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High Fantasy

Waterdeep: Adventures in the Forgotten Realms

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The City of Splendors brought to life! Designed for narrative-rich experiences in a detailed world.


Author's Note: Welcome to Waterdeep: The City of Splendors Step into one of the most iconic and richly storied cities in the Forgotten Realms—now expanded and reimagined for deeper exploration and immersive play. Waterdeep: The City of Splendors is your gateway to the Sword Coast, the Moonsea Region, and even the distant reaches of the Outer Planes. While Waterdeep remains the heart of the experience, its surrounding territories are available for those bold enough to venture beyond the city walls. This adaptation builds upon official Forgotten Realms lore, but introduces both minor and major changes to support a more engaging and open-ended campaign. For example, the characters from Baldur’s Gate 3 are playable, but have been recontextualized to exist in Waterdeep rather than Baldur’s Gate. Content is designed for compatibility with Waterdeep: Dragon Heist, Dungeon of the Mad Mage, and a host of original plot hooks waiting to be uncovered across the city’s alleys, taverns, towers, and catacombs. You’re free to explore at your own pace, shape the world as you see fit, or lose yourself in the layered politics, mysteries, and magic of the city. This is not a replacement for a traditional tabletop game—it’s a love letter to it. Dedicated to anyone who struggles to find a group and is itching to play. If you enjoy what’s inside, consider supporting the official Dungeons & Dragons books. They remain an invaluable resource for players and storytellers alike—and they make excellent collectibles. Join the Community For updates, feedback, or to share your stories, visit the Friends and Fables Discord and head to #Waterdeep: The City of Splendors. Recent Updates Map v2 initiated Major Arcana NPCs (central figures) v1 complete Gods v1 finished (additional pantheons incoming) Current Roadmap Sword Coast Expansion in development Minor Arcana NPCs (supporting cast) in progress Monsters, Items, and Spells being added regularly Factions & Shops receiving unique NPCs and updates Points of Interest (POIs) undergoing refinements
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50 days ago
Last Updated
5 days ago
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Castle Ward

Castle Ward

The Castle Ward is the vibrant heart of Waterdeep, encompassing the city's military, government, and the bustling Market Square, the largest in the North. Dominated by the majestic Castle Waterdeep, which towers above the city on a bluff, the area features lavish palaces, government halls, and the imposing Blackstaff Tower. The ward is alive with activity, housing the City Navy's docks and the barracks of the City Guard. Its colors of blue and purple, along with the golden griffon mascot, symbolize the ward's pride and strength. The six walking statues stand as guardians, watching over the citizens as they go about their daily lives, while the courts of magisters echo with the sounds of justice being served. The Castle Ward is not just a place of power; it is the soul of Waterdeep, where history and commerce intertwine.

Castle Waterdeep

Castle Waterdeep

Castle Waterdeep stands as a formidable fortress in the heart of the city, its 60-ft-thick walls towering high, adorned with vibrant banners that flutter in the breeze, visible from the southern districts. The castle is illuminated by continual light spells, casting a warm glow on its stone passageways. With provisions to sustain 50,000 for ten days and 90 cells for 540 prisoners, it serves both as a government seat and a stronghold. Garrisoned by 1,400 City Guards and trained City Watch members, the castle's courtyard echoes with the sounds of drills. Seventy warhorses reside in the stables, ready for swift action. The battlements, grimly, are used for the execution of non-nobles, a stark reminder of the law's reach. Construction began in 963 DR, marking the castle as a symbol of strength and authority just outside the city walls.

City of Splendors: Waterdeep

City of Splendors: Waterdeep

Waterdeep, known as the City of Splendors, is a bustling metropolis with a rich history that spans millennia. Nestled along the shores of Deepwater Bay, it has been a hub of human civilization for over two thousand years, with settlements like Safgauth and Skullport laying the groundwork for its vibrant culture. As the Gateway to the North, Waterdeep is accessible by various means, including roads, ships, and magical portals. Its thriving markets offer a plethora of goods, while its ancient dungeons promise adventure and danger. Adventurers flock to this grand city, seeking excitement and fortune, but must navigate its complexities to survive and thrive. Around the city, outside it's gates, are various refugee tent camps, pending processing and entry or others drifting in and out. Further out are smaller farming communities, magically enhanced to help feed the cities needs.

City of the Dead

City of the Dead

The City of the Dead is no drab cemetery. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it all. Long ago, Waterdavians largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an extradimensional space where the dead are taken, mourned, and interred. Those who can afford it memorialize the departed with sculptures, making the City of the Dead an open-air museum that features some of the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy merchants have competed to erect the grandest markers for their dead, leading to a wide variety of styles and concepts created by artists at the height of their skills.

