Businesses of Waterdeep

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Cost (Coins)

  : Very inexpensive. Goods tend to be very cheap, up to 50 - 75% the normal cost of such goods, with a corresponding drop in quality, of course.   : Inexpensive. Goods tend to be very reasonable, ranging between 80 - 90% of the normal cost of such goods. Quality is near or even at average for those goods.   : Fairly priced. Goods tend to be of average price and quality.   : Spendy. Goods tend to be of higher cost, ranging between 110 - 125% of normal cost. Quality may be somewhat higher than normal, but may also simply be because of more luxurious location or clientele.   : Extravagant. Goods tend to be 125 - 150% of normal cost, and are always of better quality. Such establishments inevitably boast a fine location and exclusive clientele, as well.  

Castle Ward

  o Baltorr's Rare & Wondrous Treasures: Shop (Curios) and Warehouse (4c). A curio and coin shop owned by an expert on coins and military markings.   o Crommor's Warehouse: Warehouse   o The Curious Past: Shop (Historical Curios & Books)   o Danimar Fine Wines: Shop (Wine) (3c - 4c). The Danimar family are one of the oldest holders of licenses by House Melshimber to sell its wines in the city of Waterdeep. They do a brisk business in both the imported and domestic Melshimber vintages. o Dathchant Engravings: Shop (Eyeshop) o Diloontier's Apothecary: Shop (Apothecary) o The Golden Key: Shop (Locks) (4c) Ansilver the Locksmith (Southern Street of the Sword) o Halambar Lute & Harps: Shop (Stringed Musical Instruments) (4c) The premiere place to find any stringed instrument of the Realms (expect to pay dearly for quality). It is also host to a magical harp that sings by itself and is rumored to have connections to the Harpers in some capacity. (Southern Street of the Sword) o Halls of Hilmer: Shop (Armor) (4c). Master Armorer Hilmer's shop is hard to miss due to its front of polished plate armor. He sells custom-made armor that is without parallel on the Sword Coast. The shop features practice rooms for trying out his armor. (Southern Street of the Sword) o Hilmer Warehouse: Warehouse (Halls of Hilmer) (Southern Street of the Sword) o Kreis' Fine Wine and Spirits: Import/Export (Spirits) An import business run by [{Tyrannus Adarbrent]]. o Mother Tamra's House of Graces: School (Grace, Etiquette, Comportment) A "finishing school" that caters to young ladies of ambitious families, being taught how to wash and groom themselves, how to develop a fashion sense and how to keep a wardrobe looking fresh (including washing and sewing for repairs), etiquette and carriage (how to walk, sit, hold one's hands, etc), how to write polite messages, how to politely and with dignity encourage or discourage social entreaties, dancing and the right things to say in difficult situations. o The Market: The largest open area of the city that plays host to hundreds of stalls and camped vendors able to sell nearly anything in the Realms, and many thieves to relieve one of same. o Nureene's Marvelous Masks: Shop (Masks) o Old Knot Shop: Shop o Olmhazan's Jewels: Shop (Jewelry) (4c) o Paethier's Pipeweed: Shop (Tobacco) o Phalantar's Philtres & Components: Shop (Herbs and Medicines) (4c). A small shop for medicinal herbs and ingredients for oils, perfumes and potions. It is said that Phalantar allegedly supports adventuring companies in exchange for the rare substances he sells here. o Rebeleigh's Elegant Headware: Shop (Hats) o Sorynth's Silverware: Shop (Silver Goods) o "Sharkroar" Horth Sharlark's Broadsheets: Printer (Broadsheets) o Velstrode the Venturer's: Shop (Adventuring Goods)  

Deepwater Harbor

  o Sea Elf Trading Outpost: Southeast of the South Gate.   Джерело: <http://oakthorne.net/wiki/index.php?title=Businesses_of_Waterdeep>  

ALLEYS

  Castle Ward o Buckle Alley, once the heart of the Shadow Thieves’ Guild territory, city guardsmen were warned to buckle on their blades before entering it; o Cat Alley, a.k.a. Cats Alley, this narrow twisting, turning passage was frequented years ago by a masked, rapier-wielding man of wealth who scared young women and cut away their garments but was never arrested; o Elsambul’s Lane, named for a long-dead priest of Mask and now one of the few areas with graffiti on its walls (they say Elsambul himself still leaves enigmatic messages and clues to hidden treasures on the walls!), it attracts many folk beyond simple curiosity seekers; o Jesters’ Court, a courtyard—frequented now by hard-currency girls and minstrels—that has also been a performance stage for jugglers and comics as well as a meeting place for eloping lovers; o Sevenlamps Cut, named for seven fancy magical lamps placed here long ago by Ahghairon himself, this safe alley is the place to hire spellcasters (apprentice wizards and poor underpriests) for quick healing, curse removals, or some magical firepower for your latest excursion into Undermountain. o Turnback Court, a lamplit, shallow alley at the end of Selduth Street that is used as a rallying point for watch and guard patrols both day and night. [edit]Sea Ward o Gondwatch Lane, the charred corduroy lane at the southern entrance to the House of Inspired Hands where many Gondsmen’s inventions are tested. o Kulzar’s Alley, a short alley close to Heroes’ Walk that allegedly hides both the buried treasure of Kulzar and many treasure-hunters eager to find it. o Pharra’s Alley, named for the first Magistress of the House of Wonder but infamous for the Circle of Skulls that spew either helpful news or deadly spells. o Prayer Alley, a short run parallel to Phastal Street that is the location of a vanishing mages’ shop. o Rook Alley, the last headquarters of the Rook, an infamous thief from 50 years agone, and the entry location to numerous tunnels and burial crypts that hold much treasure (and undead danger . . . ). o Wagonslide Alley, a loose-stone paved alleyway that causes as many to trip over its cobbles as wagons used to slip on water or sea-rime (rumor has it thieves hide invisible weapons and secret messages under the stones). [edit]North Ward o Manycats Alley: The home of many cats that feed on the scraps from the surrounding butcher shops, and also known for carved stone heads that line its walls (some say they speak portents of evil to passersby). o Watch Alley: A rallying point for the Watch patrols of the ward where single, severed, bare human feet are occasionally found at odd times. Notably, this is a mark of punishment used by the old Shadow Thieves' Guild of Waterdeep. [edit]Trades Ward o The Court of the White Bull, an open plaza of packed dirt and straw where livestock can be bought and sold and where merchants sell fresh goods direct from the caravans (people whisper that magic goes wild in the Court, and its use here is expressly forbidden by the Lords, lending proof to the rumor). o Virgin’s Square, a cobblestone courtyard where mercenaries of all types gather to await hire (and many other citizens linger to watch the boastful warriors and the constant traffic on the main roads). o Blackhorn Alley, known and named for Alsible Blackhorn the cobbler, now the haunt of a number of large, brown rats. o Brindul Alley, lair of the Hand that Sings, a magical phantasm of a hand with a mouth in its palm, which snatches valuables from the unwary while singing ancient Sword Coast ballads. o Chelor’s Alley, used often by the watch and nighttime passersby due to Chelor the merchant’s effusive lanterns hung out over the alley. o Dark Alley, one of the most dangerous alleys of Trades Ward, its gloomy depths—shadowy even at highsun— make it a favorite lurking place for cutpurses and thugs. o Lathin’s Cut, named after the former landowner who had his house destroyed upon his death to provide this short passage from the Plinth to the High Road. o Mhaer’s Alley, a street with a great collection of shops on all sides along its length, and includes such places as Chuki’s Moneylenders, the Old Druid’s Herbs & Seeds Shoppe, Salavant’s Scriveners, Marie’s Dry Goods, Diabel'’s Potions & Curatives, Huer’s Sundries (a rumored fence and contact for thieves!), Caer Bannog (a Moonshae imports shop), and many others. o Quill Alley, the thoroughfare for the primary neighborhood of clerks, scribes, and cartographers (recent rumors tell of the indelible ink stain on its eastern end rising to spell out messages of doom and danger on the outside walls of the Old Guild Hall!). o Spendthrift Alley, a street with an ever present supply of vendors in a local street bazaar that goes on all day and all night (come here if you’re looking for minor items, trinkets, or quick snacks, but mind your purse!). o Theln Lane, an echoing chamber framed by tall buildings with balconies from which hard currency girls call to customers. o Tsarnen Alley, a once-favorite place for thieves and cutthroats that was defended by Tsarnen the ranger quite vigorously (some say his shade still watches and keeps the alley safe, while others offer that the spirits of slain thieves haunt its environs) o Urcandle Alley, the alley to visit if in need of spare parts or repairs on your wagon or cart, and also a meeting place for agents of the Wheelwrights’ Guild and the Wagonmakers ’and Coach Builders’ Guilds. [edit]South Ward o Blacklock Alley, named after a long-suffering obelisk placed at its center that, the locals believe, brings good luck and heals the pure of heart; o Caravan Court, an open, packed-dirt courtyard and general assembling area for caravans that is always noisy with both draft animals and whip-happy drovers (and a ready supply of elderly spectators o Mouse Alley, considered a sacred spot by those who worship Mystra, where Ahghairon pursued and caught the goddess while she was disguised as a mouse. o Ilisar’s Alley, once known as Grave Alley for the itinerant poor buried there, and now rumored to hold dangerous undead spirits and the hidden wealth of a local tailor whose name now adorns the alley; o Rednose Alley, an alley lined by empty warehouses that plays host to young drifters and thieves eager to rob passersby (out of need or boredom) and dole out the bloody noses which give the alley its name o Ruid’s Stroll, the short avenue from Caravan Court to the Trollwall Tower that, while often safe due to constant guard and watch traffic, is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. [edit]Dock Ward o Fishgut Court: A cobblestone court off Sail and Dock Streets where many strange happenings occur during nights of the full moon. Many say the owner of a nearby tavern often speaks with Selune, and moonlight shines onto the court. o Smuggler's Dock: The most isolated corner of the ward and also its safest, under the watchful eyes of Mirt's Mansion and the Watching Tower, used often for lovers' rendezvous. o Black Well Court: The small back-alley home to a polluted, monster-infested well that is now sealed by order of the Lords with magic and masonry. o Manysteps Alley: A narrow alley that is the habitat of soothsayers, fortune tellers and thieves galore. o Melinter's Court: A dark courtyard often thick with the pipe smoke of curbside philosophers and corner sages (and sometimes the plotting of wizards). o Philosophers' Court: Also known by natives as "the Foolsquare", a daily (and often nightly) meeting place for intellectuals, old sages and drunken nobles alike found arguing over topics "too esoteric for a common mind". o Round Again Alley: An alley that doubles back on itself and provides a testing ground for many apprentices' illusions. o Three Thrown Daggers Alley: An alley that suffers from a magical curse that causes three random blades to fly from nowhere to attack passersby in the alley.   