Waterdeep
Type: Major coastal city — Sword Coast (south of Leilon) Status (latest): Has retreated within its borders per Session Zero; relies on trade from Amn in the south First Reference: Session Zero
What the Party Knows
- One of two booming-then-retreated coastal city-states (Neverwinter is the other).
- The Steel Beast rail rush is pushing south toward Waterdeep — it has not yet reached.
- The Toke Inn sits roughly halfway between Waterdeep and Neverwinter.
Updates — Sessions 057–058
- Session 057: The party entered Waterdeep on foot after a two-hour funeral procession from the Long High Road Inn. First time in the city.
- Session 058: Party explored the Castle Ward. Visited the Font of Knowledge. Took rooms at the Yawning Portal. AC met a Desolate Order contact (Booth 27, Yawning Portal) and accepted a warehouse-clearing job.
- Active leads / party status:
- The Drider Warehouse — warehouse in the Sea Ward; formerly Bregan D'aerthe; guards cursed into driders; party accepted the job to clear it.
- Silverhelm / Silmerhelve family — one of the 78 noble houses; Sea Ward; formal audience by invitation only. Emmith's research surfaced this; direct approach blocked.
- High Eyrie / House Belabrenta — exclusive aerial club; Moist pursuing access; invite-only; Belabrenta's missing griffin is a potential hook.
- KeYs shopping for adamantine ore / rare armor materials; Trade Ward.
- The Desolate Order — has operational presence in Waterdeep; Mathenson House scroll was a relay for the Order. The Order's "favored family" is unnamed.
- Waterdeep's noble culture includes a tradition of aerial mount ownership. No flying in city limits without a special license (High Eyrie members are the licensed class). Walking Giants (deactivated stone guardians) throughout the city.