Waterdeep

Waterdeep is arguably the most powerful city on the Sword Coast. Functioning as the Capital of the Lords' Alliance nation and as the location of many important councils and diplomatic meetings, Waterdeep is always politically active. Being all but founded by adventurers and heroes, Waterdeep is a place where parties meet, gather, or settle down. Housing Blackstaff, one of the primer arcane colleges, Waterdeep is bustling with magic and arcane technology. All of these factors and more combine to give the city its well-deserved title, Waterdeep: the City of Wonders.

## Calendar

Waterdeep uses a calendar that has spread throughout the Sword Coast and larger Faerun.

### Celebrations

#### Dreams and Drakes Community

The game *Tales from Waterdeep* (run through the Discord server and Roll20 game) often has special events coinciding with the many celebrationsof Waterdeep.

### Castle Ward

The Castle Ward is the most opulent part of Waterdeep and is home to the villa's and estates of the high nobility, the grandest arena on the Swords Coast, and the many temples and cathedrals to the Faerun pantheon.

### City of the Dead

The City of the Dead is the massive sole graveyard for the metropolis of Waterdeep. Large mausoleums dot the landscape and entrances to the dense network of catacombs can be found with ease.

#### The Grave Guard

To keep people from wandering into the catacombs to be get lost and to protect the graves from vandals and thieves are the public gaols of this contingent of the city guard; however, their primary focus is to protect the grave tenders as they place the bones of the dead in the undead infested the catacombs, and to keep said undead from walking the surface of the city. The source of the undead is unknown, but dealing with them has become trivialized.

### Draconic Ward

The Draconic Ward at first glance would appear to be a separate city built oddly close to Waterdeep, but locals know that it is in fact a part of the city where draconic and reptilian races live. Though there are prejudges against many of these races, that is not the reason for their separation. Due to Ahghairon's Dragonwardcreatures with draconic blood (such as Dragonborn, Half-Dragons, and Kobolds) have a slight discomfort to spending time within the city proper and a strong aversion to the Castle Ward in particular.

### Dock Ward

#### Districts

The Dock ward has five districts (Belnimbra, Dock'Ship'n'Sail, Mistshore, Net Down, & Tri-Ward District) **Belnimbra's** is centered around Belnmbra's Street and stretches from Lackpurse Lane in the north and west to Sail Street and Fish Street in the south and Gut Alley in the east.  Before the Dockward Fire, Belnimbra's district was primarily workhouses and slums, with formal houses sprinkled in; afterward, the workhouses were replaced with more efficient factories, and the slums were replaced with low-income housing. **Dock'Ship'n'Sail** is the largest of the three pier districts. It stretches almost the entirety of Dock Street --starting at the north end of Dock St. and ending where Dock St. meets Net Sreet. The inland broader follows Sail St., Fish St. Ship St., and finally Keel Ally before ending at Dock Street.  Dock'Ship'n'Sail consists mostly of warehouses with dry docks scattered throughout. Mistshore "After the Spellplague of 1385 DR, Waterdeep went into a decline, and maintenance of the harbor was neglected. Many ships sank or were scuttled in the northern harbor and eventually Waterdeep's outcasts created a small community on the wrecked ship hulls. The harbor water was polluted and smelled horrible. In 1491 DR, Mistshore was largely destroyed in a massive fire [the Duck Ward Fire], with most ships burning down to the waterline and having to be towed out of the harbor to prevent other vessels from running afoul the wreckage. By 1492 DR, most buildings in the neighborhood were still burned and abandoned." -Forgotten Realms Wiki Immediately after the fire, Tharian Corp. began moving in and taking control of Mistshore. The first thing Tharian Corp. did was offer disenfranchised the chance to become colonists in Katashaka in exchange for company scrip and a plot of land; behind the scenes, Tharian Corp. was offering the same deal to criminals along with a clean slate from many gangs as well as the law. Through a deal with the city in 1493 DR, any convicts who signed up would be exonerated. By mid-1492 DR, Tharian Corp. mercenaries were the primary law enforcement in Mistshore, at the end of that year they announced their gentrification projects. **Net Down** is arguably the most well-off district of the Dock Ward, being nestled into the corner of the harbor and the south gate, it is a hot spot for both smugglers and merchants who don't want to travel all the way to the Trade Ward. The borders stretch from Net street at the north to the wall at the south and go from the pier to the Way of the Dragon. The **Tri-Ward District** is connected to two other districts with the same name, one in the Southern Ward and another in the Trade, together they form the Tri-Ward area. Its northern border is Shesstra's Street and Drakiir Street and its east and west borders follow the Way of the Dragon and Snail Street all the way down to Net Street. The north side of Tri-Ward is many the houses of the factory and warehouse formen, whereas the south is a dense slum.

