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 [Lore] Waterdhavian Guilds and groups

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PostSubject: [Lore] Waterdhavian Guilds and groups   Tue Mar 07, 2017 4:56 pm

This is basic lore from the campaign guide and City of Splendors, this is not confirmed for the server lore and is subject to dm term changes (if any)

Just posting a series of articles to cover inspiration and various things to cover for the server.

This Time I'll be posting the Various guilds and guild like groups in Waterdeep. All lore is from the City of Splendor book.

A guide to reading the entries

Name:
Size: an indicator of the size of the guild
Allignment: This is what the major members of the guild allignment is, lesser members can be of different allignments
Membership: Cannonical membership as well as a descriptive if the guild/faction is biased towards certain races
Dues: Cannonical cost to remain in said guild
Base of Operation: Where they are located
Authority Figures: The main members of said guilds

Associated Classes: Most likely classes associated with the guild. Not always limited to said associated classes
Associated Skills: PnP Skills that are commonly used by said guilds
Additional Requirements: Anything else other than coin to keep your place
Special: Additional info


Last edited by Gorebash on Tue Mar 07, 2017 5:11 pm; edited 1 time in total
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PostSubject: Re: [Lore] Waterdhavian Guilds and groups   Tue Mar 07, 2017 5:05 pm

The Arcane Guilds

Blackstaff Academy
Founded by Khelben Arunsun in the years after rescuing Laeral Silverhand from the Crown of Horns. The guild is an informal elite arcanist's academy with an ever changing list of apprentices.

Size: Small Arcane
Allignment: Mostly LN, NG
Membership: Currently 54, mixed races
Dues: 10 gold per level per month, no cost to join
Base of Operations: Blackstaff Tower
Authority Figures: Khelben "Blackstaff" Arunsun, Laeral Silverhand Arunsun

Associated Classes: Wizard, Sorcerer
Associated Skills: Craft (Alchemy) Decipher Script, Knowledge Arcana, Knowledge History, Knowledge The Planes, Spellcraft
Additional Requirements: Any new spells you research or discover must be copied and given to the tower library
Special: Admittance to Blackstaff Academy usually requires demonstration of exceptional magical talent (spellcrafting prodigy or similar feat) or a uniquely compelling personal history. Non-mages are rarely admitted.

Name: Eltorchul Academy
Upon inheriting the family spice and import business, Lord Thesp Eltorchul invested the family fortune into arcane academia and rare magical component procurement. The family has run the academy for three decades now, having slowly elevated it into an elite bastion for nobility and well to do.

Size: Minor Arcane
Allignment: NG, LG, N
Membership: 64 members, Mixed races
Dues: 1,000gp to join, 200gp per month for students, Instructors paid 10gp per level per month, no cost for instrutors to Join.
Base of Operation:Eltorchul Family Villa, Sea ward.
Authority Figures: Thesp Eltorchul, Fea Eltorchul

Associated Classes: Bard, Sorceror, Wizard
Associated Skills: Concentration, Craft Alcehmy, Decipher Script, Knowledge Arcana, Knowledge Nobility, Spellcraft
Additional Requirements: If you are an instructor, you must be on premises for an average 20 hours per tenday to instruct students. If you are a student, classes require you to attend 40 hours per tenday.

Name: Enclave of Red Magic
The Red Wizards of Thay have long sought to rule Faerun. For centuries they sought to do so through force of arms, but in recent years they have turned to trade as part of a plan of economic conquest. Thay's Guild of Foreign Trade now administers sovereign trading enclaves in cities across Faerun.

Size: Standard Arcane
Allignment: LE, NE, LN
Membership: 130 members, Humans mostly with gnolls and Tieflinhs
Wages: 5 gold per level per month (no cost to join), double rates for Arcane Spellcrafters
Base of Operation: Thayan Embassy
Authority Figures: Ambassador Ethur Anszim

Associated Classes: Fighter, Rogue, Wizard
Associated Skills: Appraise, Craft Alchemy, Intimidate, Knowledge Arcana, Knowledge the Planes, Spellcraft.
Additional Requirements: You are required to serve in the embassy or it's Skullport annex for an average of 30hours per tenday. Each Month you must donate 100gp of magic items to the enclave for resale. (Donations are measured by market value, not creation costs)
Special: Membership in Thay's Waterdeep enclave is restricted to natives of Thay dispatched by the Guild of Foreign Trade. The Enclave's Ranks also include nonhuman servitors and slaves, although both groups are restricted to Skullports warrens.

Name: Halamaster's Heirs
Centuries ago, Halaster Blackcloak and his seven apprentices established Halaster's Hold and begun exploring the dwarven dwellings beneath the plateau. Of the Seven, one is known to be dead and two are known to still live - Trobriand the Metal Mage and Muiral the Misshapen. In addition, the years since Halaster claimed the underhalls for his own, the Mad Mage has taken on additional apprentices, some of whom still stalk the depths of Undermountain.

Size: Minor Arcane
Allignment: CE, NE, LE
Membership: 40 members, mostly human
Dues: 25gp per month, 250gp to join
Base of Operation: Level 1 of Undermountain, near the Yawning Portal
Authority Figures: Muiral the Misshapen, Trobriand the Metal Mage

Associated Classes: Adept, Sorceror, Wizard
Associated Skills: Concentration, Craft Alchemy, Knowledge Arcana, Knowledge Dungeoneering, Spellcraft, UMD
Additional Requirements: You must craft one magic item for the guild per month. Item crafted must be worth at least 100gp
Special: None

Name: New Olamn
In the year 1364, a former Harper named Iriador "Garnet" Wintermist unleashed a series of unconventional attacks against inhabitants of the Sword Coast, stemming from an anger at the decline of the Bardic Arts. Although she was defeated, several Waterdhavians took her lesson to heart and refound Waterdeep's old bardic college.

Size: Standard Scholastic
Allignment: CG, NG
Membership: 110 members, Mixed
Dues: 10gp per month, 50gp to join
Base of Operation: New Olamn, Castle Ward.
Authority Figures: Kelthul Majarra

Associated Classes: Bard, Expert, Rogue, Sorcerer, Wizard
Associated Skills: Decipher Script, Diplomacy, Knowledge Arcane, Knowledge History, Perform, UMD
Additional Requirements: You must be present at the college or engaged in it's business for an average of 20hours per tenday, (usually instructing the children of well-to-do families in music and lerarning)
Special: Admittance to New Olamn usually requires demonstrating musical talent (usually 4 ranks in Perform or skill focus Perform)

Name: The Watchful Order of Magists and Protectors
Technically the Watchful Order is one of the city's 43 guilds, formed to protect less powerful mages and sorcerers from those distrustful of the Art, but in practice, it acts as the largest arcane academy in the City of Splendors. The Watchful Order encourages prudence in the use of the Art so that Arcane Spellcasters will be respected and looked up to, not feared and actively opposed. Effectively it polices less powerful spellcasters who reside or visit the city, actively discouraging them from throwing spells around to influence the populace/

