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Keys from the Golden Dragon Heist (With a little Undermountain) Mash Up *Spoilers*
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<blockquote data-quote="TheSword" data-source="post: 8958430" data-attributes="member: 6879661"><p><strong><span style="font-size: 26px">Factions in the Campaign</span></strong></p><p></p><p>Dragon Heist works best in my experience when multiple factions overlap and interact in unusual ways to create a crazy competing storyline of alliances and betrayals. The factions add some real grounding to the otherwise overwhelming task of running an Urban Campaign.</p><p></p><p>There are 8 factions in total for this campaign which should cover enough character types.</p><p></p><p>The Black Network Zhentarim: Ruled by the Archmage Manshoon their goal is nothing less than control of the city. Gaining leverage over enough secret Lords of Waterdeep to ensure Manshoon is chosen open lord and therefore commander of the city watch that can be replaced with his own followers. Manshoon’s Zhentarim look for wealth, information and control and there is very little they won’t do to gain it. The Zhentarim will be a major sponsor of rivals for the party.</p><p></p><p>House Cassalanter: The very picture of corrupt nobility. Philanthropic, respectable and utterly wicked. Worship the Devil Prince of Trickery they can move across many layers of Waterdeep Society. They want and need wealth - and to an extent influence too. They want to save their heirs with a sacrifice to Asmodeus but if they can become powerful in the process they will take every opportunity. The Cassalanters will be at every lavish party and cultural display working the crowd and leveraging favors… and corrupting souls.</p><p></p><p>Braegan D’Aerthe: The drow mercenary company is filled with ne’erdowells, exiles and misfits. They have perfected the art of the double cross and are kings of preparation. They want to be recognized as a legitimate mercenary company and are willing to provide huge sums of money to become such (just as soon as they have stolen it). They are always prepared and their leader Jarlaxle is an audacious mastermind.</p><p></p><p>Xanathar’s Guild: Waterdeep’s pre-eminent crime organization ran by a mad-beholder. The guild are the wildcard. There’s nothing they won’t do, no taboo too that can’t be broken and no limits. Their war with the Zhentarim has been induced by Manshoon’s encroachment into their territory.</p><p></p><p>The Lords Alliance: Learl Silverhand heads up this collection of the benign settlements of the Silver Marches. As the Open Lady of Waterdeep Laerl keeps the status quo and does her best to keep the peace between the powerful interests of the city and looks out for external and internal threats. She has complete control over the city watch and has the support from many other organizations such as the Watchful Order and the temples. Her role as head of law and order in the city means she could a thorn in the party’s side - even if they are advancing her interests.</p><p></p><p>The Watchful Order of Magists and Protectors: Waterdeep’s Wizards Guild polices it’s own. Not only are all mages beyond apprenticeship (level 3 and above) required to register with the Order, members are also seconded to the city watch. It means that criminals in the city aren’t just dealing with simple pavement pounders but spells like detect magic, locate object, speak with dead. Vajra Safahr the current Archmage of the City and Blackstaff heads the order with diligence and rigor.</p><p></p><p>The Harpers: Meddlers in Chief of the Sword Coast, the Harpers are dedicated to thwarting evil and ensuring good people stay free. They are secretive, mistrusting and in some cases aloof - making decisions for others that sometimes makes more enemies than friends. Their first priority is always the safety of the Harpers. Mitt the Moneylender is the most highly influential Harper in the city, though they have contacts across the city - particularly the churches of Oghma, Mystra and Lathander.</p><p></p><p>The Doomrunner Zhentarim: Davil Starsong’s band is part of the more progressive side of the Zhentarim in Waterdeep. A single cell they are uncomfortable with the organisation branching out into open war with Xanathar’s guild and the move away from gathering money and influence toward ruling directly. Arguably he lacks Manshoon’s grand vision but that doesn’t mean he’s without ideas of his own. He is being courted by the Shadow Thieves who very much desire a return to influence in the city.