A hot bath eases the ache of Zima's bruises from earlier, and afterwards, they are reduced to a dull throb that encourages her to climb into bed. She sleeps deeply through the night, undisturbed by the barmaid. When she wakes the next morning, the barmaid is nowhere to be seen - probably because her duties continue late into the night. The cook she met yesterday is in the kitchen and treats Zima to a hearty breakfast of eggs and hash browns - heavy on the hash browns.
"It's on the house," he tells Zima, wiping his hands off on his apron.
"We need more travelers like you. And less like them."
Zima spots some familiar faces on the way out of town. A visibly pissed off caravan master directs the would-be rapists as they load goods into a horse-drawn wagon, while the sheriff keeps a watchful eye. One looks over at Zima - the one whose jacket she's wearing. He watches her for a moment before the caravan master slaps him
hard upside the head and tells him to get his ass in gear.
The walk to Waterdeep takes over eight hours, not including a break at midday for lunch. Occasionally, Zima passes (or is passed) by other travelers, or by armed and armoured soldiers on horseback. The latter identify themselves as the Waterdeep City Guard if asked, but unarmed and unarmoured as she is, Zima doesn't attract their attention unless she seeks it out. Eventually, the wilderness gives way to flat farmland, and she can see Waterdeep on the horizon before her. It sits on a raised plateau, making it easy to see, and three mountain peaks seem to surround the city.
Zima passes miles of farms, uphill, before finally reaching the city gates in the late afternoon. There, she finds a checkpoint manned by the Waterdeep City Watch, marked by a gren-and-gold lantern burning outside despite the daylight. Unlike the Guard she met on the road, members of the Watch are dressed in green-and-goldenrod doublets and tall steel helmets. Most carry a truncheon, dagger, and buckler. There is a lineup of people entering the city, but it moves quickly, as the guard waves most people through with the briefest instructions.
"Anyone who stays in Waterdeep beyond a tenday must register with a magister," a bored Watchman says as Zima steps through the gates. His voice is a speedy monotone; she heard him say this many times over as she waited in line, and he'll do doubt say it hundreds of more times before the day is out.
"Arcane spellcasters must register immediately. Know that registration subjects you to monthly taxation. Assault of all kind including dueling or unlicensed sport combat is illegal within city limits. Welcome to Waterdeep and enjoy your stay. Next."
Past the city gates, Zima finds herself on a dusty dirt street, surrounded by multiple-storey buildings, most of which boast a business on the ground floor. Just inside the entrance, towering over her, is a wooden sign painted with the image of a mule standing before a field of red and white. Below the mule are the words, painted clearly in Common:
Welcome to Southern Ward.