Legendary Linebreeding Status

Ranger Sylvar, I hope this report finds you well. I have seen yourself and your Circle from afar in recent days, coming and going, it seems.

I have little to report. We continue our work on the efforts you directed. My wranglers are making steady progress on the Saddles as specified and I am focusing entirely on the Mark. With my next report, I hope to have the Saddles delivered and the Mark ready to be applied to the steed you then specify.

Somewhat unrelated to these activities, I do hope to hear from you your direction on a matter: I have learned that the Baron intends to go forth in the coming days, toward the Sacred Wood. Word is that he will speak with the Mountainfolk and perhaps the Elkkin regarding some alliances. I do not envy him the prospect of this undertaking, however much I respect his willingness to do so. Rumors suggest that he may also visit Greensward. I hope this is not true.

If any of these murmurings prove substantiated, Sylvar, should we not offer our assistance? The ruler of Darkmoor, in days of old, traveled exclusively by Aldermane-pulled carriage, so the stories say. While we can scarcely afford to offer two of our limited host of Aldermane, should we not? I would hate to think that others might suggest that Aldmaar failed to meet the moment.

We have in our fold, Regius, a proud stud, fine and strong, who unfortunately has been unsuccessful in mating with our breeding pair. Likewise, there is Marin, who has while older, keeps the other mares in line. I could reluctantly recommend that we might sacrifice those two steeds for the Baron’s cause, if you think it wise.

I leave the decision in that matter entirely up to you. I have spoken to no one regarding this matter, except Regius and Marin themselves, who have offered no objections.

Your loyal follower,

Torren Vexleaf, Breaker of Aldmaar

Magic Manufactory Status II

Royal Investigator, herewith the requested update regarding our progress here at your magic manufactory. Per your instruction we produced the following:
The item: Greataxe of the Steadfast, delivered, as I understand, by Faculty Thaira Dewen. I was deeply involved in this matter, particularly due to the complexity and limited available time. As a result, I was unable to take the time to train a third Apprentice. I did direct our current staff to focus on producing potions — they benefit from the repetition. As a result, alongside this missive please find 1) Lesser Potion of Haste with which I also worked and 1 each: Potion of Healing, Potion of Climbing. Normally the Haste potion could not have been manufactured in such short order, but I had begun work on it, as I believe I mentioned before I received your directive related to the axe, therefore it is done with unusual (ahem) haste.
The courier bearing this message should be in possession of these items except for the axe. I hope it was not an error to allow Faculty Dewen to bring that item herself — she insisted. I am under no apprehension who rules in this manufactory, Royal Investigator. If you would not wish that I allow such things as her involvement in the future, please make your intentions known to me and I will obey.

Please advise on what you would have myself and my artisans devote our time to until my next update.

Your loyal servant,

Sevrin Auguste, Magister.

Artisan Options (per Stronghold Turn)

Each artisan may select one of the following options per Stronghold Turn:

  • Scribe Scroll (must be from known list)

  • Brew Potion (must be from known list)

  • Enchant Item

    • Requires masterwork base item

    • Requires residuum (1 quantum per +1 enchantment)

    • Limited to +1 enchantments initially

  • Extract Residuum (from magical sources)

  • Train Apprentice (only Magister can train apprentices initially)

Production Guidelines

  • Item Level Requirements:

    • Scrolls and potions of Level 1 can be produced by Level 1 artisans.

    • Items of Level 2 require Level 2 artisans.

    • Production time = 1 turn per item level unless multiple higher-level artisans cooperate.

  • Scroll & Potion Capabilities:

    • Scrolls and potions cannot exceed what a 9th-level wizard could produce.

    • Residuum is only required for permanent enchantments (not for scrolls/potions).

