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<blockquote data-quote="Sidran" data-source="post: 333908" data-attributes="member: 6160"><p>Its a little bit off topic but FFG put out rules for Thieves guilds in the Traps & Treachery I </p><p></p><p></p><p>Here is the one I wrote up ( I have all the head NPC's stated as well )</p><p></p><p><span style="font-size: 12px"><strong>Ravasairi </strong></span> </p><p><span style="font-size: 10px"><u><strong>The Enclave of the Raven </strong></u></span> </p><p> <em>World Wide Crime syndicate </em></p><p></p><p><strong>Symbol:</strong> A large Jet black Eye on a crimson banner </p><p><strong>Motto:</strong> You win some, You Thieve some, You live some</p><p><strong>Base of Operations:</strong> Alarcrys, The Rogue City </p><p><strong>Current leader:</strong>The Watcher of the Eye, Eniavos Rhoeliis Rog 20/ Gm 10 </p><p><strong>Guild Structure:</strong> Led by the Watcher (Eniavos), and the Counsel of Nine, Individual Cities are run by Cell Guildmasters as is the one in Hodor. </p><p><strong>Business operations:</strong> Larceny 30%, Corruption 20 %, Smuggling 20%, Extortion 10 % Banditry 10% Protection rackets 5% Blackmail 3% Taxes 2% </p><p><strong>Rituals or Customs:</strong> To join the Dark Eye, a Rogue must swear allegiance to the Council of Nine, and Perform the sacred ritual of Lavanna (See the Divine Grimoire of Hagara ) </p><p><strong>Benefits:</strong> By joining the Dark Eye, a Rogue gains unfettered access into a information network that spans the globe. The receive training, and on going fitness exercises to hone their abilities. Those chosen as the Elite are given more extensive training in the more sacred arts of Thievery. The Guild has a large font of monetary supply from which its members can infrequently draw an amount ( up to but not over their pull in the Syndicate) and begin gaining pull in the crime world (see below).</p><p><strong>Allies & Enemies:</strong> As a world spanning syndicate the Ravasairi have no real enemies except with the Mysterious Thieves Cult simply known as Nouches (No one), Which is a Dwarven thieves guild that has sprung up in the Bleekstep mountains, and in the other more remote areas of the world</p><p><strong>Membership:</strong> 56% Elves (including half elves, Wildlings), 20 % Orcs (including Half-orcs, 10 % Humans, 5% Halflings, 4% Dwarves (including Gnomes), and 5% other. </p><p><strong>Alignment:</strong> CG, CN, CE While Eniavos isn’t himself evil, he does not worry to much about those beneath him and whether they are good, evil or in between. He does however periodically root out his thieves that have more than a fair share of ambition. </p><p></p><p></p><p>Far and away the most powerful of the “Powers” in Hagara the Enclave of the Dark Eye, or Ravasairi have been building up for the last few hundred years. From the Citadel City of Alarcrys where the Dark Eye began as a humble little back alley guild to what they now are today is a long story that will not be told in the annals of these pages. Yet some of the footnotes hold particular interest for our modern day perusal. In 1219 A.R the quite young Eniavos “Dex” Rhoeliis was still a foot pad in the dark alleys of Alarcrys When the shadow fell over his home land of Taurenem, yet he gave the dealing their no mind, for after all he had his own troubles to attend. When news came that his own village was burnt to the ground, Eniavos, still did not heed the fear that dwelt within his heart. He felt for sure that the stories of the evil of the Orcs he had been told as a boy were true, and thought surely that his family would die at the hands of one evil warlord, or another. </p><p></p><p>Then miraculously their came into the city a large trove of fleeing families, and with them came His older brother Inglaris, and his family, and with them Inglaris brought a dark skinned, brooding orc whose name Eniavos finally learned was Gorelk, after many days had past the two began to make a friendship that would last until Gorelk’s death at the Hands of the Order of the Knights of the Noth. It is then that the simple footpad began to organize a reactionary group of streetwise rogues with the goal to overthrow the Militaristic Order, and to take lasting control over the City from which they sprang.