doctorbadwolf
Heretic of The Seventh Circle
Specifically what I'm curious about is the places and power structures in and around Waterdeep that a young orphan and former street kid might have some serious desire to burn down in a revolutionary manner.
Everyone in the group has a fairly deep bias against laissez-faire capitalism, are fairly pro-union, believe in democratization of all major forms of power, etc. Don't want to argue about policies or real world systems, just noting this in case it helps filter what Realmsian power structures relevant to Waterdeep are most likely to be of interest.
What I know is that Neverember was especially corrupt, but basically competent, and weakened the exclusive structures of power in Waterdeep to allow more people to move upward socially and economically. Laeral Silverhand, on the other hand, is an immortal Chosen Sorcerer, an idealist, and seems inclined to delegate day to day power much more to the Masked Lords and focus on big picture stuff.
There is a lot to play with there, but my quick read of Dragon Heist makes it seem like Waterdeep is just not a particularly corrupt place, no one is really downtrodden or oppressed, like...what is there to rebel against, here?
If you insert an Alexander Hamilton to this place...does he just become a merchant? Are there any environs that are controlled by Waterdeep where power stratification is more stark? What dynamic of potential revolution, what tension exists that folks inside of the situation might look around at and say, "there will be a revolution in this century"?
the character I'm playing in the relevant campaign is below for reference. THe DM wants to mostly stick to written lore for the setting, but is down to add things that help us realise our characters as long as they don't make it so we can't just google up the answer to a lore question, basically. A shared lore foundation campaign, which we don't really normally do. She has offered to let me do research on politics and power in the relevant areas of Faerun and report back, and I figured there were a few people around here likely to know what's up.
Any general thoughts, fun facts I should know, or particular books or web articles I should read?
Should I just post this at the candlekeep forums? I haven't been there in years so I don't even know how active it is these days.
Everyone in the group has a fairly deep bias against laissez-faire capitalism, are fairly pro-union, believe in democratization of all major forms of power, etc. Don't want to argue about policies or real world systems, just noting this in case it helps filter what Realmsian power structures relevant to Waterdeep are most likely to be of interest.
What I know is that Neverember was especially corrupt, but basically competent, and weakened the exclusive structures of power in Waterdeep to allow more people to move upward socially and economically. Laeral Silverhand, on the other hand, is an immortal Chosen Sorcerer, an idealist, and seems inclined to delegate day to day power much more to the Masked Lords and focus on big picture stuff.
There is a lot to play with there, but my quick read of Dragon Heist makes it seem like Waterdeep is just not a particularly corrupt place, no one is really downtrodden or oppressed, like...what is there to rebel against, here?
If you insert an Alexander Hamilton to this place...does he just become a merchant? Are there any environs that are controlled by Waterdeep where power stratification is more stark? What dynamic of potential revolution, what tension exists that folks inside of the situation might look around at and say, "there will be a revolution in this century"?
the character I'm playing in the relevant campaign is below for reference. THe DM wants to mostly stick to written lore for the setting, but is down to add things that help us realise our characters as long as they don't make it so we can't just google up the answer to a lore question, basically. A shared lore foundation campaign, which we don't really normally do. She has offered to let me do research on politics and power in the relevant areas of Faerun and report back, and I figured there were a few people around here likely to know what's up.
Arestaeia "Kid" Mallorna Violensia Gheribaldt Brightmantle
Level 1 Human (Mark of Making) Artificer
Background: Waterdhavian Orphan (custom)
Kid doesn't know what the deal with her name is, doesn't know of any house named Brightmantle, and has only vague recollection of people that might have been her parents as kind but desperate people who died and left her with nothing but a name and the vague memory of safety, and her mind. She lived on the streets of Waterdeep from about 6 to 11, when she was nearly taken by a the hag of Trollskull Manor, who tried to mark her with an evil sigil that would cause her to transform into a hag upon her coming of age. She escaped as Emerald Enclave rangers stormed the house and killed the hag, and nearly died in an alleyway as the half-finished sigil poisoned her body and soul. An Emerald Enclave druid found her, arrested the magical poison, and removed the poisoned arm, which couldn't be saved.
Kid spend the next two years in the direct care of the Emerald Enclave druids working in Waterdeep, ensuring that she wouldn't develop anything that needed to be dealt with. She was grateful to them, but also very aware that she had been marked by something evil, and that every time she found some new magic, there was a tension round the eyes of her guardians as they watched and examined and made sure it wasn't something dark. Some time into her 13th year she left the Enclave, thanking them and letting them know where to find her if they wanted to give her a job in the future.
As she spent the next year or two trying to make her way as a tinkerer, alchemist, and general craftsperson, she found that the Guilds of the city had no interest in allowing an upstart with no known mentor and no history rise in any Guild, and she has had to find a niche that serves those who can't or won't hire Guild artisans or tradesfolk. Most folk are impressed enough by her living construct prosthetic arm that she has little trouble convincing such folk that she knows what she's doing, at least.
She isn't skilled in close up combat, but can hold her own if she has to. Where she does excel is ranged combat, including the use of the smokepowder firearms that have been spreading throughout the Sword Coast in recent years. She has one that she is tinkering with to eventually turn into her arcane firearm.
My hope is to play her as a very intelligent, very knowledge-obsessed, very advanced in knowledge of political and economic theory, very eager to rise above her station and break the structures that prevent others doing the same.
Level 1 Human (Mark of Making) Artificer
Background: Waterdhavian Orphan (custom)
Kid doesn't know what the deal with her name is, doesn't know of any house named Brightmantle, and has only vague recollection of people that might have been her parents as kind but desperate people who died and left her with nothing but a name and the vague memory of safety, and her mind. She lived on the streets of Waterdeep from about 6 to 11, when she was nearly taken by a the hag of Trollskull Manor, who tried to mark her with an evil sigil that would cause her to transform into a hag upon her coming of age. She escaped as Emerald Enclave rangers stormed the house and killed the hag, and nearly died in an alleyway as the half-finished sigil poisoned her body and soul. An Emerald Enclave druid found her, arrested the magical poison, and removed the poisoned arm, which couldn't be saved.
Kid spend the next two years in the direct care of the Emerald Enclave druids working in Waterdeep, ensuring that she wouldn't develop anything that needed to be dealt with. She was grateful to them, but also very aware that she had been marked by something evil, and that every time she found some new magic, there was a tension round the eyes of her guardians as they watched and examined and made sure it wasn't something dark. Some time into her 13th year she left the Enclave, thanking them and letting them know where to find her if they wanted to give her a job in the future.
As she spent the next year or two trying to make her way as a tinkerer, alchemist, and general craftsperson, she found that the Guilds of the city had no interest in allowing an upstart with no known mentor and no history rise in any Guild, and she has had to find a niche that serves those who can't or won't hire Guild artisans or tradesfolk. Most folk are impressed enough by her living construct prosthetic arm that she has little trouble convincing such folk that she knows what she's doing, at least.
She isn't skilled in close up combat, but can hold her own if she has to. Where she does excel is ranged combat, including the use of the smokepowder firearms that have been spreading throughout the Sword Coast in recent years. She has one that she is tinkering with to eventually turn into her arcane firearm.
My hope is to play her as a very intelligent, very knowledge-obsessed, very advanced in knowledge of political and economic theory, very eager to rise above her station and break the structures that prevent others doing the same.
Any general thoughts, fun facts I should know, or particular books or web articles I should read?
Should I just post this at the candlekeep forums? I haven't been there in years so I don't even know how active it is these days.