Cloaks

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The rulers of Mulmaster hold magic in high suspicion and see its use as a direct threat to their power and the effectiveness of their leadership. As such, the use of magic is regulated and its practitioners watched, controlled and indoctrinated into the service of the city. Any mage who resides within the city is required by law to join the Cloaks upon penalty of exile. Those who refuse to join and are subsequently caught are dealt with harshly; penalties include torture, maiming, and often death.   The formidable mage Rastol Shan serves Mulmaster as the de facto head of the Cloaks. Where once this oppressive group sought to control the flow and practice of magic within the walls of the city, more often than not in recent days they have been working to weave their arcane talents in an effort to restore the ruins of their home. Members of this order, both long-term and new, have entered into an arrangement of mutual and intentional ignorance of the other’s actions; this has led to a few questionable incidents that resulted in unattended undead servitors being found wandering loose elsewhere in the city.   Base of operations: Tower of Arcane Might, Mulmaster  
The official name for the group of mages operating out of the Tower of Arcane Might, a massive stone tower complex in the Moonsea city of Mulmaster, is the Brotherhood of the Cloaks. That archaic name has fallen out of favor for a simpler moniker. Now, no one calls them anything but “The Cloaks.” The Cloaks serve the Blades of Mulmaster as the only sanctioned spellcasters in a city where magic is otherwise outlawed. From their tower, they watch for arcane threats to the rule of the High Blade. Formed as part of the Edict of Arcane Banishment, the Cloaks ensure that all practitioners of magic in the City who are not emissaries of a foreign power (such as those in the embassy of Thay) are watched closely, and those that use their magic are punished severely, unless they have joined the Cloaks and sworn to protect the rule of the High Blade from all threats. The rulers of Mulmaster hold magic in high suspicion and see its use as a direct threat to their power and the effectiveness of their leadership. Such a threat is somewhat lessened if the practitioners of magic are watched, controlled, and indoctrinated into the service of the city. Whether or not this philosophy is correct is irrelevant, because it is the reason for the existence of the Cloaks. Any mage in residence in the city for longer than six months is required to join the Cloaks upon penalty of exile. Any mage who chooses not to join and is then caught casting a spell is dealt with harshly; penalties include torture, maiming, and often death. Even after the city's devastation, all arcane magic and its practitioners are still effectively illegal in Mulmaster and the Zhent Ghettos on its outer edges, though there are some exceptions. Arcane practitioners who swear an oath to cast no spells within town limits are allowed access to the city, but those who break the oath are usually summarily executed. Foreign dignitaries can be granted exemption from the Edict if the High Blade deems it appropriate. The Red Wizards of Thay are one such exception. So far, refugees from Phlan have been denied such status. Low-level apprentices are generally ignored as well.
The Cloaks   The Tower of Arcane Might is a massive stone tower complex in the Moonsea city of Mulmaster that houses the group of mages officially known as the Brotherhood of the Cloaks. That archaic name has fallen out of favor for their simpler current moniker, “The Cloaks.”   The Cloaks serve the Blades of Mulmaster as the only sanctioned spellcasters in a city where magic is otherwise outlawed. From their tower, they watch for arcane threats to the rule of the High Blade. Formed as part of the Edict of Arcane Banishment, the Cloaks ensure that all practitioners of magic in the City who are not emissaries of a foreign power (such as those in the embassy of Thay) are watched closely, and those that use their magic are punished severely, unless they have joined the Cloaks and sworn to protect the rule of the High Blade from all threats.   The rulers of Mulmaster hold magic in high suspicion and see its use as a direct threat to their power and the effectiveness of their leadership. Such a threat is somewhat lessened if the practitioners of magic are watched, controlled, and indoctrinated into the service of the city. Whether or not this philosophy is correct is irrelevant, because it is the reason for the existence of the Cloaks. Any mage in residence in the city for longer than six months is required to join the Cloaks upon penalty of exile. Any mage who chooses not to join and is then caught casting a spell is dealt with harshly; penalties include torture, maiming, and often death.   Even after the city's devastation, all arcane magic and its practitioners are still effectively illegal in Mulmaster and the Zhent Ghettos on its outer edges, though there are some exceptions. Arcane practitioners who swear an oath to cast no spells within town limits are allowed access to the city, but those who break the oath are usually summarily executed. Foreign dignitaries can be granted exemption from the Edict if the High Blade deems it appropriate. The Red Wizards of Thay are one such exception. So far, refugees from Phlan have been denied such status. Low-level apprentices are generally ignored as well.

