Professional Documents
Culture Documents
Waterdeep Player Info
Waterdeep Player Info
Factions
Tokom igre moguće se priključiti različitim organizacijama.
Novo pravilo za ovaj način igre podrazumijeva pracenje RENOWN – zavšravanjem zadataka
koji se tiču organizacije (1 renown) ili koji su dobijeni direktno od organizacije (2 renown).
a) Rank – u svakoj organizaciji postoji mogućnost promocije. Rank raste sa renown, ali
moguće je da postoje i neki preduvijeti (npr. Level)
b) Ponašanje drugim članova u organizaciji – Sa porastom renown mijenju se i odnosi
drugim članova prema PC; postoji veća šansa da su drugi članovi čuli za PC i žele im
pomoći. DM prati odnos organizacije u odnosu na renown (indifferent – friendly – would
die for you i sl). Ovaj globalni odnos organizacije se ne odnosi na pojedinačne članove sa
kojim su PC imali interakciju.
c) Perks – Sa rankom rastu beneficije koje se dobijaju od oragnizacije. PC niskog ranka
može imati pristup pouzdanom kontaktu i informacijama, sigurnim lokacijama i
poznanicima koji su spremni prodati stvari za niže cijene. PC srednjeg ranka može dobiti
followerse, pristup različitim potions i scrolls, može tražiti uslugu ili backup na opasnim
misijama. PC visokog ranka može pozvati malu armiju, doći u posjed rare magic itema,
poznavati korisnog spellcastera ili dati zadatke drugim članovima organizacije nižeg
ranga
1. Harpers
“A Harper is first and foremost self-reliant, for once you
are autonomous then no one can tempt you into using
power as a crutch. You are sovereign unto yourself.
Prerequisites: Interested in helping others, more idealistic than pragmatic. Bards and Wizards
are particularly welcome.
Summary:
1. Network of spellcasters & spies seeks to tip the scales in favor of the innocent, weak, and
the poor.
2. They are incorruptible defenders of good, and they never hesitate to aid the oppressed.
3. Individual Harper agents operate alone, relying on their wits and extensive information
networks to gain an advantage over their enemies. Knowledge is power.
4. Veteran members have access to secret caches of knowledge stashed all over Faerûn.
5. The organization looks out for powerful items, and to keep them out of the hands of
evildoers.
6. Harpers rarely operate in the open, but they are always watching out for each other and
everyone else.
In Waterdeep:
1. Secret meeting places throughout the city, conduct business in taverns, inns and even
secluded locales.
2. They ensure that power, especially that derived from magic, is in the hands of those who
are good.
3. They seek powerful artifacts before “less-worthy” factions, Zhentarim or Bregan
D’aerthe, or they may even seek to remove powerful magic users (even a noble or a
Masked Lord).
Perks: Support members with magic and items. Reduced prices on scrolls, spells and rare items.
Summary
Perks: Access to temples for healing, voluntary donation. Unlikely to face repercussions for
breaking the Code Legal.
3. Emerald Enclave
“The Emerald Enclave exists as gatekeepers to that vast space
beyond the city walls. We are the defenders of the wilderness and
of the society that does not understand it. Most have forgotten that
there is an ancient, natural order that existed long before our
intellectual concepts of it. To come into contact with that primal
order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with
this power; we embody it, and it moves us to do our work. That is
why we are never alone. Even in the midst of a noisy, crowded city
we can feel the presence of the natural world inside us, fresh, strong, and alive. The
Enclave seeks to make awareness of this power available to all.
“Freedom. Is not this the highest of callings?”
Prerequisites: Value balance of civilization and nature, druids and rangers, welcome.
Summary
● Opposes threats to the natural world and helps others survive in the wilderness.
● Mastery of fighting and survival skills. They help others learn the same skills.
● . They are not opposed to civilization or progress, but they strive to keep it in balance
with the wild.
● They restore and preserve the natural order, even as they root out and destroy all that is
unnatural.
In Waterdeep: Watch over City of the Dead and protect the city from unnatural threats.
Perks: Gather intel from animals and plants. Share information. Can obtain care for animals.
Plants at little or no cost.
4. Lords’ Alliance
“Everyone wants to sleep at night and feel safe in their homes, but
how many want to do what it takes to keep the tide of evil at bay?
To stand in the cold and rain, waiting for battle while hunger
gnaws at their bellies? Many wish to reap the rewards of a good
harvest, but few care to remove the stones and till the fields for
planting.