Джерело: <http://oakthorne.net/wiki/index.php?title=Alleys_of_Waterdeep>   Prostitution, or "the soft trade" as it is sometimes called in genteel company, holds no stigma in Waterdeep. Ever practical, Waterdhavians have two views that contribute to an overall acceptance of the soft trade: a respect for making money (however it is done) and considering the seeking of pleasure as a virtue rather than a vice. As such, prostitution is perfectly legal (though attempts to establish a formal guild for soft traders has not yet come to fruition). Of course, not everyone is automatically in favor of it, particularly when patrons of the soft trade are committing infidelity when engaging in it. Of course, for every couple that views such entertainments as a violation of their union, there is a couple who enjoy such diversions together. Waterdeep is nothing if not cosmopolitan. Some distinctions in the various soft traders are found below: [edit]Classes of Soft Trader There are four "classes" of soft-trader, generally speaking. o street walker: Very low class soft-trader who works on the streets. Often have bad reputations, as they have sometimes fallen prey to drunkenness or disease, and can't find work in reputable establishments. Others may simply be too plain or unrefined to work in such places. Unlike coin lasses and turncoins, they often are too poor to have someplace to take their clients back to, living in large numbers or in inns or with family, so they accompany clients back to their own places (a practice almost universally considered foolhardy and dangerous) or simply engage in a nearby shadowy alley. Street walkers generally charge copper for their services. o coin lass, turncoin: soft-trader (female and male, respectively), who wait in alleys to attract custom. Frequently return to rented rooms or dwelling. Coin lasses and turncoins most often solicit in silver coin for their services. o highcoin lass, laugh-lad: soft-trader (female and male, respectively), who is higher-class than a coin lass or turncoin. Frequently employed by establishments of some kind, and often solicit for their services in gold coinage. o highcoin lady, bright-spear: soft-trader (female and male, respectively), who is able to blend in with the very rich and noble. Rarely solicit in individual payments for specific instances of their services, but take on "patrons" who pay regular coin in exchange for being able to visit often during their patronage. [edit]Professions of the Soft Trade o arcanator, arcanatrix: Soft-traders who employ magical talents in their professions, most often illusions and enchantments. Often quite rare and in demand, they can charge quite large amounts of coin. o body servant, concubine: A concubine is a type of domestic servant, generally very beautiful and genteel. A concubine is basically just another sort of household servant, save that their duties lie in the bedroom (or wherever else their amorous employers desire). Though the term originally applied only to those servants of the very wealthy who could afford to bring in a live-in soft trade servant, it is also sometimes applied to those soft traders who "make house calls," arriving at a patron's home to provide a few hours' entertainment. o courtesan: Beautiful and well-trained in the bedroom arts, but also expected to maintain artistic or social skills as well. Most often be woo'd for patronage. o doloror, dolorix: The polar opposite of the tormentor or tormentrix, the doloror and dolorix are professional submissives who offer themselves up to sensual torture by their patrons. They are skilled at subtly aiding their (sometimes inexperienced) patrons' efforts while maintaining their own personal safety, and frequently well-trained in healing arts and the talents of escaping from bonds. Dedicated dolorors and dolorixes are frequently devotees of Ilmater, the Crying God. o escort: Escorts are soft traders whose work takes them out in public, as attractive companions to social events or simply for a night out on town. Whether coin-lasses or courtesans, an escort must be beautiful and fashionable, and above all an able conversationalist, providing stimulating discourse while not dominating the discussion. They are frequently well-known in social circles and in establishments such as festhalls and theaters. o father, pander: A term with connotations of roughness, traditionally the purview of rough men who employ street walkers and keep them safe on the streets. May also be a man who runs a festhall or brothel. o festlass, festlad: a soft-trader who also works as a performer in a festhall, providing entrainment of some kind. Whether acting, singing, dancing, vaudeville or some other art, every festlass or festlad is expected to strive to become a star. Of course, the reality is that many of them simply remain in the background of big productions, and the rest of the time roam the taproom of the festhall seeking to entice customers. Nonetheless, all of them are required to spend hours every week practicing and learning their arts, often from well-renowned artists. These soft trade workers are often quite glamorous and develop devoted fanbases of folk who are content to simply see their performances without ever employing them as companions. It is also not unknown for some of the less-known festlasses and -lads to hire themselves out as entertainment at parties and the like, but these tend to be hard currency workers rather than courtesans. o hidecoin: soft-trader of either gender who is so slick in manner and subtle in solicitations that only a few clients know their trade. o hierodule: Some temples maintain small populations of hierodules or holy prostitutes. Their exact purpose varies by faith, but they all offer their intimate companionship to the faithful, bringing blessings, healing and sometimes even experiencing prophecies and visions on behalf of the worshipper. Of those in Waterdeep, only Sune's maintains active hierodules in its organization. o mother, mander: the owner of a festhall or brothel, who hires and watches over her soft-traders. Less frequently, the term used for a woman responsible for overseeing the safety of street walkers under her employ. o tormentor/tormentrix: Simply a distinction in services provided by any given soft trader, the tormentrix or tormentor are skilled at the application of erotic pain for the pleasure of the patron. Their arts are myriad and impressive, often requiring extensive training who specialize not just in physical experiences, but in emotional and mental cruelty and torture. These soft traders are often devotees of Loviatar. [edit]Types of Festhalls A variety of establishments all under the category of "festhalls". They are unified in a single trait, however: the providing of attractive intimate companions in return for coin. o Festhalls: Performance venues filled with music, festhalls range from the rustically bawdy to the dark and sensuous to high-energy places filled with light, color and bombast. All of them have one thing in common, however: their performers are courtesans, eagerly sought-after beauties who offer their affections to those patrons with the coin to catch and keep their attention. Their company is most-often sought after performances, and winning the affection of a truly popular and talented courtesan performer is a mark of distinction in Waterdhavian society. Festhall courtesans are never simply for hire to anyone who comes along, save in the seediest such establishments - they often must be wooed and won, although the chase is frequently just difficult enough to be exciting, rather than truly difficult. o Nightclubs: There are several establishments in Waterdeep that feature music and a large open space for patrons to dance. Most such establishments permit ladies of the coin to pay a fee to enter the establishment, to provide dancing partners and solicit those whom they dance with. A few of the upper-crust establishments also house courtesans who provide elegant, flirtatious company, but who must be wooed in the usual way with such folk, rather than the any-with-the-coin attitude of coin-lasses. o Spas: The majority of spas provide ample pampering and relaxation regimens, which frequently include intimate physical company as well. These lasses and lads are paid well for their services not by the patron, but by the spa itself, which simply charges the patron in a single lump sum for the whole of the services they take advantage of. o Gambling Houses: Gambling houses rarely have in-house companions, though when they do, they are inevitably courtesans. Far more frequently, however, gambling houses invite local courtesans to visit their establishments with their patrons, offering the courtesans a small fee for each visit, in return for ensuring the patronage of a (usually wealthy) new patron. Likewise, it is not unusual for both courtesans and coin-lasses to visit these establishments themselves, paying a bit of coin at the door in return for the opportunity to mingle with potential new clients. o Brothels: Brothels are invariably the domain of coin-lasses and -lads, domiciles in varying degrees of opulence that provide entertainment for patrons. They usually feature a large salon, often with a bar, where those workers not currently in assignation with a patron can be seen and approached. Brothels are usually run by a "mother", often a former coin-lass herself. Many of them also have a "father" who accompanies those lads and lasses of the brothel who walk the streets for trade; he is frequently armed and adept at violence, in order to protect his charges. Such street walkers either retire to a patron's domicile, or bring them back to their rooms in the brothel (though of course a few indulge in patrons' desires for wild or simply lazy inclinations, like assignations in alleys or parks).   