Known Scrolls

  • Feather Fall

  • Detect Magic

  • Disguise Self

Known Potions

  • Potion of Climbing

  • Potion of Healing

  • Lesser Potion of Haste (Level 2 item; requires Level 2 artisan; takes 2 turns to produce)

Enchantment Rules

  • Enchanting a masterwork item to +1 requires:

    • 1 quantum of residuum

    • One Stronghold Turn

    • Can be completed by a Level 1 artisan

  • Higher enchantments require additional quanta, turns, or artisan cooperation

Moat House Status IV

Sir, see below for a brief status of events at the Moat House. I should warn you that things have become a bit more exciting of late than I would prefer.

The Murgathen and the Legion have been involved in a number of skirmishes around and within the swamps. Only two nights hence, we were forced to draw up the gates and repel a swarm of those glasseyes who had made their way through the Murgathen lines. We survived with minimal injuries and only superficial damage to the walls, but these assaults become more frequent and more daring. There is, I believe, a Cult contingent nearby organizing these assaults, probing our defenses and readying… something.

The Legion’s road patrols have proven increasingly precarious. We’ve lost two men and a third is here recovering and will not be available for regular duties for weeks at best. I have made it clear to Lucretia, despite her angry and at times insubordinate protests, that she may not participate in these patrols. She and Lessip serve in dangerous duty on the walls as it is.

I am informed that there is a sizeable contingent loyal to the Baron in the Elder Pool area. Would it be possible to direct some of those troops — assuming they are reliable and sound — to assisting with our patrols?

We have received new troops per your last instruction. They have seen duty rather more quickly than I would have preferred, but their progress in being able to pull full, independent shifts is where it should be.

Please provide your direction on how you would like us to proceed. We await your orders and stand ready to act as you require.

  • Maximum garrison size is once again at 25
  • Each stronghold turn, the Moat House controller may issue two orders:
    • Garrison: Recruit up to 4 Tier II defenders {unless soldiers are Deployed, Garrison is not available this turn due to maximum troop size}
    • Train: – spend training points (= Strength modifier) to increase a garrison defender’s Tier by 1; no defender may exceed the Castillion’s tier
    • Deploy – Deploy up to 4 defenders for income (10/defender/assignment) or
      • Deploy up to 4 defenders to another Stronghold or key location (e.g., Elder Pool)
      • Fortify: continue to improve our facilities here at the Moat House.
    • Patrol — Deploy up to 4 defenders on a given route (e.g. between two specified locations); provides increased security on that route and defenders will respond immediately to threats at either location

I remain, as always, your loyal servant.

Captain Lassadorn, Castillian of the Moat House of Darkmoor

Moat House Status

Sir,

I hope this message finds you well. I have a number of updates for you and then request your guidance.

Regarding the repairs that you ordered on the Moat House, I can report that we have prioritized defensive positions. The walls surrounding the perimeter are completely repaired as is the gate and we have secured the two tunnel entrances at the far and near end. The interior is coming together well, though we have destroyed all of the Silencer and Cult furnishings… we all found them too unsettling so it is even more sparse than you last saw it. The automatons… the Caretakers are a wonder! They keep this place humming as you have observed. They… can become a bit of a nuisance if you let them… claiming your half-finished plate from beneath your chin. We’ve come to lock the doors when we want a respite, which they entirely respect.

Bristol, under Lathrop’s tutelage has gained more facility with the Murgathen tongue than we had any right to expect. I know that I was not as enthusiastic with your intent to dedicate one of our precious few recruits to such a duty, but your plan is coming to fruition. I will endeavor to put more trust in your instincts in the future.

There have been a number of ships that have moored out on the water and sent a rowboat envoy to see what we might barter — I gather the Silencers often had stolen goods they would sell to these lot. At first, we ran them off… we have repaired the ballista at the foredock as one of our first matters… however ships continue to arrive. There used to be a substantial dock and warehousing operation at the end of the Old Port Road, so Ralluk tells me. I imagine when the Baron finds time to turn his attentions in this direction he will consider rebuilding that capacity.

