WATERDEEP BACKGROUNDS
This section is entirely optional, and only for players that want to tailor their character to Waterdeep. Some backgrounds can have specific tie-ins to this game's setting. In general, backgrounds from Sword Coast Adventurer’s Guide have solid foundations in Waterdeep or the surrounding Sword Coast. These include city watch, cloistered scholar, courtier, faction agent, far traveler, inheritor, mercenary veteran, urban bounty hunter, and Waterdavian noble.
Waterdavian Noble Families
Waterdeep contains well over a hundred noble families. The following noble houses are fine choices for any character with the noble background from the Player’s Handbook or the Waterdavian noble background from the Sword Coast Adventurer’s Guide.
[ +- ] House Amcathra
The Amcathras are a Tethyrian family that specializes in horse breeding and training, cattle ranching, wine-making, and weaponsmithing. The family motto is "We trample our troubles." The family has a large villa in the North Ward, on the east side of the High Road between Hassantyr’s Street and Tarnath Street.
[ +- ] House Margaster
The Margasters are an Illuskan family whose business interests lie in land-based shipping and bulk goods trading. The house also has a quiet history of wizardry. The family motto is "Nothing is beyond our grasp." The Margaster family estate is situated between Stabbed Sailor Alley and Shattercrock Alley in the North Ward.
[ +- ] House Phylund
The Phylunds are a Tashlutar family that captures and sells monsters. Monsters that can’t be trained as pets or guard beasts are sold to arenas or harvested for their meat, bones, and skins. The Phylunds sponsor adventuring parties and monster-hunting expeditions, and their motto is "What you fear, we master." House Phylund has an estate on Copper Street, west of the High Road between Julthoon Street and Trader’s Way in the North Ward.
[ +- ] House Rosznar
Once banished from Waterdeep for smuggling, slavery, and other crimes, this Tethyrian house has returned and is trying to overcome its dark past and disgraceful reputation by focusing on legitimate business ventures such as wine-making and gem trading. The family motto is "We fly high and stoop swift." Rosznar Villa is situated on Thunderstaff Way between Copper Street and Shield Street in the Sea Ward, west of the High Road.
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Waterdavian Guilds
Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need.
Waterdeep’s most prominent guilds appear on the Guilds of Waterdeep list. By law, there are no active thieves’ guilds in Waterdeep, and the Xanathar Guild isn’t an actual guild but a faction (see "Factions in Waterdeep," below).
To join a guild, one must possess a background, a proficiency, or a status that the guild values. For example, a character with the sailor background is welcome to join the Master Mariners’ Guild. One can practice a profession and not be a guild member, but such autonomy carries a cost. The guilds do everything they can to entice new members to join and pay for membership, and they go out of their way to hinder independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers’ Guild might find her flour supply cut off, while a wizard who refuses to join the Watchful Order of Magists and Protectors might be denied access to sages, libraries, and other useful resources.
Guilds charge members monthly or yearly dues that vary. For simplicity, you can have a guild charge 1 gp per month or 10 gp for a year’s dues paid in advance. A guild can expel a member for any number of reasons, not the least of which is failing to pay dues.
[ +- ] Guilds of Waterdeep
Bakers’ Guild
Carpenters’, Roofers’, and Plaisterers’ Guild
Cellarers’ and Plumbers’ Guild
Coopers’ Guild
Council of Farmer-Grocers
Council of Musicians, Instrument-makers, and Choristers
Dungsweepers’ Guild
Fellowship of Bowyers and Fletchers
Fellowship of Carters and Coachmen
Fellowship of Innkeepers
Fellowship of Salters, Packers, and Joiners
Fishmongers’ Fellowship
Guild of Apothecaries and Physicians
Guild of Butchers
Guild of Chandlers and Lamplighters
Guild of Fine Carvers
Guild of Glassblowers, Glaziers, and Spectacle-makers
Guild of Stonecutters, Masons, Potters, and Tile-makers
Guild of Trusted Pewterers and Casters
Guild of Watermen
Jesters’ Guild
Jewelers’ Guild
Launderers’ Guild
League of Basket-makers and Wickerworkers
League of Skinners and Tanners
Loyal Order of Street Laborers
Master Mariners’ Guild
Most Careful Order of Skilled Smiths and Metalforgers
Most Diligent League of Sail-makers and Cordwainers
Most Excellent Order of Weavers and Dyers
Order of Cobblers and Corvisers
Order of Master Shipwrights
Order of Master Tailors, Glovers, and Mercers
Saddlers’ and Harness-makers’ Guild
Scriveners’, Scribes’, and Clerks’ Guild
Solemn Order of Recognized Furriers and Woolmen
Splendid Order of Armorers, Locksmiths, and Finesmiths
Stablemasters’ and Farriers’ Guild
Stationers’ Guild
Surveyors’, Map-, and Chart-makers’ Guild
Vintners’, Distillers’, and Brewers’ Guild
Wagon-makers’ and Coach Builders’ Guild
Watchful Order of Magists and Protectors
Wheelwrights’ Guild
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Faction Membership
Various factions have roots in Waterdeep, and any character with the faction agent background (described in the Sword Coast Adventurer’s Guide) can choose to belong to one of the factions described below, provided the character meets the faction’s prerequisites. It is assumed you are of the lowest rank in that faction.
