Fellowship of Innkeepers
This organization is one of the oldest of all the guilds of Waterdeep, and one of the most relaxed. Formed long ago as a means of protection (all the innkeepers together hiring a group of heavily-armed bodyguards that none of them could individually afford to stop drunken tavern-goers from returning to inns and getting into fights or destroying property, and to control noisy activity late at night), the guild now functions primarily as a means of sharing information. News of thieves, con-artists, brawlers, mages with urges to let off spells, and other "problem patrons" who are making the rounds from inn to inn is shared among members, speedily. The guild also arranges discount prices on ale, linens, laundering, and so on by placing orders in bulk for its members. Once every nine nights, the Fellowship Hall is opened by the Master as an inn - with dining and sleeping facilities - for members only, so that they can enjoy the comforts of an inn without being the hosts.
Fellowship of Innkeepers
Fellowship Hall, Waterdeep Way, Castle Ward
Personages
Guild Master
Sirar of Sune, Master of Hospitality, proprietor of The Pigrim's Rest (Diamond Street & Satchel Alley, Sea Ward)
Primary Contact
Harnorr Leerthyn (Swordshire House, North Ward)
Other Guild Members
Membership: 40+
None
Membership
Livery
None
Dues
Entry Dues: 25 gp • Annual Dues: 20 gp/year (members)
Goods & Services
None
Member Shops
Individual inns
Faction Details
Common Descriptors: Welcoming, household-oriented, comforting
Primary Classes: Any
Alignments: Any
Faction Ranks
• Apprentice: Renown 1+. You are apprenticed to a master within the Guild.
• Journeyman: Renown 3+. You have completed your Journeyman's Work, and may now work within your guild's specialty, albeit under the direction of a master.
• Master: Renown 10+. You are an acknowledged master of your art in your own right.
• Guildmaster: Renown 25+. You are the head of the guild.
This organization is one of the oldest of all the guilds of Waterdeep, and one of the most relaxed. Formed long ago as a means of protection (all the innkeepers together hiring a group of heavily-armed bodyguards that none of them could individually afford to stop drunken tavern-goers from returning to inns and getting into fights or destroying property, and to control noisy activity late at night), the guild now functions primarily as a means of sharing information. News of thieves, con-artists, brawlers, mages with urges to let off spells, and other "problem patrons" who are making the rounds from inn to inn is shared among members, speedily. The guild also arranges discount prices on ale, linens, laundering, and so on by placing orders in bulk for its members. Once every nine nights, the Fellowship Hall is opened by the Master as an inn - with dining and sleeping facilities - for members only, so that they can enjoy the comforts of an inn without being the hosts.
Notable Members
Masters (Rank 3)
Harnorr-leerthyn.jpg Harnorr Leerthyn
Guild Speaker • Innkeep of the Swordshire House, North Ward
Accustomed to dealing with nobles and rich merchants, Harnorr acts as the Speaker for the Fellowship, responsible for interacting with anyone and everyone from outside of the guild who has business with it. He affects a sort of "country gentry" personality, obsequious when dealing with nobles and the wealthy, humorously haughty otherwise.
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