The Murgathen are a good ally, I must say. Their knowledge and willingness to help… I have to keep my heart hardened against hidden treachery which our times have so prepared me to expect, but thus far we have seen only good-hearted sincerity. Ralluk has proposed that we might, once again, seek to bolster the Moat House’s defenses by employing the Shambler… the adolescent monster that still prowls the swamps. He states that rather than terrorize it into submission, he might be able to serve as go-between to attempt to strike a bargain with the beast. I am not at all sure this is a good idea. However, one way or the other we are going to have to come to grips with this beast in our own, so to say, back yard.

Some unabashed good news: one of our joint Moat House — Murgathen patrols managed to find a young girl, Lessip, who had escaped, so she says, the Cult’s clutches. The Cult’s assault on Greensward resulted in a group of Cultists skirting the swamps on their way to the Old Port Road, it seems, and one of their young captives managed to escape into the swamps and survive for days before we found her. She is a young girl, far from home and even our female recruits are not… motherly, I confide with all honesty. Lessip is tough and as well take care of as we can muster, but she needs a touch that our gauntlets preclude if you will forgive the flowery language.

Regarding your priorities, please advise on how you would have us proceed.

  1. Continue Fortifications. The towers have not really been addressed at all, I’m afraid. They stand… but are in the same state you last saw them. The gaol has been entirely ignored to this point, if we are to serve as the Royal Goal as in days past, that will require much improvement.
  2. Add to the Garrison. Shall we recruit more men-at arms? We are not yet at capacity, as you well know. I’m certain our People are more than willing to send us capable men and women.
  3. Establish routine Patrols.  If the Barony would focus on making the possibility of improved commerce between settlements approach what it might be, we stand ready to clear the roads to facilitate this crucial activity.
  4. Train our cadre. I could use a few corporals to oversee our shifts. I have my eye on those most suited for this responsibility.
  5. Deploy a squad for duty, either as a) Mercenaries to serve in other lands and thus produce much-needed coin for the Baron’s coffers or b) Guard a location that you designate, where the locals might lack the ability to manage Cultist or other threats. I hear reports of significant activity at Anthracite and in the region of the Twisty Wood.

I remain your humble servant,

Captain Lassadorn, Castillian of the Moat House of Darkmoor

2025-05-28 Barony of Darkmoor Session 20

Session Notes

Where does our water come from? There are crumbling ruins of an ancient aqueduct system that stretch across the landscape that carry …not a drop of water. And yet we have fresh water, all of us, available from the fountains (at least those remaining intact) and cisterns wherever one seeks it.

It is I, Dear Reader, your chum and the Greatest Sage Darkmoor has ever known, Buck Headstrong! I return with your much-needed quantum of news, charm and history for your delectation. Don’t forget to tip the ragged wretch of a newsboy from whom you received this gilt-edged missive. Or, at minimum, try not to kick him with the sharp toe of your boot.

I realize that many expect me to recount the (mis-)deeds of the Circle of Darkmoor, in particular given their return to our bedraggled beloved Elder Pool. I sigh, Dear Reader, sip at my sherry and take up this burden entirely for your sake.

We have all seen the Circle in recent days as they tromp through the midst of our outpost village town city, seemingly full of purpose and noble intent and then, hours later, often filthy and forlorn, seemingly having accomplished nothing, back again. They make demands and issue directives out of a sense of authority that clearly they lack. They insult, infuriate and impugn our citizens and those with real purpose and clear authority… and to what end? Has the discord related to those attacks on the Guild been resolved? No. If anything, the Circle have simply sought to bring discredit to the Guilds, who, let us not forget, are the victims of the crimes the Circle and their “Royal Inspector” are assigned to investigate!

The Circle did manage to, so it is claimed, discover the corpse of one of those missing stevedores you may have heard about. Or not. A misplaced porter or two does not lend itself to the kind of report that your favorite Sage is likely to take up. And of the second stevedore supposedly stolen and surreptitiously strong-armed into subterranean subjugation? Were there reports of one of those Dark Cloaks formerly of that criminal band who has now joined the Circle (but I repeat myself) sneaking a figure into the Ragged Moon, a sad fellow in an oversized robe? I do not traffic in gossip, my friends, and thus will not repeat such scurrilous speculations.

