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Waterdeep: Dragon Heist

Character Creation
House Casslanter. The Cassalanter noble house of
Character Backgrounds Waterdeep is among one of the richest families within the city,
having made their fortune in banking, money-lending and
Waterdavian Noble Families rumor-mongering for the highest payer. Their motto is "At any
Waterdeep contains well over a hundred noble families. The cost." The family has an estate within the city's Sea Ward.
following noble houses are fine choices for any character with
the noble background from the Player's Handbook or the Guild Membership
Waterdavian noble background from the Sword Coast
Adventurer's Guide. Any characters with the guild artisan background are
House Amcathra. The Amcathras are a Tethyrian family assumed to have free membership in one Waterdeep guild of
that specializes in horse breeding and training, cattle their choice. Arcane spellcasters living in the city are required
ranching, wine-making. and weaponsmithing. The family by law to register with the Watchful Order of Magists and
motto is "We trample our troubles." The family has a large Protectors, so that they can be called on to defend the city
villa in the North Ward, on the east side of the High Road with their magic in times of need.
between Hassantyr's Street and Tarnath Street. Waterdeep's most prominent guilds appear on the Guilds of
House Margaster. The Margasters are an Illuskan family Waterdeep list. By law, there are no active thieves' guilds in
whose business interests lie in land-based shipping and bulk Waterdeep, and the Xanathar Guild isn't an actual guild but a
goods trading. The house also has a quiet history of wizardry. faction.
The family motto is "Nothing is beyond our grasp." The To join a guild, one must possess a background, a
Margaster family estate is situated between Stabbed Sailor proficiency, or a status that the guild values. For example, a
Alley and Shattercrock Alley in the North Ward. character with the sailor background is welcome to join the
House Phylund. The Phylunds are a Tashlutar family that Master Mariners' Guild. One can practice a profession and not
captures and sells monsters. Monsters that can't be trained as be a guild member, but such autonomy carries a cost. The
pets or guard beasts are sold to arenas or harvested for their guilds do everything they can to entice new members to join
meat. bones, and skins. The Phylunds sponsor adventuring and pay for membership, and they go out of their way to
parties and monster-hunting expeditions, and their motto is hinder independent business owners, up to and including
"What you fear, we master." House Phylund has an estate on driving them out of business. A baker who refuses to join the
Copper Street, west of the High Road between Julthoon Street Bakers' Guild might find her flour supply cut off, while a
and Trader's Way in the North Ward. wizard who refuses to join the Watchful Order of Magists and
House Rosznar. Once banished from Waterdeep for Protectors might
be denied access to sages, libraries, and
smuggling, slavery. and other crimes, this Tethyrian house bas other useful resources.
returned and is trying to overcome its dark past and Guilds charge members monthly or yearly dues that vary.
disgraceful reputation by focusing on legitimate business For simplicity, you can have a guild charge 1 gp per month or
ventures such as wine-making and gem trading. The family 10 gp for a year's dues paid in advance. A guild can expel a
motto is "We fly high and stoop swift." Rosznar Villa is member for any number of reasons, not the least of which is
situated on Thunderstaff Way between Copper Street and failing to pay dues.
Shield Street in the Sea Ward, west of the High Road.

Guilds of Waterdeep  
Bakers' Guild Guild of Apothecaries and Physicians
Carpenters', Roofers', and Plaisterers' Guild Guild of Butchers
Cellarers' and Plumbers' Guild Coopers' Guild
Council of Farmer-Grocers Guild of Chandlers and Lamplighters
Council of Musicians, Instrument-makers, and Choristers Guild of Fine Carvers
Dungsweepers' Guild Guild of Glassblowers, Glaziers, and Spectacle-makers
Fellowship of Bowyers and Fletchers Guild of Stonecutters, Masons, Potters, and Tile-makers
Fellowship of Carters and Coachmen Guild of Trusted Pewterers and Casters
Fellowship of Innkeepers Guild of Watermen
Fellowship of Salters, Packers, and joiners Jesters' Guild
Fishmongers' Fellowship Jewelers' Guild
Guilds of Waterdeep, Cont.  
Launderers' Guild Saddlers' and Harness-makers' Guild
League of Basket-makers and Wickerworkers Scriveners', Scribes', and Clerks' Guild
League of Skinners and Tanners Solemn Order of Recognized Furriers and Woolmen
Loyal Order of Street Laborers Splendid Order of Armorers, Locksmiths, and Finesmiths
Master Mariners' Guild Stablemasters' and Farriers' Guild
Most Careful Order of Skilled Smiths and Metalforgers Stationers' Guild
Most Diligent League of Sail-makers and Cordwainers Surveyors', Map-, and Chart-makers' Guild
Most Excellent Order of Weavers and Dyers Vintners', Distillers', and Brewers' Guild
Order of Cobblers and Corvisers Wagon-makers' and Coach Builders' Guild
Order of Master Shipwrights Watchful Order of Magists and Protectors
Order of Master Tailors, Glovers, and Mercers Wheelwrights' Guild