### Field Ward

The Field Ward consists of four districts, two for each gate of the city. The Field Ward's claim to fame is that it is split in half with the entire city proper between it.

#### North-gate West

North gate west in a distract in the northern half of the Field Ward and to the west of the High Road.

#### North-gate East

North gate west in a distract in the northern half of the Field Ward and to the east of the High Road.

#### South-gate North

North gate west in a district in the southern half of the Field Ward and to the north of the High Road.

#### South-gate South

North gate west in a district in the southern half of the Field Ward and to the south of the High Road.

### Undercliff

The Field Ward is a is the suberbia that surrounds the City and Draconic Ward for 10~ Km (6~ miles) in all directions. As well as the lose collection of farming villages.

### Sewers

*https://www.realmshelps.net/faerun/cities/waterdeep/cosw9\_lg.jpg|tab* Website

## Code Legal

Punishment for a crime can include one or more of the following, based on the nature of the crime, who or what the crime is committed against, and the criminal record of the convicted.

* Death
* Exile (For a number of years or summers)
* Flogging (a set number of strokes)
* Hard labor (for a period of days, months, or years, depending on the severity of the crime)
* Imprisonment (for a period of days or months depending on the severity of the crime)
* Fine (payable to city: inability to pay the fine leads to imprisonment and/or hard labor)
* Damages (payable to the injured party or victim’s kin: inability to pay the fine leads to imprisonment and/or hard labor)Edict (forbidding the convicted from doing something: violation of an edict can result in imprisonment, hard labor, and/or fine)

### I. Crimes against Lords, Officials, and Nobles.

#### A. Severe Offenses

**1. Assault or imprisonment of a Lord or Magister:** death **2. Espionage:** Death or permanent exile **3. Murder of a lord, official, or noble:** Death **4. Using magic to influence a Lord or Magister without consent:** imprisonment up to a year, and fine or damage up to 1,000 gp. **5. Treason:** death **6. Repetition of Serious Offenses against Lords, Officials, and Nobles:** Death or permanent exile.

#### B. Serious Offenses

**1. Assault or imprisonment of an Official or Noble:** flogging or imprisonment up to a tenday, and fine up to 500 gp **2. Arson:** death or hard labor up to 1 year, with fines and/or damage covering the cost of repairs plus 2,000 gp. **3. Blackmailing an Official:** Flogging and exile up to 10 years. **4. Using magic to influence an Official without consent:** fine or damage up to 1,000 gp and edict. **5. Theft:** flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods. **6. Vandalism:** imprisonment up to a tenday plus fine and/or damages covering the cost of repairs plus up to 100 gp. **7. Repetition of Lesser Offenses against Lords, Officials, and Nobles:** Flogging and exile up to 10 years.

#### C. Lesser Offenses

**1. Bribery or attempted bribery of an Official:** exile up to 20 years and fine up to double the bribe. **2. Forgery of an official document:** flogging and exile for 10 summers. **3. Repetition of Minor Offenses against Lords, Officials, and Nobles:** flogging and exile for 10 summers.