“The Lords’ Alliance fights the things that the shopkeeper in his
bed has never even heard of. We remove threats before the town mayor even knows about
it. We make bad things go away. That’s what we’re good at.”
Prerequisites Limited to: Waterdeep, Baldur’s Gate, Mirabar, Neverwinter, and Silverymoon
citizens. Tradition and discipline are valued.
Summary
● Association of rulers from cities and towns across Faerûn (primarily in the North).
● Believe that solidarity is needed to keep evil at bay.
● Alliance agents include sophisticated bards, zealous paladins, talented mages, and
grizzled warriors.
● They are chosen primarily for their loyalty and are experts in observation, stealth,
innuendo, and combat.
● Ensure the safety and prosperity of civilized Faerûn, stand united against all threats to
civilization.
● Requires a balance between pride and diplomacy.
In Waterdeep: The Open Lord and Masked Lords employ agents of the Lords’ Alliance to
observe the city and secure their hand in government. Concerned with the rising violence of the
thieves’ guilds and rumors that the former Open Lord embezzled dragons. They want to track
down the truth (and, if they exist, the gold pieces themselves).
Perks: Support from the City Watch’s resources. Easy for members to gain an audience with
nobles and Lords.
Summary
● Supported by the City Guard, the Griffon Cavalry, and hundreds of additional support
staff.
● Collectively, all aligned with Force Grey are known as the Gray Hands.
● Fighting prowess is matched only by their loyalty to the city.
● Force Grey attracts the best of the best.
● Past members have exhibited violence, causing as much damage as they ostensibly
prevent.
● Their leader controls living statues in Waterdeep
In Waterdeep: Currently dormant. Last action was preparing a quick-strike battle plan to
execute in the event that the cloud giant castle floating above the city brought any trouble. Vajra
prepared to activate the Walking Statues if needed.
Perks: Vajra can intervene when a member of the Gray Hands is arrested, usually resulting in
freedome with her loose supervision. Pending rank they have access to rare books and items.
Ranks: Grey Hand Initiate, Junior Grey Hand, Senior Grey Hand, Force
Grey Initiate, Defender of Waterdeep
Prerequisites: Tenacity and ambition required. Anyone can “join”, work your way through the
ranks and keep your nose clean.
Summary
Perks: They have friends in high places. Trade on grey market, discounts are available to
ranking members. Access to “fixers” for a fee. Giving loans (with small interest).
2. PIETY
Slično kao renown sistemu, piety sistem je mjera veze PC i njegovog deity.
Gaining piety: honoring gods, fulfilling their comands, respecting their taboos.
Isto kao kod organizacija, postoje beneficije. Sa svakim rankom, PC se može moliti za „divine
favor“ once per day, uglavnom u obliku spella bless. Veći rank daje mogućnost trajnih beneficija
u obliku blessinga ili charma (supernatural gifts).
Supernatural Gifts
1. Blessings: Dobija se za djela koja primjete i deity i mortals. Daje ih pantheon/deity za:
a) Restoring the most sacred shrine of a god
b) Foiling an earthshaking plot by the enemies of a god
c) Helping a god's favored servant complete a holy quest
d) Recovoring a holy peson's remains
e) Toppling tyrannical empire
2. Charms: Minor supernatural gift, mogu se jednom ili više puta koristiti, ali ne i zauvijek.
Ne daje ih deity, već je u suštini random. Ako dopušta korištenja spella, moguće je to
uraditi bez trošenja spell slota. Sprječava ih antimagic field i dispel magic.
Blessing može dobiti svaki igrač koji vjeruje u neki deity/pantheon, međutim zbog potrebne
količine rada, uglavnom ih dobijaju clerics i paladins.
3. GUILDS
Svaki igrač može se učlaniti u jedan ili više guildova, s tim da mora zadovoljavati background,
proficiency ili status. Članovi guilda placaju mjescnu ili godišnju naknadu, tj. 1 GP per month ili
10 GP per year (placeno unaprijed). Ukoliko radite u gradu bilo šta osim kupovine proizvoda i
usluga, strogo se preporučuje traženje pravnog zastupnika koji će vam pomoći oko toga (ali
nekog provjerenog, s obzirom da nema guild za to). Zakoni Guildova nisu u Code Legal, ali se
jednako poštuju i postoje sankcije za svako nepoštivanje guilda. Izvršavanje guild – related
profesija nije ilegalno, ali se glasine brzo šire i ubrzo nećete moći poslovati sa članovima
guildova.