The Brotherhood of the Cloaks

  After decades of being outlawed, arcane magic is universally hated in the City of Danger. The people hate it, the nobility fear it, and the Cloaks constantly hunt for it. As such, it is difficult for characters that practice arcane magic to function in the City. The following rules apply for D&D Adventurers League adventures that take place in Mulmaster. This includes all season two Expeditions adventures. If you have already played some season two Expeditions adventures with a character and would have liked your character to join the Cloaks during one of them, you may retroactively pay the required costs and join and advance immediately by noting it on your logsheet. This could allow you to gain ranks retroactively by spending costs for those season two Expeditions adventures you have already completed.

Definition of Arcane Magic

  At the time of the writing of this article, arcane magic includes those spells cast by arcane tricksters, bards, eldritch knights, sorcerers, warlocks and wizards (page 205, Player’s Handbook), but not spells cast from scrolls or racial abilities. This list should not be considered exhaustive; it is possible that future supplements may add to it.

The Edict of Arcane Banishment

  Seeing the power of the sorcerer-king Nesker, Amdrauth Telsnaer officially banished all arcane magic upon becoming the first High Blade. All arcane magic and its practitioners are effectively illegal in Mulmaster and the Zhent Ghettos, though there are some exceptions: • Upon entering the City, those who openly declare themselves as arcane practitioners may take an oath to cast no spell while in Mulmaster. Doing so gives the oath-taker access to the City, but those who break the oath are usually summarily executed. • Foreign dignitaries can be granted exemption from the Edict if the High Blade deems it appropriate. The Red Wizards of Thay are one such exception. So far, the people of Phlan have been denied such status. • While still technically illegal, apprentices are not considered overly dangerous and their spellcasting is often over-looked unless it is directly witnessed by a city official or is used against a citizen from the middle class or higher. Therefore, characters with less than four levels of classes that can cast arcane spells receive warnings from the Cloaks and are recruited to join them, rather than being punished on the Getting Caught and Sentencing charts below. Arcane tricksters and eldritch knight begin counting from the first level where they can cast spells, not the first level in rogue or fighter. Nevertheless, members of the Watch are not trained to tell the difference between apprentices and other casters and are therefore likely to beat an apprentice to death if they witness one using arcane magic (DM’s discretion). • Arcane casters with four or more levels of classes that can cast arcane spells who have not taken the oath to avoid using magic have six months to swear allegiance to the High Blade and join the Cloaks, or they will be banished. Note that they still may not use illegal magic during this time. The exact amount of time actually allowed varies significantly in practice. In any adventure in Mulmaster in which an arcane caster participates after his or her first adventure, if the character has four or more levels in classes that can cast arcane spells, the character might be arrested. • Although the Zhent Ghettos are not officially part of the City, they are generally treated as such and the Edict of Arcane Banishment applies and is enforced there as well.

Hiding Your Casting

  It is possible that your character might decide to cast an arcane spell anyway. In order to distract witnesses from the casting or to make them think a magic item was used, as a Bonus Action a character may attempt a Charisma (Deception) or Dexterity (Sleight of Hand) skill check (player’s choice) with DC equal to 8 + the level of the spell being cast. If the character fails his or her check and the DM rules that there is a witness, the character will be receiving a visit from the Cloaks. For example, Wilse is a 5th-level wizard who attempts to cast a magic missile at a thug that has jumped him in the Zhent Ghettos. He wants the spell to have a little extra punch, so he casts it using a 3rd-level spell slot. Not wanting anyone to rat him out to the Cloaks, he tries to do it without anyone realizing he used magic. The DC for his check is 11 (8 + 3).