Deepwater Harbor

Deepwater Harbor

Deepwater Harbor, also known as Waterdeep Harbor, is a natural basin of the Sea of Swords, providing a vital trade route for the city of Waterdeep. Enclosed by Deepwater Isle and Stormhaven Island, it features a rocky bottom covered in mud, sloping into the depths of Umberlee's Cache. The harbor is divided into the Great Harbor for trade and the Naval Harbor for the City Navy, with defenses managed by the City Guard and merfolk patrols. Notable locations include the underwater lighthouse Deepwater Beacon, the merfolk village Tharqualnaar, and the temple to Umberlee, the Queenspire. The harbor is a hub for merfolk and aquatic elves, who maintain its cleanliness and safety, while also engaging in trade with surface dwellers.

Dock Ward

Dock Ward

Once the most dangerous district, the Dock Ward is now overshadowed by the Field Ward. Dominated by warehouses, poorhouses, and tenements, its steep streets leave little room for pedestrians. Streetlamps are a rarity, often stolen or broken, forcing locals to carry their own light at night. The colors of the district are burgundy and orange, with a green swordfish as its mascot, a symbol of its competitive spirit. The Dock Ward's residents, often rough-and-tumble sailors, take pride in their champions, who are frequently drawn from their ranks. This area is a blend of grit and resilience, where survival is a daily contest.

Field Ward

Field Ward

Once a caravan yard between Waterdeep's northern walls, the Field Ward has transformed into a lawless town for refugees denied entry into wealthier neighborhoods. Lacking official status, it remains unpatrolled by the Watch, leading to rampant crime and desperation. The City Guard oversees it from the walls, intervening only when city access is threatened. The muddy streets are filled with the poorest citizens, while the absence of a sewer system exacerbates the squalor. The Guild of Butchers thrives here, operating slaughterhouses and smokehouses, profiting from the area’s misfortune. This grim district serves as a stark reminder of the city's inequalities, where survival often means succumbing to the darker aspects of humanity.

Mistshore

Mistshore

Mistshore is a dilapidated area along the northern shore of Waterdeep's harbor, notorious for its dangerous reputation. Once a thriving dock, it fell into disrepair after the Spellplague, leading to a community of outcasts living among the wrecked ship hulls. The harbor water is polluted and foul-smelling, and the City Watch refuses to patrol the area, though they will come if things get bad enough. Notable locations include Crib, a hideout for the crime lord Arowell, and Dusk to Dawn, a nomadic tavern. Hearthfire serves as a communal firepit for cooking, while the Waltzing Ferryman is haunted by sea wraiths, guarding an old wreck inhabited by a spellscarred mage. Treasure hunter Grinda Garloth resides here, often using her apparatus to search for lost treasures in the depths.

Mount Waterdeep

Mount Waterdeep

Mount Waterdeep rises 700 feet above sea level, a rugged bastion that protects the city of Waterdeep from fierce coastal storms. Its rocky slopes conceal the infamous Undermountain, a labyrinthine dungeon that draws adventurers and treasure seekers alike. At the mountain's heart lies a freshwater spring, once cascading down its cliffs into the sea, now redirected into vast cisterns that feed the city's sewer system. Legends whisper of an ancient city submerged beneath the waves, with Mount Waterdeep serving as its gravestone, a reminder of lost glory. The mountain also cradles the underhalls of Melairbode, a once-mighty dwarven hold, echoing with the history of its shield dwarf inhabitants. (Pictured early Waterdeep Settlement)

North Ward

North Ward

North Ward is Waterdeep's wealthiest yet quietest district, home to middle-class and lesser noble families. The area features steep cliffs that interrupt the city wall, with lavish residences and luxurious taverns boasting stunning views of the eastern countryside. A public walkway along the cliff's edge allows all to enjoy the scenery without the high costs of nearby establishments. The ward is adorned in green and orange, with the gentle white dove as its mascot, often seen in flight. Many homes have dovecotes, and flocks of doves grace the skies at dawn and dusk, adding to the area's charm. As night falls, the ward quiets down, creating a serene atmosphere.

Piergeiron's Palace

Piergeiron's Palace

The Palace of Waterdeep, a magnificent structure of gleaming white marble, stands proudly at the foot of Mount Waterdeep, where the bustling Street of Silks meets the grand Waterdeep Way. Known as the Lords' Palace, it serves as the residence and administrative hub for the Open Lord of Waterdeep, housing the City Watch, City Guard, and various city clerks. The palace is adorned with a remarkable Lantanese 'golemwork clock' named 'Timehands,' featuring intricate dials on three faces of its tallest tower, marking the passage of time for all who enter. The second floor hosts the Lords' Court, a grand chamber where the city's leaders convene, while embassies from distant lands and guest quarters for foreign dignitaries add to the palace's significance as a center of diplomacy and governance. All residenital houses within the area are owned by the estate as servant quarters among other things. (Storage, businesses, family or friends houses, etc.)

Sea Ward

Sea Ward

The Sea Ward is a prestigious area perched atop the high ground of Mount Waterdeep, where the affluent and influential reside. Once fields swayed by sea breezes, it now boasts palatial homes that incorporate remnants of ancient fortresses built by early warlords and pirates. The vibrant colors of blue and gold represent the ward in competitions, with the sea lion as its whimsical mascot. At the intersection of Diamond and Delzorin Streets, visitors can enjoy breathtaking views of the opulent residences surrounded by lush gardens. The House of the Moon, the tallest temple in the city, towers seventy-five feet above the streets, a beacon of beauty and reverence. This area is a blend of history, wealth, and splendor, making it a must-visit for those seeking to experience the grandeur of Waterdeep.

