Professional Documents
Culture Documents
A City of Nobles and Guilds
A City of Nobles and Guilds
I have left notes to apply this to Waterdeep in The Forgotten Realms setting but
none of them are essential to make it work.
The factions
The conflict will be one of values and of what should determine someone’s worth
to society.
-The noblesse d'épée is military and noble. It is composed of the old fashioned
nobles with a high sense of honour. They are exempt from tax because they pay
the "blood tax": they are required to fight any threats (monsters, outlaws and
enemies) and to train from a young age. In times of peace, they each defend
their own lands but fuse into great armies when the ruler calls them to war. They
tend to be arrogant but Lawful. They value bravery, honour and military prowess
and believe these qualities to be found mostly in those of noble blood. They are
disdainful of the Army corps that are led by commoners.
-The City Corps are military and reject nobility. This group includes the sappers,
artillery, city watch, personal guard of the ruler and any other specialised group
(like Waterdeep’s Griffon Cavalry or a skirmisher/adventurer group). They value
discipline, camaraderie, authority and military prowess. They believe that the
noble “blood tax” should be replaced by a normal tax that pays for a standing
professional army but have only made small gains in this direction.
-The country nobles are a large faction but the players will see little of them as
they scarcely leave their country estates: they manage lands, mills, bridges and
roads and are required to defend their land if need be; they collect local taxes
and Waterdeep's taxes. They tend to enjoy hunting. Families work like modern
day companies, seeking to increase their collective power by obtaining positions
or through marriage alliances.
-The Thieves Guild are practically all commoners and value what is needed to
survive. They can be hired for assassinations but they make most of their money
through racketeering the poor and the occasional heist on a rich noble or
merchant. They are universally disliked and have no official standing. There is a
large bounty for the identity of their Guildmaster.
-capitalist and noble: the noblesse de robe, the managerial nobles. They control
some of the top level guilds and are lobbying to have requirements to gain guild
positions, government offices or power (two quarters of nobility).
-capitalist and neutral: the Whitehand Wizards. They are the doctors and
commercial minded wizards. New organisation, a splinter from the Blackhand.
-Artisans are capitalistic and anti-noble: the mid-level guilds, the merchants, the
artisans. They seek to undermine the nobles and gain influence.
Other groups
-the clerics. This will depend strongly on your setting and the role of the gods in
your story or player backstory. You can choose to have them be united, divided
by different reasons for conflict, or indifferent. Remember that although gods
might not take sides, prominent church members might or rich patrons may push
the church to take a side. One approach is to have three or four churches take
sides but the rest being indifferent. The “Gods” section below assumes this and
the Forgotten Realms setting.
-If you are set in Waterdeep, consider using Laeral Silverhand as Open Lord. She
is entirely neutral in all this, believing that all strands of each spectrum are
required in order to have a functioning city. She is universally respected, both for
her wizarding abilities and moral character. As a result, she is able to unite the
factions whenever necessary; none of them resorts to violence because they
trust her judgement. Finally, she is a Chosen of Azuth: so long as she is in the
city, Detect Magic and Identify can be cast as cantrips and crafting magic items
can be done in half the time it normally would.
-The feckless are those that simply live off their capital without providing any
benefit to society: they are schemers with little to gain, they enjoy parties, leech
off their extended family and are usually young.
The guilds
This is the important part and can function independently of all the other parts of
this doc. I'm using a tweaked version of the ranking from the Guilds of Florence.
Details:
All the guildmasters of the major guilds are nobles except for the Silk Weavers.
By contrast, all of the minor guildmasters are commoners except for the
Saddlers. The bankers are closely associated with the Church of Waukeen,
another money-lending institution. The Physicians have a long standing rivalry
with the clerics, their main rivals. The Furriers are a long-standing ally of the
Freemen: they regularly buy the skins of exotic monsters slain by them. The
butchers are disdained by the nobles as “unclean” and so they have a famous
dislike of each other. Artists (sculptors and painters) tend to be folded in under
the Stonemasons, explaining their wealth. The Locksmiths have a secret deal
with the Thieves Guild (which, being illegal, is not ranked). The Saddlers
overcharge the Griffon Cavalry for factional reasons but the Swordsmiths have
succeeded in avoiding disputes and being friends of both the noble and common
fighters.
Placing the players at the head of this gives them a power base from which to
play the political game. I would strongly advise using the Fortresses, Temples
and Strongholds module created by /u/the_singular_anyone on Unearthed
Arcana. Consider giving the players a guildhall with a tavern from the start and
including a hidden tunnel to a dungeon of monsters to clear out (allowing for
later expansion).
The families
This is a list of names, mostly taken from the Order of the Knights of Bath. The
coats of arms of all the different families are available on Wikipedia here. I have
given many a few lines of fluff so that you have a fallback should you need it or
to provide plot hooks. These only hold if you are using the guilds but are fine
even if you aren’t using the rest.
Lancaster. Noblesse d’épée. Their extended family hold most of the higher
military posts within the city. There is speculation as to whether one of them is a
Masked Lord of Waterdeep. Hold a bitter feud with York.
York. Noblesse d’épée. Their extended family hold most of the military posts in
the countryside. Nephew is rumoured to be a werewolf. Hold a bitter feud with
Lancaster.