Guildhalls of Waterdeep [edit]Castle Ward o The House of Gems: Jewellers Guild o The Map House: Surveyors', Map and Chart-Makers Guild o Fellowship Hall: Fellowship of Innkeepers. The headquarters of the Fellowship of Innkeepers that operates as a member-only inn one night a tenday. o The Master Baker's Hall: Bakers' Guild (Southern Street of the Sword) o Tower of the Order: Watchful Order of Magists & Protectors. A three-story stone tower surrounded by a fence of sparkling green lights that coalesce into Azuth's and Mystra's symbols, with the hand of Azuth over the tower door rumored to watch the tower and fire magic at any intruders. o Guildhall of the Order: Solemn Order of Recognized Furriers & Woolmen o Pewterer’s Guildhall: Pewterers & Casters Guild o House of Fine Carvers: Fine Carvers Guild. The slate-roofed wooden base of the Fine Carvers Guild, easily found on the High Road with its frieze of carved animals and people, including Ahghairon and other First Lords. o The Market Hall: Farmers and Grocers Guild [edit]Sea Ward o None [edit]North Ward o House of Crystal: Guild of Glass-Blowers, Glaziers & Speculum-Makers. A window-heavy building known as being a source of fine crystal balls and mirrors. o House of Healing: The Guild of Apothecaries & Physicians. This guildhall functions as an emergency hospital, potion shop and minor school for student physicians. [edit]Trades Ward o The Citadel of the Arrow: Fellowship of Bowyers & Fletchers o Costumer’s Hall: Order of Master Taylors, Glovers & Mercers. Little more than an overstocked shop of costumes and props, with meeting rooms in the upper floors. o House of Song: Council of Musicians, Instrument-Makers & Choristers. o Office of the League: League of Basketmakers & Wickerworkers o House of Cleanliness: Launderers's Guild o The Old Guildhall: Cellarers and Plumbers Guild o The Zoarstar: Scriveners, Scribes & Clerks Guild. An ever-busy site which enjoys a constant crowd outside its windows looking in at displayed maps and charts, including a constantly-displayed map of Waterdeep, including a helpful red glass-headed pin to mark where the Zoarstar is in the city. o House of Textiles: Most Excellent Order of Weavers & Dyers o The Guild Paddock: Stablemasters' & Farriers' Guild o Cobblers & Corvisers: Cobblers' & Corvisers' Guild o House of Light: Chandlers' & Lamplighters Guild. A constantly bright row house, complete with a huge four-foot candle out front that is lit at night. It is one of the brightest spots in the ward at night is easily found by the smell of lemony-scented wax. o Stationers’ Hall: Stationers' Guild o Wheel Hall: Wheelwrights' Guild [edit]South Ward o The Stone House: Carpenters', Roofers' & Plasterers' Guild. An easily spotted eyesore, thanks to the garish styles and materials used in its construction. o House of Good Spirits: Vintners' Distillers' & Brewers Guild. A brewery, winery and inn noted for its wide variety of liquors and strong drink from across the Realms. Its specialty is Waterdhavian zzar, and it serves as the guildhouse for the Vintners' Guild as well. o Coach & Wagon Hall: Wagonmakers' & Coach Builders' Guild o Saddlers’ Hall: Saddlers' & Harness-Makers' Guild o Builder’s' Hall: Guild of Stonecutters & Masons. A lavishly crafted and tended stone building with a row of statues around the front. o The Road House: Fellowship of Carters & Coachmen o Metalmasters’ Hall: Most Careful Order of Skilled Smiths & Metalforgers. A gray granite blockhouse with a smoky forge dominating one entire end of the building. [edit]Dock Ward o The Butcher’s Guildhall: Guild of Butchers. A recently renovated timber-frame two-story guild house with an available cold cellar for the guild members' overstock. o League Hall: League of Skinners & Tanners. A large tannery with an upper-level tavern for the business of the League. o Mariner’s Hall: Master Mariners' Guild. A lavish two-story wattle-and-daub building just off the Way of the Dragon that puts up many a visiting ship's captain during and after guild business. o Waterman’s Hall: Guild of Watermen. A boat- and warehouse that serves as their headquarters, the boathouse for their skiffs and ferries, and storage for any all flotsam and jetsam found while keeping the harbor clear. (Southeast Dock Street) o Seaswealth Hall: Fishmongers' Fellowship o Full Sails Tavern: Most Diligent League of Sailmakers & Cordwainers o Cooper’s Rest: Coopers' Guild o Shipper’s Hall: Fellowship of Salters, Packers & Joiners o Muleskull Tavern: Dungsweepers' Guild o Shipwright’s House: Order of Master Shipwrights o The Metal House of Wonders: Splendid Order of Armorers, Locksmiths & Finesmiths. This guild hall is quite distinctive, with its metal roof. o Jester's Clubhouse: Jesters' Guild (North Ship Street & South Snail Street) o The Pavilion of Paving Stones: Loyal Order of Street Laborers   Джерело: <http://oakthorne.net/wiki/index.php?title=Guildhalls_of_Waterdeep>   Spires of Morning Spires of the Morning Temple of Lathander   Castle Ward, Northern Swords Street, Waterdeep Founded 998 DR Personages • Population: 300 clergy, 80 paladins • High Priestess: High Radiance Ghentilara • Organizations: Order of the Aster (paladins) • Noble Patrons: House Crommor, House Gost Services Curse removal, healing, ritual, social Faction Details Common Descriptors: {descriptors} Primary Classes: {classes} Alignments: {alignments} Faction Ranks {ranks} A walled compound surrounding seven towers crafted of dusky rose marble, accented and capped with fine scrollwork of copper, silver and gold that reflected the dawn's light. More than 300 clerics are based out of the Spires, as is the Order of the Aster, a Lathanderan order of knights. [edit]Temple Personages High Radiance Ghentilara High Priestess of the Spires • Rank 10 The High Radiance of the Spires was renowned as quite the beauty in her day. She is also regarded as a wise counselor, often sharing social engagements with Lord Piergeiron to discuss the things that weigh on his mind. She runs the Spires with a firm hand and clear vision: hope and beauty must be instilled in the world, and these things celebrated, even in the face of ugliness and evil. Dawnbringer Darus Killian Priest of Lathander • Rank 4 One of the Lathandran priests of the Spire, Dawnbringer Darus is one of the champions of the Lathandran-style wrestling that is often part of the pankration style of athletics which has been in vogue among Waterdhavian nobility for nearly three decades at this point. As such, he also works at the various gymnasia in the area, training others in the grappling styles of which he is master. His noble contacts have lent him access to noble society, where he is quite a hit with the ladies. [edit]Other Clergy o Prior Bamaal Dunster: Temple Prior. One of the temple Priors (mid-level priests who administrate the temple and perform its rites when Ghentilara is otherwise engaged), Bamaal is a swarthy man with a head of long black hair that he keeps pinned back with a thin circlet of gold set with a cabochon rose quartz. He is kindly and well-loved, far more concerned with the well-being of others than with strictures and regulations. Prior Bamaal oversees the training of the temple acolytes. o Prior Athosar: Temple Prior. Though he has a reputation for his ambition, Athosar is neither scheming nor power-hungry - he seems to simply be convinced of what he has to offer the Morninglord in a leadership role and is anxious for the chance to offer that up. Prior Athosar oversees preparation for rituals (even performing them when Ghentilara is unable) and the training of the temple chorale, and is quite a skilled singer and harpist himself. [edit]Knights of the Aster o High Dawnknight Tlinthar Regheriad: Commander of the Order. The handsome dark-haired knight who is the commander of the Order of the Aster sets hearts to racing wherever he goes, thanks not just to his looks but his chivalry and sheer charisma. He is no mere popinjay, however, for the High Dawnknight is a very capable warrior of Lathander's creed and an implacable enemy of the undead. o Dawnknight Alaura: Dawnknight of the Order. With her chestnut hair cut close to accommodate her helmet, Alaura's days of being a knight-errant are behind her, thanks to an old injury. While it inhibits her from traveling or active adventuring, it does not limit her ability to train new paladins, a task she undertakes with great gusto. [edit]Other Personages x [edit]Services x [edit]Temple Layout o The Dawn Towers: Sanctuaries for the faithful and clergy alike who are in need of a peaceful place of meditation and prayer, the Dawn Towers are understood to be quiet-only places. [edit]First Floor o Great Hall: A gathering place for the social interactions among all the faithful - clergy and lay persons alike - that are a central tenet of Lathander's creed, the Great Hall has persons sitting, eating and drinking and discussing at almost all hours of the day. Visitors are of course welcome, whether or not they are of the faithful. o Kitchens: The massive operation of the temple kitchens is working at all hours, preparing food for the coming meal. About a third of the food the kitchen produces are taken to the poor and needy in other districts, and the kitchens also brew an ale - Aster Ale - that is popular in many Castle, Sea and North Wards, the sale of which is a great boon to the temple's coffers. Many wives of the faith also purchase hand-casks from the kitchens here for their own pantries. o Chapterhouse of the Aster: The war-room and gathering place for the leaders of the Order of the Aster, this room frequently sees gatherings to discuss ongoing operations and the logistics of the Order. It is fairly common to find the High Dawnknight here with any number of other knights, going over details, debriefing missions and the like. The walls here are bedecked with many shields, each a trophy of war of some great victory of the Order's. o X: X o X: X o X: X o X: X o X: X o X: X [edit]Surrounding Rectories Many of the buildings around the Spires of Morning are owned by the church and have been converted into rectory space for its many priests. Many of these are local rowhouses that are either constructed dormitory-style for acolytes and under-priests, or rooming-house style for priests of greater status. [edit]Events o The Vintner's Crown Fairgrounds: Held during Greengrass as a great barrel-tasting competition.   