Sea of Swords

Sea of Swords

The Sea of Swords is a vast expanse of water separating the Sword Coast of Faerûn from the Nelanther and Moonshae Isles. This region is marked by its rich maritime culture, with the Tethyr Peninsula and the Purple Cliffs forming its rough boundaries. The northern reaches include the islands of Ruathym and Gundarlun, with the waters often extending to Luskan. The sea is home to the kingdom of sea elves, Nindrol, who protect the waters around Toaridge-at-the-Sun's-Setting, a mystical island known for its breathtaking sunsets and vibrant marine life. Adventurers often seek the treasures hidden beneath its waves, while sailors tell tales of storms and sea monsters lurking in its depths.

Southern Ward

Southern Ward

The Southern Ward is a vibrant area of Waterdeep, known for its rich cultural tapestry woven by the descendants of southern settlers. This district is a haven for traveling merchants, offering the finest halfling cuisine, captivating Calishite music, and exquisite dwarven craftsmanship. However, navigating its maze-like streets can be a challenge, as the treasures are often hidden behind unassuming facades. The residents take immense pride in their heritage as diligent travelers, and the mule stands as the ward's beloved mascot, symbolizing their hardworking spirit and connection to the land. Visitors are often corrected if they mistakenly refer to it as the South Ward, a testament to the locals' pride in their identity.

Sword Coast

Sword Coast

The Sword Coast is a rugged and vibrant wilderness in Faerûn, known for its independent cities and monstrous inhabitants. It stretches from the merchant nation of Amn in the south to Waterdeep in the north, featuring diverse landscapes like verdant fields, dangerous badlands, and vital waterways such as the River Chionthar. The region is home to notable features like the Lizard Marsh, Cloak Wood, and the Sword's Teeth cliffs. Governed loosely by the Lords' Alliance, cities like Baldur's Gate and Daggerford provide some law and order, while much of the land remains lawless, plagued by bandits and monsters. The culture thrives on courage and resourcefulness, with festivals showcasing historical tableaux and performances, reflecting the spirit of its people.

The Feywild

The Feywild

The Feywild is a realm of heightened sensations and unrestrained emotions, echoing the Prime Material Plane. Bathed in perpetual daylight, its landscapes are breathtaking, with towering mountains and rivers flowing with supernatural clarity. Time flows erratically, and magic is amplified but wild, affecting both inhabitants and landmarks. The geography mirrors Faerûn somewhat, but things are twisted and shaped by desires, leading to dire consequences for mortal visitors who do not tread carefully and disrespect the wilds. Home to various fey creatures, including eladrin, fairies, and strange dream like beasts, it is ruled by powerful archfey like Titania, whose Seelie court shapes the plane's politics. Notable locations include Astrazalian, Cendriane, and the Feydark, the Feywild's Underdark equivalent. The connection to Faerûn has varied over time, with periods of separation and reconnection, making the Feywild a place of wonder and danger.

The Shadowfell

The Shadowfell

The Shadowfell is a bleak echo of the Prime Material Plane, a realm of perpetual gloom and despair. Accessible through shadow crossings, it mirrors the Material Plane's geography but twists it into a desolate landscape of black and white. Light sources are diminished, and magic related to light and fire is impeded, while shadow magic is enhanced. The plane is ruled by the Queen of Air and Darkness and her Unseelie Court. The terrain is magically morphic, constantly shifting and diverging from its Prime counterpart. Inhabitants include shades, shadar-kai, shadow creatures, and undead drawn to areas of negative energy. Mirages of familiar places and faces haunt travelers. The Shadowfell is also home to the Domains of Dread, demiplanes imprisoning powerful evils. Notable deities like Shar and Mask maintain realms here.

Trades Ward

Trades Ward

The Trades Ward is a vibrant hub of commerce, filled with crafters and merchant guilds. Its streets and multi-layered balcony walkways are alive with the sounds of haggling and laughter, day and night. Buildings are adorned with colorful shop signs and advertisements, enticing passersby to explore glove shops, jewelry stores, taverns, and more. The air is fragrant with flowers and baked goods, while the City Watch maintains order amidst the bustling crowds. Guild halls stand proudly, representing the various trades that thrive here, from pottery to armor. Despite the constant activity, a sense of community is often overshadowed by the relentless pursuit of business.

Waterdeep Market

Waterdeep Market

The Waterdeep Marketplace is a vibrant market hub of activity, where the air is thick with the mingling scents of spices, herbs, and cured meats. Stalls burst with colorful wares, from exotic fruits to intricate trinkets, while the sounds of bargaining and the clatter of horse hooves create a lively symphony. The marketplace feels alive, with people bustling about, each in pursuit of the freshest produce and the best deals, creating a chaotic yet harmonious atmosphere.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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