The Circle in their perambulations were seen over hill and under dale, particularly at the old stables which have their own history I may come to in the future. And amongst (and within!) the ruins of the aqueducts!

Our bespattered beloved Elder Pool, founded a thousand years ago or more, was so named due to its proximity to that body west of town, fed by the once-mighty Eglantine, roaring out of the mountains and Twisty Wood to the north and west. Who has not, on a summer’s day, rented a raft and splashed joyously in the cool waters of the Pool? I certainly have not, friends, and if you are reading and this and are currently not an eldritch being beyond death, neither have you. The days of pleasant visits to a flourishing water-side attraction are long past us in these grimmer nights of the current regime.

Despite this smallish lake having long out-lived its glory days, it is the pool that, through its artesian meanderings, feeds our fountains, wells and cisterns.

The aqueducts brought water from the Sea in times past, it’s true. The water, though, was not really fit for drinking; and drinking water was not in short supply, even in those days of boom and prosperity. The water brought power. Mills of all sort, throughout the realms were powered by the water brought to them by the aqueducts. As well, the water was used in irrigation, but I find no romance in the spilling of water on the ground. The machines, however, the engines that crafted the goods that made Darkmoor an economic powerhouse, these are something worth contemplating. Contemplating with a sigh and a bit of sherry amidst an oppressive cloud of nostalgia. Those idyllic advancements are gone, Dear Reader, in these Grey Days. We can only huddle indoors and hope that the Circle do not bang on our doors with their threats and accusations.

I remain, as always, your faithful fellow traveler on our shared journey of misery.

2025-03-03 Barony of Darkmoor Session 9

Session Notes
Dear reader, it is I, your humble chronicler. I have for you today the latest (mis-)deeds of the now-famed Circle of Darkmoor. I can not count how many mugs of inferior ale that have been slung my way since I began narrating these acts of the Circle. Truly. I can no longer count them. Nor find the door. Another round, good barkeep!

In the previous edition, still available via our growing network of street buskers, industrious young lads as like to pick your pocket as sell you a new edition, I recounted the investigations being carried out by the Circle. This edition — I promise — contains fewer references to feces.

The Circle, having found their way to the residence of the local Guildsman who had been apparently bankrolling the despicable atrocities at the cemetery, and having rather soundly clonked said Guildsman, bound hand and foot as he was such that, as it has been reported to me, the unsavory fellow can now observe you both coming and going without the effort of moving his neck, pursued the man’s rather fetching female guest down into a subterranean passage, hidden in a wardrobe.

The follower of that faith which we should not name, Hammond, immediately made the way safe for his fellows by throwing himself onto the spikes of a pit trap so that they may proceed unharmed. Beyond this snare the Circle found a great bronze and wood door, the envy of any banker. From the far side of the door a voice addressed them, warning that there was no way forward for them. Interpreting that this meant that the speaker was trapped — a fact that when I heard it, I promise you, I sprayed ale all over my newest velvet trousers — they set about laboriously beating on the door with an axe. So if you were awakened by the sound of thunder, rest assured that it was only the vassals of Baron Darkmoor knocking about underground. Better to lay down the axe and use their skulls next time and let us all slumber peaceably.

Eventunally… eventually, they made their way through the great door to be confronted by an even greater beast chained as a sort of guard dog, to block their path. And another door further on, made of even sterner stuff. Most, at this point, I think we can all agree, seeing that the terrible monstrosity was chained in place,  might have backed away and reconsidered. Not our Circle! There is only one way, when one is a hero! Forward! No matter how many traps and doors and shocking monsters lie between us and… the furniture shop. For this is where they emerged, inside Alder Appointments, the local furnishing storefront. After hours. No sign of the fleeing lady nor of the rather rude gentleman who spoke to them through the door.

And what, I can hear your upraised voice, gentle reader, of the Guildsman? What account did he give of his role in all of this? What name did he give of the damsel who escaped the powerful Circle? I extend my closed hand in response and then, revealing that it is empty, you receive your answer. The Guildsman had been spirited away in all the pounding and hacking and ogre slaying. What then? What essential activities do they then take up, our glorious saviors?
Sawing away at the poor creature they slayed to remove his head as some sort of gruesome keepsake.

