Eberron - Rising from the Last War

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need to stock your own armory rather than drawing on
an existing organization's stockpile. The organization
brings in income, but you'll have to spend some of it to
keep the organization running.
When you run your own organization, you can use the
Running a Business downtime activity (see chapter 6 of
the Dungeon Master's Guide) to reflect your organiza­
tion's ongoing activities. More than one character can
take part in this activity at a time. When rolling to de­
termine the business's performance, add the total days
spent by all the characters to the roll to determine the
business's success (still observing the maximum of 30).
If the business earns a profit, multiply that profit by 4 +
the number of characters who took part in this down­
time activity.

PATRONS IN EBERRON
Here are the most likely types of patrons for an adven­
turing group in Eberron. Presented in alphabetical or­
der, the patrons each include an example.

PATRONS
Type of Patron
Adventurers' Guild
Crime Syndicate
Dragonmarked House
Espionage Agency
Head of State
Immortal Being
Inquisitive Agency
Military Force
Newspaper
Religious Order
University

Example
Clifftop Adventurers' Guild
Boromar Clan
Any dragon marked house
King's Dark Lanterns
Prince Oargev of New Cyre
Sora Kell
Finders Guild
Redcloak Battalion
The Korranberg Chronicle
Templars of the Silver Flame
Morgrave University

ADVENTURERS' GUILD
Your group has ties to a network of professional adven­
turers. These experts share contacts, resources, and
leads on all manner of unusual and often dangerous
work. Joining such a guild makes an ideal choice if you
want to keep your entanglements with a patron to a min­
imum, as an adventurers' guild doesn't direct your activ­
ities or reward you for completing adventures.
With a few exceptions, adventurers' guilds are local in
scope, since their primary benefits center on a guildhall.
They might point you to adventures halfway across the
world, but the general assumption is that you'll always
come home to your guildhall, sooner or later.

CLIFFTOP ADVENTURERS' GUILD
Sham's Clifftop neighborhood, located in the upper part
of the Dura district, has long served as a crossroads
for adventurers and soldiers of fortune. A dwarf named
Shekkal Korranor established the Clifftop Adventur­
ers' Guild 150 years ago, intending it as a place where
explorers and wanderers could find support and good
company. Shekkal died in the Last War, but the guild
remains-a social club for adventurers and a one-stop
marketplace for anyone seeking capable champions.


The Clifftop guild has a reputation as a collection of
helpful and good-hearted adventurers. Members who
tarnish the guild's reputation can no longer take advan­
tage of the guild's benefits.
Guildhall. The Clifftop Adventurers' Guild head­
quarters is the physical and social center of its district,
a massive stone edifice built with the riches acquired
over a lifetime of adventuring. Part quiet library, part
comfortable inn, part active gymnasium, and part rowdy
tavern, the guildhall contains practically every facility
adventurers could need to train, study, and socialize.
The neighborhood around it caters to adventurers' other
needs with its variety of shops and services.
Membership. Most of the members of the Clifftop
Adventurers' Guild have a modest amount of experience
as successful adventurers. Nearly everyone can boast of
a successful delve into the old ruins beneath Sham or
an expedition to the Talenta Plains. The guild's leader, a
dwarf named Sumara "Summer" Korranor, is a descen­
dant of its founder and a fixture around the guildhall.
Allies. Relationships with most of the guild's allies are
based on business and built on upstanding reputations.
Ultimately, though, the guild is a loose affiliation of
groups, and organizations that have a good relationship
with one of those groups might not transfer their good
will to another. The fo llowing groups do brisk business
with members of the Clifftop Adventurers' Guild:
Affiliated guilds. Beyond Sham, the guild has estab­
lished good relations with adventuring guilds across
Khorvaire, many of which have reciprocal agree­
ments: their members can use the Clifftop facilities
when they are in Sham, and Clifftop guild members
can make use of their facilities as well. Lists of these
other guilds are kept in the Sham guildhall.
Clifftop businesses. The guild is a prominent fe ature in
its neighborhood, and much of the area is dedicated
to meeting guild's needs. Some businesses there offer
small (5 percent) discounts to guild members, and all
businesses are eager to avoid angering members of
the guild lest they lose the business of other members.
House Sivis. A Speakers' Guild enclave in Clifftop spe­
cializes in translating texts from Xen'drik. It also pro­
vides legal services for adventurers in trouble.
House Tharashk. The Tharashk enclave in Clifftop
provides the services of guides with extensive experi­
ence exploring Xend'rik, and it is careful to retain only
guides who receive positive referrals from guild mem­
bers. House Tharashk also uses the guild as a means
to hire adventurers to serve as bodyguards on their
own prospecting expeditions.
Enemies. Individual adventuring groups readily
make lasting enemies, and occasionally that animosity
extends to the guild as a whole-as is the case with the
following organizations:
Deathsgate Explorers' Club. A fierce rivalry simmers
between the Clifftop guild and Sham's other local
adventurers' guild. Sometimes the rivalry can be de­
scribed as almost friendly, but the Deathsgate guild
occasionally escalates it with vandalism of the Clifftop
guildhall or even physical (but usually nonlethal) at­
tacks on guild members in dark alleys.

CHAPTER 1 I CHARACTER CREATION
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