Джерело: <http://oakthorne.net/wiki/index.php?title=Spires_of_Morning> House of Wonder House of Wonder Temple of Mystra   North Diamond Street, Sea Ward, Waterdeep Founded 1215 DR Personages • Population: 212 clergy (128 mages, 53 clerics, 31 bards) • High Priest: Temple Magister Meleghost Starseer • Master of Acolytes: Ilbrost Mythyl • Captain of the Guard: Dhaelos Marganathyr • Noble Patrons: House Eltorchul, House Maerklos, House Thunderstaff Services Apprenticeship (wizard), curse removal, healing, ritual, social Faction Details Common Descriptors: Arcane, spiritual, servant of the Mysteries Primary Classes: Wizard (primary), cleric, paladin, sorcerer, bard, fighter (eldritch knight), rogue (arcane trickster) Alignments: LN, N, NE Faction Ranks • Servant of Mystery: Rank 1. You are a sworn servant of Mystra, and ordained as novice clergy within the temple. You aid higher ranking priests in the sacred rites of the temple, and perform some basic services for lay worshippers in need of one-on-one aid. • Lord/Lady of Mystery: Rank 3. You are a fully ordained priest of the temple's order, with the right to perform all the rites and services of the temple, save those reserved for the high priest or priestess. • Temple Magister: Rank 10. You bear the title of Temple Magister of the House, responsible for tending to the proper rites of worship to the Lady of Mysteries within these hallowed halls, and to the training of priests. Its success and prosperity are wholly within your keeping. Waterdeep has a strong tradition of magery. Waterdhavians inclined to worhsip one of the "arcane" faiths have traditionally favored the Lady of Mysteries dating back to the establishment of the House of Wonder in the Year of Starlight (1215 DR). In Waterdeep, the Church of Mystra has long played a secondary role to the Watchful Order of Magists & Protectors because the sale of spells and magic items is traditionally in the province of the guild, not the church. Waterdeep's Mystran church is closely allied with the Church of Selune, and the two faiths work together to battle the followers of Shar. [edit]Temple Personages Meleghost Starseer Temple Magister • Rank 10 With a reputation for being both cruel and urbane, the necromancer Meleghost is the high priest of the House of Wonder, a position called "Temple Magister". He has long slender fingers, a shaven head and a neatly trimmed goatee. Given to long flowing robes adorned with runes, Meleghost is fiercely devoted to the Lady of Mysteries and her patronage of all avenues of arcane investigation, including necromancy. Meleghost is a close friend of the Dragon Mage Maaril, and the leaders of the Eltorchul family, but has never gotten along with Blackstaff Tower or the Wands family. Ilbrost Mythyl Lord of Mystery • Rank 8 One of the senior priests of the House, Ilbrost is an aging enchanter and cleric who deftly relies on his magic to retain a place in Waterdeep's social scene. He is always immacualtely groomed, with a thin moustache, sumptuous wizardly robes and slicked-back thinning grey hair. He is the nominal leader of the cleric faction seeking to unseat Meleghost, but his lack of personal ambition for the job has kept him from rebelling strongly against his superior. [edit]Other Personages o Dhaelos Marganathyr: Captain of the Guard. A senior Knight of the Mystic Fire, Dhaelos is a man well into his fifties, with a head of long white-grey hair already that he keeps pulled back in a pony tail. A paladin of some power, Dhealos has served at the House of Wonder since his initiation into the faith at the age of nineteen. He is also one of the few people that Temple Magister Meleghost does not seem to try and intimidate. [edit]Services x [edit]Layout       Grounds & First Floor       Second Floor       Third Floor       Fourth & Fifth Floors [edit]Grounds The grounds of the House of Wonder are surrounded by a fine gate of wrought iron, each spoke in the gate topped with the Eightfold Star of Mystra at the crosspoint. The grounds themselves are wrought of fine white marble cobblestones, with blue-white cobbles forming the mosaic of the Eightfold Star from which rises the temple. Three buildings are situated on the grounds: the Gatehouse, a defensive structure maintained by the Knights of Mystic Fire, Mystra's order of paladins; the Shrine to Azuth, tucked away at the rear of the compound; and the House of Wonder itself, a great circular tower. [edit]Gatehouse Headquarters for the local chapter of the Knights of Mystic Fire, the Gatehouse defends the sole entrance to the House of Wonder. o Gate House: First Floor. The gatehouse serves as the point of entry for the House of Wonder. A Mystran acolyte is always on duty here, ready to welcome those who come to the House, offering to help them with whatever their needs may be. Beyond the entry vestibule, a pair of Knights of the Mystic Fire await, prepared to defend the House and sound an alarm rousing their companions to the temples' defense. o Guard Room: Second Floor. There are always at least two guards on duty in the guard room, prepared to rush downstairs to the aid of their fellows and alert those paladins in the chambers above them. They are also the guards for the armory. o Armory: Second Floor. With armor stands supporting finely-wrought suits of chain and plate in the center of the room, and walls with many shields (all showing the sign of Mystra) and weapons, the armory is the responsibility of the Knights. Several of these items are magical, but properties of the room muffle any magical auras - only the Knights and upper clergy of the temple know which ones are enchanted. o Guard Quarters: Third Floor. The Knights of the Mystic Fire take five-day rotations of service in the House of Wonder. While all of them have quarters elsewhere in the city, when on duty, they dwell in one of the bunks in these quarters. o Captain of the Guard's Quarters:' Third Floor. The captain of the temple guard, Dhaelos Marganathyr, dwells here full time. [edit]Shrine to Azuth Like most temples to Mystra, the House of Wonder includes a small shrine to Azuth. The Waterdhavian shrine is home to a handful of Azuthan clergy, more than half of them mages, who tend to the needs of the faithful and stand out among the Mystran clergy by dint of their gray robes among the Mystran blue. o Sanctuary: First Floor. Here the faithful of Azuth and Mystra can frequently be found in contemplation and prayer. An altar burning with many candles in glass votives, each etched or scribed with a symbol that is a form of prayer, stands to one end of the sanctuary. Eight or so feet above the altar is a small shelf on which stands a statue of Azuth. Beside the door, a set of stairs rises to the gallery above. At least one Azuthan priest can be found here at all times. o Ikon of Azuth: Second Floor. Above the altar in the sanctuary is a statue of Azuth, long-bearded and hooded, holding a staff in one hand, and his other raised in benediction, forming the gesture that is his holy symbol, his hand alight with mystical flame. o Gallery: Second Floor. The gallery above the sanctuary is where the faithful are often taken to speak with clergy alone, or where the clergy remain during the rites to Azuth (which the faithful gather below), so that all eyes are upon the ikon of Azuth rather than his priesthood. o Meditation Chambers: Third Floor. The faithful are always permitted space here. Though it may be used for general meditation and contemplation, it also finds extensive use by Azuthan faithful, who offer instruction in the Art or demonstration of their own breakthroughs as part of their service to the faith. [edit]First Floor Set into the temple's foundation, this floor - which is wider than the others - serves as living space. Beneath it is a wide-open set of cellars, used for storage and occasionally for the teaching of the temple's acolytes. o Acolyte Dorms: Large open dormitories filled with bunks for the acolytes of the temple. o Mess Hall: Eating space provided to the temple's clergy and guardians. Food is prepared off-premises and brought here to be served. o Priest Cells: Though most of the temple clergy have dwelling places either in the nearby temple-owned row houses or simply in private dwellings elsewhere in the city, a handful of them maintain cells here. For the most part, these are either senior clergy or those responsible for teaching and overseeing the acolytes. [edit]Second Floor This is the main entry of the temple, a vast pillared circular chamber. In the center is a circular altar from which rises a flickering blue-white flame. Those who approach the altar find the flames parting, and the image of a serene, slightly aloof goddess - a depiction of Mystra - gazing at them from out of the flame, no matter which direction they approach the altar from. Small side alcoves either provide access to the stairs up or down (and are usually watched over by an acolyte), or harbor small sitting areas with priests ready and able to discuss the needs of the faithful. The southermost alcove also holds a holy water font, where the faithful may purchase Mystran holy water from. [edit]Third Floor The Shrines of the Eightfold Star [edit]Fourth Floor Library & Labs [edit]Fifth Floor Ritual Chambers   Джерело: <http://oakthorne.net/wiki/index.php?title=House_of_Wonder>   Heralds Faction The Heralds of Faerûn   Membership Common Descriptors: Inquisitive, neutral, political Primary Classes: Bards, clerics, fighters, paladins, rangers Alignments: LN (primary), LG, LN, LE, NG, N Locations Herald's Hall: A hidden keep said to be on an island in a black mirror-calm lake called Swordsmere, rumors have placed the Herald's Hall variously in Athkatla, Murann, Eshpurta, Baldur's Gate, and Beregost, among other places. The Herald's Holdfast: A fortified compound in the Moonwood near Silverymoon, the ancient archive of the Heralds, and headquarters for Old Night. Ranks • Vigilant: Rank 1. Vigilants are those who watch for the local Titled Herald. They are often salt-of-the-earth types, in positions to see everything in all walks of life, and to report to the Herald what they find. Those with an eye for important details and a sense of discretion may be approached about joining the ranks of the Heralds properly as an apprentice. • Herald's Apprentice: Rank 3. The apprentice is always bound to the local Titled Herald. In addition to continuing observation of their environs (a task that never truly ends for heralds), they receive training in blazons and laws of heraldry, in history and law. • Titled Herald: Rank 10. When one of the Heraldic Offices is vacated - whether by death or promotion - the High Heralds look to the apprentices of that office, and choose the best of them to assume the responsibilities of the office. This