The Varnok Incident — A Dark Stain on Waterdeep
Excerpt from a forbidden manuscript uncovered in the Vaults of Blackstaff Tower
In the years before The Red Raids, Waterdeep was a city divided by walls and whispers.
The Watch, led by men like Sergeant Eobard Varnok, were charged with the safety of the realm — a safety that began, invariably, with the nobility above all else.
Varnok, a respected officer, hid a secret battle with Nectar, a rare and perilous drug made from dragon blood. On a night that would haunt the city’s memory, his supply was stolen by a child in the shadowed streets of Lower Waterdeep who hadn’t any idea of it’s value.
What followed was chaos: a drug-fueled rampage that tore through the undercity, leaving dozens dead — citizens and guards alike.
The Factions’ Roles
-
Wolfric (Military / Guardians):
The Guard’s leadership struggled. Many sympathized with Varnok, a brother in arms. They hesitated to intervene, torn between duty and loyalty. To openly condemn him risked fracturing the Guard’s fragile unity — especially with Aasimar and Elven officers feeling the sting of prejudice from the common folk below. -
Marrowfin (Trade / Wealth):
The city’s merchants feared that open knowledge of the incident would shatter confidence and disrupt trade. Several wealthy Marrowfin families quietly funded efforts to suppress information, buying silence with gold and favor. The status quo was too valuable to lose to scandal. -
Varnok (Intelligence / Enforcement):
Once a burgeoning secret police born of trauma and necessity, the Varnok faction was devastated by the scandal. Shamed and blamed for the violence, their operations ceased, their agents disbanded or absorbed into other city functions. For years, the faction existed only in hushed rumors and veiled threats.
It was not until the Red Raids—when the city faced threats that could no longer be ignored—that the Varnok faction was quietly resurrected. Hardened, ruthless, and far more secretive, they returned as a necessary evil, their past sins weighed heavily but buried beneath the pressing need for control.
- Veylark (Culture / Religion / Propaganda):
Masters of narrative, the Veylark faction shaped public perception. They promoted stories of “external agitators” and “criminal cults” as the cause of the bloodshed, steering faith and art to foster obedience and suppress dissent. History was rewritten to maintain order — but truth was sacrificed.
The Crown’s Hand
Behind closed doors, the Open Lord and Masked Lords convened. The City’s rulers, wary of igniting class war or rebellion, decreed a silent mandate:
“Lower Waterdeep is to be left to its own devices.”
From that day, the Guard’s presence below the city ceased except in rare, controlled circumstances. The undercity was consigned to shadows—ruled by rumors and unspoken pacts, beyond the watchful eyes of the law.
Legacy
No faction emerged unscathed, but none were deemed wholly guilty. The Varnok Incident remains a stain — a painful secret passed down in whispers and veiled glances.
Waterdeep’s shining spires stand because shadows lie beneath.
The truth is fragile. Handle it with care.