Infamous Alleys

Ruid’s Stroll. This short avenue from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights.

Brindul Alley. This is the lair of the Hand that Sings, a magical phantasm of a hand with a mouth in its palm.

Manycats Alley. This passage crosses two city blocks and winds through the interior of a third, running between and (for the most part) parallel to Julthoon Street and Traders’ Way in the North Ward.

Gondwatch Lane. Found at the southern entrance to the House of Inspired Hands in the Sea Ward, this alley serves as the testing ground for inventions considered too dangerous to operate inside the temple.

Pharra’s Alley. This alley in the Sea Ward is named after the first leader of the House of Wonder, but is more infamous for its Circle of Skulls.

Three Daggers Alley. This alley in the Dock Ward suffers from a magical curse that causes three daggers to appear out of thin air and attack passersby.

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Major Temples

Deity or DeitiesTemple NameLocation
All deitiesHolyhands HouseNorth Ward, Cooper Street & Delzorin Street.

If you are heading south on the High Road from the North gate just make a right on Delzorin Street. If you’re coming from the south, make a left onto Sidle Street, it’s a smaller road next to the Holyhands House.
Elven deitiesTemple of SeldarineCastle Ward, between Warrior’s Way and the Street of the Sword.

The Hawk Man isn’t too far away and is pointing in its direction.
GondHouse of Inspired HandsSea Ward, Seawatch Street & Shark Street

From the Field of Triumph, just head north on Seawatch Street.
HelmHelm’s HallSouthern Ward, on The Way of the Dragon.

Southwest of the Kolat Towers. Old abandoned place with a continual flame in one of its high towers.
IlmaterHospice of St. LaupsennNorth Ward, Undal’s Lane between the city of the Dead and The Market.

If you leave The City of the Dead from Andamaar’s Street just head towards the market and take a right onto Undal’s Lane.
LathanderSpire of the MorningCastle Ward, Julthoon Street Calamastyr Lane and Seawatch Street

From The Market just head towards the coast on either Trader’s Way or Calamastyr Lane.
Mielikki, SilvanusShrines of NatureSea Ward, Along the Street of the Singing Dolphin.

Take the main street south of the Troll Gate. You’ll see the greenery.
MystraHouse of WonderSea Ward, between Flint Street and Diamond Street 

South of the Temple of Beauty and east of the Tower of Luck.
OghmaFont of KnowledgeCastle Ward, inside block at the corner of Sword Street and Tzochal’s Race

From Piergeiron’s Palace, head north up Sword Street, after you pass Blackstaff Tower on your left, make a right onto the next street.
SelûneHouse of the MoonSea Ward, on Diamond St. between Seawatch Street and the Street of Whispers.

If you’re entering the city from the West Gate just go down Diamond Street towards the Street of the Singing Dolphin.
SuneTemple of BeautySea Ward, block between Ivory Street and Street of Glances southwest of the Heroes’ Garden.

From the Troll Gate follow the main street and make a left onto the Street of Glances, take a right onto Stormstar’s Ride into a residential area and you’ll see the Temple.
TempusHouse of HeroesSea Ward, on Jelzar’s Stride on the north side of the Field of Triumph.
TymoraTower of LuckCastle Ward, on The Street of the Singing Dolphin between Ivory Street and Delzorin Street.

If you’re heading south from the Troll Gate it’s on your left, a block after the Shrines of Nature.
TyrHalls of JusticeCastle Ward, south side of Calamastyr Lane between The Market and the Font of Knowledge.

If you’re at the market just head to its western exit and the Halls are there.
UmberleeThe QueenspireBeach outside of the walls of the South Gate
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Other Locations

PlaceDesciptionLocation
Ahgairon’s TowerThe slim stone tower of the original First Lord of the city that is surrounded by invisible magical barriers that suspend the skeletal remains of a wizard that tried to get into the tower.Castle Ward

Outside the walls of Piergeiron’s Palace
Caravan CourtThe main square of the “Caravan City” itself. While not large enough to accommodate any major celebrations, it is the Southern Ward’s largest recreational area.Southern Ward