Punishment

  Casting on the streets of Mulmaster is dangerous. Given their indoctrinated fear of magic, the people of Mulmaster are likely to report your character if they see him or her casting arcane spells. Characters seen casting an arcane spell will likely suffer severely, particularly if the spell was used against a citizen, rather than a refugee or foreigner. Except as detailed above regarding apprentices, the DM should use the charts provided in the side bar to determine what happens if your character is seen casting an arcane spell. If the character resists capture or punishment, the DM should determine the appropriate outcome based on the players’ plan and the situation. Remember that Rank 3 Harpers can use the Arcane Amnesty downtime activity to receive advantage on social checks to exonerate a character.

Getting Caught

  If the spell was cast in the presence of a city official proceed directly to Sentencing below. Otherwise, roll 1d20+the level of the spell cast and consult the chart below. When multiplying to determining the cost of a bribe, a cantrip counts as 1st-level spell. • 1-5: The witness or witnesses decide not to get involved. You are lucky. • 5-10: The witness or witnesses see an opportunity. For a collective bribe equal to the value of the spell level * 10 gp, they are willing to leave well enough alone. • 11-15: The Watch is called and arrives (when the DM determines; often at the end of the adventure) to arrest the offender. For a bribe equal to the value of the spell level * 100 gp, the Watch members are willing to ignore this offense. If the bribe is paid, add five to all Getting Caught checks made for the rest of the Adventure. If the bribe is not paid, the character is arrested. Move to Sentencing. • 16-20+: A team consisting of members of the Soldiery and a Cloak arrive. The refuse any bribes. The character is arrested. Move to Sentencing. Once the character is arrested, here are two ways a character might be saved from Sentencing. The character may immediately join the Cloaks and pay a fine equal to the value of the spell level *200 gp. If the character does not have the gold to pay the fine, they must pay the balance of their monetary wealth (not gear). If the character is unwilling to join the Cloaks, he or she may still be saved from Sentencing if a Rank 3 Harper at the table uses the Arcane Amnesty downtime activity by spending 1 downtime day per level of the violating spell to plead the character’s case. If the character is unwilling to join the Cloaks and a Rank 3 Harper is not available or will not or cannot spend the downtime, proceed to Sentencing.

Sentencing

  Roll 1d20+the level of the spell cast and consult the chart below to determine how the Magistrate rules in the character’s case. If the offending spell(s) targeted a member of the nobility, add 10 to the roll. If the character has the Mulmaster Aristocrat background, or has the Noble background and is from Mulmaster, subtract 10 from the roll. If the character has been previously banished from the City, add 15 to the roll. When multiplying to determine the cost of a fine, a cantrip counts as 1st-level spell. 3 or less: Amazingly, due to a technicality or a missing witness, the Magistrate finds you not guilty. After a warning, the character is free to go. 4-6: The character is ordered to pay a fine equal to the value of the spell level *200 gp. If the character cannot pay the amount of the fine, treat the result as a 7. 7-9: All of the character’s money (but not gear) is seized. The character is beaten into unconsciousness and banished from the city. The character starts his or her next adventure at half of his or her normal maximum hit points. 10-12: All of the character’s money (but not gear) is seized. The character is imprisoned for a period equal to the spell level * 10 downtime days. The character is beaten into unconsciousness and banished from the city. The character starts his or her next adventure at half of his or her normal maximum hit points. If the character does not have the required downtime days treat the result as a 13. 13-15: The character is deemed a threat to Mulmaster. His or her hands are cut off and cauterized with a brand. The character is beaten into unconsciousness and banished from the city. The character starts his or her next adventure at half of his or her normal maximum hit points. A character whose hands have been cut off in this manner may spend 10 downtime days to find a local cleric willing to cast regenerate to restore them for 1,525 gp. 16-18: The character is publicly executed by hanging. His or her body and belongings may be reclaimed by friends or family and he or she can be raised from the dead. 19-21: The character is publicly executed by being drawn and quartered. All of the belongings and wealth on the character’s person are claimed by the City. The pieces of the character’s body may be reclaimed by friends or family and the character may be raised from the dead. 22+: The character is publicly burned alive. His or her remains are then quietly scattered in the Moonsea to prevent his or her return from the dead. A cleric of Bane curses the character’s soul to torment in the Nine Hells. All of the belongings and wealth on the character’s person are claimed by the City. The character can only be returned from the dead using a true resurrection spell cast by another character during the session in which the Sentencing roll was made.