Size: Expansive Arcane
Allignment: All
Membership: Approximately 1000, mixed
Dues: 20gp per month, 100gp to join
Base of Operation: Tower of the Order, Castle Ward
Authority Figures: Lady Master of the Order Mhair Szeltune, Speaker of the Order Orlar Thammas

Associated Classes: Adept, Sorcerer, Wizard
Associated Skills: Concentration, Craft Alchemy, Decipher Script, Knowledge Arcana, Spellcraft, UMD
Additional Requirements: You must craft at least one magic item for the guild per month and must be worth 25gp. Members who craft more expensive items are excused from this obligation for 1 month per 100gp of market price of the item crafted. Donating a magic item is an acceptable subsitute. In addition you must serve 20hours per tenday with the Guard, the Watch or in similar protective duties.
Special: none
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PostSubject: Re: [Lore] Waterdhavian Guilds and groups   Wed Mar 08, 2017 5:54 pm

Armed Forces
The Lords of Waterdeep enforce their rule and maintain peace and security through the city's armed forces. Waterdeep's defenders are split into four branches, the Griffon Cavalry, the City Guard, the City Watch and the Navy. The Gray Hands act as an elite company, called in for emergencies.

Name: The Griffon Cavalry
Waterdeep's Griffon riders patrol high above the skies of Waterdeep, defending Mount Waterdeep and the city below from intrusion. The Griffon Cavalry is an elite company of the City guard and it's leader Lord Moedt, reports directly to General Obryn Ironfist.

Size: Standard Government
Allignment: LN, N, LG
Membership: 100, nearly all human
Dues: a donation of 500gp is not unusal, Salary is 15gp/month
Base of Operation: Peaktop Aerie, Castle Ward
Authority Figures: Lord Moedt Belabranta

Associated Classes: Aristocrat, Fighter, Paladin, Ranger, Warrior
Associated Skills: Diplomacy, Handle Animal, Intimidate, Knowledge Nobility, Ride, Sense Motive
Special Requirements: You are expected to spend an average 20hours per tenday, drilling and patrolling the skies above Waterdeep
Special: Joining the Griffon Cavalry requires swearing an oath of loyalty to the City of Waterdeep. Prospective members must demonstrate proficiency in combat (base attack bonus of at least +3) and know the Mounted Combat feat. The Griffon Cavalry is quite prestigious and prospective members often arrange favors or make significant donations to civic causes to join.

Name: City Guard
The City Guard serves as Waterdeep's army, defending the city of splendors from attack and patrolling the surrounding countryside. The Guard also serves as bodyguards for Piergeiron and as honor guards for visiting diplomats. Contingents of the Guard and the Watch jointly man the city gates, the Guards control access, whereas the Watch observe those who enter, pursue fugitives and escort visitors to the city.

Size: Expansive Government
Allignment: LN, N, LG
Membership: 1200 members, mixed races. Can swell to 12,000 in time of War by recruiting Mercenaries
Salary: 6gp/month, nothing to Join
Base of Operation: Castle Waterdeep, Guard Armory Castle Ward, Guard Barracks in Castleward, Dock Ward and North Ward. Various towers and gatehouses around the city
Authority Figures: General Obryn Ironfist, son of Arn, blood of Turgo, of the Forlorn Hills of Dardath

Associated Classes: Barbarian, Cleric, Fighter, Paladin, Ranger, Rogue, Warrior
Associated Skills: Climb, Handle Animal, Intimidate, Profession Siege Engineer, Ride, Spot
Additional Requirements: You are expected to serve an average of 30 hours per tenday standing guard, drilling or patrolling (many Guard serve more)
Special: none

Name: City Navy
Heavily reliant on Maritime trade, Waterdeep maintains a powerful navy capable of dominating along the SWord Coast and protecting its merchants from pirates and monstrous threats.

Size: Expansive Government
Allignment: All excepy NE and CE
Membership: 2000 members, mixed races can grow to 9000 by recruiting merchant sailors
Dues: none to join, salary is 6gp/month
Base of Operation: Inner Fort, Outer Fort, Smuggler's Bane Tower, Harborwatch Tower, Naval Harbor
Authority Figures: Admiral Helkar Hornwynd

Associated Classes: Barbarian, Bard, Cleric, Expert, Figher, Ranger, Rogue, Warrior
Associated Skills: Balance, Climb, Knowledge Geography, Professon Sailor, Profession Siege Engineer, Use rope
Additional Requirements: You are expected to serve an average of 30 hours per tenday. This might involve several tendays away on a voyage followed by a long leave in which you are free to do as you please.
Special: none

Name: The City Watch
The City Watch serves as Waterdeep's police force, patrolling the city and ensuring the well being of its inhabitants. In addition to arresting law breakers, Watch Patrols often assist passersby with heavy loads, give directions, search for lost children, provide basic medical aid and referee verbal disputes

Size: expansive Government
Allignment: LN, N, LG
Membership: 1600 members, mixed races
Salary: 5gp/month
Base of Operation: Piergeiron's Palace, Castleward
Authority Figures: Captain Rulathon, Senior Armsmater Helve Urtrace

Associated Classes: Cleric, Expert, Fighter, Paladin, Ranger, Rogue, Sorcerer, Warrior, Wizard
Associated Skills: Intimidate, Knowledge Local, Search, Sense Motice, Spot, Use Rope
Additional Requirements: You must spend 30 hours per tenday on duty
Special: none

Name: The Gray hands
Although Waterdeep is ably defended by the City Guard and Watch, some threats require more extreme solutions. The Gray Hands are an elite force of high powered adventurers who answer to the Lords of Waterdeep. Although their numbers are small, members of this group are capable of confronting the most powerful foes. The lords of Waterdeep are loath to call out the Gray Hands unless no other option presents itself, for the fallout from the conflicts involving this group inevitably inflict a great deal of collateral damage.

Size: Minor Mercenary
Allignment: LG, LN, NG, CG
Membership: 20, mixed races (does include a frost giant)
Salary: 100gp per month
Base of Operation: Blackstaff Tower
Authority Figures: Jardwim, Khelben "Blackstaff" Arunsun

Associated Classes: Barbarian, Cleric, Fighter, Ranger, Sorcerer, Wizard
Associated Skills: Climb, Concentration, Intimidate, Knowledge the Planes, Listen, Spot
Additional Requirements: You must be Present in Waterdeep at least 30hours per tenday. The Gray Hands do not patrol or stand duty, they're called if needed.
Special: A prospective member much demonstrate excellent combat skills or powerful spellcasting to join the Greyhands (minimum +5 base attack or 3rd level spells)
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PostSubject: Re: [Lore] Waterdhavian Guilds and groups   Thu Mar 09, 2017 5:22 am

Churches and Religious Orders

Polytheistic Waterdeep is home to all manner of faiths. The city's largest temples include the Font of Knowledge, the Halls of Justice, the House of Heroes, the House of Inspired Hands, The House of Wonder, The House of the Moon, the Shrines of Nature, Spires of the Morning,The tower of Luck, The Temple of Beauty and The Plinth. Temples to the dark gods, such as Ghaunadaur, Loviator and Shar are said to lie in the depths of Undermountain. Waterdeep is also home to religious orders, such as the Order of the Aster, Order of the Blue Moon, Order of the Sun Soul, Order of the Even Handed and the Holy Order of the Knights of Samular.