Factions in Waterdeep
A character with the faction agent background (described in Lords' Alliance
the Sword Coast Adventurer's Guide) must choose a faction to
belong to and can choose to belong to one of the factions To become a member of the Lords' Alliance faction in
described below, provided the character meets the faction's Waterdeep, a character must be a Waterdavian citizen. Those
prerequisites. Characters of other backgrounds will have with criminal records can also join, provided they
opportunities to join a faction later in the adventure. demonstrate their allegiance to the city.
The Lords' Alliance is a confederation of cities and towns
Harpers up and down the Sword Coast and throughout the North,
including (among others) Baldur's Gate, Mirabar, Mithral Hall,
Any smart, non-evil character can join the Harpers of Neverwinter, and Silverymoon. Members of the alliance must
Waterdeep. Bards and wizards are especially welcome. come to one another's aid in times of need, and the
Harpers are altruists who work behind the scenes to keep organization uses field operatives (diplomats, spies, and
power out of the hands of evil tyrants. Various nobles and assassins) to safeguard its interests. Waterdeep is one of the
guild masters in the city are Harper sympathizers. Harpers most influential and invested members of the Lords' Alliance.
prefer to conduct their business in bustling inns and taverns
such as the Yawning Portal, or in quiet locations such as the Zhentarim
City of the Dead.
The Black Network has an open recruitment policy. Anyone
Order of the Gauntlet can join. Tenacity and loyalty are highly valued (but not
essential) traits in new members.
Any non-evil character can join the Order of the Gauntlet in The Zhentarim is a shadow organization that trades
Waterdeep. Clerics, monks, and paladins are especially mercenaries and goods (including weapons) for profit. It has
welcome, particularly if they worship Helm, Torm, or Tyr. long sought to gain political influence in Waterdeep, but the
The order's mission is to seek out and destroy evil before it strength of the city's Masked Lords, nobility, and professional
gains a foothold. An individual can be a member of the faction guilds makes that difficult.
and also a member of the clergy or a knight pledged to a
specific god or temple. Members of the order act alone or in Bregan D'aerthe
small groups. Some are Waterdavian natives; others hail from A character must be a drow, preferably a male, to join this
distant settlements and have come to the city on temple faction.
business.
Bregan D'aerthe is a company of mercenaries originally
Emerald Enclave made up of the much-derided and dishonorable castaways of
destroyed drow houses. The group's leader, Jarlaxle Baenre, is
A character must demonstrate an interest in protecting nature always looking for new members to fill the ranks, and loyalty
or the natural order to join the Emerald Enclave. Druids and is what matters to him most.
rangers are especially welcome. Almost all Bregan D'aertbe members are male because
Waterdeep harbors a few members of the faction, which female drow rarely condescend to take orders from a male. A
seeks to foster harmony between nature and civilization. female drow can earn a place in the faction by decrying the
Members living in Waterdeep help guard the city against drow matriarchy and convincing Jarlaxle that she would be an
unnatural threats, including aberrations and undead. They asset to the brotherhood. Jarlaxle employs non-drow
also watch over the City of the Dead (Waterdeep's public operatives as well, none of whom know they're working for
cemetery) and the city's parks. him; such individuals aren't considered members of the
faction.
Force Grey
To join Force Grey, one must first become a member of the
Gray Hands. An individual who has served in the City Watch
or the City Guard is eligible to join, as are characters who are
willing to swear oaths to defend Waterdeep, its citizens, and
its laws with their lives. Adventurers who show promise might
be invited to join the Gray Hands, a faction overseen by the
Blackstaff, Vajra Safahr. Members of the Gray Hands
complete assignments dictated by Vajra.
Force Grey is an elite cadre of specialized adventurers,
drawn from the ranks of the Gray Hands, whose fighting
prowess is matched only by their loyalty to the city. Force Grey
attracts the best of the best. Characters don't begin their
adventuring careers as members of Force Grey, but they can
work up to that status.
Whenever Waterdeep has a problem that can't be handled
by diplomats or the city's other armed forces, the Open Lord
has the option to mobilize Force Grey. Such action is usually
taken as a last resort, since some past members of the group
have exhibited a tendency to indulge in wanton violence,
causing as much damage as they ostensibly prevent.
Xanathar Guild
Anyone can join the Xanathar Guild, which, despite its name,
doesn't have official guild status in Waterdeep. Before
membership is granted, however, an applicant must pass a test
that always involves the perpetration of a serious crime.
Possibilities include murdering a guild member who has
failed Xanathar in some fashion, kidnapping a Waterdavian
citizen, collecting a ransom, robbing a hire-coach, or looting a
warehouse.
Among low-ranking guild members, rampant speculation
goes on about the true nature of Xanathar. Few have any
inkling that their boss is a beholder, and fewer still have seen
or spoken to the eye tyrant.
Given that the faction is fundamentally evil, advancement is
based on one's wiles or one's ability to dispose of rivals.
Competition within the organization is fierce and often deadly.
Evil characters can thrive in this environment, but the risks
are seldom worth the reward.
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