waterdeep dragon heist

(Jeff_L) #1
propriate ones in the Sword Coast Adventurer's Guide:
City Watch, cloistered scholar, courtier, faction agent,
far traveler, inheritor, mercenary veteran, urban bounty
hunter, and Waterdavian noble. If you have access to this
book, consider making its background options available
to your players' characters.

WATERDAVIAN NOBLE FAMILIES
Waterdeep contains well over a hundred noble families.
The following noble houses are fine choices for any
character with the noble background from the Player's
Handbook or the Waterdavian noble background from
the Sword Coast Adventurer's Guide.
House Amcathra. The Amcathras are a Tethyrian
family that specializes in horse breeding and training,
cattle ranching, wine-making. and weaponsmithing. The
family motto is "We trample our troubles:· The family
has a large villa in the North Ward, on the east side of
the High Road between Hassantyr's Street and Tar-
nath Street.
House Margaster. The Margasters are an llluskan
family whose business interests lie in land-based ship-
ping and bulk goods trading. The house also has a quiet
history of wizardry. The family motto is "Nothing is be-
yond our grasp." The Margaster family estate is situated
between Stabbed Sailor Alley and Shattercrock Alley in
the North Ward.
House Phylund. The Phylunds are a Tashlutar family
that captures and sells monsters. Monsters that can't
be trained as pets or guard beasts are sold to arenas
or harvested for their meat. bones, and skins. The Phy-
lunds sponsor adventuring parties and monster-hunt-
ing expeditions, and their motto is "What you fear, we
master." House Phylund has an estate on Copper Street,
west of the High Road between julthoon Street and
Trader's Way in the North Ward.


GUILDS OF WATERDEEP
Bakers' Guild
Carpenters', Roofers', and Plaisterers' Guild
Cellarers' and Plumbers' Guild
Coopers' Guild
Council of Farmer-Grocers
Council of Musicians, Instrument-makers, and Choristers
Dungsweepers' Guild
Fellowship of Bowyers and Fletchers
Fellowship of Carters and Coachmen
Fellowship of Innkeepers
Fellowship of Salters, Packers, and joiners
Fishmongers' Fellowship
Guild of Apothecaries and Physicians
Guild of Butchers
Guild of Chandlers and Lamplighters
Guild of Fine Carvers
Guild of Glassblowers, Glaziers, and Spectacle-makers
Guild of Stonecutters, Masons, Potters, and Tile-makers
Guild of Trusted Pewterers and Casters
Guild of Watermen
jesters' Guild
jewelers' Guild

House Rosznar. Once banished from Waterdeep for
smuggling, slavery. and other crimes, this Tethyrian
house bas returned and is trying to overcome its dark
past and disgraceful reputation by focusing on legiti-
mate business ventures such as wine-making and gem
trading. The family motto is "We fly high and stoop
swift." Rosznar Villa is situated on ThunderstaffWay be-
tween Copper Street and Shield Street in the Sea Ward,
west of the High Road.
Lady Esvele Rosznar (see "The Black Viper" in appen-
dix B) is a member of this house, though she keeps her
masked identity and thieving escapades a secret.

GUILD MEMBERSHIP
Any characters with the guild artisan background are
assumed to have free membership in one Waterdeep
guild of their choice. Arcane spellcasters living in the
city are required by law to register with the Watchful Or-
der of Magists and Protectors, so that they can be called
on to defend the city with their magic in times of need.
Waterdeep's most prominent guilds appear on the
Guilds ofWaterdeep list. By law, there are no active
thieves' guilds in Waterdeep, and the Xanatbar Guild
isn't an actual guild but a faction (see "Factions in Wa-
terdeep," page 14).
To join a guild, one must possess a background, a pro-
ficiency, or a status that the guild values. For example, a
character with the sailor background is welcome to join
the Master Mariners' Guild. One can practice a profes-
sion and not be a guild member, but sucb autonomy car-
ries a cost. The guilds do everything they can to entice
new members to join and pay for membership, and they
go out of their way to hinder independent business own-
ers, up to and including driving them out of business. A
baker who refuses lo join the Bakers' Guild might find
her flour supply cut off. while a wizard who refuses to

Launderers' Guild
League of Basket-makers and Wickerworkers
League of Skinners and Tanners
Loyal Order of Street Laborers
Master Mariners' Guild
Most Careful Order of Skilled Smiths and Metalforgers
Most Diligent League of Sail-makers and Cordwainers
Most Excellent Order of Weavers and Dyers
Order of Cobblers and Corvisers
Order of Master Shipwrights
Order of Master Tailors. Glovers, and Mercers
Saddlers' and Harness-makers' Guild
Scriveners', Scribes', and Clerks' Guild
Solemn Order of Recognized Furriers and Woolmen
Splendid Order of Armorers, Locksmiths, and Finesmiths
Stablemasters' and Farriers' Guild
Stationers' Guild
Surveyors', Map-, and Chart-makers' Guild
Vintners', Distillers', and Brewers' Guild
Wagon-makers' and Coach Builders' Guild
Watchful Order of Magists and Protectors
Wheelwrights' Guild

INTRODUCTION
Free download pdf