</p><p></p><p>That’s all the factions I’m going to use. Other non-recurring characters that are part of other organizations are still going to be linked to one of these. The only difference will be if a PC chooses a cleric - in which case that church will become a faction too.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8958430, member: 6879661"] [B][SIZE=7]Factions in the Campaign[/SIZE][/B] Dragon Heist works best in my experience when multiple factions overlap and interact in unusual ways to create a crazy competing storyline of alliances and betrayals. The factions add some real grounding to the otherwise overwhelming task of running an Urban Campaign. There are 8 factions in total for this campaign which should cover enough character types. The Black Network Zhentarim: Ruled by the Archmage Manshoon their goal is nothing less than control of the city. Gaining leverage over enough secret Lords of Waterdeep to ensure Manshoon is chosen open lord and therefore commander of the city watch that can be replaced with his own followers. Manshoon’s Zhentarim look for wealth, information and control and there is very little they won’t do to gain it. The Zhentarim will be a major sponsor of rivals for the party. House Cassalanter: The very picture of corrupt nobility. Philanthropic, respectable and utterly wicked. Worship the Devil Prince of Trickery they can move across many layers of Waterdeep Society. They want and need wealth - and to an extent influence too. They want to save their heirs with a sacrifice to Asmodeus but if they can become powerful in the process they will take every opportunity. The Cassalanters will be at every lavish party and cultural display working the crowd and leveraging favors… and corrupting souls. Braegan D’Aerthe: The drow mercenary company is filled with ne’erdowells, exiles and misfits. They have perfected the art of the double cross and are kings of preparation. They want to be recognized as a legitimate mercenary company and are willing to provide huge sums of money to become such (just as soon as they have stolen it). They are always prepared and their leader Jarlaxle is an audacious mastermind. Xanathar’s Guild: Waterdeep’s pre-eminent crime organization ran by a mad-beholder. The guild are the wildcard. There’s nothing they won’t do, no taboo too that can’t be broken and no limits. Their war with the Zhentarim has been induced by Manshoon’s encroachment into their territory. The Lords Alliance: Learl Silverhand heads up this collection of the benign settlements of the Silver Marches. As the Open Lady of Waterdeep Laerl keeps the status quo and does her best to keep the peace between the powerful interests of the city and looks out for external and internal threats. She has complete control over the city watch and has the support from many other organizations such as the Watchful Order and the temples. Her role as head of law and order in the city means she could a thorn in the party’s side - even if they are advancing her interests. The Watchful Order of Magists and Protectors: Waterdeep’s Wizards Guild polices it’s own. Not only are all mages beyond apprenticeship (level 3 and above) required to register with the Order, members are also seconded to the city watch. It means that criminals in the city aren’t just dealing with simple pavement pounders but spells like detect magic, locate object, speak with dead. Vajra Safahr the current Archmage of the City and Blackstaff heads the order with diligence and rigor. The Harpers: Meddlers in Chief of the Sword Coast, the Harpers are dedicated to thwarting evil and ensuring good people stay free. They are secretive, mistrusting and in some cases aloof - making decisions for others that sometimes makes more enemies than friends. Their first priority is always the safety of the Harpers. Mitt the Moneylender is the most highly influential Harper in the city, though they have contacts across the city - particularly the churches of Oghma, Mystra and Lathander. The Doomrunner Zhentarim: Davil Starsong’s band is part of the more progressive side of the Zhentarim in Waterdeep. A single cell they are uncomfortable with the organisation branching out into open war with Xanathar’s guild and the move away from gathering money and influence toward ruling directly. Arguably he lacks Manshoon’s grand vision but that doesn’t mean he’s without ideas of his own. He is being courted by the Shadow Thieves who very much desire a return to influence in the city. That’s all the factions I’m going to use. Other non-recurring characters that are part of other organizations are still going to be linked to one of these. The only difference will be if a PC chooses a cleric - in which case that church will become a faction too. [/QUOTE]
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