</p><p></p><p>Eniavos, leading his brother, and an armed ban of nearly two hundred came to the Inner Gates of the City and Marched up into the Great Keep, and at its upper steps the Order of the Noth came to a bloody end, and the Cities Lord Doneloth was hung before the River Gate. From that point on the City has been ruled by Eniavos, and Secretly he has thrown more and more power behind the little Thieves Guild from which he came.</p><p></p><p>Now in his elder years, Eniavos has begun to search for an Heir to his blood earned throne, and has more and more worries that One of his once loyal agents (indeed even his brother) may challenge, and wrest control of the Syndicate from out of his grasp </p><p></p><p><strong>Eniavos</strong>, male elf (high) Rog20 Gm* 10 CR 30; Size M (4 ft., 11 in. tall); HD 20d6-20 + 10d6-10; hp 109; Init +7 (+7 Dex); Spd 30 ft.; AC 17 (+7 Dex); Attack +21/+15/+11 melee, or +29/+24/+19 ranged; SV Fort +8, Ref +22, Will +18; AL CN; Str 8, Dex 24, Con 9, Int 16, Wis 16, Cha 12.</p><p></p><p><strong>Languages Spoken:</strong> Abyssal, Aquan, Common(Hodoran), Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Undercommon.</p><p></p><p><strong>Skills and feats:</strong> Balance +16, Bluff +19, Climb + 10, Decipher script +17, Diplomacy +8, Disguise +13, Escape artist +21, Gather information +20, Hide +27, Innuendo +23, Intimidate +21, Listen +7, Move silently +30, Search +20, Speak language +7, Spot +22, Use magic device +23, Wilderness lore +5; Alertness, Ambidexterity, Two weapon fighting, Iron will, Point blank shot, Leadership, Skill focus: Intimidate.</p><p></p><p><strong>Possessions:</strong> 220,000 gp in gear.</p><p></p><p><em>*Gm- Guildmaster</em> ( Prestige Class from Traps & Treachery I)</p><p>New Class Abilities: Guild Hall (see text below), Favor (x3) (STB),+ 5 Reputation (STB), Respectable Citizen, Additional sneak attack +2d6, Just the man for the Job (STB)[/i]</p><p> </p><p><strong>Guild Hall:</strong> The Guild Master has ownership and/ control over a building or other location that serves as his headquarters. Eniavos’ Guild hall is located in a moderate sized old Cathedral that he has set up shop in The Thieves that he picks to serve him, are the best and the best, and pose as devout priests of an obscure god. ( In truth they worship Lavanna the Laughing Lady). He also runs the Wander’s Rest a small tavern that resides in the basement of the Dasher Inn in the City of Alarcrys, and through him all the Guildmasters of the Hundred cities report on what the have seen, or done. And from their employee he recruits his Elite home guard </p><p></p><p><strong> Favor</strong> Someone owes the character “Big time”. In Eniavos’s case it is the Halfling, Althea Wydlkin a small time Information Guildmaster who he personally saved from the Devices of Nouches, for which he has earned their hatred. She has become smitten with her elven hero, and has used her guild in the service of Eniavos on many occasions , mainly whenever he asks. As a note for gaming none of the things that Althea has done count as a favor. so from the gaming standpoint this King of the Rogues still has three favors to cash in when needed. </p><p></p><p><strong> Reputation </strong> This bonus is added to the character’s Leadership score when he uses the leadership feat. (Currently Eniavos has a +5 Modifier to his Leadership score)</p><p></p><p><strong> Respectable Citizen</strong> This allows the Guildmaster to establish a cover Identity, and using this cover Identity make two Gather Information checks per day. While not truly a cover Identity or respectable, even, Eniavos’s role as the Duke of Alarcrys has given him the means to make both formal and informal Information gathering expeditions. </p><p></p><p><strong> Just the man for the Job </strong> A Guildmaster sits at the center of a massive web of contacts, spies, rumormongers, and other fouler henchmen, and associates. As a consequence, he can sometimes find people to meet almost any description. Once per month the Guildmaster can recruit a specific hireling for a specific task. </p><p></p><p>For Eniavos, this ability which was already ingrained in him has doubled foursquare as he has grown in his facility to choose loyal followers to complete tasks.