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Guilds and Factions in the City

Posted: Thu Oct 24, 2024 2:16 pm
by Ailander
The City is home to a wide variety of groups, ranging from the bards of New Olamn to the Savants of the Dark Tides.Hundreds of distinct orders,societies,noble houses,churches,gangs, guard companies, mercenaries and so on. Here will be described a few major categories of organizations holding power in the City one way or the other. Be mindful that the category is wide in itself (for example the Guilds, they are counted in the dozens) and take care of every single organization is something that will require a lot of time. So if on the server is not rapresented (yet) the guild that you are interested in, noone stops you from roleplaying interest in them so long that are following the book Waterdeep:City of splendors rules. and if many starts roleplaying for that group, we may start giving priority towards giving them a faction guild and relative faction functions

Some secret factions (both good and evil) are not listed in here because while they are known to have bases and operate in the city, very few knows how to contact them (in short, for being part of these associations the player must catch the interest of the npcs)

Merchant Guilds
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It was said that the Lords ruled Waterdeep but did not always truly govern it. This was quite true, as there were a number of economic activities that have dominated Waterdeep for more than one hundred years. The management and skilled control of commerce by the Guild Masters have brought the City to its current prominence as the premier center for trade on the entire Sword Coast. Although their avarice, ruthlessness, and greed have nearly destroyed Waterdeep twice in the past, they have also brought great prosperity. The Lords recognize all guilds, and applications for new formations are rarely granted since no new guild can overlap the provenance of an existing guild due to several rules. All guilds are well-structured (having a guildhall, defined rank structure, internal laws, etc.), and while no one is forced or restricted to work for a guild to conduct trade, it's rare that operating outside their boundaries yields as much wealth and trust as being a part of them. A complete list of the guilds is on page 51 of Waterdeep: City of Splendors. Here are some examples:
  • Baker's Guild
  • Merchants guild
  • Stationers Guild
  • Watchful Order of Magists and Protectors

Nobility
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Since 882 DR, wealthy merchant families in what is now Waterdeep have claimed nobility. Some cases were based on the awarding of nobility from another sovereign realm, while other claims reflected the aspirations of a powerful family with the means to demand such honors from their neighbors. In 1248, the Lords recognized these claims and initiated the formal beginnings of Waterdhavian nobility, ensuring that no established order of precedence or seniority could take hold to prevent the formal establishment of an "old guard." As a diplomatic gift, the city used the granting of titles to lure powerful land-owning lords and wealthy merchants into the city. It is possible to establish a new noble house, but since 1335, most applications have been rejected, and there is a strict series of prerequisites to meet, the most challenging being that an individual should be sponsored by at least five other noble families. Noble houses, especially the most powerful ones, are considered, in effect, as organizations, given that noble families usually comprise dozens of individuals, each with their own lands, retinues, guards or soldiers, and wealth. Here is a short list of the most notorious ones:
  • Adarbrent
  • Amcathra
  • Thann
  • Moonstar
  • Wands
WARNING!
One cannot simply play "being part of a noble house" (even a distant relative of them) without staff approval. We will implement in the future a prestige classe for Waterdeep Artisan that is called Noble, untill then (if you are interested in playing a noble) please notify the staff so that we will give some higher priority if there is a lot of interest.

Armed Forces
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The Lords of Waterdeep enforce their rule and maintain peace and security through all the land with the city's armed forces.Thanks to the wealth of Waterdeep, the main defenders of the city are usually equipped with the best gear available (althought non magical unless of high rank). They are divided into four main branches, each of them with their own ranking, fortress (or barracks), heraldry etc.
  • Griffon Cavalry,
  • City Guard
  • City Watch
  • Navy,
A notable exception is a fifth branch, a small elite group called the Gray Hands.They act as a company called in for emergency in those situations that the regular soldiers can't handle alone and such a call is not made with a light heart since whenever they are called in action destruction abounds for the streets. While for many armed forces newcomers are always welcome in their ranks, being accepted in the Grey hands is only on invitation from their leader.

Faiths and religious orders
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Polytheistic Waterdeep is home to all manner of faiths. While the Lords, the nobility and the merchants withold temporal power over the city, the several religious organizations play on a different field: that of the final destination of each soul of the City and the promised future of their religious aspects. Many faiths can find a place in Waterdeep and those that do not posses a temple are usually still granted a shrine at the Plinth. (the list of notable temples and faiths are listed in its own section with some extra rules). Those major faiths that have a overall major portion of the city faithful are
  • Spires of the Morning
  • House of Wonders
  • Order of the Aster
  • Font of Knowledge
  • Knights of the Blue Moon
There are of course many more deities worshipped but these are thosse that had a major influence on the well being of the city, one way or another, and possess several religious orders at their disposal as armed forces, the most notable being the Order of the Aster which the knights and clerics under the banner answers to the call of not only Lathander but also several good deities like Selune and Sune among their ranks.

Ruffians
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Since its foundation, Waterdeep has received several attacks on all kind of levels; from aimed and chirurgical assassination attempts of prominent figures (included Secret Lords) to raids and invasions from hostile forces. Not all of these threats are so violent and many conspires in the dark or uses diplomacy and economy to avoid being hunted down mercylessly. These organizations are keeping a low profile and melding with the Waterdhavian society to influence the City, to the point that no matter how hard the Secret Lords tries it is near impossible to succesfully put them down completely.Their approach may change,from trying to influence the economy to slowly spreading their believes, but despite fighting everyone else, included other dark organizations, all of them share one goal; dominance over the City of Splendors. Some of these organizations are
  • Thayan Enclave (or Red Wizards of Thay)
  • Shadow Thieves of Amn
  • Knights of the Shield
  • Church of Umberlee
WARNING!
(most of lore factions are used for those that unlocked DM features to make quests and events, so those listed here will be the only ones accessible as player character unless there is a huge demand for a specific faction)