Capulet. Managerial nobility. They control the Guild of Merchants. In a feud with
Montague.
Montague. Managerial nobility. They hold the rights to most of the ports and
roads in and out of the city and use this to pressure the Capulets where they
can.
Lowe. Of extremely low birth but became rich after some daring ventures. They
are slowly gaining respectability since the youngest sons and daughters became
priests of the Church of Waukeen.
Evans. Country nobles. The matriarch’s beauty is renowned and the extended
family is recognisable by their distinctive green eyes. She secretly has a
phylactery locked below their castle.
Wass. Merchants and drapers. The head of this family is exceptionally old and
has been defying predictions of his death for the past 30 years. He is also partly
deaf.
Williamson.
The Lord Armstrong of Ilmater. Oldest of the noble families, strongly militaristic.
The father and heir are ferociously proud of their lineage but the younger branch
has distanced themselves in order to succeed in the common corps. (Their coat
of arms is a pair of strong arms. Seriously.)
Cassidi
Sir Peter Terry. Patron to the churches of Oghma, Deneir and Milil. The family
head has written a number of novels, treatises and history books and his
daughters are wizards. Possesses a valuable magic sword and is fond of
collecting magical trinkets. Will bankroll the party if they collect artifacts of
historical value (books especially).
Fraser
The Lady Craig of Radley. Guildmaster of the courts. Her daughter is guildmaster
of Shoemakers. The Lady has a strong influence in the wording of the law both
through her experience and because of her project to reform the legal system. As
a result, people constantly seek to curry her favour to have laws reformed in
manners that suit them. She is the most knowledgeable person of the city where
political intrigue is concerned. Her son is of marrying age.
Cooper
Oulton (“Old Town”, old-fashioned nobles). Country nobles for the most part but
with a presence in the city to remain informed of the activities of court.
Heseltine
Bathurst
Parry-Evans. City merchants who gained nobility by marrying into the Evans.
Kenny
Slater
The Lord Butler of Brockwell Patron of the sciences. (Coat of arms is a brock
badger in a well.)
Graydon
Waters. Bastard son of a merchant who inherited from his father. Rich merchant.
Alcock. The son is a seducer and has been known to spend extravagant sums to
woo serving maids and ladies alike. (pun to be made here)
Wilsey
The Lord Walker of Aldringham. Has been blackmailed by the Thieves Guild and
is now deeply involved in criminal activity.
Mackenzie
Essenhigh
Phillips
Omand
The Lord West of Spithead Very touchy about his name.
The Lady Stirrup. Guildmaster of the saddle and harness makers. The sons are
famously bad at jousting and the Lady herself cannot enter jousts on account of
being a widow. However, they are still respected among the warrior nobles. They
are students of war and value military science and crafts directly related to war
as noble professions. Patrons to Gondil and the Red Knight.
Mottram
The Lord Dannatt. Following the sudden death of his parents, has been
squandering the family fortune on constant parties.
Torpy
Band
Houghton
Normington
The Lord Richards of Herstmonceux (speaks with a comical French accent; épée)
Dalton
Wall Country noble who has built fortifications on the border. He is a devout
worshipper of Helm.
Zambellas. Foreign.
Pulford
Vincennes, Galilee, and Napier of Briggs. (Architects of the city; Brockwell funds
their natural science experiments, usually new building tools or defences.
Interested in mathematics but crippled by a lack of skill at magic; are looking to
solve navigational problems without realising Miho already has the solution)
Vruy Blas. Low birth orphan elf but well educated. He successfully impersonated
a dead noble and rose through the ranks through his skill and initiative but he
faked his death when he risked discovery. He has returned to his job as secretary
to a small noble family but works the queen (/Laeral) behind the scenes. He is in
love with her but she has not forgiven him lying to her.
The others are generally not implicated in these politics even if they are active.
Umberlee: special mention. This is the centre of her faith (the Queenspire is
here) and Waterdeep is a naval power. Seeks to promote religion and faith whilst
maintaining her privileged status. Is often seen as the representative of the gods
because she can claim to be favoured by all factions (the sea is needed for war
and trade; it favours the bold).
I would advise one from each far corner of my political-alignement chart, the
Blackhand, the High Priest of a god, a country noble and a neutral
guildmaster/respected person.
What guilds do
Do not hesitate to let them delegate guild work to NPCs or decide that “day to
day” work is done off-screen. If your players are confused as to their role or
want to run the nitty-gritty themselves, give them this list.
5. You are generally expected to provide for your guildmembers who run into
hard times. Some guilds have elaborate charters and provisions for widows and
the rest of it, some just work on a case by case basis.
6. Your guildhall is a meeting place for your guildmembers. Provide with food and
drink.
8. [Waterdeep exclusive] You are expected to help clear out sections of Undercity
and Undermountain for use but will be paid for it. The previous guildmasters
spent considerable amounts of resources participating in expeditions in the High
Moor.
Keeping score
For most games the DM will only need to remember which NPCs the players have
met and what their relation is with the most prominent.
However, if the goal of the party is to build a reputation or achieve power within
that city, consider using the Renown system outlined in the Dungeon Master’s
Guide (p22). Have a separate renown score for each faction on the grid. Bear in
mind that the factions are mildly antagonist: it is very difficult to be liked by all
and publicly supporting one faction will antagonise opposing factions.