Joining the Cloaks

  Instead of worrying about the punishments for using magic, arcane casters may choose to join the Brotherhood of the Cloaks. Characters that do so must swear to defend the rule of the High Blade, protect Mulmaster from the incursion of arcane magic and uphold the Edict of Arcane Banishment. Those that are caught violating this oath are burned alive (as a result of a 22 on the Sentencing chart). Being a Cloak costs the character 3 Downtime Days per Mulmaster adventure played, and the character must maintain a wealthy lifestyle for that downtime. All season two D&D Expeditions adventures (DDEX2-X) are considered Mulmaster adventures. Joining the Cloaks is not without its benefits. All Cloaks receive a square medallion that denotes membership in the Brotherhood. This medallion gives the character advantage on social skill checks made with officials of Mulmaster (DM’s discretion). For each Mulmaster adventure played, the character gains one rank in the Cloaks organization. DDEX02-01 City of Danger counts as 1 adventure regardless of how many mini-adventures played. For each To Wear a Cloak favor the character has, he or she also gains an additional rank.

Benefits of the Brotherhood of the Cloaks

  Benefits are cumulative. Characters start at Rank 0 upon joining the Cloaks. Rank 0: The character is permitted to cast 1st through 3rd level arcane spells in Mulmaster, and any order of banishment previously issued regarding the character is rescinded. Rank 1: The character receives spellcasting services for him- or herself (only) at the Tower of Mysteries as if he or she had the Shelter of the Faithful background feature. If the character already has this feature, the services are extended to the character’s allies as well, even though they would not normally be permitted inside. Rank 2: The character is permitted to cast 4th and 5th level arcane spells in Mulmaster. Rank 3: The character may obtain one spell scroll of a 1st level spell on the character’s spell list found in the Player’s Handbook, to be used during the adventure. This choice may be made before the start of the adventure or if the player desires, during the adventure if it takes place in the city of Mulmaster. If the scroll is not used during the adventure, it must be returned. If the character does not use the spell during the adventure and is personally capable of copying it into a spellbook, the character may do so. The character may not give this scroll to another character. Rank 4: The character is permitted to cast 6th level arcane spells in Mulmaster. Rank 5: The character’s lifestyle costs in Mulmaster are decreased by half of his or her Rank (rounded down). Rank 6: The character is permitted to cast 7th level arcane spells in Mulmaster. Rank 7: As Rank 3, but the character may obtain a spell scroll of up to a 2nd level spell. Rank 8: The character permitted to cast 8th level arcane spells in Mulmaster. Rank 9: As Rank 3, but the character may obtain a spell scroll of up to a 3rd level spell. Rank 10: The character is permitted to cast 9th level arcane spells in Mulmaster. The Cloaks   The Tower of Arcane Might is a massive stone tower complex in the Moonsea city of Mulmaster that houses the group of mages officially known as the Brotherhood of the Cloaks. That archaic name has fallen out of favor for their simpler current moniker, “The Cloaks.”   The Cloaks serve the Blades of Mulmaster as the only sanctioned spellcasters in a city where magic is otherwise outlawed. From their tower, they watch for arcane threats to the rule of the High Blade. Formed as part of the Edict of Arcane Banishment, the Cloaks ensure that all practitioners of magic in the City who are not emissaries of a foreign power (such as those in the embassy of Thay) are watched closely, and those that use their magic are punished severely, unless they have joined the Cloaks and sworn to protect the rule of the High Blade from all threats.   The rulers of Mulmaster hold magic in high suspicion and see its use as a direct threat to their power and the effectiveness of their leadership. Such a threat is somewhat lessened if the practitioners of magic are watched, controlled, and indoctrinated into the service of the city. Whether or not this philosophy is correct is irrelevant, because it is the reason for the existence of the Cloaks. Any mage in residence in the city for longer than six months is required to join the Cloaks upon penalty of exile. Any mage who chooses not to join and is then caught casting a spell is dealt with harshly; penalties include torture, maiming, and often death.   Even after the city's devastation, all arcane magic and its practitioners are still effectively illegal in Mulmaster and the Zhent Ghettos on its outer edges, though there are some exceptions. Arcane practitioners who swear an oath to cast no spells within town limits are allowed access to the city, but those who break the oath are usually summarily executed. Foreign dignitaries can be granted exemption from the Edict if the High Blade deems it appropriate. The Red Wizards of Thay are one such exception. So far, refugees from Phlan have been denied such status. Low-level apprentices are generally ignored as well.   History   Seeing the power of the sorcerer-king Nesker, Amdrauth Telsnaer officially banished all arcane magic upon becoming the first High Blade.After decades of being outlawed, arcane magic is universally hated in the City of Danger. The people hate it, the nobility fear it, and the Cloaks constantly hunt for it.   