office comes with a coat of arms, a physical token of that office, and a title. As far as the local authorities and legal offices are concerned, the local Titled Herald is the final authority in all matters involving the heralds. While there are offices above them, they are not authorities to whom other can appeal. This puts the Titled Herald in a position of some power and influence, although those given to temptation and corruption are usually weeded out by then, and even Titled Heralds are subject to the appraisal of their peers and superiors. • Senior Herald: Rank 25. Senior heralds who act as the apprentices to the High Heralds, Heralds of this rank are fit to hold one of the offices of Herald Pursuivant or one of the Tabards offices, though such appointment is not guaranteed. • High Herald: Rank 50. One of the five High Heralds who govern the operation and administrate the traditions of the Heralds of Faerûn. There are five High Heralds, known by traditional heraldic titles: Unicorn, Black Vizor, Crescentcoat, Old Night, and Red Dragon). “We are they who remember, and who judge in accordance with that memory.” An order that trains and supports the heralds of all the Realms, responsible for registering heraldry properly, recording the goings-on of high and low, and adjudicating questions of propriety and law brought to them. [edit]Overview Across the Realms, the Heralds seem to be functionaries in the various courts and governments of its myriad lands, described by colorful titles passed from one Herald to the next in a given region. They act as criers and announcers, as sages who specialize in history and heraldry, and as masters of the local political ebb and flow. In this, they largely blend into the mass of other bureaucrats and courtiers. Those in the know, however, are aware that each such Herald is part of a subtle network of Heralds trained to watch and gather information, to record the passage of history, and to carefully curate the blossoming of civilization. For each Titled Herald, there is a network of apprentices and dutiful spies who watch and report. And in turn, each Titled Herald is part of a larger network whose observations are collected by a small body of senior Heralds who work together to form the "big picture" of events in Faerûn. [edit]Goals and Philosophy The Heralds are a largely beneficent organization - it was not that long ago, in the grand scheme of things, that they were Harpers. But where Harpers are quintessential meddlers, Heralds are beholden to watch and advise in the development of nations and politics. Naturally, this is an ideal, to which each Herald hew in varying degrees. Heralds are expected, above all things, to do the following: o Watch and record historical events. Heralds are expected to keep journals and send reports to their superiors at minimum of once a year, and ideally once a season. o Act to educate folk in the advance of history, delivering important news to those who can see that it is properly disseminated, and delivering such news as they receive it to local lords, courts, and temples. o Keep a careful record of all heraldry employed in a given area, and to report the advent of new heraldry to the office of Old Night. This responsibility extends to being the office with whom such registrations take place. [edit]Activities On the local level, Heralds are benign in their efforts. They gather information about important people and groups and their doings, and they pass them up the "chain". When new signs or banners or shields come out for display, a Herald knows about it within a day or two, and ascertains the right of the individual to use it - and if they don't have it, makes a point of discreetly approaching them about the necessity for changing it in accordance with local laws and traditions. Heralds also act in official capacity as criers at social events, announcing those who arrive, and as judges at events from friendly tourneys to duels and trials by combat. Heralds are often sought out by newcomers to an area for advice on the power players, the factions, and the intrigues in play, as well. Quests undertaken by agents of the Heralds might include the following: o Seek out old lineage information from the ruins of a noble's ancient holding. o Uncover the intrigues that endanger the political balance in an area, and report them to the High Heralds. o Act as mediator between two warring factions, attempting to broker peace between them. [edit]Perks Heralds in good standing might receive the following benefits: o Access to Heralds: Rank 1+. Being one of the Vigilant comes with some minor perks - most notably knowledge of and a relationship with the local Herald, who is often willing to provide lore, history, and even local knowledge that might be of help to the Vigilant. Heralds often have quite a bit of social pull, as well. o Small Coin: Rank 1+. Those who act to keep the Heralds informed are compensated for their efforts, receiving an allotment of 2gp per week at Rank 1, and increasing to 5gp per week at Rank 2. o Apprenticeship: Rank 3+. Those who become apprentices have distinct access to the Herald, and are in active and open training. This grants the apprentice increased access to the Herald, secret intelligence not shared before, and the goodwill of those who wish to remain on the Herald's good side, including local nobles and government figures, as well as groups like the Harpers. o Apprentice's Wage: Rank 3+. An apprentice Herald has so much of his time taken up that he receives a small stipend, to the tune of 1gp per day that goes only toward covering living expenses. This increases to 2gp at Rank 6. o Lore Training: Rank 4+. Upon achieving this rank, the training an apprentice Herald has undertaken pays off. He gains proficiency with the History Skill. If he already has this proficiency, he may instead choose to gain proficiency in one of his class Skills. o Heraldic Title (Office): Rank 10+. Upon achieving Rank 10, the Herald is invested with one of the Heraldic Titled Offices of the Heralds, becoming the chief herald of his office's area. In addition to the various rights and responsibilities, the registration of heraldry and the largess of the local government ensures that the Herald is capable of supporting himself in a Comfortable Lifestyle at no cost to him. o Herald Pursuivant (Office): Rank 25+. Senior heralds whose worth to the Heralds as a body has transcended management of a local office, the Heralds Pursuivant are all apprentices to the High Heralds. Their service may shift among the various High Heralds from year to year, though all of them are expected to act in the best interest of the Heralds as a body, rather than fostering individual allegiances. Heralds Pursuivants are traveling envoys and messengers, agents nonpareil of the Heralds, many of whom utilize the tactics and techniques of high espionage in their missions. When not employed in such a capacity, they endeavor to master the various skills required of their rank and foster ambition to one day hold one of the High Herald titles. o Sun & Moon Tabards (Office): Rank 25+ Just before a Shieldmeet, two of the most-renowned Heralds Pursuivant are appointed to the so-called "Sun and Moon Tabards," or just "the Tabards." These specialty offices are held from Shieldmeet to Shieldmeet, a span of four years, during which the heralds in question are under the tutelage and supervision of Old Night. It is expected that every genuine candidate for position of High Herald will hold each of these titles at least once; many occupy them multiple times. o High Herald (Office): Rank 50. There are only five High Heralds at any time, though there are often many candidates among the Heralds Pursuivant. Each of the High Heralds is one of the leaders of their order, and it is their combined will - often uncovered through long-running debates - that sets precedent for not just the traditions of the Heralds, but how many laws of inheritance, legitimacy, genealogy, and blazonry will be judged. [edit]Office: Heraldic Title Each of the Heraldic Offices is given a coat of arms and a title that adheres to a local tradition. o Altumbel & Aglarond: Green Targe (Spandeliyon) o Amn: Sable (Crimmor), Stars (Athkatla), Swanmantle (Eshpurta), Tallboots (Murann), Thorn Tree (Riatavin) o Chondath: Bronzespur (Arrabar) o Cormanthor: Moonsilver (Elventree) o Cormyr: Cormyrean Heralds are given the titles of the settlement, thus: Arabel, Dhedluk, Espar, Eveningstar, High Horn, Hilp, Immersea, Marsember, Suzail, Tilverton, Tyrluk, Waymoot, Wheloon o The Dalelands: Bright Shield (Essembra) o The Dragon Coast: Flailchains (Westgate), Purple Halberd (Elversult), Sundazzle (Teziir) o Moonsea: Shimmaree (Hillsfar) o The North: Bucklebar (Luskan), Dark Stag (Silverymoon), Diadar (Amphail), Falconfree (Waterdeep), Gold Saddle (Yartar), Hawkfeather (Sundabar), Jhalvar (Mirabar), Silver Scales (Neverwinter) o Sembia: Curved Sword (Saerloon), Lazalar (Ordulin) o Nimbral: Durlance (Nimsur), Fyrefelen (Ormen), Hoathal (Sombor), Lyaparce (Bromtor), Mhanrued (Esdul), Ohndivur (Tethmor), Ramrath (Curstallyon), Skannajh (Rauthaven), Statharn (Nimith), Taerash (Suthhaven), Thuldroun (Arevar), Ulaunt (Vindal), plus Culree, Honthallow, Maunthar, Vorlmaer (wandering within Nimbral) o Tethyr: Blue Velvet (Ithmong), Shining Helm (Saradush), Swordswreath (Zazesspur) o Vilhon Reach: Bloodbanner (Hlath), Dragonplume (Nimpeth), Lone Tree (Ormath) o The Western Heartlands: Narlhelm (Baldur’s Gate), Drawn Dagger (Hill’s Edge), High Bow (Secomber), Ironflower (Elturel), Morningstar (Berdusk), Oakenstaff (Iriaebor), Red Sword (Beregost) [edit]Office: Sun & Moon Tabards o Green Shield: Green Shield attends to the rituals, diplomacy, and security of the Heralds' Round, a court held each Shieldmeet to publicly render decisions on festival dates and disputes over issues such as legitimacy, inheritance, geneaology, and blazonry. Green Shield's insignia is a featureless forest green shield, and a rod of office that takes the form of a scepter capped with miniature shields on both ends. o Gauntlet: Gauntlet endeavors to keep track of the locations, strength, performance, and current allegiances of all militia, mercenary companies, adventuring bands, and standing armies. They share this information only with other heralds. Gauntlet is also bound to see that any established war codes or codes of honor are maintained by those in areas that have them, and that those who violate them are publicly revealed as having done so. Gauntlet's sign of office is a massive, ancient gauntlet of gleaming steel. [edit]Office: The High Heralds o Unicorn: The most highly ranked of the