In the morning the Circle returned to the furnishing shop. Alder Appointments is, as it turns out, owned by the selfsame Guildsman — I see recognition dawning on your otherwise placid features, dear reader. Yes, that Guildsman! The shop is operated, however, by a man known as Clinton. Clinton, as we all know is that rather dry gentleman’s name. Clinton it is and has always been. Clinton, under questioning, admitted that he knew about the recent excavations under the shop — those leading to the Guildsman’s private abode, but he understood that it was in his best interest not to notice or to ask questions.

A brief aside:

I, as the newly self-appointed Great Sage of Darkmoor was requested to look into a matter that might be of some interest to all my readers. That of the identify of the “fountain girl” in the middle of Elder Pool.

I have to say, having arrived here some weeks ago, the shabby fountain, broken-down and useless, did not strike me as being of interest. Nor did it occur to me that it might be intended to represent an actual person. In that, I was mistaken.

Lisle Whiteberry, “Lil” to her friends, was a rather unassuming local girl who worked at the cheese shop that at one time occupied the space where the tiny draper sells his wares today. She was, by most accounts, pleasant enough. Plain and unmannered and often done poorly by men of the rough sort. But with a certain pluck and determination. And little did her detractors know what an important role she  was to play in the history of the governance of Darkmoor.

On that fateful night, some three or four days after the last full moon of harvest, when the traitorous Barnabus Rey allowed the cultists into the catacombs, they would have succeeded at reaching Lord Grey and, one assumes, murdering him and his family, had little Lil not seen the group entering the sewers and ascending that hidden column at Rey’s behest.

Legend tells us that she made her way to the manor house and managed through persistence and some amount of shin-kicking to reach the Lord’s man-at-arms, who finally, convinced of the threat, managed to spirit Lord Grey and his family away to safety with only seconds to spare.

What became of that young, brave little girl? That exemplar of bravery in the face of brutality?

The cultists –naturally– captured, tortured and murdered her and left her corpse hanging in the town square as a warning to others.

But the citizens of Elder Pool, may years later, erected that fountain in her honor. You know the one I mean: moss-covered and broken, forgotten to time.

Thus: the story of fountain girl.

Our heroes, the Circle of Darkmoor then carried their investigations to the cemetery where they met with the care-taker. That lanky figure shared a similar story to that they had previously heard from Clinton; whose name, as I have already stated, is, was and always will be Clinton: that he was paid to look away and not ask questions, despite the horrific acts being carried out within his area of responsibility.

The Circle then met with a figure of some high-standing and wide authority who we shall not name. As a result of this significant conference, the Circle now is committed to stomping out the dark cloak threat that we have all anticipated them taking up so long ago.

I applaud this new focus. Let our heroes carry the fight to where it belongs: far and away where those of who have had perhaps one ale too many can get a decent night’s sleep, undisturbed by door-smashing and free of horrible amateur taxidermy.

2025-02-25 Barony of Darkmoor Session 8

Session Notes

Our heroes, the Circle of Darkmoor, never individuals to venture into the sewers a single time when multiple visits are at their… disposal, returned to the stinking depths, investigating a figure your humble chronicler helped them identify: Barnabus Rey.

According to my extensive research, I can report that Barnabus Rey was the one-time Captain of the Watch, entrusted to safeguard the nobles. The history recounts that Rey, at midnight, opened a hidden door that allowed the assassins of the church of Zuggtmoy to climb from the sewers into the catacombs beneath the manor house and… nearly…. to pluck the ruler of Old Darkmoor from his throne. The nobles fled, but that was the end of their rule, though the war against the Elementals continued for some years in their absence.

The Circle discovered a shadowy figure at the western extent of the sewers who, being discovered, dumped his burden into the waste stream. The heroes pursued and ran down their prey. The story that was told to me, dear reader, you will scarcely believe.