[ +- ] Bregan D’aerthe
A character must be a drow, preferably a male, to join this faction.
Bregan D’aerthe is a company of mercenaries originally made up of the much-derided and dishonorable castaways of destroyed drow houses. The group’s leader, Jarlaxle Baenre, is always looking for new members to fill the ranks, and loyalty is what matters to him most.
Almost all Bregan D’aerthe members are male because female drow rarely condescend to take orders from a male. A female drow can earn a place in the faction by decrying the drow matriarchy and convincing Jarlaxle that she would be an asset to the brotherhood. Jarlaxle employs non-drow operatives as well, none of whom know they’re working for him; such individuals aren’t considered members of the faction.
[ +- ] Emerald Enclave
A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome.
Waterdeep harbors a few members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They also watch over the City of the Dead (Waterdeep’s public cemetery) and the city’s parks.
Members of the Emerald Enclave can be found in Phaulkonmere, a noble villa in the Southern Ward, and at the Snobeedle Orchard and Meadery in Undercliff.
[ +- ] Force Grey
To join Force Grey, one must first become a member of the Gray Hands. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are willing to swear oaths to defend Waterdeep, its citizens, and its laws with their lives.
Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose fighting prowess is matched only by their loyalty to the city. Force Grey attracts the best of the best. Characters don’t begin their adventuring careers as members of Force Grey, but they can work up to that status.
Whenever Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent.
Although the Open Lord sets mission goals and parameters whenever the unit is activated, the Force Grey team needed to complete any given assignment is made up of individuals handpicked by the Blackstaff.
[ +- ] Harpers
Harpers are altruists who work behind the scenes to keep power out of the hands of evil tyrants.. Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome.
[ +- ] Lords’ Alliance
The Lords’ Alliance is a confederation of cities and towns up and down the Sword Coast and throughout the North, including (among others) Baldur’s Gate, Mirabar, Mithral Hall, Neverwinter, and Silverymoon. Members of the alliance must come to one another’s aid in times of need, and the organization uses field operatives (diplomats, spies, and assassins) to safeguard its interests.
To become a member of the Lords’ Alliance faction in Waterdeep, a character must be a Waterdavian citizen. Those with criminal records can also join, provided they demonstrate their allegiance to the city.
[ +- ] Order of the Gauntlet
Any non-evil character can join the Order of the Gauntlet in Waterdeep. Clerics, monks, and paladins are especially welcome, particularly if they worship Helm, Torm, or Tyr.
The order’s mission is to seek out and destroy evil before it gains a foothold. An individual can be a member of the faction and also a member of the clergy or a knight pledged to a specific god or temple. Members of the order act alone or in small groups. Some are Waterdavian natives; others hail from distant settlements and have come to the city on temple business.
[ +- ] Xanathar's Guild
Anyone can join the Xanathar Guild, which, despite its name, doesn’t have official guild status in Waterdeep. Before membership is granted, however, an applicant must pass a test that always involves the perpetration of a serious crime. Possibilities include murdering a guild member who has failed Xanathar in some fashion, kidnapping a Waterdavian citizen, collecting a ransom, robbing a hire-coach, or looting a warehouse.
Among low-ranking guild members, rampant speculation goes on about the true nature of Xanathar. Few have any inkling that their boss is a beholder, and fewer still have seen or spoken to the eye tyrant.
[ +- ] Zhentarim
The Black Network has an open recruitment policy. Anyone can join. Tenacity and loyalty are highly valued (but not essential) traits in new members.
The Zhentarim is a shadow organization that trades mercenaries and goods (including weapons) for profit. It has long sought to gain political influence in Waterdeep, but the strength of the city’s Masked Lords, nobility, and professional guilds makes that difficult.