#### D. Minor Offenses

**1. Blasphemy against a Lord, Magister, or Official:** Edict.

### II. Crimes Against the City

#### A. Severe Offenses

**1. Arson:** Death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp **2. Espionage:** Death or permanent exile **3. Poisoning a city well:** death **4. Treason:** death **5. Repetition of Serious Offenses against the City:** Death or permanent exile.

#### B. Serious Offenses

**1. Fraud or Fencing stolen goods:** Fine equal to the value of the stolen goods and edict **2. Possession of Alchemy equipment:** Flogging and exile up to 10 summers and edict. **3. Possession of Alchemy materials:** Imprisonment up to a ten-day and/or a fine of 10 gp and edict. **4. Unlawful Dueling:** imprisonment up to a tenday, flogging, and damages up to 1,000 gp **5. Theft:** flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods. **6. Vending of Potions:** Fine equal to the value of estimated profits from the business up to 1,000 gp and edict. **7. Repetition of Lesser Offenses against the City:** Flogging and exile up to 10 years.

#### C. Lesser Offenses

**1. Forgery of an official document:** flogging and exile for 10 summers. **2. Hampering justice:** fine up to 200 gp and hard labor up to a tenday. **3. Possession of Potion(s):** Edict and/or fine up to 10 gp per potion. **4. Repetition of Minor Offenses against the City:** flogging and exile for 10 summers.

#### D. Minor Offenses

**1. Brandishing weapons without due cause:** imprisonment up to a tenday and/or fine up to 10 gp. **2. Littering:** fine up to 2 gp and edict.

### iii. Crimes against the Gods

#### A. Severe Offenses

**1. Treason:** death **2. Defiling of a Holy Place:** Death or permanent exile. **3. Repetition of Serious Offenses against the Gods:** Death or permanent exile.

#### B. Serious Offenses

**1. Assault of a priest or lay worshiper that results in Mutilation or Crippling:** imprisonment up to a month and damages up to 1,000 gp (cumulative with Assault of a Citizen that results in Mutilation of Crippling) **2. Theft of temple goods or offerings:** imprisonment up to a tenday and damages up to double the cost of the stolen items **3. Tomb-robbing, or Defilement of a Corpse or Grave:** imprisonment up to a tenday and damages covering the cost of repairs plus 500 gp. **4. Repetition of Lesser Offenses against the Gods:** Flogging and exile up to 10 years.

#### C. Lesser Offenses

**1. Assault of a priest or lay worshiper:** imprisonment up to a tenday and damages up to 500 gp (cumulative with Assault of a Citizen) **2. Repetition of Minor Offenses against the Gods:** flogging and exile for 10 summers.

#### D. Minor Offenses

**1. Disorderly conduct within a temple:** fine up to 5 gp and edict. **2. Public blasphemy against a god or church:** edict

### iV. Crimes against Citizens.

#### A. Severe Offenses

**1. Treason:** death **2. Slavery:** flogging and hard labor up to 10 years **3. Murdering a citizen without justification:** death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim’s kin **4. Repetition of Serious Offenses against Citizens:** Death or permanent exile.

#### B. Serious Offenses

**1. Assault of a citizen that results in Mutilation or Crippling:** imprisonment up to a month and damages up to 1,500 gp **2. Murdering a citizen with justification:** exile up to 5 years or hard labor up to 3 years or damages up to 1,000 gp aid to the victim’s kin **3. Repetition of Lesser Offenses against Citizens:** Flogging and exile up to 10 years.

#### C. Lesser Offenses

**1. Assaulting a citizen:** imprisonment up to a tenday, flogging, and damages up to 1,000 gp **2. Blackmailing or intimidating a citizen:** fine or damages up to 500 gp and edict. **3. Robbery:** hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp **4. Using magic to influence a citizen without consent:** fine or damages up to 1,000 gp and edict **5. Repetition of Minor Offenses against Citizens:** flogging and exile for 10 summers.

#### D. Minor Offenses

**Disturbing the peace:** fine up to 25 gp and edict