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The Powers That Be
Topic Started: Jun 20 2006, 10:04 AM (244 Views)
Pamela
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Molly
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Druids of Tall Trees

Leader: Uthgang Jyarl- Great Druid of the North.

Base of Operation: Tall Trees in the High Forest.

Goal: Protect the ancient elven wood of Tall Trees from harm.

Allies: The Harpers and the treants of Turlang Wood.

Chief Foes: Expansion

The Druids of Tall Trees are quite secretive and allow few other than druids (and vouched-for companions) into this part of the wood. The Great Druid is the leader here, but former Grand Druid (now an 18th-level Hierophant Adept) Sinklayr Greenstroke resides here, as does the mysterious Gildenfire (a gold dragon in human guise).
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Pamela
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Molly
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The Harpers

Leader: Not Known.

Base of Operation: Silverymoon.

Goal: Protect the North, its peoples, and resources from goblinkin and foreign influence or domination.

Allies: Lords' Alliance, Druids of Tall Trees.

Chief Foes: Orcs and other goblin races, the Zhentarim, and political powers in Amn and Calimshan.

Though this group is discussed in detail in other products, the importance of the Harpers to the North deserves more than a passing mention. Based in the Heartlands, the Harpers form a semi-secret organization of primarily good groups of adventurers who receive support from goodly churches, druidic circles, and powerful neutral individuals with whom they share
a common foe. In the North, their mystique generates respect, not suspicion, particularly since two of the most powerful leaders of the North, Khelben 'Blackstaff' Arunsun of Waterdeep and High Lady Alustriel of Silverymoon, are avowed Harpers. Even the savage Uthgardt, who have little respect for the trappings of civilization, treat those who know the secret signs of the Harpers as if they were chieftains.

Though their aims are mysterious, they're known to work for the causes of good and oppose the Zhentarim and the aggressive trading kingdoms-any who cut trade routes into wilderness areas, fell trees, and mine precious things with little regard for nonhuman inhabitants. They work to maintain
peace between human kingdoms and to thwart at every turn the burgeoning goblin-kin races in the North. Originally, it was a loose society of bards and rangers created to provide these wanderers with fellowship and shelter. Their fellowship grew, and with it came a desire to protect, preserve, and maintain peace in the wilderness they loved, acting against all who would despoil it. They're arch foes of the burgeoning goblinkin,
and seek to thwart them at every turn.

The Harpers rarely work openly and never reveal their true goals to those not highly initiated into the society. Those who work at cross purposes to the Harpers often fail in their endeavors. Other than in the North, those who are not their enemies harbor a mild distrust of the Harpers for this.
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Pamela
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Molly
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The Heralds

Leader: Old Night (?).

Base of Operation: Herald's Holdfast.

Goal: Maintain the status quo and preserving history.

Allies: The Harpers.

Chief Foes: Extreme changes and those who would destroy or rewrite histories.

These are perhaps the most neglected power group in Faerûn thus far-probably because few folks see them as any sort of active organization. There is one location of known activity, however, and this is the Herald's Rest festhall.

This exclusive, luxurious, private home in the city of Berdusk looks like a small castle. Inside it's a haven of tapestries, carpeting, discreet veils, and polite, skilled lady and gentleman escorts. Reputed to be run by a former princess who grew weary of the dictates of protocol and class, the Rest takes its name from a long-ago visit by three High Heralds, predecessors
of the present-day holders of the offices, who were so delighted that one took his escort as wife, and all three offered to buy the place.

The offer was refused, but the Heralds were allowed to sponsor the Rest through some lean times, and they now share in its profits. There are rumors of documents, treasure, and even Heralds and Harpers on the run being hidden in the dimly lit chambers and passages of the Rest-and some folk say magical gates link it with Silverymoon, Ardeep Forest near
Waterdeep, and with nearby Twilight Hall. High fees are paid for the discreet use of these portals.
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Pamela
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Molly
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Treants of Turlang Wood

Leader: Turlang the Thoughtful.

Base of Operation: Woods of Turlang (High Forest).

Goal: Protect the High Forest from harm, cultivate and expand forests in the North.

Allies: The Druids of the Tall Trees.

