Dusken Glade

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A Dungeons & Dragons 5e Campaign in the Forgotten Realms
Year of the Scarlet Witch (DR 1491)

In the middle of the Trades Ward sit the Dusken Glade Inn - an inn of no particular note. Traders, travelers, and all sorts of folk stop in here. It's a good place for locals and strangers alike to bend an elbow and an ear at the same time, and the staff here are helpful and unobtrusive.

And all of that is just how the Harpers like it.

The Dusken Glade is a Harper sanctuary and safehouse, the headquarters for a small cell of its agents who are ready and able to provide aid to their fellows, to keep an eye and ear out for useful information for Those That Harp, and to possibly make some kind of difference in the world. This is the story of the Dusken Glade's resident team.

[edit] Player Characters

Current Milestones
6th level: 15 milestones
7th level: 21 milestones
8th level: 28 milestones

[edit] The Dearly Departed

[edit] The Merely Departed-from-Group

[edit] Dusken Glade Harper Cell

Connections 2 • Watchers 2 • Allies 1 • Security 1

[edit] Campaign Information

[edit] Downtime

[edit] Goods & Magic

[edit] Non-Player Characters

[edit] Nobles

  • House De'spri: A house of herbalists, with interests in agriculture, greenhouses, apothecary goods, and alchemy.
  • House Melshimber: A house of trend-setters, with interests in sage-lore, research and information-gathering, secrets, and fine wines.
  • The Popinjays: A clique of young, fashionable noblemen, all denizens of Twilight Vaeteru, who frequently conspire to throw sudden parties in unexpected places. "It's like a fireball, except with booze and music!"
  • The Woodfauns: A clique of young, woodwise nobles, all with druidic sensibilities (and even some druidic gifts). They champion a "natural lifestyle" and tend to regard the very urbane as hopelessly decadent.

[edit] Criminals

  • The Griffins: A gang of hustlers, con artists, bookies, and illegal gambling den operators.
  • Other Criminals: Other underworld figures

[edit] Temples

  • The Promenade-in-Exile: The small gathering of Eililstran drow originally from the Promenade of Eilistraee in Skullport, but long since driven out by the Spellplague and its aftermath, and eager to find themselves a new home and temple.
  • The Font of Knowledge: The temple to Oghma and his divine household, old allies of the Harpers, and friends of the cell for their work in recovering the remains of one of their sage skulls.

[edit] Waterdeep Locations

[edit] North Ward

[edit] Sea Ward

[edit] Trades Ward

[edit] Undercliff

  • Martuin's Tower, the site of a strange attack and murder of the wizard Martuin, and now the property of his apprentice Fiirna.

[edit] Realmslore

[edit] Language & Writing

[edit] Other Lore

[edit] Resources

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