The youth they captured, a miscreant who calls himself “Timmer,” reported that he and others have for some time been serving an evil master known as Loch, who has paid them handsomely for unearthing the deceased of Darkmoor and dumping their decaying forms in piles in the sewers.

This Loch creature supposedly, is a well-dressed resident of Elder Pool who frequents a certain downtown tavern.

After further investigations the Circle traced this “Loch” to the Guild Hall, where he is reputed to be a prominent member, under a different name which I shan’t at this time reveal.

The Circle found their way to the residence of this Loch where they were met with a less than contrite welcome. During their bootless attempts to extract a confession from this dandy, Loch’s female companion slipped away through a concealed passage down into, once again, an underground complex.

Hammond, the Nicholite friar disappeared in her wake, and the others followed suit.
What happened next, you ask, eager reader? I promise to tell.

Next week.

Session 7 Addendum

Just a couple things from last session:

Anker’s body should be returned to Aldmaar; Juttah has already indicated that he doesn’t plan to return at this time

Milestones for advancement to next level:

  1. Develop a facility associated with one of the factions
  2. Recover an artifact of the old realm (a Wolf-emblazoned item with magic still intact)
  3. Narrative milestone (to be uncovered)

2025-02-18 Barony of Darkmoor Session 7

Session Notes

The heroes, the Circle of Darkmoor, returned from the Lord Baron’s speech to his peoples, which was met with wide-spread acclaim, to discover that their captive, a member of the highwaymen who apparently call themselves the “Silencers,” and who reportedly had professed contrition and a turning over of a new leaf, retreating from his life of crime, had been murdered in cold blood, alongside his gaoler, Anker of Aldmaar.

The Circle pursued the attackers, who they saw fleeing on the High Road. The pursued fled as long as they might, but eventually the heroes overcame them, once again demonstrating mercy in taking a captive rather than to cut the murderers down like dogs in the street.
Is there no end to these murderous onslaughts? How can the baby-faced Baron implement his far-reaching policies if at every turn the criminal element outflanks him?

After Baron Grey’s magnificent speech, the heroes were alerted, having returned to the Ragged Moon for a communal libation, that there was trouble upstairs. Juttah, the northern ranger informed them that their captive, Norwich, the former dark cloak as well as his ranger guard Anker, had been assassinated in the immediate aftermath of the speech. They raced up to the common room to discover a bloody scene, and through the window, another group of dark cloaks fleeing on the High Way.

After defeating this group of assassins, they took a captive, a creature who called herself Lucretia. She shared a typically dismal history for this type of depressing woman which had led to her joining the group of dark cloaks — the so-called Silencers. She answered the questions put to her with enough seeming sincerity that the Circle allowed her to escape, unpunished.

The party, rather unceremoniously and by most accounts, alarmingly, returned, with the blood-soaked armor and weapons of the slain assassins decorating their shoulders.

They reported what they had learned from the assassin Lucretia and put the Baron into a state of alarm that he might be the subject of additional murderous escapades. With little enough evidence, I amend parenthetically.

The Circle then returned to the matter of the mysterious waste pit discovered behind a hidden door in the catacombs having first secured a hastily-constructed rope ladder fit for purpose.

They descended the 75 or so feet down into the noisome space beneath even the catacombs. And thereby discovering an underground river of shit. Directly beneath the vertical column they had just precariously traversed, a collection of rotting or long-past rotting corpses.

From the narrow walk space alongside the slow-moving turd torrent, the heroes could see a sewer passage heading both east and west. And, dimly in the dark in each direction, light, perhaps streaming down from above.

The Circle moved east, upstream of the crap creek, with the presumption that moving towards the center of Elder Pool might yield a better result than away. After some travel on that narrow shelf adjacent to the feces flood they found themselves in a circle of diminishing daylight, from some sort of exposed grate a few score of feet above, occasionally dripping down into this space. They discerned the remnants of iron handholds in this vertical shaft, but the party, having experienced more adventure with the rope ladder than anyone had hoped, they eschewed the opportunity to ascend.

