Abeir Toril › Waterdeep

The City

Thirteen districts, twelve fixers, and one sealed well. Click anything.

Why the city is this shape

This is a lattice schematic, not a street map. Waterdeep grew the only way a walled city can — up, because height is furthest from the wound, and down, because that is where the salvage is. What holds it together is a containment lattice anchored on Mount Waterdeep and the Walking Statues.

Outside the line: nothing. The waste starts where the lattice stops.

THE HARBOUR FIELD WARD the sprawl · the Animals SEA WARD wealth · altitude Helix · the Choir NORTH WARD the quiet rows the Valentinos CITY OF THE DEAD the Necropolis Scavs MOUNT WATERDEEP primary anchor CASTLE WARD the civic core ● THE YAWNING PORTAL TRADES WARD the floor DOCK WARD the Zone · the Mox SOUTHERN WARD the yards · 6th Street MIST- SHORE Voodoo Boys BELOW — the undercity DOWNSHADOW lived in · Maelstrom SKULLPORT where salvage moves UNDERMOUNTAIN ground zero · SEALED

Click a district · arrow keys move, Enter selects

How to use a fixer

A fixer is a relationship, not a vending machine. They remember, and the second gig is offered on the terms the first one earned.

Every one of them wants a second thing that isn't eddies — and that second thing is the story. They talk to each other: burning one costs you two.

Nobody spans the city. Grit won't leave Field Ward, Ott won't touch reclaimed parts, Mama Kettle won't aim a crew at her own neighbours. Which fixer you can reach is a real constraint, and the reason a crew cultivates more than one.