Church of Cyric
The Church of Cyric considers Mount Waterdeep sacred to the Dark Sun, for it was here that Cyric's ascension took place in front of the watchful eyes of Waterdeep's Populace. The Dark Sun's more fanatical devoteess make regular pilgramages to the city of Splendors. Waterdhavians have never flocked to the Dark Sun's banner, but many rich Waterdhavians winter in the warmer climes of Amn, where the Church of Cyric is strong. The interest of a few of these well off individuals in the decadent practices of the South ensures Cyric's clerics a steady stream of noble patrons willing to fund activities in Waterdeep. Three of the more prominent Cyricists to frequent the city of splendors are described below.

Malchior of Darkhold is a fat, fleshy, grey bearded man who's cunning is matched by only by his greed. Malchior's first loyalty is to himself, the Dark Sun a distant second. Although he remains part of the Zhentarim, Malchior rarely returns to Darkhold these days, a place that has fallen increasingly under the sway of the Church of Bane.

Xorla Djannas is a native of southern Tethyr who ventured north to Waterdeep with her master Selpar Thynn, but she was abandoned when Thynn died in a tavern brawl. Xorla found her true calling at the end of the Time of Troubles. Having observed the ascendance of Cyric to Godhood, she pledged herself to be one of his first and most devoted followers. In the years since her conversion, Xorla has wandered Faerun in service to the Dark Sun, spreading word of her faith and collecting lost tomes of arcane lore for the church of Cyric. Nevertheless she often returns to Waterdeep to pray at the spot where Cyric finally recieved his due.

Tomas Siohcen
is a thin man with a pockmarked face given to frequenting the Dock Ward's dreariest taverns in dark hooded robes. Tomas harbors a deep and abiding hatred for the Church of Talona for he suffered greatly as the slave pf a Talona worshipping Calishite in his youth. Tomas sees the Unseen as the perfect expression of the Dark Sun's teachings and his enthusiastic support for the druuth's war against the Lords of Waterdeep is simply a front for his long term goal of building a cathedral to the Dark Sun atop Mount Waterdeep at the sight of Cyric's ascension.

Name: Church of Gond
Waterdeep has long been a bastion of enterprising artisans and craftsfolk, many of whom worship the Wonderbringer. Merchants from Lantan are believed to have first introduced the teachings of Gond to the settlement, and their teachings were in large part responcible for the ascendance of Waterdeep's mercantile culture. The Waterdhavian branch has long benefitted from the generous donations of Waterdeep's prosperous tradesfolk.

Size: Expansive Religious
Allignment: Any
Membership: 340, Mostly humans and gnomes
Dues: 5gp/month
Base of Operation: House of Inspired Hands, Sea Ward
Authority Figures: High Seeker Jhoadil Zulthind

Associated Classes: Cleric, Expert, Fighter, Rogue, Wizard
Associated Skills: Concentrations, Craft Any, Knowledge Engineering, Knowledge Religion, Spellcraft, UMD
Additional Requirements: You must craft an item worth at least 2gp and donate it to the temple once per month, you must also adhire to the tenets of Gond's Faith
Special: Admittance to the clergy usually requires demonstratable understanding of the Church's teachings (2 ranks in Knowledge Religion) and a vow of devotion to the Wonderbringer.

Name: Church of Lathander
Although huamnkind has dwelt in the shadow of Mount Waterdeep since the abandonment of Aelinthaldaar, the city of Splendors has retained the energy of an up and coming commercial centre full of promise for generation upon generation. This spirit of renewal is both in harmony with the teachings of LAnthander and the primary reason so many waterdhavians embrace the teachings of the Morninglord. As a result the Church of Lathander is one of the leading temples of Waterdeep.

The Church of Lathander is divided into three factions, although there is little discord between the three: the Clergy of Lathander, the Order of the Aster, and the Order of the Sunsoul. The clergy focus on ministering the faithful, the Order of the Aster encompasses the Morninglord's holy warriors. The Order of the Sunsoul is not formally part of the Morninglord's Church, as it claims equal allegiance to the churches of Selune and Sune, but in truth this monastic brotherhood has long been primarily associated with the Followers of Lathander. However the Whaterdhavian branch of the Sunsoul order has recently begun espousing a heresy that might eventually lead to a split among the three branches.

Name:
Clergy of Lathander
Size: Expansive Religious
Allignment:LG, NG, CG
Membership: 320, Very high human proportion
Dues: 2gp/month
Base of Operation: Spires of the Morning, Castle Ward0
Authority Figures: High Radiance Ghentilara

Associated Classes: Cleric, Fighter, Monk, Paladin
Associated Skills: Concentration, Diplomacy, Heal, Knowledge Nobility, Knowledge Religion, Spellcraft
Additional Requirements: You must tithe 10% of the profits of any new undertaking or 50gp per month, which ever is less. This is in addition to normal dues you pay. You must adhere to the tenets of Lathander's Faith.
Special: Requires demonstratable understanding of the church's teachings and a vow of devotion to the morning lord.

Name: Order of the Aster
Size: Standard Religious
Allignment: LG, NG
Membership: 80, predominantly human
Dues: 50gp/month
Base of Operation: Spires of the Morning, Castle ward
Authority Figures: Jandar Ilbaereth, Corinna Lathankin

Associated Classes: Cleric, Fighter, Paladin, Ranger
Associated Skills: Concentration, Diplomacy, Heal, Knowledge Nobility, Knowledge Religion, Ride
Additional Requirements: Adhere to the tenets of Lathander's Faith and obey your superior's in the Order.
Special: Admittance usually requires demonstrable understanding of the church's teachings and fighting skill, as well as a vow of devotion to the morning lord.

Name: Order of the Sun Soul
Size: Standard Religious
Allignment: LG, LN
Membership: 144 predominantly human
Dues: 2gp/month
Base of Operation: Monastery of the Sun, Trade Ward
Authority Figures: Monastic Abbot Hanor Kichavo

Associated Classes: Fighter, Monk, Paladin
Associated Skills: Balance, Concentration, Heal, Listen, Knowledge Religion, Tumble
Additional Requirements: Must engage in charitable work amongst the poor, sick and needy, requiring an average of 20 hours per tenday
Special: Admittance to the Order usually requires demonstrable athleticism and a vow of obedience to one of the three acknowledged patrons of the order. Monks of the Sun Soul order can gain levels in one other class and still progress as a monk as long as their monk level is the highest class level.

