Eberron Rising From the Last War

(Nancy Kaufman) #1

  • You can store items at the guildhall free of charge.

  • You can book lodging at the guildhall for 5 sp per
    night. The accommodations are modest, but the guild
    provides stronger security for lodgers and their pos­
    sessions than you'd find at an inn.

  • An adventurer's guild is an excellent source of infor­
    mation. By studying records and working with other
    guild members, you can gain·advantage on any skill
    check to research a subject in which the guild has ex­
    pertise or experience.
    A strong rivalry exists between the Deathsgate Guild
    and the Clifftop Adventurer's Guild. You might have
    trouble with members of the opposing guild, whether in
    the form of drunken boasting in a tavern or a rival stir­
    ring up trouble in the midst of a mission.
    The Clifftop Adventurer's Guild. Located in the
    Clifftop district of Upper Dura, this organization has a
    sterling reputation as a source of reliable explorers and
    champions. Clifftop adventurers are known for their
    courage and integrity, and guildmaster Summer Kor­
    ranor holds members to a high standard of virtuous be­
    havior. As a Clifftop adventurer, you're expected to keep
    your word, to stand by your comrades, to uphold the law,
    and never to intentionally endanger innocents with your
    actions. Many of the local businesses cater to adventur­
    ers, and if you're a member of the guild, you can expect
    a warm welcome in the taverns of Clifftop.
    The Deathsgate Guild. Adventurers who are willing
    to take on any job and to do whatever it takes to triumph
    might find themselves suited for membership in the
    Deathsgate Guild. Named for its proximity to the City
    of the Dead, the district of Deathsgate prides itself on
    being a haven for those who challenge death on a daily
    basis. The guild's founder, Kassh "Blackaxe" Droranath,
    doesn't care how his members do their jobs, as long as
    they don't fail.


THE CIRCLE OF SONG
A bard is a versatile individual, equally skilled at en­
tertainment and espionage. These talents are perfectly
matched to the city of Sham, which is both the cultural
heart of Breland and a nexus for intrigue and diplomacy.
Bards have much to gain from the company of other
bards, as they exchange news, stories, and songs. For
this purpose, long ago a group of the finest bards in
Sham founded the Circle of Song, an alliance of enter­
tainers and adventurers.
The Circle of Song is an informal organization, open
to any bard who knows its customs and who can find
an outpost. It has no membership dues; you're expected
to make a donation if you make significant use of the
group's resources. Membership provides the follow-
ing benefits:



  • You can always find food and lodging at a circle out­
    post, though you might be expected to entertain the
    patrons in exchange. If times are tough, your food and
    lodging might be a step lower than the usual quality of
    the inn, but at least it's free.

  • You have advantage on ability checks made to per­
    form research or gather information while in a circle
    outpost, provided you have an opportunity to peruse
    archives and talk with other members.


CHAPTER 3 I SHARN, CITY OF TOWERS



  • Circle members are often willing to do minor favors
    for other members-gathering information, embar­
    rassing a minor noble, causing a distraction. There's
    no cost for such a service, but anyone who helps you
    will expect you to provide similar assistance when
    they need it.
    The first and oldest outpost of the Circle of Song is the
    Golden Horn in the University district of Upper Menthis;
    a few bards are almost always in residence and willing
    to share news and stories. Other, less elaborate outposts
    are maintained in Sham, and over the centuries the
    circle has established outposts in most major cities and
    many smaller communities across Khorvaire. These
    sites are usually taverns or inns that have hidden areas
    accessible only to members of the circle.
    Bards are expected to set aside personal rivalries
    while in a circle outpost, and any kind of combat or vio­
    lence is prohibited. Violating this rule results in immedi­
    ate expulsion from the circle, at the least.


ARCANE ORDERS
Its mighty towers and floating spires mark Sham as a
symbol of mystic power and achievement. Soon after
the founding of the city, the greatest wizards of Breland
chose it to be the seat of their arcane order. Its goal
was to celebrate excellence in the mystic arts, bringing
together the greatest practitioners of magic in a society
that rivals Arcanix and the institutions of Aundair.
A schism split the original society, but today both
of the branches of the original organization, the Eso­
teric Order of Aureon and the Guild of Starlight and
Shadows, are recognized and respected throughout
Breland. Each one has lesser halls in every major city in
the nation.
Membership Benefits. Someone accepted into an ar­
cane order must pay 1,000 gp to join, with ongoing dues
of 250 gp each year thereafter. With this payment comes
many benefits, including the following:


  • You can stay at the order's hall in any major city
    and enjoy the amenities of a wealthy lifestyle free
    of charge.

  • For as long as you have access to the order's hall, the
    cost of crafting a magic item at the site is reduced by
    10 percent.

  • While in the hall, you have advantage on Intelligence
    (Arcana) checks, as well as any ability checks involv­
    ing arcane research.

  • Membership in an arcane order grants prestige within
    Breland. Though this status provides no tangible
    benefit, it proves that you are a gifted mage and stand
    above any mere magewright or dabbler.
    The Esoteric Order of Aureon. Members of the
    larger of the two societies, the Esoteric Order of Aureon,
    take a vow to use their talents to preserve and advance
    civilization and to operate within the confines of the law.
    The Esoteric Order helped Galifar I maintain the rule of
    law, and many of its members served Breland during the
    Last War. Although its members aren't prohibited from
    studying any form of magic, the specialties of the order
    are abjuration, divination, and evocation magic. Wizards
    and artificers are almost always welcome in the guild.

Free download pdf