Chief Foes: Orcs and trolls.

The Treants of Turlang Wood are secretive and allow few other than druids and rangers into their midst. They're currently working to reforest the ruins of Hellgate Keep and bring in the outlying forest, reforging the High Forest into its past state.

The Harpers are reportedly trying to get the attention of Turlang in an effort to offer their assistance should the need arise. Unfortunately, getting the old treant's attention has proven quite a task, and the Harpers are currently discussing their offer with Quarreleaf, Turlang's second-in-command, in Hellgate Dell.
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Pamela
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Molly
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The Lords' Alliance

Leader: Lord Piergeiron of Waterdeep.

Base of Operation: Waterdeep.

Goal: Unified defense of northern cities and promotion of their economic interests.

Allies: The Harpers.

Chief Foes: The Zhentarim, Luskan, Amn, and Calimshan.

Also known as 'The Council of Lords,' or 'the Lords' Council', it should not be confused with the Lords of Waterdeep. This lawful and essentially good economic and military alliance of the rulers of cities in the North and along the Sword Coast works to keep overland trade routes along the Coast and across the North as safe as possible and free from Zhentarim influence or annexation.
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Pamela
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Molly
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Zhentarim

Leader: Mythkar Leng.

Base of Operation: Llorkh.

Goal: Domination of all trade routes in the North and along the Sword Coast.

Allies: Llorkh and the Beast Lord.

Chief Foes: The Harpers and the Lords' Alliance.

Mythkar Leng acts as an advisor to Lord Geildarr of Llorkh who's a member of the Zhentarim. With the aid of the beholder Rakaxalorth, Mythkar keeps Geildarr in line with the Zhentarim goals for the North. Llorkh was chosen as a foothold due to its distance from the powers in Waterdeep and Silverymoon. The Zhentarim already monopolize trade between Loudwater and Llorkh, has a firm base in Secomber, and well-placed agents in Waterdeep, Zundbridge, Yartar, and Triboar.
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Pamela
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Molly
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Ruldorn, 'the Storm Ranger,' (CG hm R13) is a guide and defender of Everlund nicknamed for his unerring ability to find his way in even the worst winter snowstorms. He's a gaunt giant of a man, standing almost seven feet tall, weighing only a little more than 220 pounds. He's a Harper and longtime community leader in Everlund. His home is hidden somewhere
west of the city, but he can usually be found at the Battered Hat where guides tend to gather when not on the trail.
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Pamela
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Molly
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The Mistmaster or Gatekeeper of the Citadel of the Mists

The Citadel of the Mists, a slim triangle of three towers jutting from two large buildings and an enclosed courtyard, is an isolated castle on the northern fringes of the High Forest. The tallest tower houses a pegasus aerie, well guarded by charmed air and fire elementals and only accessible via an exposed internal staircase that rises through a single large chamber.
The Citadel is home to the enigmatic Mistmaster, a powerful, long-lived illusionist and priest. The Citadel is cloaked in an ancient wardmist that predates the castle’s construction by millennia. The Mistmaster has developed series of spells that allow him to trigger the awakening of the wardmist in the same way that a magic mouth spell is triggered, i.e. in almost all cases, by intrusions or specific intruder actions. In addition, the Mistmaster can cloak the entire Citadel in swirling mists at will. The former priest employs the Sarbossa Ring of Undarl, a unique magical device that enables him to shapechange (as the 9th level wizard spell) at will and may have other powers as well.

The Mistmaster’s household retainers and allies include Iltmul, an elite member of the Everwatch Knights, Cherissa Mintaeril, who venerates the Luckmaiden and who gained great fame in the service of Cormyr, and Azure, an enigmatic wizard from Silverymoon. Each of the above-named allies and retainers bears a ward token, enabling them to move about the Citadel at will without triggering the wardmist’s defenses.

The Citadel is riddled with ancient dimension doors of elven construction, that is invisible spots that whisk someone entering them in certain ways to other invisible spots, elsewhere in the Citadel. Some of these linkages work in the upper floors of the three Citadel towers despite predating the construction of the present fortress, a conundrum that only the Mistmaster has unraveled.
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