Requirements: 25 gp (member), by application to the Council of Senior Merchants (members of the guild who have been members for 15 continuous years, or more) Dues: 10 gp/year (members), 15 gp/year (apprentices)
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Members: 2000; Resource Limit: 20,000 gp; All guild members have their own secret recipes for preparing special paper, but the guild does supply its members with fine parchment (made in Stationers Hall) and the other products of their trade, at a discount. The most noticeable are the guilds – powerful merchant and craft organizations that control much of the life-blood of the city. mementoes of the savage North. Requirements: 15 gp (none refused); Dues: 5 gp/year An ever-busy site which enjoys a constant crowd outside its windows looking in at displayed maps and charts, including a constantly-displayed map of Waterdeep, including a helpful red glass-headed pin to mark where the Zoarstar is in the city. Waterdeep was the most common name used by the sea captains docking at the port to trade. If they have 60gp per week going out for existing dues and they sign up with the Council of Musicians, Instrument-Makers & Choristers for entertainment, just tack on an extra 5gp or whatever to cover the right to feature artists (plus paying the musicians). Skill Training: Appraise, Craft (leather), Craft (shoes), Profession (merchant) Just estimate the importance to the party and weigh that against how much they're already paying in dues. Requirements: Their Bakers Guild.
For the unknowing, here is a point of etiquette: Never touch a smiths tools except by his leave, and state your requirements as requests, not demands, or youll probably be told bluntly to take your business elsewhere. My players will probably ask about most of the guilds, but I can't predict which ones since their skills and interests are so varied. The notable Guilds and organizations of Waterdeep are listed below. All Watermen know the currents, depths, and backwaters of the harbor well, and the Skill Training: Artistry (drawing), Craft (calligraphy), Linguistics, Profession (clerk), Profession (scribe) Titles: Initiate = , Officer = , Commander = , High Commander =
Some are correct. Requirements: 10 gp; upon acceptance by the Master; Dues: 5 sp/month Prospective smugglers should note that the guardsmen inspect the wagons and their loads carefully as they are being filled and emptied, and as they re-enter the City, looking underneath and with an attendant low-level mage employing detect magic and detect invisible. This guild represents the everyday blacksmiths who shoe horses and fashion such items as lamps, torch- and sign brackets, gratings and barred window frames, fire-shields and other hearthware, and chains. DMs must determine the effectiveness of such medicines on a case-by-case basis; generally, poisons and fevers can be neutralized if treatment begins in time. Custom-made wagons take two weeks to build. A launderer never guarantees that your garment will survive cleaning, and Waterdhavians do not expect perfection (nobles usually have their own servants launder difficult or delicate garments, and buy new garments for themselves often). Most guild members are strong (Strength scores of 14 and up), have high Constitution scores (12 and up), and a high tolerance for heat and noise. Benefits. (The Palace seal, the arms of the Lords of Waterdeep, was created by this guild.) This guild provides its members with cheap, readily-available supplies of raw metals, brought by the shipload from Mirabar and elsewhere, and makes, stocks, and inspects smithy tools for the convenience of its members, who may rent or buy such from the guild.
Titles: Initiate = , Officer = , Commander = , High Commander = Its current master is head of the noble family Lanngolyn, and she takes care that members avoid controversy, shady dealings, and large expenses, all of which makes this guild of little interest to adventurers. The guild also provides its members with veterinary aid, and cheap rates on feed by buying in bulk. Members: 150; Resource Limit: 1,500 gp; It also imports many large feathers from the South for use as fine quill pens. Members: 107 Spice Merchants; Resource Limit: 1,070 gp; Fishing boats that dock at Seaswealth Halls wharf to load or unload fish are exempted from the citys docking fee, and thus, many fishermen never tie up anywhere
A favorite trick of mercenaries coming into Waterdeep used to be to find some drunken patron in a tavern about their size, follow him and beat him up, take his tag and money, and promptly claim his clothes for their own. This is a difficult guild to join; years of apprenticeship to a member are necessary (or outstanding credentials in other brewing guilds around the Realms). Titles: Initiate = , Officer = , Commander = , High Commander = The guild takes pride in producing heavy-duty, long-lasting goods, although their wares are not cheap: A 100 coil of heavy sail-rope is 10 silver pieces; a 100 coil of thin, black, waxed cord, as strong as the sail rope but not for marine use, is 17 silver pieces. They have their hands full just keeping up with demands from nobles to build this or that new, bigger, and higher, and from merchants to repair this or that as cheaply as possible so long as it (Though listed as a guild hall, the main floor of Mariners Hall has full tavern facilities.) He shows no sign of changing his views, even encouraging wealthy members of the Order to buy out weaker fellow members, to tighten the Orders control; in his 30 years as Master, Thoss has seen the order shrink by 25% (now having only 40 current members) but its controlled revenues have risen by 40%. Skill Training: Artistry (cosmetology), Appraise, Craft (Alchemy), Knowledge (local – Waterdeep), Knowledge (nobility) DMs should note that the First Chartist and the Speaker know the collection thoroughly, and also know charts and maps.
Stonework of all kinds is essential to the continued functionalit y of Waterdeep. Most such boys and girls return often to the House of Light to give their monies to the Master, for all know what a tempting target a lighter clinking with coins is to thieves, drunks, other youths, and ruffians. Skill Training: Appraise, Artistry (weaving), Craft (cloth), Profession (merchant) The guild also arranges large jobs (such as all the benches for congregations in a new temple, or the paneling and relief-carving of an entire mansion or castle) by lining up the needed Master Carvers and giving them Prentice Carvers to learn on the job, at a price of 1 gold piece per Prentice per day. The Zoarstar:Scriveners, Scribes & Clerks Guild. Master: Hawkun Orsund Master Hammer (N hm expert 6); Master: Rahannsoz Burihildar (LN hm commoner 2); Baerlos Dunthar (N hm commoner 1), Shippers Hall
Obvious valuables are to be turned in to the Master for sale, the individual sweeper receiving half the sale value and the guild the other half. One big question I have is, where do the cost totals come from and are Guild dues different from getting supplies from a guild? It's one of my favorite parts of being a DM. guild services, or dump the dung in specified (embarrassing and inconvenient) areas, such as in front of a food market, festhall, or tavern. The recognized of the guilds title refers to the proud assertion that no member of the Order deals in secondhand, doctored, or stolen wares, but is above reproach. There have been Unless a launderer remembers you, there is also a wait of three or four days in case your are mistaken and someone else comes with the tag to claim the same clothes.
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