Name: Church of Loviator
The Church of Loviator has a large and growing number of adherents among the more decadent members of the Waterdhavian nobility, including several members of House Anteos and House Husteem. In Waterdeep, worship of the Maiden of Pain has traditionally been confined to private homes and disreputable Dock Ward cellars, but the cult has flourished with the recent establishment of a new temple in the uppermost level of Undermountain

Size: Standard Religious
Allignment: LE, LN, NE
Membership: 150, predominantly Human
Dues: 10gp/month
Base of Operation: House of Pain, Undermountain Level 1
Authority Figures: High Whipmaster Hlethvagi Anteps

Associated Classes: Cleric, fighter, monk, ranger, rogue, warrior
Associated Skills: Bluff, Concentraition, Intimidate, Knowledge Religion, Sense Motive, Spellcraft
Additional Requirements: Must adhere to the tenets of Loviator and add to the poverty, misery and suffering of the helpless for an average of 20 hours per tenday.
Special: admittance requires demonstrable understanding of church teachings and a vow of devotion to the Maiden of Pain.

Name: Church of Mystra
Waterdeep has a strong tradition of both Wizardy and Sorcery. Waterdhavians inclined to worhip one of the "arcane" faiths (Azuth, Mystra, Savras or now Velsharoon) have traditionally favoured the Lady of Mysteries dating back to the establishment of the House of Wonder in 1215.

In Waterdeep, the Church of Mystra has long played a secondary role to the Watchful Order because the sale of spells and magic items has been the provice of the guild not the church. The relationship between the guild and church has been upset in recent years by the growth of the Enclave of Red MAgic and attempts by Meleghost Starseer to reach out to the Red Wizards.

Size: Standard Religious
Allignment: CG, LG, NG
Membership: 212, mixed races
Dues: 25gp/month
Base of Operation: House of Wonder, Sea Ward
Authority Figures: Meleghost Starseer

Associated Classes: Bard, Cleric, Sorceror, Wizard
Associated Skills: Concentration, Heal, Knowledge Arcana, Knowledge Religion, Spellcraft, UMD
Additional Requirements: Must adhere to the tenets of Mystra and craft one magic item per month of at least 25gp to donate to the church
Special: Requires demonstrable understanding of the church's teachings and magic, and a vow of devotion to the Mother of All Magic. No member of the church may have the Shadow Weave Magic feat.

Name: Church of Oghma
Although the Binder has long honored Waterdeep's bards, wizards and sages, only recently has a church achieved the status of a major faith among the populace of Waterdeep. The faith's recent rise to prominance is the result of hard work and careful diplomacy by Savant Sandrew the wise. House Estelmer gave generously to the construction of the Great Library, assembling the times in the Estelmer villa before the temple was completed.

Size: Standard Religious
Allignment: N, NG, LN, LG, CG
Membership: 172, mixed races
Dues: 5gp/month
Base of Operation: Font of Knowledge, Castle Ward
Authority Figures: Savant Sandrew the Wise

Associated Classes: Bard, Cleric, Expert, Ranger, Rogue, Sorceror, Wizard
Associated Skills: Concentration, Decipher Script, Diplomacy, Knowledge History, Knowledge Religion, Speak Language, Spellcraft
Additional Requirements: Must adhere to the tenets of Oghma's faith and devote an average of 10 hours of service per tenday to work in the church's Libraries
Special: Admittance requires demonstrable understanding of the church's teachings and a vow of Devotion to the Binder

Name: Church of Selune
The Church of Selune is one of the city's oldest faiths, as followers of the Moonmaiden have worshipped on the slopes of Waterdeep since 390 DR. During the time of the Bloodhand Hold, the church was known as the cult of the Howling Moon, made up of Good alligned lycanthropes who gathered at what is now the dancing court. The cult was driven from the city by Nimoar the Reaver but subsequently returned.

Size: Standard Relgious
Allignment: CG, CN, NG
Membership: 240, mixed races (large number of Werecats and other lycanthrioes)
Dues: 5gp/month
Base of Operation: House of the Moon, Sea Ward and Selune's Smile, Dock Ward
Authority Figures: Naneatha Suaril

Associated Classes: Bard, Cleric, Druid, Ranger, Sorceror, Wizard
Associated Skills: Concentration, Diplomancy, Heal, Knowledge (Religion), Sense Motive, Spellcraft
Additional Requirements: Adhere to the tenets of Selune's faith and must spend an average of 10 hours per tenday engaged in Charitable work amongst the poor, sick and needy.
Special: Admittance requires demonstrable understanding of the church's teachings and a vow of devotion to the Moonmaiden.

Name: Order of the Blue Moon
The Order of the Blue Moon is a small religious order dedicated to both the Mother of Mystryl and the Reigning Lady of Mysteries. The group draws it's name from the fluctuations of the Weave that result in localized concentrations of magic that occur at varying locations during the nights of the Full Moon, causing Selune to appear blue in color. Members of this order serve both goddesses in their battle with Shar the Mistress of the Night. They seek advantage over the dark servants of their eternal foes by making strategic use of Selune's influence over the weave combined with the Weave itself.

Size: Minor Religious
Allignment: LG, NG, CG
Membership: 64, predominantly human
Dues: 50gp/month
Base of Operation: Hall of Reflected Moonlight
Authority Figures: Xale of the Starry Glen

Associated Classes: Bard, Cleric, Paladin, Sorceror
Associated Skills: Concentration, Heal, Knowledge Arcana, Knowledge Religion, Perform, Spellcraft
Additional Requirements: Adhere to the tenets of Mystra's and Selune's Faith and obey your superior's in the Order.
Special: Admittance usually requires demonstrable understanding of moon related magic, as well as a vow of devotion to the Moonmaiden or the Lady of Mysteries.

Name: Church of Shar
Although adherents of the Nightmaiden have long been active in the shadow of Mount Waterdeep, the waterdhavien church of Shar traces it's origins to a disastrous expedition to the Black Jungles in 1104 DR by Lord Vanrak Moonstar, a noted explorer. Within days of his return House Moonstar was in open schism with several notable deaths and disappearences. In 1130 the Moonstar followers of Shar were forced into hiding in Undermountain. In the years since, the church of Shar has increased it's influence through out much of Undermountain and parts of Waterdeep, and periodically sending assassins and marauders to battle followers of the Moon Maiden. Due to the activities of Shar's Avatar during the Time of Troubles, the followers of Shar have been forced back into Undermountain once more, where they nurse their bitterness anew.

Size: Standard Religious
Allignment: CE, NE, LE
Membership: 112, predominantly human
Dues: 25gp/month
Base of Operation: Vanrakdoom
Authority Figures: Vanrak Moonstar

Associated Classes: Cleric, Fighter, Monk, Rogue, Sorceror, Wizard
Associated Skills: Concentration, Disquise, Knowledge Arcana, Knowledge Religion, Listen, Spellcraft
Additional Requirements: once per month you must donate a magic item, or a mundane item worth at least 50gp to the church. A gift of greater value might suffice for more than a month but regardless of the value of the Gift you must give something at least once per year.
Special: The Church of Shar requires members to be true adherents of the Lady of Loss and have a demonstrable understanding of the church's teachings.