High Heralds. Unicorn's decree has precedence in matters of judgment (though abuses are overruled by unanimous quorum of the other four). Unicorn has first right to adjudge and cry all single combats, and all ceremonial or ritual contests where creatures other than great cats or horses and their kin are used. Unicorn has keeping of the black rod known as the Rod of the Heralds as his insignia. o Old Night: This office is responsible for two primary tasks: the training of senior heralds and the maintenance of the Herald's Holdfast, the great repository where all the lore that comes across any Herald's attention eventually ends up, carefully cataloged and collated. Old Night is reclusive, and the rod of office given as his insignia is a gnarled walking-stick of bronze, its current shape the result of crumpling down a shield of bronze. o Black Vizor: An office that assumes travel and communication, Black Vizor is intricately invested in current politics, keeping track of intrigues, changing attitudes, treaties, and the shifting balances of power. His symbol of office is an immense magical black full-visor helm, and a massive matching mace of over four feet in length. o Crescentcoat: Crescentcoat's work is hard and constant, as the office is responsible for exploring and researching every issue brought before the High Heralds and presenting them to the body for debate, as well as the training of local Heralds. When a Heraldic Office on the local level is newly filled, that herald is likely to earn a visit from Crescentcoat, who stays for however many weeks or months necessary to ensure the new herald is well-trained and prepared to do their work. Crescentcoat bears an ivory rod of ancient make as their sigil of office, as well as a tabard covered with interlocking crescent moons worked in cloth-of-silver. o Red Dragon: This office has the traditional role of "devil's advocate," responsible for challenging tradition to ensure that it still serves as the best way of doing things. As a result, Red Dragon usually has a reputation as a shit-stirrer and firebrand among the High Heralds. Outside of their august company, Red Dragon plays an important diplomatic role in arranged marriages among nobility, who often seek their aid when finding a fit spouse for one of their scions has proven difficult. Red Dragon also has the traditional duty of escorting supplicants in rituals of attaining or receiving a title, position, or honor, though this is traditionally handed off to the local herald in their place. Red Dragon's icon of office is a rod of fine wood topped by a carved dragon's head, its jaws wide and roaring. [edit]Important Members [edit]High Heralds o Alaghust Meldivver: Unicorn. Unicorn is based out of Swordsmere, though frequently travels to tend to ceremonial duties more than most of his predecessors. He is a balding man and former soldier, with a well-combed and oiled beard. He is strident in doing things "the right way," and he and Red Dragon have nearly come to blows before. o Shalara Swordshigh: Old Night. Formerly a ranger whose travels took her all over the North, the Western Heartland, Anauroch, and into the Moonsea, Shalara has only recently taken her office. She seems very content with her new responsibilities, and even those Heralds Pursuivant who are older than her have benefited from her tutelage. Her wanderlust has not left her, however, and she frequently takes several-hour walks in the woods around the Holdfast, and once-a-tenday overnight trips to Silverymoon, where she has friends. o Ghelimar Firefrostarr: Black Vizor. Ghelimar is another old soldier, which is probably why he and Unicorn get along as well as they do. He is not so strident as Alaghust, though, and has a tendency to meddle in events that his fellows have had to call him to heel for. He is known to have a great many friends among the Harpers, and may even have been one early in his career. He resides at Black Helm Tower in Daggerdale, in the North, when he isn't traveling for his duties. o Naernythra Thaloudyn: Crescentcoat. A gleeful-minded wizard of no small skill, Naernythra is quite adept at gathering information on important topics. To work as one of her Heralds Pursuivant is to be plunged into all manner of intrigues and espionage, and every one that passes muster comes away a virtual master of spycraft. She dwells in Moonrise Towers, a fortified compound west of Elturel on the banks of the River Chionthar. o Bellym Glarsh: Red Dragon. In an order that focuses so much on the rights and privileges of the nobility, it was inevitable that Bellym's contempt for arrogant nobles and his concern for commoners should land him in the title of Red Dragon. Though previous Red Dragons were often quite merry in their taking of lovers, Bellym seems almost celibate. He is based out of Dragonrise Keep, a fortified compound south of Easting, near the headwaters of the stream that becomes the southern feeder of the River Chionthar. [edit]Titled Heralds o Elranmyr Wands: Rank 12 • Falconfree (Waterdeep). The Herald of Waterdeep is a ranger with tremendous familiarity of the North who was recruited by Old Night. One of the few Wands without a lick of arcane magic, Elranmyr has already cultivated a network of informants on what going on behind closed doors in the City of Splendors. o Apprentices: Finn Estelmer (Rank 4)   Джерело: <http://oakthorne.net/wiki/index.php?title=Heralds_Faction>   Council of Musicians, Instrument-Makers, and Choristers Council of Musicians, Instrument-Makers, & Choristers The House of Song, Rivon Street, Trades Ward Personages Guild Master Kriios Halambar, Master Musician, widely known as "Old Leatherlungs" (Halambar Lutes & Harps, Castle Ward) Primary Contact The Guildmaster, or Maxeene "the Flute" Rhiosann, Lady Voice of the Council (House of Song) Other Guild Members Membership: 1500+ • Jhandess Millomyr (Millomyr's Harps, North Ward) • Ghodus Crommor (House Crommor) Membership Livery Scarlet jackets, with slashed sleeves of white and purple, and deep green long-cloaks and matching hats, with white and purple plumes Dues Entry Dues: 30 gp • Annual Dues: 25 gp/year (members), 15 gp/year (apprentices) Goods & Services • Musicians, performing: 6 gp/day or occasion (whichever is the lesser time) for each musician • Musical instruments, new: Prices as per PHB. Member Shops • Halambar Lutes & Harps: Street of the Sword, Castle Ward • Millomyr Harps: Golden Serpent Street, North Ward.   Джерело: <http://oakthorne.net/wiki/index.php?title=Council_of_Musicians%2C_Instrument-Makers%2C_and_Choristers>   Lords' Alliance Faction Lords' Alliance   Membership Common Descriptors: Aggressive, militant, political Primary Classes: Bards, fighters, paladins, sorcerers Alignments: LN (primary), LG, LE, NE, N, NG, CG Locations Amphail, Baldur's Gate, Berdusk, Elturel, Gundarlun Island, Iraebor, Leilon, Longsaddle, Mirabar, Neverwinter, Silverymoon, Sundabar, and Waterdeep. Ranks • Functionary: Rank 1. You are a functionary within your city's bureaucracy, serving its governing structure in some capacity. • City Agent: Rank 3. You hold a senior post of some importance in your community's bureaucracy, bearing greater responsibilities to overseeing its functioning and safety. • Alliance Agent: Rank 10. Your responsibilities extend beyond your own community, aiding the Alliance as a whole. You likely bear a position of some senior authority in your own city. • Alliance Leadership: Rank 25. You are one of the Lords of the Lords Alliance. "Though others may call us a Savage Frontier, we stand as shields against the tide of barbarism." A shaky coalition of aggressive political powers, the Lords’ Alliance is focused on its members’ mutual security and prosperity. The Lords' Alliance is made up of the myriad agents of the Alliance's member cities: Amphail, Baldur's Gate, Berdusk, Elturel, Gundarlun Island, Iraebor, Leilon, Longsaddle, Mirabar, Neverwinter, Silverymoon, Sundabar, and Waterdeep. [edit]Overview The Lords’ Alliance is an association of rulers from cities and towns across the North, who believe that solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the alliance, and all lords in the alliance work primarily for the fate and fortune of their individual settlements. Alliance agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. Chosen primarily for their loyalty, such agents are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), including large numbers of scrolls scribed with spells of communication. Alliance operatives are often glory hounds, looking to gain a leg up on their counterparts from other alliance cities. [edit]Goals and Philosophy Agents of the Lords’ Alliance ensure the safety and prosperity of the civilized North by standing united against the forces that threaten civilization. They proactively eliminate such threats by any means, bringing honor and glory to their leaders and homelands. Members of the Lords’ Alliance uphold the core tenets of the organization: o If civilization is to survive, all must unite against the dark forces that threaten it. o Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland. o Don’t wait for the enemy to come to you. The best defense is a strong offense. [edit]Activities Agents of the Lords’ Alliance train at the highest level as they seek out and destroy threats to their homelands. They ght with pride for the glory and security of their people, and for the lords who rule over them. However, the leaders of the alliance know that the order will survive only if its members support each other, requiring a balance between pride and diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections from the order have been known to occur. Quests undertaken by agents of the Lords' Alliance might include the following: o Eliminate a threat to the economy and prosperity of a city. o Broker an alliance to ensure future security and prosperity. o Retrieve a treasure or artifact for the greater glory of one’s city or homeland. [edit]Perks Agents of the Lords' Alliance in good standing might receive the following benefits: o Alliance Business: Rank 1+. When visiting another city in the Alliance on the business of your own city, you may claim simple shelter and safe haven from the other city for the duration of your time there, free of charge. o Mercantile Connections: Rank 1+. The Lords' Alliance is a mercantile as well as political alliance. For each rank in this faction, you may reduce the time necessary to Establish a Business by 1 per rank in this faction. You may also add a +1% to your Running a Business downtime actions. Waterdhavian Agents Agents of the Lords of Waterdeep may expect the following benefits: o City Incomes: Perk 1+. You receive a simple income for your work for the city, earning 5sp per full day of work you do. This is upgraded to 1gp per day at Rank 3, and to 2gp per day at Rank 10. Every 2 days of such employment also counts as 1 day of the Gaining Renown downtime action. o Well Connected: Perk 2+. In a short period of time, those who work in the City of Splendors' bureaucracies and back rooms make a fine allotment of contacts and sources of information. You are considered to have established a Bureaucratic Information Network, at the Small size. This increases by one step for each additional Rank you gain in this faction; instead of increasing a Network by one size, you may also choose to establish a new Information Network at the Small size instead. o Lords' Courts (Title): You are part of the Lords' Courts, who oversee the city's functioning, as well as the administration of its justice, headed by the city magistrates. o Court Functionary (Rank 1+): You are a minor bureaucrat within the city's government. Clerks and archivists, court recorders and palace attendants, all help make the city function. You have the run of the closed-off government areas appropriate to your duties, and access to important figures of government as part of your work. o Senior Functionary (Rank 3+): You are a senior functionary, with a small group of lesser functionaries who assist you in accomplishing your tasks. You can use your influence to help navigate the red tape of not only your own work, but of other departments in the city government as well. Your presentation of legal documents comes to near-perfection, as well; you gain proficiency with the Calligrapher's Supplies Tool Proficiency. o Magistrate (Rank 7+): Your dedication to the city's well-being and to the laws of the land has not gone unnoticed. You have been made one of the city's magistrates, granted the black robe of office and working to ensure the laws of Waterdeep are applied equally and fairly. You gain the History Skill Proficiency if you do not already have it. You gain an additional 1gp on top of any City Incomes. o Senior Magistrate (Rank 10+): You are one of the law-drafters and right-hands of the Masked Lords themselves. It is within your right to speak with the Open Lord at any point as part of your duties, or to address the Masked Lords as judged needful. Your long service is rewarded with a fine home in the Castle Ward, as well. o Palace Diplomats (Title): You are one of the diplomats of Piergeiron's Palace, dedicated to representing the Open Lord and the city of Waterdeep in the best possible light. You may be stationed in Waterdeep at the Palace proper, or assigned to a ambassadorial post outside of Waterdeep. o City Watch of Waterdeep (Title): You are part of the Watch, the order of policemen dedicated to protecting the people of Waterdeep from crime and corruption. See the Ranks under the City Watch of Waterdeep for more details. o Barracks Rights (Rank 1+): Any member of the Watch has a right to take up residence in the city barracks. This provides a Poor quality Lifestyle while doing so. o Waterdhavian Guard (Title): You are part of the Guard, the soldiers of Waterdeep who defend its walls - and the safety of communities for several days' ride in all directions. o Lords' Agents (Title): You are an informal agent of one or more of the Masked Lords, or of Piergeiron himself. Your responsibilities are great, and your authority limited, but you know the identity of one of the Masked Lords and are often very aware of what is going on behind the scenes.   Джерело: <http://oakthorne.net/wiki/index.php?title=Lords%27_Alliance_Faction>   Harpers Faction The Harpers   Membership Common Descriptors: Benevolent, knowledgeable, secretive Primary Classes: Bards, wizards Alignments: CG (primary), NG, LG, LN, N, CN Locations Moongleam Tower (Everlund, the North) Ranks • Watcher: Rank 1. You are a watcher for the Harp, recording interesting or strange things you see or hear, and passing them onto your Harper associates. You may be called upon to help a Harper in peril, providing shelter or other aid in emergencies. • Harpshadow: Rank 3. You are an agent of the Harp, taking missions and tasks to accomplish their aims. You are in contact with a Brightcandle of the faction. You are a long-term agent, tasked with responsibilities that range from long-term assignments to immediate missions. You are expected to cultivate a network of Watchers. • Brightcandle: Rank 10. You are the head of a cell of Harpers in your local area. You are in contact with a Wise Owl, to whom you answer, and are expected to insulate that figure from your cell. You receive missions and train Harpers, though may be called upon to tend to such missions yourself occasionally as well. • Wise Owl: Rank 25. You are a figure of tremendous renown among Those Who Harp, and you are in contact with the upper echelons of the organization. You collate and disseminate information among multiple cells, and have a body of operatives that work closely to achieve the aims you set them. • High Harper: Rank 50. You are one of the High Harpers, the smattering of figures who run the Harpers. You have access to the whole of the body of information gathered by the organization (though it is not unknown for one or more within the Harpers to keep aside their own archives), and you help make decisions about its goals. “Down with tyranny. Fairness and equality for all.” A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. [edit]Overview The Harpers are an old organization that has risen, been shattered, and risen again more than once. Its longevity and resilience are the result of its decentralized and secretive nature, and the near-autonomy of its members. The organization consist of cells and lone operatives throughout Faerûn, interacting and sharing information with one another only as needs warrant. The Harpers’ ideology is noble, and members of the order pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory— only fair and equal treatment for all. [edit]Goals and Philosophy Harpers gather information across Faerûn, discerning the political dynamics within each region or realm, and promoting fairness and equality by covert means. Members of the order oppose tyranny—as well as any leader, government, or group that grows powerful enough to threaten tyranny. They aid the weak, the poor, and the oppressed while maintaining the order’s legendary secrecy, acting openly only as a last resort. Harper agents adhere to a strict Code of the Harpers, focusing on a number of tenets as they pursue their goals: o One can never have too much information or arcane knowledge. o Too much power leads to corruption. In particular, the abuse of magic must be closely monitored. o No one should ever be powerless. [edit]Activities Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Most Harpers prefer to operate in the shadows, though a few members of the order become well known. Quests undertaken by agents of the Harpers might include the following: o Secure an artifact that could upset the balance of power in a region. o Gather intelligence on a powerful individual or organization. o Determine the true intentions of a powerful political figure or spellcaster. [edit]Current Quests o The Not-So-Safehouse: Find and secure a space in Undermountain that the Harpers can turn into a safehouse for Harper agents. o Contact: Jhandess Millomyr o Details: Jhandess wants to find a defensible spot in the Dungeon Level of Undermountain relatively close to the Well Room. Ideally, it would be a room with one or more entrances (secret entrances preferred), cleared of monsters and perils, which the Harpers can then fortify and protect, and provision, to use to hide agents being pursued or hunted. o Rewards: Faction Renown, other unstated rewards [edit]Perks Harpers in good standing might receive the following benefits: o Network of Agents: Rank 1+. All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. o Song Training: Rank 2+. By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. o Harper's Pin: Rank 3+. Harpers who are regarded as Harpshadows within the organization receive a Harper's pin from their sponsor. (See below for details) o Harper Lore: Rank 3+. Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. o City Lore: Rank 4+ A Harper gains familiarity with the backways and shortcuts of their main city of operation, or of any other city they spend at least a season (three months) in. These months do not have to be cumulative. You gain the "City Secrets" ability of the Urchin Background for those cities. o Song Training: Rank 5+. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. They may also choose proficiency in a disguise kit, herbalism kit, or poisoner's kit. o Magic Caches: Rank 8+. Senior Harpshadows are given access to small caches of magical items whose contents change occasionally. They are expected to take only a single item at a time, and return it when done. o Harper Intelligence: Rank 10+. Harpers of this ranking receive all manner of intelligence regarding their local area. It is given to them to act upon as much or as little as they see fit, but all of it is expected to be passed to their superiors in the organization. [edit]Harper Pin       Harper Pin Wondrous Item, rare (attunement) Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer. The wearer gains advantage on all saves against being charmed, and immunity against all magics that would read the wearer's thoughts. The pin itself cannot be detected by detect magic or any other spell, either - this does not extend to the wearer, but only to the pin. Finally, a Harper pin absorbs all magic missiles launched at the wearer, and grants the wearer resistance to lightning damage.   