As they continued along the passage east, the waste wave accompanying them, they began to believe that the passage was trending generally upwards. And then, to their considerable surprise, they discovered a woman to the left, a door opened above a climb of shitty stairs, hurling her reeking chamber pot their direction.

Recovering admirably, they climbed the steps coated with soil of the night and after maneuvering through a cellar crowded with coal and firewood, they emerged into the ruin of an Elder Pool home, to startle the older woman squatting in this abandoned space.
And that is where we find ourselves, gentle reader. In a state of affairs where one dark cloak, intended to serve a penance has been slaughtered while under house arrest. Another who participated in this murder in the center of Elder Pool, released to perform whatever foul deeds a tramp of the meanest sort might contrive. The Baron confined to his apartments, shaking in fear. And the great heroic hope of Elder Pool playing at seek-and-hide amongst the excrement.

Every day in Darkmoor is an adventure, I must say, gentle reader.

Upcoming Game — Waterdeep: Dragon Heist

As we’ve discussed, our next game will be a return to Waterdeep in the latest D&D module “Waterdeep: Dragon Heist.” From D&D Beyond:

 

“In this story, you are D&D heroes with swords and magic living in fantasy New York City. A lot of normal people live here trying to get by, but the city is really run by monstrous crime lords, secret nobility, and a lot of evil people trying to get very, very rich. But since this is a city with laws and a police force, you have to act like detectives or vigilantes to get results, like Batman or Robert Downey Jr.’s Sherlock Holmes. Words are weapons, and it’s better to bring villains down by revealing their deep dark secrets than by killing them with a sword.”

We’ll be playing in the “current” iteration of Waterdeep. As much as I have tried to avoid keeping up with the official narrative for Waterdeep (and the broader Forgotten Realms), this game will be firmly set in the setting as it is formally. We are 30+ years in the future from the time of the Open Lord Piergeiron Paladinson. But, while some of the faces have changed except for the newest “Ward:” Deepwater Harbor, the city has not changed, except that it is grander and more cosmopolitan than ever. The above reference to New York City should give some indication of how bustling, arbitrarily corrupt and immune to everyday concerns the City of Splendors is.

For Players: Make Thematic Characters
If your DM and fellow players want to play a game of urban intrigue, you would be well served to create a character that fits in that genre. This way you not only respect others’ fun, you set yourself up to have fun by creating a character well-equipped to handle the sort of challenges the campaign will throw your way. A barbarian suited only for fighting will have fun when combat encounters arise, but when a campaign is mostly based around infiltrating manor houses, schmoozing with nobility, and hunting for clues in ancient archives? You aren’t doing yourself any favors by playing that kind of character.

I will ask that you pick your race, class and background together.  In the first 1-3 sessions, I’m going to ask that everyone complete their Traits, Ideals, Bonds and, especially Flaws.  Please try to have your character’s behavior reflect all of your characters components, not just Race, Class or Alignment.

More from the article:

For Players: Get Involved in the City
Waterdeep is as much a character as any of the DM’s NPCs. Its many wards all have different moods and treat the characters differently. High-class characters with the noble background may feel out of place among rough-and-tumble sailors in muddy Dock Ward, and common city folk may feel like the North Ward’s suburban atmosphere is a bit too clean for their taste—to say nothing of the opulent extravagance of the Sea Ward. Waterdeep is teeming with personality of its own, to say nothing of the dozens upon dozens of NPCs that live there.

Your character has the opportunity to become involved in the city and make a life there. You aren’t a wanderer, camping out on the side of a road as you travel from ruin to ruin. You may have a regular room in the Yawning Portal Inn and Tavern, and get to know the locals. You might want to start up a business of your own and get to know your neighbors and customers. This creates opportunities for roleplaying, but this is a good idea even if you don’t like roleplaying very much. Making friends with the common people of Waterdeep will help you create valuable alliances that may lead you to finding new adventures, new treasure, and other rewards.

 

Thanks!