Showing posts with label Guilds. Show all posts
Showing posts with label Guilds. Show all posts

Thursday, March 4, 2021

Trade Guilds of Waterdeep

Trade guilds have been in Waterdeep virtually since its its founding. In an attempt to differentiate them from factions, I created some rank and structure rules for trade guilds, along with some guild perks for members. Meant to be a downtime activity with minimal DM interaction, Trade Guilds of Waterdeep hopefully gives players some more flavor and character development opportunities.

It includes details on all of the 44 trade guilds included in Waterdeep - Dragonheist, using a combination of historical and current information.

Section 1: General Information

  • Calendar. This includes clarification of the treatment of weeks, workweeks, and tendays.
  • Downtime Sources. This includes ways characters obtain downtime.
  • Downtime Guild Work Income. This includes some clarifications on guild work rules.

Section 2: The Guilds (44 of them)

  • Guild Characteristics. This section provides some general details about guilds in Waterdeep and how to join them.
  • Artisan Guilds. These guilds cover traditional crafting and artistic jobs such as armorers, carpenters, musicians, etc.
  • Labor Guilds. These guilds focus on more mundane labor-oriented tasks such as dungsweeping and laundering.
  • Owners Guilds. These guilds are for the owners of industries and properties such as innkeepers, ship captains, stablemasters, etc.
  • Broker Guilds. These guilds focus on buying from suppliers outside the city and selling to businesses inside the city at wholesale prices.
  • Other Guilds. These are other guilds that don’t easily fit into other categories.

Section 3: Character Options

  • Downtime Activity. This includes a new downtime activity, dumpcart diving, which any character can do.






A Forger's Guide to Waterdeep

 After spending a significant amount of time buried in GIMP, I've finished The Forger's Guide to Waterdeep. It originally started as me wanting a master forger to put into my campaign, and it expanded significantly from there. It now includes a small pile of assets for anyone looking to build a forgery scenario into their adventures, wanting more realistic wax seals for their missives, or wanting a character to become a master forger. The included seals cover all the major organizations found in Waterdeep - Dragonheist, Waterdeep - Dungeon of the Mad Mage, and Curse of Strahd (with numerous other organizations covered in legacy Waterdeep publications). This publication includes:

  • A summary of the rules of forgery and forging equipment
  • 174 unique digital wax seals listed below with PNG files (plus a couple other failed forgeries and a variant for RP purposes), which can be printed out on notes, titles, deeds, orders, whatever
  • A Master Forger NPC
  • A hook to get a character down the path of becoming a Master Forger

Waterdeep (and Skullport):

  • 23 Factions: Arcane Brotherhood, Bregan D'aerthe, Emerald Enclave, Gray Hands (and Force Grey subfaction), Harpers, Iron Ring, Keeprs, Knights of the Shield, Kraken Society, Lords' Alliance, Order of the Gauntlet, Red Sashes, Red Wizards of Thay, Sha'Sal Khou, Shadow Thieves, Tel Teukiira, Unseen, Xanathar Guild, Zhentarim
  • 15 Temples: Gond, Helm, Ilmater, Lathander, Mystra, Oghma, Selune, Sune, Tempus, Tymora, Tyr, and Umbrelee. As well as the Holyhands House, Temple of the Seldarine, and the Shrines of Nature.
  • 78 Noble Houses: Everyone from Adarbrent to Zun
  • 44 Trade Guilds: Everything from the Apothecaries & Physicians Guild to the Wheelwrights' Guild
  • 2 Cities: Skullport, Waterdeep
  • 5 Governing Bodies: Lords of Waterdeep, Waterdeep City Guard, Waterdeep City Watch, Waterdeep Griffon Cavalry, Waterdeep Navy

Barovia (including as a bonus):

  • 2 Factions: Keepers of the Feather, Order of the Silver Dragon
  • 5 Houses: Durst, Martikov, Strahd, Vallakovich, Wachter