Church of Talos
The Stormlord does not have a large following in Waterdeep, although many sailors in Dock Ward whisper prayers as a storm approaches while at sea. Nevertheless, itinerant Talosians visit the City of Splendor from time to time, leaving a trail of destruction in their wake.

Name: Church of Tymora
The City of Splendors has long been a beacon for Adventurers who trust their lives to Lady Luck/ The donations of those who braved the depths of Undermountain and survive to tell the tail alone were enough to construct the Tower of Luck in just a few short years. Nevertheless the church of Tymora continues to struggle, due in part to the lack of adherents among the year round citizenry.

Size: Standard Religious
Allignment: CG, CN, N
Membership: 192, Fairly evenly mixed
Dues: 5gp/month
Base of Operation: Tower of Luck, Sea Ward
Authority Figures: Honorable Mistress Seenroas Halvinhar

Associated Classes: Bard, Cleric, Rogue
Associated Skills: Appraise, Concentration, Heal, , Knowledge Religion, Spellcraft, UMD
Additional Requirements: Adhere to the tenets of Tymora's Faith and give a special offering of at least 50gp value everytime a stroke of good luck favours you (e.g. you roll a 20 on an attack roll or saving roll)
Special: Admittance usually requires demonstrable understanding of the church's teachings.


Name: Church of Tyr
Waterdeep has long been a bastion of justice and the rule of law in the North (or at least has aspired to be), thanks in large part of the followers of Tyr who have long played an illustrious role in the governance of Waterdeep. As such the church of Tyr and it's associated orders hold a prominent role in the city's religious and political life, but conflicts in the twin obligations of faith and public service have created discord and division among the faithful.

The four primary factions within the Waterdeep arm of the church include members of the government, the formal cleric hierarchy, the Holy Order of the Knights of Samular, and the Order of the Even Handed.

Name: Clergy of Tyr
Size: Expansive Religious
Allignment: LG
Membership: 217, Predominantly Human
Dues: 10gp/month
Base of Operation: Halls of Justice, Castle Ward
Authority Figures: Hammer Lord Hykros Allumen, Tyr's Champion Harkas Kormallis

Associated Classes: Barbarian, Cleric, Fighter, Monk, Paladin, Ranger, Wizard
Associated Skills: Appraise, Concentration, Diplomacy, Heal, Knowledge Nobility, Knowledge Religion, Spellcraft,
Additional Requirements: Adhere to the tenets of Tyr's Faith and spend at least 20 hours a tenday engaged in charitable work among the city's poor or in attendance in the city's temple assisting petitioners
Special: Admittance usually requires demonstrable understanding of the church's teachings.


Name: Holy Order of the Knights of Samular
After the second Troll War in 952 DR, one of the heroes, A Tyrran Knight named Samular Caradoon, founded an order of Tyrran Paladins. Under his leadership, the order seized Thornhold, a keep of a warlord named Brunyundar Margaster, and made Thornhold it's chapterhouse. It has since expanded, creating a training monastery at Summit Hall in the Sumber Hills and the heart of the order has moved to Waterdeeo, occuoying a wing in the Halls of Justice.

Size: Expansive Religious
Allignment: LG
Membership: 474, Predominantly Human
Dues: 50gp/month, 500gp to join
Base of Operation: Halls of Justice, Castle Ward, Summit Hall in the Sumber Hills
Authority Figures: Sir Gareth Cormaeril of Waterdeep, Master Laharin Golbeard of Summit Hall, High Lord Abbot Mantasso of Summit Hall

Associated Classes: Aristocrat, Cleric, Fighter, Paladin
Associated Skills: Concentration, Diplomacy, Heal, Knowledge Religion, Ride, Sense Motive
Additional Requirements: Adhere to the tenets of Tyr's Faith and obey the lawful commands of the superiors in the Order. You must also serve an average of 10 hours per Tenday standing guard over places holy to Tyr or strongholds of the Order
Special: Admittance to the Knights is open to Males of Human descent and usually requires the successful completion of a quest and a vow of devotion to the Maimed God. They must also demonstrate knowledge of the Tenets of Tyr's Faith.


Name: Order of the Even Handed
The Order of the Even Handed is a local monastic order dedicated to Tyr. The order's small chapterhouse sits on the slopes of Mount Waterdeep, overlooking Smuggler's Bay. Due to longstanding philosophical differences between Grand Master Hlam and Hammer Lord Hykros Allumen (Hykros believes Hlam's mixing of Cleric and monk traditions to be heresy), the order has closer ties with the Order of Justice in Neverwinter than it does with the Clergy of Waterdeep's Tyrran temple, going to far as to send it's tithes to the City of Skilled Hands.

Size: Minor Religious
Allignment: LG, LN
Membership: 32, Evenly mixed
Dues: 1gp/month
Base of Operation: House of Two hands, Castle Ward
Authority Figures: Grand Master Hlam

Associated Classes: Cleric, Fighter, Monk
Associated Skills: Concentration, Diplomacy, Heal, Knowledge Religion, Move Silently, Sense Motive
Additional Requirements: Adhere to the tenets of Tyr's Faith.
Special: Admittance usually requires demonstrable understanding of the church's teachings and a vow of Impartiality and a vow to Tyr the Evenhanded. Aspirants must demonstrate skill in unarmed combat. Senior members of the order usually adopt the Sacred Fist prestige class.


Name: Church of Umberlee
Although the Bitch Queen is given more than her due in the City of Splendors during the annual donations to Umberlee's Cache, the church of Umberlee has never been strong in the City of Splendors. Umberlee's official emissary to Waterdeep is usually a priest based in Stormhaven House on Orlumbor, charged with overseeing the Fleetswake ceremonies and observe which ship pay proper homage to the Bitch Queen upon departing the Deepwater Harbor.

In 1369, Dread High Trident Meritid Archneie discovered a magical abalone shell floating in the harbor, which he believed to be a sacred text of Umberlee's. Seeing this as a good omen, Meritid promptly petitioned the Lords to use half the annual tithe to construct a temple to the Bitch Queen atop a large outcropping of rock near the end of a large sandbar that extends south of the South Gate. Without explanation the Lords agreed to his unlikely request and construction was begun on the Azure hued Queenspire. Since the completion of the Queenspire, Meritid has send out a call far and wide for worshippers to joining him.

