishings, leather goods and pottery
  • Refined metals
  • Finished goods of every kind from its guilds

Overview

Waterdeep grew up around the best natural harbour on the northern Sword Coast. Ships from Amn, Calimshan and the Moonshaes unload here, and caravans carry the goods inland along the Long Road and the Trade Way. Its wealth makes it the hub that most adventures in the North eventually pass through.

The city is split into wards, each with its own character: the Castle Ward around the city's seat of government, the Sea Ward of temples and noble villas, the North Ward of old families, the busy Trades and Dock Wards, the Southern Ward where caravans gather and the Field Ward squeezed against the walls. The City of the Dead, a walled cemetery park, lies within the walls.

Government

Waterdeep is ruled by the Lords of Waterdeep, a council whose members hide their identities behind masks when they sit in judgement. Only one of them, the Open Lord, rules with a known face. The City Watch keeps order in the streets, the City Guard defends the walls and harbour, and the guilds hold a great deal of practical power over trade.

Undermountain and the Yawning Portal

Beneath Mount Waterdeep lies Undermountain, a sprawling dungeon shaped by the wizard Halaster Blackcloak, the Mad Mage. The best-known way down is the well in the common room of the Yawning Portal, an inn whose patrons pay to be lowered into the dark and bet on who comes back.

Factions

Almost every faction of the Sword Coast keeps agents in Waterdeep. The Lords' Alliance meets here, the Harpers and the Zhentarim compete for influence, the Blackstaff guards the city against magical threats from Blackstaff Tower, and criminal gangs such as the Xanathar's Guild work the sewers and the docks.

At the table

  • A noble family hires the party to recover an heirloom lost by a reckless heir somewhere in the first level of Undermountain.
  • Two guilds both claim a shipment stuck at the docks; whoever the party sides with becomes a patron, and the other an enemy.

On the map

Map of Waterdeep and the land around it on the Sword Coast
Waterdeep at the centre, about 470 miles across.Open the interactive map

Roads from Waterdeep

Regions nearby

Nearby places

Distances as the crow flies, measured on our map.

Sources

Description written by justroll. Forgotten Realms and its places are property of Wizards of the Coast. justroll is unofficial fan content, not approved or endorsed by Wizards of the Coast.