The days immediately following the conclusion of the conquest of Phlan by the great green dragon Vorgansharax (known as the Maimed Virulence) saw refugees from that city pouring into Mulmaster. Unfortunately, elemental cultist began to infiltrate the city as well. The Cloaks, keenly aware of the coming danger, were able to fatten their ranks from the inbound stock of refugees and would- be heroes. Yet none could prevent the devastation the cultists eventually wrought. Not long after the High Blade Selfaril Uoumdolphin reclaimed power in the city after along magical imprisonment, the elemental cultists made their move.   The cultists brought destructive magic items called devastation orbs into Mulmaster, intending to sacrifice the city's population to the Elemental Princes they worship. Heroes rose from the city to defend it, but while many of the orbs were deactivated or shunted away from Mulmaster, others slipped past their grasp and exploded.   The cultists were defeated, their power in the region shattered, but at a terrible cost: the harbor, the heart of Mulmaster and a significant trade artery in the north, was gone. Earthquakes, perpetual storms, roiling clouds of flesh-melting steam, and the wreckage of the Cult of the Howling Hatred's fallen airships make the harbor unusable to this day.   A cold and hungry population, many once of great wealth, saw the source of their city's prosperity obliterated. Many Mulmasterites realized that whatever meager amount of help they might receive from elsewhere would not be enough. A steady stream of refugees poured out of the city. Several hundred of these made their way down the North Road or the River Lis to Ylraphon, or across the Moonsea to other cities. However, many others remain in the town, and the Cloaks see restoring their past circumstances as yet another addition to their long list of responsibilities.   Recent Status   Where once this oppressive group sought to completely control and flow of magic and practice of magic within the walls of the city, since the devastation in the city, the Cloaks spend most of their time seeking to restore their new home. As a result, they are being slightly more tolerant of magic use, allowing violaters to join more easily rather being punished with torture or exile. While they are allowing more people to join, the Cloaks remain an unforgiving organization.   Cloaks are frequently detailed to lend magical assistance to the Watch and the Soldiery. The Harpers were seeding their operatives into the Cloaks long before the elemental cultists attacked, but how such spies have avoided the magical tests of loyalty remains unknown. In fact, the Harpers placed so many agents in the Cloaks over such a long period of time that the relationship between the two began to seem more like an alliance than a one-sided infiltration, with Harpers in the Cloaks repeatedly intervening to guide the order of wizards to assist individual   Their stone tower took a fair beating in the elemental cultist' attack, but it still stands. Perhaps out a sense of pride or a desire to connect with the devastated citizenry, the Cloaks have so far refused to undertake full repairs to their home; they seem to be weaing the damage like a badge of honor. Rumor has it that many of the original protective enchantments crumbled during the attack, but without those spells the tower would likely have collapsed in on itself, trapping or killing those remained therein.   Unbeknownst to the population of Mulmaster (including the High Blade) Senior Cloak Rastol Shan is a lich. To hide this fact, Rastol is never seen without his most distinguishing feature, an elaborate, mithril mask. The long, white hair he wore in life is only slightly thinner in death, and illusions and heavy perfume mask what features remain that would betray his true nature. He is a cold, calculating man who supports the Blades in their dealings on the surface, but that loyalty would dissolve in an instant were he able to find a chink in their armor and assume control of the city for himself. Outwardly, his main goal is Mulmaster's protection.   Recently, Shan has had to grapple with the strange phenomenon of a Zulkir of Thay coming to live in his city. Zulkir Dar'lon Ma and his Red Wizards have been a great help to the civic restorations in Mulmaster, and when asked why, the Thayans say that "Mulmaster has not yet realized its true destiny." While Rastol Shan appears to accept many of the Zulkir's views and decisions, those that know him can easily see that he is uncomfortable doing so.   Membership   All Cloaks bear the responsibility of supporting the High Blade. Various tests of loyalty, both magical and mundane, are administered regularly, and those who fail face exile or death. The Cloaks thus act as a de-facto wing of Mulmaster's military and city watch. The cloaks are primarily wizards, but count a few sorcerers, bards, and even and even a warlock or two amongst their ranks.   Despite the presence of members from other classes, the Cloaks are culturally an organization of wizards. They demonstrate their trade in cliché manners; robes, staffs, and other openly carried instruments of an arcane nature; albeit in the style and fashion of the city (i.e., fur-trim, etc.). They are fiercely loyal to the Blades and the city in general, and have been afforded a great deal of trust instilled in them. Despite (or perhaps because of) this, they are professional and fair in their dealings. They typically do not accept bribery and react poorly when offered such.   Rastol Shan has been active in his efforts to recruit and train new Cloaks, including posting advertisements and broadsheets around the city indicating this need. The pay may not be much, but the Tower has libraries, dormitories, laboratories, living quarters, and vast storehouses of gold and magical items. The Tower is protected by golems, numerous defensive spells, and of course the magic of the Cloaks themselves.