</p><p></p><p></p><p><strong>The Enclave of the Raven in the Two Cities.</strong> </p><p></p><p>The Ravasairi have just recently come into the lands from which their leader sprang. Run by the Twelfth son of Gorelk, Gorrm Ochkelashk (Order Slayer) Has built himself a guild hall in an old warehouse in the dockyard of Hodor, from his Hall he runs both the operations in Arden, and Hodor.</p><p>In Arden he has left his Brother Haubelk in charge of the Business. In Hodor he rules his people with a heavy handed since of justice, and holds himself up as one of the Chosen priests of Lavanna, Under him stand Kurendd, son of Nolg of the Stoutkin, Mirrax Dirndl daughter of Ayden , of the Halflings, Elyasa Rhunill of Arialwyd. </p><p></p><p><span style="color: forrestgreen"><strong>Gorrm Orderslayer </strong> </span></p><p></p><p>As the twelfth son of Gorelk, Gorrm has grown up in the Enclave of the Raven since he was a very little boy. He serves Eniavos, as the Guildmaster of Two Cites, due to the failure of his Older brother, Norgk, to run the proper affairs. Packing his older brother off to Alarcrys and setting up his own policies, Gorrm has proceeded to raise the revenue of the Hodoran Cell. Gruff, and Cunning towards enemies or those he does not trust, Gorrm also shows a great heart, and has been known to show mercy on his henchmen from time to time </p><p> </p><p><strong>Gorrm</strong>, male orc Rog8/Clr2: CR 10; Size M (5 ft., 11 in. tall); HD 8d6+16 + 2d8+4; hp 63; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +11/+6 melee, or +11/+6 ranged; SV Fort +7, Ref +10, Will +6; AL CG; Str 18, Dex 19, Con 14, Int 14, Wis 12, Cha 8.</p><p></p><p><strong>Languages Spoken:</strong> Abyssal, Common(Hodoran), Elven, Giant, Goblin, Orc.</p><p></p><p><strong>Skills and feats: </strong> Alchemy +5, Craft +7, Decipher script +13, Diplomacy +9, Disguise +10, Forgery +11, Gather information +1, Handle animal +2, Heal +5, Hide +15, Knowledge +4, Knowledge (nature) +5, Knowledge (religion) +6, Listen +3, Move silently +15, Profession +11, Sense motive +3, Speak language +4, Spot +1, Swim +5; Combat reflexes, Scribe scroll, Shield proficiency, Weapon focus (sword, short).</p><p></p><p><strong>Possessions: </strong> 16,000 gp in gear.</p><p></p><p><strong>Cleric Domains:</strong> Trickery, Knowledge. <strong>Deity:</strong> :Lavanna </p><p><strong>Cleric Spells Per Day:</strong> 4/3+1.</p><p></p><p><span style="color: forrestgreen"><strong>Kurendd, son of Nolg</strong> </span></p><p>Kurendd, son of Nolg of the Stoutkin was once a member of the Nouches, until his defection to what he saw as the more powerful guild more or less the Enforcer of Gorrm, Kurendd still fills uncomfortable under the leadership of an Orc. Nonetheless the two rough and tumble men have come to an understanding, and slowly over the past few years have grown to be very close associates. Skinny for his race Kurendd likes to joke that he a halfling in buffed up skin, for indeed that is what he looks like, a sleek but stout halfling. Carrying his ancestral weapons and armor from his mountain lands Kurendd has two of the minor artifacts of the Ancient dwarven world. The <em> Kaldarskjaard </em> is one of the most legendary swords of the Dwarven people, as it was held by Hralgreth at the battle against Dhamphaug the Great Black, and it was this weapon that slew the great Dragon. Also among his possessions is the <em> Stramsgaardt </em> the famed “Storm Shield” also used by Hralgreth at the battle with the Great Black. </p><p></p><p></p><p><strong>Kurendd</strong>, male dwarf (mountain) Rgr4/Rog3: CR 7; Size M (4 ft., 2 in. tall); HD 4d10+8 + 3d6+6; hp 52; Init +7 (+3 Dex, +4 Improved initiative); Spd 20 ft.; AC 13 (+3 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +7, Ref +7, Will +3; AL CN; Str 14, Dex 17, Con 15, Int 11, Wis 12, Cha 11.</p><p></p><p><strong>Languages Spoken:</strong> Common (Hodoran), Dwarven, Gnome, Terran.