Size: Minor Religious
Allignment: CE
Membership: 24, mostly Human and Merfolks (and a few weresharks)
Dues: 20gp/month
Base of Operation: Queenspire, Deepwater Harbor
Authority Figures: Dread High Trident Meritid Archneie

Associated Classes: Adept, Cleric, Druid, Fighter, Ranger, Rogue
Associated Skills: Concentration, Intidate, Knowledge Religion, Profession Sailor, Spellcraft, Swim
Additional Requirements: Adhere to the tenets of Umberlee's Faith and spend 10 hours per tenday ensuring that ships leaving the harbor placate Umberlee before they set out.
Special: Admittance usually requires demonstrable understanding of the church's teachings.
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PostSubject: Re: [Lore] Waterdhavian Guilds and groups   Sat Mar 11, 2017 9:17 am

Guilds and Merchants

Economic activity in Waterdeep has been dominanted by the city's guilds for more than a century. Their management and skilled commerce has brought Waterdeep to it's current prominence as the premier centre for trade on the Sword Coast. Although their greed and ruthlessness have nearly destroyed Waterdeep twice in the past, the builds have brought the city great prosperity. The Lords must regonixe all guilds and applications for guild formantion are rarely granted. No new guild can overlap the provenance of an existing guild because the Lords prefer that competiton within guilds rather than between them.

Guilds have a widely varying degrees of influence, but no official presence. The guilds are rarely if ever united. They constantly ally with and strive against rival guilds, prominent noble houses, established costers and the Lords themselves. Some guilds work closely with the Lords, providing essential city services while others are specialty guilds that wield influence only in the Market.

All Guilds have a guildhall, which acts as a headquarters, showcase, meetingplace, central clearing house for guild business, offices of guild officers and (sometimes) place of business. Within a guild, individual ranks vary, but usually they include the following: Master, Elders, or council; "senior members" and Apprentice or Prentice or Novice. Guild Law, the rules under which the specific trades are conducted are distinct from city law, but never conflict or override city law or the intent of such laws. Guilds can never restrict all trade to themselves; the Lords are adamant in enforcing the right of merchants and tradefolk to operate outside of Guilds if they prefer. Obviously, guilds cannot be accountable for such persons, and tradesfolk operating outside the guilds are not entitled to guild rights and privileges.

The Current Roster of Waterdhavian guilds and the location of their guild halls are:

Baker's Guild, Castle Ward
Carpenters', Roofers', & Plaisterers' Guild, South Ward
Cellarers' & Plumbers' Guild, Trade Ward
Coopers' Guild, Docks Ward
Council of Farmer-Grocers, Castle Ward
Council of Musicians, Instrument-Makers, & Choristers, Trade Ward
Dungsweepers' Guild, Docks Ward
Fellowship of Bowers & Fletchers, Trade Ward
Fellowship of Carters & Coachmen, South Ward
Fellowship of Innkeepers, Castle Ward
Fellowship of Salters, Packers, & Joiners, Docks Ward
Fishmongers' Fellowship, Docks Ward
Guild of Apothecaries & Physicians, North Ward
Guild of Butchers, Docks Ward
Guild of Chandlers & Lamplighters, Trade Ward
Guild of Fine Carvers, Castle Ward
Guild of Glassblowers, Glaziers, & Speculum-makers, North Ward
Guild of Stonecutters, Masons, Potters, & Tile-makers, South Ward
Guild of Trusted Pewterers & Casters, Castle Ward
Guild of Watermen, Docks Ward
Jewelers' Guild, Trade Ward
Launderers' Guild
League of Basketmakers & Wickerworkers, Trade Ward
League of Skinners & Tanners, Docks Ward
Loyal Order of Street Laborers, Docks Ward
Master Mariners' Guild, Docks Ward
Most Careful Order of Skilled Smiths & Metalforgers, South Ward
Most Diligent League of Sail-makers & Cordwainers, Docks Ward
Most Excellent Order of Weavers & Dyers, Trade Ward
Order of Cobblers & Corvisers, Trade Ward,
Order of Master Shipwrights, Docks Ward
Order of Master Tailors, Glovers & Mercers, Trade Ward
Saddlers' & Harness-Makers' Guild, South Ward
Scriveners', Scribes', & Clerks' Guild, Trade Ward
Solemn Order of Recognized Furriers & Woolmen, Castle Ward
Splendid Order of Armorers, Locksmiths, & Finesmiths, Docks Ward
Stablemasters' & Farriers' Guild, Trade Ward
Stationers' Guild, Trade Ward
Surveyors', Map & Chart-makers' Guild, Castle Ward
Vintners', Distillers', & Brewers' Guild, South Ward
Wagonmakers' & Coach Builders' Guild, South Ward
Watchful Order of Magists & Protectors, Castle Ward
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PostSubject: Re: [Lore] Waterdhavian Guilds and groups   Sat Mar 11, 2017 11:35 am

Cults and Secret Societies

With So many people living in close proximity, and with so much access to rare and wonderful goods, there is no doubt that several cults have risen.

Name: Gnawbones
From her lair in Deeping Cave in the depths of Kryptgarden Forest, "old Gnawbones" schemes and watches Waterdeep through an array of crystal balls. Claugiyliamatar is fascinated by powerful human and elf females as well as magics that enable a dragon to take on human form. She Hungers to participate in the hustle and bustle of City life, but has not found a way of doing so that preserves her personal security.

Old Gnawbones employs dozens of human and halfling agents to manipulate events in the City of Splendors. Se also indirectly sponsors adventuring companies, such as the dozen highborn Waterdhavian Ladies of the Bloodred crown adventuring company, which she discretely leads to ruins near Waterdeep and Neverwinter.

Size: Minor criminal
Allignment: NE, LE, N
Membership: 40, (half in Waterdeep, half in Neverwinter) Nearly all human or halfling
Dues: 10gp/month, 200gp to join
Base of Operation: Basement of the Wyrmbones Inn, Castleward
Authority Figures: Claugiyliamatar, Delgar of the Emerald Blade, Lady Hylla Eirontalar

Associated Classes: Aristocrat, Expert, Fighter, Ranger, Rogue.
Associated Skills: Appraise, Bluff, Disguise, Gather infomation, Knowledge local, UMD
Additional Requirements: May not divulge secrets of the society to outsiders, and must obey the orders of your superiors
Special: Must be able to speak draconic.

Name: The Plague Rats
Waterdeep's dark underbelly has long been home to wererats, a lycanthropic plague that the Lords have never wholly eradicated. In recent years, as the number of threats occupying the Lords has grown, the the wererat population has grown in number to it's highest point in decade. Concurrent with this population growth, the rodent lycanthropes have been assimilated into the Plague Rats, an elite organization of thieves, assassins and wererats active throughout the Western Heartlands, and the North and dedicated to Talona, the Mistress of Disease.

Ironically only the burgeoning power of the Shadow Thieves and the Xanathar Thieves' is keeping the Plague Rats in check.

Size: Expansive criminal
Allignment: LE, NE,
Membership: 436, mixed races, mostly humans, half orcs and were-rats.00
Dues: 50gp/month, 50gp to join
Base of Operation: The Rat's MAw of the Rat Hills, Deloun Alley and Skull Port.
Authority Figures: Plaguemistress Teltaera of the Seven Blights

Associated Classes: Barbarian, Cleric, Fighter, Ranger, Rogue
Associated Skills: Appraise, Hide, Knowledge Local, Move Silently, Sleight of Hand, Use Rope
Additional Requirements: May not divulge secrets of the society to outsiders, and give Talona her due.
Special: Must choose Talona as their patron and demonstrate a knack for stealth and skullduggery.