Known members of Brotherhood of the Cloaks

 
  • Drayson Fivestars (deceased)
  • Nelvon deJun
  • Salvar Brix
  • Thurndan Tallwand
  • Структура

    Membership

        All Cloaks bear the responsibility of supporting the High Blade. Various tests of loyalty, both magical and mundane, are administered regularly, and those who fail face exile or death. The Cloaks thus act as a de-facto wing of Mulmaster's military and city watch. The cloaks are primarily wizards, but count a few sorcerers, bards, and even and even a warlock or two amongst their ranks.   Despite the presence of members from other classes, the Cloaks are culturally an organization of wizards. They demonstrate their trade in cliché manners; robes, staffs, and other openly carried instruments of an arcane nature; albeit in the style and fashion of the city (i.e., fur-trim, etc.). They are fiercely loyal to the Blades and the city in general, and have been afforded a great deal of trust instilled in them. Despite (or perhaps because of) this, they are professional and fair in their dealings. They typically do not accept bribery and react poorly when offered such.   Rastol Shan has been active in his efforts to recruit and train new Cloaks, including posting advertisements and broadsheets around the city indicating this need. The pay may not be much, but the Tower has libraries, dormitories, laboratories, living quarters, and vast storehouses of gold and magical items. The Tower is protected by golems, numerous defensive spells, and of course the magic of the Cloaks themselves.   Membership All Cloaks bear the responsibility of supporting the High Blade. Various tests of loyalty, both magical and mundane, are administered regularly, and those who fail face exile or death. The Cloaks thus act as a de- facto wing of Mulmaster's military and city watch. The cloaks are primarily wizards, but count a few sorcerers, bards, and even a warlock or two amongst their ranks. Despite the presence of members from other classes, the Cloaks are culturally an organization of wizards. They demonstrate their trade in cliché manners; robes, staffs, and other openly carried instruments of an arcane nature; albeit in the style and fashion of the city (i.e., fur-trim, etc.). They are fiercely loyal to the Blades and the city in general, and have been afforded a great deal of trust. Despite (or perhaps because of) this, they are professional and fair in their dealings. They typically do not accept bribery and react poorly when offered such. Rastol Shan has been active in his efforts to recruit and train new Cloaks, including posting advertisements and broadsheets around the city indicating this need. The pay may not be much, but the Tower has libraries, dormitories, laboratories,     living quarters, and vast storehouses of gold and magical items. The Tower is protected by golems,

    Публичное заявление

    Created for the near-singular purpose of controlling the power of magic within the city, all arcane spellcasters with any significant experience were required to join the Brotherhood under penalty of exile. Regardless of this consolidation of power, the Brotherhood was tasked with the protection of the High Blade (Rassendyll Uoumdolphin around 1373 DR).

