Difference between revisions of "Dusken Glade"
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===Group Milestones=== | ===Group Milestones=== | ||
<div style="text-align: center; font-size: 125%">Current Milestones: 10.5</div><br> | <div style="text-align: center; font-size: 125%">Current Milestones: 10.5</div><br> | ||
− | <div style="text-align: center; font-size: 100%">'''6th Level:''' 15 Milestones</div | + | <div style="text-align: center; font-size: 100%">'''6th Level:''' 15 Milestones</div><hr /> |
===Dusken Glade Cell Traits=== | ===Dusken Glade Cell Traits=== |
Revision as of 14:42, 6 July 2019
• Waterdeep •
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The Gem of the North
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• People •
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The Lords • Nobility • Magistrates • Herald • Watch
Guard • Guilds • Trading Costers • Sages Gangs • Fences • Usurists • Factions • The Harpers • The Heralds |
• Wards •
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Castle Ward • Sea Ward • North Ward • Trades Ward • South Ward • Dock Ward • Mountainside • City of the Dead • Undercliff • Undermountain • Skullport
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• Locations •
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• Calendar •
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• Language & Communication •
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Language Glossaries: Common • Dethek • Espruar
Northern Languages • Languages of Faerun • Songs of Faerûn • Broadsheets • Popular Publishings • Writing & Archival • The Lingo of Twilight Vaeteru |
• Other Lore •
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• City Map •
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House Rules
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Rules Additions
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Alchemy • Additional Armor • Additional Weapons • Backgrounds • Chase Scenes • Domains • Downtime • Wizard Traditions • Feats • Rare Materials • Spells • Gambling
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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.
Player Characters
- Sylyra, Firbolg Cleric of Eilistraee • Harpers & Promenade-in-Exile; played by Greg
- Frick, Shield Dwarf Bear Totem Warrior of Lurue • Harpers & Griffins; played by Chillos
- Clarc, Aarakocra Monk • Harpers & Stationers' Guild; played by A.J.
- Psalm Melshimber, Tiefling Bard • Harpers, Heralds, & House Melshimber; played by Charley
- Orion De'spri, Human Druid • Harpers & House De'spri; played by Dan
- Zan (Zanerith) Derlyn, Half-Drow Sorcerer/Warlock • Harpers; played by Kurt
The Dearly Departed
- Heinrich Mountainflower, Bugbear Fighter/Rogue • Harpers & Griffins; played by Kurt
Group Milestones
Dusken Glade Cell Traits
- Harpers Faction: Information on the Harpers as an organization
- Harper Cell: Mechanics for Harper Cells
- Dusken Glade Cell: The PCs' cell of the Harpers, and information pertinent to it.
- Harpers of Waterdeep: The known Harpers in the City of Splendors
Campaign Information
- Faction Missions: The missions available for PC factions.
- Discovered Rumors: Rumors discovered during the course of the campaign.
- House Rules: Alternate mechanics for the campaign
Downtime
- Downtime Actions: Summary of available downtime actions.
- Downtime Record: Accumulated and spent Downtime for the campaign
Goods & Magic
- Treasury: Group Treasure
- Common Magic Item Quirks: Common magic item traits
Non-Player Characters
- Rivals: Rivals (per the Downtime mechanic) of the group
- Heinrich Funeral Guests: The attendees of Heinrich's funeral
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.
Criminals
- The Griffins: A gang of hustlers, con artists, bookies, and illegal gambling den operators.
- Other Criminals: Other underworld figures
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.
Enemies
- The Old Church of Bane: A Banite sect based out of Mintar, on the Lake of Steam.
Waterdeep Locations
North Ward
- Silversickle House, villa of House De'spri
Sea Ward
- Wine's Wisdom Hall, villa of House Melshimber
- The Shrines of Nature, sacred parkland with shrines to Silvanus and Mielikki
Trades Ward
- The Dusken Glade Inn, in the Trades Point North neighborhood
Undercliff
- Martuin's Tower, the site of a strange attack and murder of the wizard Martuin, and now the property of his apprentice Fiirna.
Realmslore
- Realms Deities: The deities of the Realms
- The North
- Realms Names
Language & Writing
- Forgotten Realms Languages: A comprehensive examination of the languages of Faerun.
- Languages in the North: The most commonly spoken languages in the Savage North.
- Everyday Writings in the Realms: A look at the tools of the scrivener: parchment and ink.
- Daily Dwarf Common in the Realms: A look at some of the Dwarven slang that has entered the Common tongue.
Other Lore
- Drugs of the Realms: A look at the narcotics of the Realms.
- Time of Day in the Realms: How Faerunians divide up the hours of the day.