Name: Savants of the Dark Tide
In 1369, a wave of monsters from the depths of the sea of Swords swept into the harbor, nearly overruning the defenders. However a trio of aboleths used the attack as a diversion in an attempt to sneak into Waterdeep's Sewers. During the confusion, the Savant's of the Dark Tide swam into the foulest heart of the sewer, making an nigh-impregnable lair.

Since their arrival, the aboleths have moved cautiously, seeking to understand the city above, before moving into the depths. As such, individual thieves and others who will not be missed are captured and transformed into skum, but when ever possible guild members of the Cellarers' and Plumbers' guild were enslaved by many means in attempts to distract any organisation from discovering the lair, and to lure more members of the guild into enslavement.

Size: Standard criminal
Allignment: LE
Membership: 86, mostly Skum and Charmed
Dues: 0gp/month, 0gp to join
Base of Operation: Drains of Madness, Waterdeep Sewers
Authority Figures: Nexil'Vendyliq

Special: Membership in the organisation is involuntary except for the Aboleths. Skum are transformed slaves and all other members are enslaved proxies of their piscine masters.

Name: The Unseen
The Unseen is a consortium of Shapechangers, thieves, illusionists and assassins that has been growing in strength and numbers in Waterdeep for nearly three decades. The Unseen began as a Druuth (a band of dopplegangers led by a mindflayer), tasked to spy on Waterdeep. The death of the elder brain of the Kingdom Below, allowed a greater doppleganger to emerge as leader and now operates on it's own.

Size: Standard criminal
Allignment: NE, CE, LE
Membership: 67, mostly Dopplegangers
Dues: 50gp/month, 500gp to join
Base of Operation: Secret Rooms within the Dungeons of the Crypt, Waterdeep Sewers and Skullport
Authority Figures: Hlaavin

Associated Classes: Bard, Druid, Fighter, Ranger, Rogue, Sorcerer, Wizard
Associated Skills: Bluff, Disguise, Escape Artist, Hide, Knowledge Dungeoneering, Sense Motive
Additional Requirements: May not divulge secrets of the brotherhood to any outsiders
Special: any creature with the shapechanger subtype can join, if not a shapechanger, you must demonstrate skill in deception and subterfuge or have the ability to alter your form magically (Alterselfm polymorph, wildshape or similar)

Vampires
Waterdeep has a noticable low number of Vampires within the city, and this is mostly due to Artor Morlin, also known as the The Baron of Blood, was a vampire Lord who saw Waterdeep as his own personal hunting grounds and brooked no challenges from rival vampires to his domain.


Name: Agents of the Eye
The Xanathar, also know as the Eye, is Waterdeep's most powerful and successful beholder. It eliminated every rival eye tyrant in Waterdeep and the dungeons below.  The Eye is served by a large group of agents known as the Agents of the Eye in Undermountain and as the Xanathar Thieves Guild in Waterdeep. By either name, the Xanathar's operations control a large fraction of Waterdeep's slave trade and is rivaled by the Shadow Thieves in it's dominance of petty thieving operations in the City of Splendors.

Size: Expansive criminal
Allignment: LE, NE, CE
Membership: 360, mixed races
Dues: 60gp/month, 300gp to join
Base of Operation: Many "Safe houses" in the sewers, Agents of the eye do maintain a base in Skullport.
Authority Figures: The Eye

Associated Classes: Expert, Fighter, Rogue, Sorcerer, Wizard
Associated Skills: Disable Device, Hide, Intimidate, Knowledge Dungeoneering, Knowledge Local, Search
Additional Requirements: May not divulge secrets of the brotherhood to any outsiders. Must obtain guild consent before attempting any large or high profile crime, and the guild claims 15% of your profit from such crimes
Special: The Eye is extremely careful, to the point of paranoia about bringing in new members into it's inner circle. You must demonstrate ruthlessness and obedience in a test of loyalty (usually killing or selling into slavery, a former associate or family member.)

Name: Black Boar Tribe
Named for a barbaric tribe that attacked Waterdeep three centuries ago, the Black Boar "tribe" is one of two barbaric tribes that prowl the Dock Ward. The Black Boards were founded by Myrnd Gunwynd, a noble raised by the Thunderbeast Tribe before returning to Waterdeep.

The Black Boars provide genuine, reasonably priced security services for merchants and tavernkeepers in Dock Wards, serving as both bodyguards and bouncers for those with coin. The Black Boars are not above initiating the occasional tavern brawl on behalf of a wealthy patron, but they never deliberately target individuals during such fights, so only those in need of a distraction typically use this "service". Members are fierce rivals of Bull Elk tribe.

Size: Minor Mercenary
Allignment: CN, CG, N
Membership: 62, mostly Human
Dues: 10gp/month, 100gp to join
Base of Operation: No charterhouse but usually found drinking at the Sleeping Snake, Docks Ward
Authority Figures: Myrnd Gundwynd

Associated Classes: Barbarian, Fighter, Rogue, Warrior
Associated Skills: Climb, Intimidate, Jump, Knowledge Local, Move Silently,
Additional Requirements: May not divulge secrets of the brotherhood to any outsiders, Spend an average of 10 hours doing jobs or missions for the Tribe
Special: None

Name: Bull Elk Tibe
Named for a barbaric tribe that set Nimoar's Hold ablaze in 889, the Bull Elk "tribe" is one of two barbaric gangs that prowl the Dock's Ward. It's composed mostly of outcast Uthgard and brutish half orcs.

Under the leadership of "chief" Hagar Hlutwigsson, the Bull Elks offer lucrative "protection services" to most of the Taverns along the harbor and many ships while they are unloaded. They are sometimes hired discretely by various noble houses to incite tavern brawls in which a certain target is "accidently" hurt or killed. The Thuggish Bull Elks are savvy enough to stay just within the law, keeping one step ahead of the city Watch and Guild og Watermen. They are fierce rivals of the Black Boar Tribe

Size: Minor criminal
Allignment: CE, NE, CN
Membership: 83, Humans and Half orcs
Dues: 40gp/month, 100gp to join
Base of Operation: No chapterhouse but usually found drinking in the Bloody Fist
Authority Figures: "Chief" Hagar "Blue Bear" Hlutwigsson

Associated Classes: Barbarian, Fighter, Rogue, Warrior
Associated Skills: Climb, Intimidate, Jump, Knowledge Local, Search, Spot
Additional Requirements: May not divulge secrets of the brotherhood to any outsiders
Special: Joining the Bull Elk tribe usually requires a demonstation of uncontrolled savagery such as entering rage or frenzy. In the absence of pure savagery, demonstrable fighting skill will suffice.

Name: The Shadow Thieves
Founded over a century ago in Waterdeep, the Shadow Thieves were eventually unmasked and nearly destroyed by the Lords of Waterdeep. After escaping to Amn, the survivors regrouped and grown into the largest thieves guild in Faerun, controlling the lion's share along the Sword's coast, except in Waterdeep.