At the Southern Ward’s northeastern border to the Trades Ward.
Cassalanter VillaCassalanter Villa’s stark white walls and gleaming crimson roof and turrets stand out even among the other opulent estates of the Sea Ward.Sea Ward

Delzorin Street and Diamond Street, east of the Street of the Singing Dolphin
Castle WaterdeepWaterdeep’s great fortress is a thick-walled stronghold that broods over Castle Ward from the flanks of Mount Waterdeep.Castle Ward

At the foot of Mount Waterdeep’s eastern side.
CliffwatchSome of the most lavish residences and most luxurious taverns and inns of Waterdeep stand along this space, boasting terraces and balconies that allow one to take in the beautiful view of the countryside to the east.North Ward

The row of houses along Saerdoun Street overlooking the countryside to the east.
Court of the White BullThis was the site of an infamous spell battle between the archmage Thongalar the Mighty and the evil mage Shile Rauretilar and his apprentices which tore into the fabric of the Weave.

To this day, magic brought to bear in the Court of the White Bull sometimes goes awry, and the use of magic items and spells is forbidden in the area.
Trades Ward

South of the City of the Dead and North of River Street near the River Gate.
The CynosureYou can visit the Cynosure to see sculptures and paintings of all the major participants and events in the Time of Troubles.Castle Ward

At the western end of The Market
Fetlock CourtThis large paved courtyard adjoining the Palace paddocks and stables is the staging area for any mounted contingent of the guard before they head out of the city for outlying patrols.Castle Ward

Between Piergeiron’s Palace and The Rise
Field of TriumphThis huge open-air stadium is the site of many spectacles staged for the populace of Waterdeep.Sea Ward

Along Julthoon Street, south of the West Gate
Gralhund VillaA lavish two-story estate owned by Lord and Lady Orond and Yalah Gralhund.North Ward

The building with the large yard between Saerdoun Street and Horn Street
Heroes’ GardenWaterdeep’s only public park outside the City of the Dead is a large, lush area of grass, trees, and ponds.Sea Ward

In the middle of the northern edge of the Sea Ward
Kolat TowersLong-thought to be abandoned this dilapidated, two-towered edifice stands tall in the Southern Ward. Its neighbors are aware of the magical force field that surrounds it, and they can see light from continual flame spells spilling out of the windows.Southern Ward

Between The High Road and The Way of the Dragon. Almost at the direct center of the Southern Ward.
The MarketThe largest open space in the city is an open marketplace surrounded by stone buildings (many moneylenders and pawnshops among them) that enclose the maze of temporary stalls and carts that appear here day and night.Castle Ward

Between The God Catcher and The Great Drunkard
MistshoreMistshore is a run-down Dock Ward neighborhood that reeks of fish and scorched timber. A fire swept through the area a little over a year ago, and most of the buildings are now burned-out shells with (at best) sails for roofs.Dock Ward

Connected to the Naval Harbor at the western-most side of the Dock Wart
Mount WaterdeepThe mountain on which the city is built is a bald, rough crag with a peak some 1,500 feet above sea level. On its seaward flanks are emplaced eleven gigantic triple-catapults for hurling loads of rock and burning material.Castle Ward

The southeastern end of the city.
Peaktop AerieHeadquarters for griffon mounts of City GuardCastle Ward

Atop Mount Waterdeep
Piergeiron’s PalaceThe center of Waterdeep’s government with various courts, embassies and city offices therein, as well as the living chambers of the Open Lord Laeral Silverhand.Castle Ward

At the foot of Mount Waterdeep’s northern side.
Trollskull AlleyA small community couched in the North Ward, it is home to many businesses and an old, abandoned manor.North Ward

Alley between Saerdoun Street and Delzorin Street
Virgin’s SquareThis market and traditional hiring place for warriors is named for a local legend that virgins were sacrificed to dragons on this spot, long before the founding of Waterdeep.Trades Ward

Large block between The Way of the Dragon, Snail Street and the High Road.
The WaymootA magical set of signs with arrows pointing toward the harbor and each of the city gates. They can magically point travelers in the direction of their destination.Southern Ward

Where the Way of the Dragon and the High Road meet at the South Gate
The Yawning PortalOn quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales. On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates.Castle Ward

On Rainrun Street directly between The Honorable Knight and Castle Waterdeep.
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The Walking Statues

StatueDescriptionLocation
The God CatcherA well-muscled but impassive male human with its left leg sunk to the hip in the street. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping.Castle Ward, Sul Street & Heard Lane.