    Ресурсы

    Members: 300   Along with the many regular members of the Brotherhood of the Cloak, there were 35 higher-up members referred to as the Senior Cloaks

    История

    Seeing the power of the sorcerer-king Nesker, Amdrauth Telsnaer officially banished all arcane magic upon becoming the first High Blade.After decades of being outlawed, arcane magic is universally hated in the City of Danger. The people hate it, the nobility fear it, and the Cloaks constantly hunt for it.   The days immediately following the conclusion of the conquest of Phlan by the great green dragon Vorgansharax (known as the Maimed Virulence) saw refugees from that city pouring into Mulmaster. Unfortunately, elemental cultist began to infiltrate the city as well. The Cloaks, keenly aware of the coming danger, were able to fatten their ranks from the inbound stock of refugees and would- be heroes. Yet none could prevent the devastation the cultists eventually wrought. Not long after the High Blade Selfaril Uoumdolphin reclaimed power in the city after along magical imprisonment, the elemental cultists made their move.   The cultists brought destructive magic items called devastation orbs into Mulmaster, intending to sacrifice the city's population to the Elemental Princes they worship. Heroes rose from the city to defend it, but while many of the orbs were deactivated or shunted away from Mulmaster, others slipped past their grasp and exploded.   The cultists were defeated, their power in the region shattered, but at a terrible cost: the harbor, the heart of Mulmaster and a significant trade artery in the north, was gone. Earthquakes, perpetual storms, roiling clouds of flesh-melting steam, and the wreckage of the Cult of the Howling Hatred's fallen airships make the harbor unusable to this day.   A cold and hungry population, many once of great wealth, saw the source of their city's prosperity obliterated. Many Mulmasterites realized that whatever meager amount of help they might receive from elsewhere would not be enough. A steady stream of refugees poured out of the city. Several hundred of these made their way down the North Road or the River Lis to Ylraphon, or across the Moonsea to other cities. However, many others remain in the town, and the Cloaks see restoring their past circumstances as yet another addition to their long list of responsibilities.  

    History

      Seeing the power of the sorcerer-king Amdrauth Telsnaer officially banished all arcane magic upon becoming the first High Blade. After decades of being outlawed, arcane magic is universally hated in the City of Danger. The people hate it, the nobility fear it, and the Cloaks constantly hunt for it. The days immediately following the conclusion of the conquest of Phlan by the great green dragon Nesker, Vorgansharax (known as the Maimed Virulence) saw refugees from that city pouring into Mulmaster. Unfortunately, elemental cultists began to infiltrate the city as well. The Cloaks, keenly aware of the coming danger, were able to fatten their ranks from the inbound stock of refugees and would-be heroes. Yet none could prevent the devastation the cultists eventually wrought. Not long after the High Blade Selfaril Uoumdolphin reclaimed power in the city after a long magical imprisonment, the elemental fanatics made their move. The cultists brought destructive magic items called devastation orbs into Mulmaster, intending to sacrifice the city's population to the Elemental Princes they worship. Heroes rose from the city to defend it, but while many of the orbs were deactivated or shunted away from Mulmaster, others slipped past their grasp and exploded. The cultists were defeated, their power in the region shattered, but at a terrible cost: the harbor, the heart of Mulmaster and a significant trade artery in the north, was gone. Earthquakes, perpetual storms, roiling clouds of flesh-melting steam, and the wreckage of the Cult of the Howling Hatred's fallen airships make the harbor unusable to this day. A cold and hungry population, once of B great wealth, saw the source of itscity's prosperity obliterated. Many Mulmasterites realized that whatever meagre amount of help they might receive from elsewhere would not be enough. A steady stream of rdugees poured out of thecity.Several hundred made their way to Ylraphon, or across B the Moonsea to other cities. However, many others remain in Mulmaster, and the Cloaks see restoring their past circumstances as yet another addition to their long list of responsibilities.   Recent Status   Where once this oppressive group sought to completely control and flow of magic and practice of magic within the walls of the city, since the devastation in the city, the Cloaks spend most of their time seeking to restore their new home. As a result, they are being slightly more tolerant of magic use, allowing violaters to join more easily rather being punished with torture or exile. While they are allowing more people to join, the Cloaks remain an unforgiving organization.   Cloaks are frequently detailed to lend magical assistance to the Watch and the Soldiery. The Harpers were seeding their operatives into the Cloaks long before the elemental cultists attacked, but how such spies have avoided the magical tests of loyalty remains unknown. In fact, the Harpers placed so many agents in the Cloaks over such a long period of time that the relationship between the two began to seem more like an alliance than a one-sided infiltration, with Harpers in the Cloaks repeatedly intervening to guide the order of wizards to assist individual   Their stone tower took a fair beating in the elemental cultist' attack, but it still stands. Perhaps out a sense of pride or a desire to connect with the devastated citizenry, the Cloaks have so far refused to undertake full repairs to their home; they seem to be weaing the damage like a badge of honor. Rumor has it that many of the original protective enchantments crumbled during the attack, but without those spells the tower would likely have collapsed in on itself, trapping or killing those remained therein.   Unbeknownst to the population of Mulmaster (including the High Blade) Senior Cloak Rastol Shan is a lich. To hide this fact, Rastol is never seen without his most distinguishing feature, an elaborate, mithril mask. The long, white hair he wore in life is only slightly thinner in death, and illusions and heavy perfume mask what features remain that would betray his true nature. He is a cold, calculating man who supports the Blades in their dealings on the surface, but that loyalty would dissolve in an instant were he able to find a chink in their armor and assume control of the city for himself. Outwardly, his main goal is Mulmaster's protection.   Recently, Shan has had to grapple with the strange phenomenon of a Zulkir of Thay coming to live in his city. Zulkir Dar'lon Ma and his Red Wizards have been a great help to the civic restorations in Mulmaster, and when asked why, the Thayans say that "Mulmaster has not yet realized its true destiny." While Rastol Shan appears to accept many of the Zulkir's views and decisions, those that know him can easily see that he is uncomfortable doing so.  