Nema rankova.
The Carpenters', Roofers' and Plasterers' Guild: Builders of non-stone buildings, plus roofs
and plaster walls
The Cellarers' and Plumbers' Guild: Digging building foundations, keeping sewers functional
and safe.
The Dungsweepers' Guild: Street cleanliness maintenance, and stables cleaning (for a fee);
occasionally hired by the city to aid in sewer work.
The Fellowship of Carters and Coachmen: Those who own and use carts, wagons, coaches,
litters and sleighs as their primary business. Often includes loading and unloading of cargos from
such.
The Fellowship of Salters, Packers, and Joiners: Preservation of food, packing of goods for
transport, building of crates.
The Fishmongers' Fellowship: Buyers and sellers of fish; does not include actual fishermen.
The Guild of Chandlers and Lamplighters: Candle- and lamp-makers, and lamplighters
employed by the city to keep city lamps lit at night.
The Guild of Stonecutters, Masons, Potters, and Tile-makers: Stone- and clay-workers
The Guild of Trusted Pewterers and Casters: Metal casters (rather than forgers)
The Guild of Watermen: Water pilots who keep the harbor free of debris, pilot small skiffs and
boats for passengers, and do dock-work.
The Master Mariners' Guild: Ship captains and merchant fleet owners
The Most Diligent League of Sail-makers and Cordwainers: Sails and ropes
The Most Excellent Order of Weavers and Dyers: Cloth-making and dyeing
The Order of Cobblers and Corvisers: Makers of shoes, boots, clogs and all forms of footwear
The Order of Master Taylors, Glovers and Mercers: Clothing and accessory makers
The Solemn Order of Recognized Furriers and Woolmen: Fur-trappers and wool-shearers
The Splendid Order of Armorers, Locksmiths, and Finesmiths: Weapon and armor smiths,
small ornament or gadget makers, delicate smithwork
The Stablemasters' and Farriers' Guild: Mount care professionals, including breeders,
trainers, capturers, healers, stable-hands or -owners; includes exotic mounts
The Stationers' Guild: Paper- and parchment-makers, plus makers of wax, ink, blotters, gilt ink,
pen metal nibs and the like.
The Surveyors', Map, and Chartmakers' Guild: Building designers, map makers, surveying
for building construction
Imaju posts kroz cijeli grad, često sakrivene. Mogu se preopznati po zeleno-zlatnim „fenjerima“
koji svijetle i danju sa continual flame spell. Ovisno o kojem se dijelu grada radi, patrole mogu
biti od 2 do 12.
Novac
Sve se mora placati u Whaterdavian novcu.
Zamjena novca može se izvršiti u Palace of Waterdeep bez naknade, ali se uglavnom za to treba
izdvojiti cijeli dan zbog velikih gužvi. Naravno, novac možete zamijeniti i u „Guild Of Trusted
Pewterers and Casters“ ili „Jeweler's Guild“. Postoji još par mjesta, ali ova dva posjeduju
najtačnije vage. Prije napuštanja grada ponovo zamijeniti novac, jer je u potpunosti bezvrijedan
na drugim mjestima.
Taxes and Fees
Uspostavio ih je prethodni Open Lord – Dagult Nevermber. Svaki stanovnik unutar oficijelnih
dijelova grada dužan je placati taksu. Taksa iznosi 1 shard po mjesecu i City Guards ih skupljaju
posljednji dan svakog mjeseca. Uglavnom tim danima bude ogromna gužva u gradu, jer veliki
dio stanovništva nastoji da ih izbjegne (ali rijetko uspiju).
Travel
Kočije i kola se uglavnom mogu naći na Bulevarima, kao što su: Waterdeep Way, The High
Road, The Way of the Dragon, The Street of Bells, Warrior's Way, The Street of Silks, Trader's
Way i Street of Singing Dolphin (Sea Ward). Tokom velikih gužvi, moguće je vidjeti člana City
Watch kako upravlja saobraćajem.
Drays su posebne vrste kocija koje predstavljaju neku vrstu javnog prevoza. Vožnja košta 2 do 4
nibsa.
Zimi na ulicama nema puno ljudi, pogotovo kada pada kiša ili snijeg. Fellowship of Carters and
COachmen zajedno sa The Wheelwrights' Guildom i Wagon-makers' and Coach Builders'
Guildovima zimi pretvaraju drays i hire-coaches u sladges.