Take Sul Street north from The Market
The GriffonThe griffon statue stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant.Castle Ward, atop Mount Waterdeep near the Peaktop Aerie
The Sahuagin HumbledA sahuagin bowing low toward the House of Heroes on bended knee — a gesture of obeisance to the citySea Ward, along the Cliffride just south of the Field of Triumph
The Great DrunkardThis colossus appears to have fallen forward onto its knees, it arms at its sides and its head tilted forward onto its chest. A set of broad stone stairs ascends to the statue’s lap, which holds a two-story tavern called Gralkyn’s Tankard.Castle Ward, directly south of The Market between The Street of the Sword and the Street of Bells
The Lady DreamingThe statue has the appearance of a female elf on their side, resembling a noble lady asleep in her garden.Castle Ward, along The Rise in a garden near the western wall.
The Honorable KnightA statue of a male warrior in full-plate armor with a shield and longsword. It stands upright, sword sheathed and shield upright and touching the ground by its side. The statue faces southwest toward the harbor.Trades Ward, Book Street between Shesstra’s Street and Drakiir Street.

Head down The Way of the Dragon and turn onto Drakiir Street.
The Hawk ManThis statue looks like a winged, hawk-headed being bearing much resemblance to aarakocra. The statue’s wings are folded tightly against its back, it has a missing right foot and right arm. Its left arm is extended out toward the north, palm forward as if in a gesture to say, “Stop.”Castle Ward, Zeldan’s Alley south of the Temple of Seldarine.

You can see it from The Market if you look south.
The SwordmaidenThis statue appears virtually identical to the Honorable Knight, except for its female form and open-faced helm.North Ward, block couched between Whaelgond Way, Ussilbran Street, Hassantyr’s Street and Tarsar’s Street

If you walk north along the Cliffwatch and make a left on Tarsar’s Street you’ll see her.
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Wards

THE WARDS OF WATERDEEP

Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward they’re in or what a ward’s name signifies.

Castle Ward. As the name indicates, Castle Ward contains Castle Waterdeep, Piergeiron’s Palace, and many other public buildings of the city. This ward is home to mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the residents of the ward.

Dock Ward. Most of the city’s harbor area is located in Dock Ward, as are the businesses and warehouses that depend on the city’s newly restored harbor. It’s a crowded neighborhood of many winding streets, where folk are comfortable making deals that might in other places provoke the displeasure of the law.

Field Ward. Of relatively recent vintage, the Field Ward stands between the inner and outer north walls of the city (an area formerly used as a caravan grounds). This ward grew up in a messy, unregulated fashion and is home to many of the poorest residents of the city.

North Ward. Home to many noble villas, townhouses, and a great many inns, North Ward is the neighborhood of the respectably wealthy.

Sea Ward. Those whose fortunes are on the rise build their homes in Sea Ward, and they join many long-established Noble Families in residence. This area in the northwest of the city is home to much of the city’s wealth, the location of the grandest villas of the city’s Noble Families (except for those in North Ward).

Southern Ward. Stables, warehouses, and shops related to overland trade dominate Southern Ward. Most residents are hardworking folk that load and unload caravan carts, and otherwise perform low-paying work.

Trades Ward. A narrow slice of land between the Castle Ward and the City of the Dead, Trades Ward is the center of commerce for the city, with most of the smaller transactions and respectable trade taking place here.

City of the Dead. The city’s walled cemetery, the City of the Dead is the only place in Waterdeep where it is legal to bury the deceased. It is used by many citizens as a public park during the day, a lovely green space of pretty mausoleums and grand statues in which to escape the city’s hustle and bustle.

Undercliff. While not considered by many to be a ward of the city, the little villages and many farms that sprawl across the land east of the city were lawfully incorporated into Waterdeep when it moved a barracks and training facility to the area.

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