The Shadow Thieves have long schemed to reestablish themselves, but constant vigilance by the Lords of Waterdeep have kept them away until recently. The past two decades have allowed the Shadow Thieves to exploit the Dock, South and Trade Wards, with more and more funnelling of manpower and resources

Size: Standard criminal
Allignment: LE, NE, CE
Membership: 164 local members, mixed races
Dues: 70gp/month, 300gp to join
Base of Operation: Various safe houses in the Dock, South and Trade Ward.
Authority Figures: The Shadow Council of Athkatla, "The Masked", Alauneth "The Black Viper" Orrane

Associated Classes: Expert, Fighter, Rogue
Associated Skills: Bluff, Disguise, Gather information, Hide, Knowledge Local, Sleight of Hand
Additional Requirements: May not divulge secrets of the brotherhood to any outsiders. Must obtain guild consent before attempting any large or high profile crime, and the guild claims 20% of your profit from such crimes
Special: Must demonstrate cunning and effectiveness (usually the acquisition of a valuable trinket that can be given to the guild in tribute or the heart of an assassinated enemy of the guild) and a blood oath to the Shadow Council's designated representative.

Name: The Harpers
Those Who Harp believe in the power of individuals, the balance between the wilderness and civilization, and the good of human kind and its allies. Harpers have played a powerful part in guiding Waterdeep's energies towards commerce, not conquest. Despite the group's longstanding ties to the City of Splendors, the recent formation of the Tel Teukiira has undercut Harper Activities in Waterdeep and divided the loyalties of many Harper agents, friends and allies.

Although the number of Harpers based in Waterdeep has always been small, each has a score of individual contacts, Harper Friends, and secret allies. In addition, many Harpers regularly pass through Waterdeep, effectively doubling or tripling the number of Active Harpers in the city at any given time.

Size: Minor Special
Allignment: NG, CG, LG00
Membership: 121, mixed races
Dues: none
Base of Operation: various individual homes, and Harper's Hold, hidden within Citadel of the Bloody Hand, Castle Ward.
Authority Figures: Eather Heilen, Khelben and Laeral still command respect

Associated Classes: Any
Associated Skills: Concentration, Diplomacy, Gather Information, Knowledge Arcana, Listen, Perform, Spellcraft
Additional Requirements: None
Special: Joining the Harpers requires sponsorship by a member in good standing of Those Who Harp and approval from the High Harpers.

Name: The Knights of the Shield
The Knights of the Shield purport to be a consortium of merchants and nobles interested in manipulating political and mercantile activity for their own economic gain but, in truth their influence stems from their ability to acquire, manipulate and wield information. Based primarilty in Amn, Tethyr and Baulder's Gate, their influence extends from Calimsham and the Shining Sea to Waterdeep. The Knights hold some notoriety in the North for rumours place a disguised evil being from the lower planes at the head of this group.

The Knights have kept a low profile in Waterdeep for the past decade, after a disastrous attempt to overthrow the Lords resulted in the organization being largely driven from Waterdeep.

Name: The Kraken Society
The Kraken Society is a shadowy group active in the North and the islands of the Trackless Sea. They have a well deserved reputation in the North for Kidnapping, assassination, torture and thuggery, but their focus is on information gathering because the organization believes that information is power. Most Krakenar join the group in order to advance their personal power and wealth, but few suspect that the leader of the organization, a kraken named Slarkrethel, seeks to build a kingdom encompassing the depths of the Trackless Sea and the Western coast of Faerun.

Local Agents of the Kraken Society include an Aboleth known as the Skun Lord and a Cleric of Umberlee known as Meritid Archneie.

Name: The Red Sashes
The Red Sashes are a vigilante group active in Waterdeep's poorer neighborhood, particularly Dock Ward. Answering to "The One", the Red Sashes excel at intrigue, hiding people, and finding people who do not want to be found. The Red Sashes appear to work against the Lords of Waterdeep, but in truth they often end up serving the Lords indirectly.

Not an impulsive or excessively violent group, the Red Sashes aimed to arrest the guilty and free the innocent, typically when the City Watch failed in these aims. The Red Sashes are organized into cells, one per ward, each answerable only to "the One". The Castle, Trades,and Docks Ward are the strongest and most Active. Most Red Sashes only know the identities of their fellow cell members, meaning that the arrest of one cannot unravel the whole organization. Coordination among the various cells is rare or non-existent.

Size: Standard, Criminal
Allignment: CG, CN, NG
Membership: 137, mixed races
Dues: 5gp/month
Base of Operation: Various Taverns in Docks Ward
Authority Figures: "The One"

Associated Classes: Bard, Expert, Fighter, Ranger, Rogue, Warrior
Associated Skills: Bluff, Climb, Disguise, Gather Information, Knowledge Local, Sense Motive, Use Rope
Additional Requirements: You may not divulge secrets of the society to outsiders, you should be present in Waterdeep for an average 10 hours per tenday, available to participate when summoned to action.
Special: Joining the Red Sashes requires only an oath of Loyalty to the Onr, but this is an organization that approaches potential members, not the other way around. Invitations to join the group are only made after a period of extend observation and a series of causal conversations crafted to draw out the potential candidate's views.

Name: The Moonstars
The Moonstars (also known as the Tel'Teukiira, the Silverstars or the Twelvestars) were a highly secretive group of individuals formed by Khelben "Blackstaff" Arunsun with the aim of unifying the humans and other races (especially elves) against the forces of evil.

The Moonstars sought to preserve life and knowledge. They had a similar outlook to the Harpers, but dedicated themselves to Mystra, Oghma, and Sehanine Moonbow. Their leader, Khelben, was very much in tune with the beliefs and motivations of the Harpers, but preferred to keep tighter control of the agents under his control. He felt that he sacrificed much for the Harpers during his time in their service and was unfairly treated by the Twilight Trio.

Based in Waterdeep, the Moonstars followed much the same methods as the Harpers did, though the Moonstars operated in more secrecy than the Harpers and members were less free to do what they wanted, being under the direct and relatively strict command of the Blackstaff himself. Officially, the group's headquarters was Blackstaff Tower, though very few even visited that prestigious place. Each member carried a badge that allowed them access to their real stronghold, Silver Safehold, which was an extra-planar stronghold built by the Cormyrean Sword Heralds

Size: Minor Special
Allignment: NG, LG, LN
Membership: 56 mixed, (does include 1 vampire)
Dues: none
Base of Operation: Blackstaff Tower and Silver Safehold, Extraplanar
Authority Figures: Khelben Arunsun, Laeral Silverhand Arunsun

Associated Classes: Any
Associated Skills: Concentration, Decipher Script, Knowledge Arcana, Knowledge History, Perform, Spellcraft
Additional Requirements: None
Special: Joining the Moonstars requires personal invitation by Blackstaff or Lady Arunsun
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