Guilds of Waterdeep

The notable Guilds and organizations of Waterdeep are listed below.

Arcane schools and practitioners

 * Blackstaff Tower : The home of Khelben "Blackstaff" Arunsun and Laeral Silverhand and an academy of arcane apprentices.
 * Eltorchul Academy : The magic school of Lord Thesp Eltorchul.
 * Enclave of Red Magic : The Red Wizards of Thay use the Thayan Embassy in the Castle Ward to conduct their trade, via a portal to this enclave in Skullport.
 * Halaster's Heirs : A hidden academy for dark arcanists, situated on the first level of the Undermountain.
 * New Olamn : A bardic education centre formed after Iriador "Garnet" Wintermist's anger at the Harpers' deviance from their original ideals.
 * Watchful Order of Magists and Protectors : Originally formed to provide protection for weaker spellcasters against people opposed to magic, now serves as the largest arcane school in Waterdeep.

Criminal and underground

 * Agents of the Eye : See Xanathar Thieves' Guild
 * Black Boar Tribe : A barbaric gang in the Dock Ward.
 * Bull Elk Tribe : A gang of primarily Uthgardt barbarians led by Chief Hagar Hlutwigsson.
 * Plague Rats : An elite organization of thieves and assassins operating mainly in the Dock Ward.
 * Savants of the Dark Tide : A foul organization run by aboleths deep in the Waterdeep sewer system.
 * Shadow Thieves : The largest and most prosperous thieves' guild in Faerûn.
 * The Unseen : An organization of shape-changers, thieves and illusionists.
 * Xanathar Thieves' Guild : Agents of The Xanathar (or "the Eye"), the most powerful beholder in Waterdeep.

Secret organizations

 * Harpers : An organization believing in the goodness of humankind and its allies.
 * Knights of the Shield : An organization that exists to gather and manipulate information.
 * Kraken Society : A secretive criminal organization dedicated to gaining information.
 * Red Sashes : A vigilante group particularly active in the Dock Ward.
 * Moonstars : A group of renegade Harpers and allies of the Blackstaff.

Registered guilds
The Guilds have been a mainstay in Waterdeep and had a major influence on the city. While the guilds had brought great prominence to Waterdeep as a trade center on the Sword Coast, through their management and their skilled control of commerce, they had also nearly destroyed Waterdeep twice with their avarice, ruthlessness, and greed. Nevertheless, the Guilds have widely varying degrees of influence, but no official precedence. They are constantly at odds with but held in check by the Lords of Waterdeep.

The Guilds do not operate as one power group, but rather as distinct groups of people dedicated to their chosen craft and service (and the related political agendas). Each guild determines how important and influential they are to the city, depending on how integral their trade is to the welfare of the city, with some appearing to have less power that they actually have, like the Dungsweepers' Guild.

Guilds must be recognized by the Lords, though applications for new guilds are seldom recognized, or always denied if the application would create rivals in the same trade already covered by an existing guild. The Lords prefer to not have competition between guilds, although guilds often compete over areas of trade where their jurisdictions overlap. Guilds use their numbers to do better than independents, and gain the largest share of business, but few guilds have complete control of their respective fields of interest. Not all professions are organized into guilds, notably panderers, courtesans, "escorts", and sages.

Guild ranks vary, but usually have, in descending order, a Master (or head) at the top, Elders or Council if they have a say in guild matters, "senior members", a Speaker or contact person for the public, regular Members, and Apprentices or Prentices or Novices (the term and powers of this rank varies between guilds) at the bottom.

The following guilds were active in Waterdeep prior to the Spellplague and after the Second Sundering.
 * Baker's Guild
 * Carpenters', Roofers', & Plaisterers' Guild
 * Cellarers' & Plumbers' Guild
 * Coopers' Guild
 * Council of Farmer-Grocers
 * Council of Musicians, Instrument-Makers, & Choristers
 * Dungsweepers' Guild
 * Fellowship of Bowers 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-makers', and Chart-makers' Guild
 * Vintners', Distillers', & Brewers' Guild
 * Wagon-makers' and Coach Builders' Guild
 * Watchful Order of Magists and Protectors
 * Wheelwrights' Guild