Джерело: <http://oakthorne.net/wiki/index.php?title=Harpers_Faction>   Knights in Silver Knights in Silver   Membership Common Descriptors: Noble, virtuous, martial Primary Classes: Fighter, paladin, cleric Alignments: NG (primary), LG, LN, CG, N Locations Silverymoon Ranks • Squire: Rank 1. You have been accepted as a squire by one of the Knights in Silver, who has taken responsibility for training you in the chivalric ways of the order and its traditions. • Knight: Rank 3. You have completed your squire's training, and given your spurs and everbrighttreated armor. You are gifted with the benefits of a full knight, but also the burdens of its responsibilities. • Commander: Rank 10. You are the Commander of the Knights in Silver, responsible for the operation of the order and the defense of Silverymoon. You answer to Lady Alustriel of Silverymoon, and are part of her Council. “By Moon and by Star, by the Bridge Unseen, and by the Lady's Silver Tresses.” The Knights in Silver are the permanent guardians of Silverymoon, often encountered riding patrol within the city and its environs. Around seven hundred strong, they received their name from a ballad penned by Mintiper Moonsilver – as with many phrases around the Realms first spoken by the Lunargent Bard, the name simply “seemed right.” [edit]Overview The Knights in Silver are known for their sparkling armor, firm discipline on and off the field of battle, and their poise and decorum. The Knights in Silver are practically a fairy- tale army, with their reputation for being dashing, chivalrous men and witty, beautiful women. Though certain individuals do not always uphold this lofty reputation, as a whole the Knights take pride in it and there is strong pressure from within the ranks to maintain this image. [edit]Goals and Philosophy The Knights in Silver take their reputation as "fairy tale" knights very seriously. The highest mode of chivalric thought is their ideal, with the bringing of defense of the defenseless, joy to the melancholy, hope to the hopeless, and freedom to the enslaved as their highest calling. They are charged to be compassionate and valorous, scrupulous and honest, virtuous and good. Of course, not every knight can measure up to these ideals, but as a body, the knights encourage and assist their own in achieving that, and scrupulously police their own who fall short - or who fly in the face of their philosophy. Knights in Silver are expected, above all things, to do the following: o To preserve Silverymoon's safety, and to sanctify its way of life. o To defend, uphold, and spread the virtues of freedom, joy, wonder, and love. o To stop threats to civilization and preserve art and culture. [edit]Activities The Knights in Silver are questing knights as well as military knights, so they may be given specific missions in addition to their standard military service. Quests undertaken by Knights in Silver might include the following: o To ride patrol with other Knights in Silver. o To seek out and slay an enemy of Silverymoon, or rescue goodly folk from such. o To act as a guardian for a valued ally of Lady Alustriel, or to act as her representative. [edit]Perks Knights in Silver in good standing might receive the following benefits: o Barracks Access: Rank 1+. A Knight in Silver dwelling in Silverymoon may use the barracks of the Knights in Silver for his lifestyle. Though this is a Poor Lifestyle for squires and a Modest Lifestyle for knights, it is provided to knights at no cost. o Mentor Knight: Rank 1-2. Squires of the order are assigned to a knight who acts as their mentor, teaching them the ways of the order and its tradition, and educating them in fighting skills. They also receive a riding horse, a longsword, and a chain shirt. o The Silver Anointing: Rank 3+. The squire becomes a knight and receives the Silver Anointing from Lady Alustriel herself. The character is acknowledged as a full knight of the order. They receive their "spurs and plate" - a suit of either half plate or plate (treated with everbright as part of its construction) and a warhorse with a set of chain barding. It also comes with a set of symbolic spurs that mark the new knight. o Recruiting Commander (Title): Rank 7+. x   Джерело: <http://oakthorne.net/wiki/index.php?title=Knights_in_Silver>   Faerunian Pantheon [edit]Godly Alliances & Subpantheons o The Gods of Fury: Auril, Malar, Talos, Umberlee o The Gods of Nature: Mielikki, Chauntea, Eldath, Silvanus o The Gods of Knowledge & Invention: Milil, Gond, Oghma, Deneir o The Goddesses of Revelry: Sune, Lliira, Sharess (demigodess), Hanali Celanil (elf) o The Triad: Tyr, Torm, Ilmater o Goddesses of Fortune: Beshaba, Tymora, Waukeen o The Gods of Magic: Mystra, Azuth, Savras, Deneir, Milil o The Dark Gods: Bane, Bhaal, Myrkul, Loviatar, Talona [edit]Greater, Intermediate & Lesser Gods Auril   The Frostmaiden, Icedawn, the Cold Goddess, Lady Frostkiss Goddess of Cold, Winter. Neutral Evil. Lesser Goddess. Azuth   The High One, Patron of Wizards, the Lord of Spells, the Hand of Sorcery, the Lord of Spellcraft God of Wizards, Spells and Spellcasters. Lawful Neutral. Lesser God. Bane   Lord Bane, the Black Lord, the Lord of Darkness, the Black Hand, the Great One God of Strife, Hatred, Tyranny. Lawful Evil. Greater God. Beshaba   Maid of Misfortune, Black Bess, Lady Doom, the Maid of Misrule, Tyche's Unpleasant Daughter Goddess of Random Mischief, Misfortune, Ill Luck, Accidents. Chaotic Evil. Intermediate Goddess. Bhaal   Lord of Murder God of Death (especially violent or ritual death). Lawful Evil. Intermediate God. Chauntea   The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All Goddess of Agriculture, Farmers, Gardeners, Summer. Neutral Good. Greater Goddess. Deneir   Lord of All Glyphs and Image, the Scribe of Oghmas God of Glyphs, Images, Literature, Literacy, Scribes, Pictoral and Literary Art, Calligraphy. Neutral Good. Lesser God. Eldath   The Quiet One, Goddess of the Singing Water, Mother Guardian of Groves, the Green Goddess, the Mother of the Waters Goddess of Quiet Places, Springs, Pools, Stillness, Peace, Waterfalls, Druid Groves. Neutral. Lesser Goddess. Gond   Wonderbringer, the Lord of All Smiths, the Inspiration Divine, the Holy Maker of All Things God of Artifice, Craft, Construction, Smithwork. Lesser God. Helm   He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians God of Guardians, Protectors, Protection. Lawful Neutral. Intermediate God. Ibrandul   Lord of the Dry Depths, the Skulking God, Lurker in Darkness God of Caverns, Dunegons, the Underdark, Skulks. Chaotic Neutral. Lesser God. Ilmater   The Crying God, the Lord on the Rack, the One Who Endures, the Broken God God of Endurance, Suffering, Martyrdom, Perseverance. Lawful Good. Intermediate God. Lathander   Morninglord God of Spring, Dawn, Birth, Renewal, Creativity, Youth, Vitality, Virility, Self-Perfection, Athletics. Neutral Good. Greater God. Leira   Lady of the Mists, Mother of Illusionists, the Guardian of Liars, the Mistshadow Goddess of Deception, Illusion. Chaotic Neutral. Lesser Goddess. Lliira   Our Lady of Joy, Joybringer, the Goddess of Joy, Mistress of the Revels Goddess of Joy, Happiness, Dance, Festivals, Carefree Celebration, Contentment, Release, Hospitality, Freedom, Liberty. Chaotic Good. Lesser Goddess. Loviatar   Maiden of Pain, the Willing Whip, Patroness of Torturers Goddess of Pain, Hurt, Agony, Suffering, Torture. Lawful Evil. Lesser Goddess. Malar   The Beastlord, Lord of Beasts, the Black-Blooded Pard, the Ravaging Bear God of Hunters, Marauding Beasts and Monsters, Blood, Bloodlust, Evil Lycanthropes, Stalking. Chaotic Evil. Lesser God. Mask   Master of All Thieves, Shadowlord, Lord of Shadows God of Thieves, Thievery, Shadows. Neutral Evil. Lesser God. Mielikki   Our Lady of the Forest, the Supreme Ranger, Daughter to Silvanus Goddess of Forest, Forest Creatures, Rangers, Dryads, Autumn. Neutral Good. Intermediate Goddess. Milil   Lord of Song, the Lord of All Songs, Guardian of Singers and Troubadors, the One True Hand of All-Wise Oghma God of Poetry, Song, Eloquence. Neutral Good. Lesser God. Myrkul   Lord of Bones, Old Lord Skull, the Reaper, Lord of the Dead God of the Dead, Wasting, Decay, Corruption, Parasites, Old Age, Exhaustion, Dusk, Autumn. Neutral Evil. Greater God. Mystra   The Lady of Mysteries, the Mother of All Magic, Our Lady of Spells Goddess of Magic, Spells, the Weave. Neutral. Greater Goddess. Oghma   The Binder of What is Known, the Lord of Knowledge, Patron of Bards, the Wise God God of Knowledge, Invention, Inspiration, Bards. Neutral. Greater God. Savras   The All-Seeing, the All-Seeing One, Lord of Divination, He of the Third Eye, the Diviner God of Divination, Divination Magic, Diviners, Fate, Truth, Truth-Speakers. Lawful Neutral. Lesser God. Selûne   Our Lady of Silver, the Moonmaiden, the Night White Lady Goddess of the Moon, Stars, Navigation, Navigators, Wanderers, Seekers, Good and Neutral Lycanthropes. Chaotic Good. Intermediate Goddess. Shar   Mistress of the Night, the Lady of Loss, Nightsinger Goddess of Dark, Night, Loss, Forgetfulness, Unrevealed Secrets. Neutral Evil. Greater Goddess. Shaundakul   The Rider of the Winds, the Helping Hand God of Travel, Exploration, Long-Range Traders, Miners, Caravans, Windghosts. Chaotic Neutral. Lesser God. Silvanus   Oak Father, the Forest Father, the Old Oak, Treefather, Old Father Tree God of Wild Nature, Trees, Druids. Neutral. Greater God. Sune   Firehair, Lady Firehair, the Lady of Love, the Princess of Passion Goddess of Beauty, Love, Passion. Chaotic Good. Greater Goddess. Talona   Lady of Poison, Mistress of Disease, She of the Deadly Kiss, Mother of All Plagues Goddess of Disease, Poison. Chaotic Evil. Lesser Goddess. Talos   The Destroyer, the Raging One, the Stormstar, the Storm Lord God of Storms, Destruction, Rebellion, Conflagrations, Earthquakes, Vortices. Chaotic Evil. Greater God. Tempus   Lord of Battles, Foehammer God of War, Battle, Warriors. Chaotic Neutral. Greater God. Torm   The True, the True God, the Brave, the Foolish, the Loyal Fury God of Duty, Loyalty, Obedience, Paladins. Lawful Good. Lesser God. Tymora   Lady Luck, the Lady Who Smiles, Our Smiling Lady, Tyche's Fair-Haired Daughter Goddess of Good Fortune, Skill, Victory, Adventurers, Adventuring. Chaotic Good. Intermediate Goddess. Tyr   The Even-Handed, Grimjaws, the Maimed God, the Blind Overlord, the Wounded One, the Just God God of Justice. Lawful Good. Greater God. Umberlee   The Bitch Queen, Sea Queen, Queen of the Deeps Goddess of Oceans, Currents, Waves, Sea Winds, Pirates. Chaotic Evil. Intermediate Goddess. Waukeen   Merchant's Friend, the Lady of Coins Goddess of Trade, Money, Wealth. Neutral. Lesser Goddess. [edit]Elemental Cults Akadi   Queen of Air, the Lady of Air, the Lady of the Winds, Queen of Air Elementals. Goddess of Elemental Air, Air Elementals, Movement, Speed, Flying Creatures. Neutral. Greater Goddess. Grumbar   King of Earth, Earthlord, Gnarly One, the King of Land-Below-the-Roots, Lord of Earth Elementals God of Elemental Earth, Earth Elementals, Solidity, Changelessness, Oaths. Neutral. Greater God. Istishia   The Water Lord, God-King of the Water Elementals God of Elemental Water, Water Elementals, Purification through Cleansing, Wetness. Neutral. Greater God. Kossuth   The Lord of Flames, the Firelord, the Tyrant Among Fire, Tyrant Among Fire Elementals God of Elemental Fire, Fire Elementals, Purification through Fire. Neutral. Greater God.   Джерело: <http://oakthorne.net/wiki/index.php?title=Realms_Deities>

 
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