    Recent Status

    Where once this oppressive group sought to completely control the flow and practice of magic within the walls of the city. Since the devastation, the Cloaks spend most of their time seeking to restore their new home. As a result, they have been slightly more tolerant of magic use, allowing violators to join rather being punished with torture or exile. Still, the Cloaks remain an unforgiving organization. Cloaks are frequently detailed to lend magical assistance to the Watch and the Soldiery. The Harpers were seeding their operatives into the Cloaks long before the elemental cultists attacked, but how such spies have avoided the magical tests of loyalty remains unknown. In fact, the Harpers placed so many agents in the Cloaks over such a long period of time that the relationship between the two began to seem more like an alliance than a one-sided infiltration, with Harpers in the Cloaks repeatedly intervening to guide the order of wizards to assist individuals. Their stone tower took a fair beating in the elemental cultists' attack, but it still stands. Perhaps out of a sense of pride or a desire to connect with the devastated citizenry, the Cloaks have so far refused to undertake full repairs to their home; they seem to wear the damage like a badge of honor. Rumor has it that many of the original protective enchantments crumbled during the attack, but without those spells the tower would likely have collapsed in on itself, trapping or killing those remaining. Recently, Rastol Shan, the leader of the Cloaks, has had to grapple with the strange phenomenon of a Zulkir of Thay coming to live in his city. Zulkir Dar'lon Ma and his Red Wizards have been a great help to the civic restorations in Mulmaster, and when asked why, the Thayans say that "Mulmaster has not yet realized its true destiny." While Rastol Shan appears to accept many of the Zulkir's views and decisions, those that know him can easily see that he is uncomfortable doing so. A Leader’s Secret While Senior Cloak Rastol Shan may have his doubts about Thayan influence in his city, it is not likely that those doubts stem from discomfort with agents of a nation ruled by undead. Unbeknownst to the population of Mulmaster (including the High Blade), Shan is himself a lich. To hide this fact, Shan is never seen without his most distinguishing feature, an elaborate mithril mask. In life, Rastol Shan was a previous leader of the Cloaks named Thurndan Tallwand. The long, white hair he wore in those days is only slightly thinner in death, and illusions and heavy perfume mask what features remain that would betray his true nature. He is a cold, calculating man who supports the Blades in their dealings on the surface, but that loyalty would dissolve in an instant were he able to find a chink in their armor and assume control of the city for himself. Outwardly, his main goal is Mulmaster's protection.

     
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