</p><p></p><p><strong>Skills and feats:</strong> Animal empathy +6, Appraise +2, Balance +9, Climb +7, Craft +2, Diplomacy +5, Disable device +1.5, Disguise +4, Forgery +5, Hide +9, Knowledge (arcana) +1, Listen +1, Move silently +3, Profession +6, Sense motive +7, Speak language +2, Spellcraft +1, Spot +1, Swim +8, Wilderness lore +3; Improved initiative, Quick draw, Run, [Tracking], Weapon focus (shortbow, composite), [Two weapon fighting], [Ambidexterity]. </p><p></p><p><strong>Possessions:</strong> 5,400 gp in gear, and <em> Kaldarskjaard </em> +4 Greatsword of Throwing, returning, and Frost, and <em> Stramsgaardt </em> the + 2 Small spiked shield with the inherent Exotic weapon proficiency [Shield bashing], lightning, and both items are treated as Hereditary blades only the sons of Hralgreth may use these weapons </p><p></p><p><strong>Ranger Spells Per Day:</strong> 1.</p><p><strong>Favored Enemy:</strong> Drakari*</p><p></p><p><em>The Children of the Great Serpents (considered Dragon bloods) Not humanoid but considered Dragons as a need to heap the two together for Favored enemy choices </em></p><p><em>PHB write up in the works. </em> </p><p></p><p><span style="color: forrestgreen"><strong>Mirrax Dirndl</strong> </span></p><p> Mirrax Dirndl is one of the few innocent rogues that serves under Gorrm. Born a slave in the Border States to a Halfling landowner, and her enslaved mother Mirrax ran away from the home of her master, her father a the age of nine. She met up with Kurendd in the Bleekstep mountains, and have journeyed together since. Among her many adventures along the way to the western lands Mirrax has learned a number of selective skills that have helped her along the way. When she heard that Enialis had an opening for an apprentice she applied to him for training but he would not take her in. ( It may be the one good act the evil mage did for he felt for the eager young woman, and decided to pass her up for a more worldly prospect. ) She goes about wearing oddly textured grey silks, and carries two weapons one is always a rapier she calls <em> Greywand</em>, and the other is a dagger which no matter its shape or type is always called <em> Cats claw</em></p><p></p><p><strong>Mirrax Dirndl;</strong> female halfling (lightfoot) Sor4/Rog2: CR 6; Size S (2 ft., 8 in. tall); HD 4d4+4 + 2d6+2; hp 25; Init +8 (+4 Dex, +4 Improved Init); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack +1 melee, or +8 ranged; SV Fort +3, Ref +9, Will +7; AL CN; Str 5, Dex 19, Con 12, Int 15, Wis 11, Cha 17.</p><p></p><p><strong>Languages Spoken:</strong> Common(Hodoran), Halfling, Dwarve(Stoutkin), Orc.</p><p></p><p><strong>Skills and feats:</strong> Climb +3, Concentration +6, Craft +9, Disable device +7, Forgery +4, Hide +17, Innuendo +2, Intimidate +7, Jump +4, Knowledge (arcana) +8, Listen +7, Move silently +6, Open lock +8, Perform +5, Profession +7, Read lips +6, Sense motive +5, Spot +0, Tumble +9; Dodge, Improved Initiative, Iron Will.</p><p></p><p><strong>Possessions:</strong> 5,600 gp in gear + <em> Greywand</em> Usually a +3 Rapier of Frost; and <em> Cats Claw</em> which is Usually a +1 Khopesh of Haste </p><p></p><p><strong>Sorcerer Spells Known (6/7/4):</strong> 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation. 1st -- Charm Person, Shield, Silent Image. 2nd -- See Invisibility. </p><p></p><p><strong>Familiar; Dylan; Ferret (Finish the Ferret Later) </strong></p><p></p><p><span style="color: forrestgreen"><strong>Elyasa Rhunill</strong> </span></p><p></p><p>One of the many grandchildren of the era of Refugees, Elyasa’s family comes from out of the Ranks of the Queens army. From her grandfather she learned the skills of combat and with her father she practiced the skills needed to live the harsh life of the streets. She fell in with Gorrm during a raid on the Jeweler Gontellione, and the two have been partners ever since. She moved from town to town for a long time and is happy with the idea of being able to stay in the city where she grew up. She is a little wary of her feelings for Gorrm, and has shown him the cold shoulder, or the spit and the spittle on more than one occasion. Along with her great skill with the Guitar, and the Mandolin, Elyasa has learned the great skaaldery of the Orcish Clans from Gorrm, and uses the many contacts she has to find herself gigs throughout the city. </p><p></p><p><strong>Elyasa Rhunill </strong>, female elf (high) Brd3/Rog2: CR 5; Size M (4 ft., 11 in. tall); HD 3d6 + 2d6; hp 22; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +4 melee, or +7 ranged; SV Fort +1, Ref +10, Will +5; AL CG; Str 12, Dex 18, Con 11, Int 14, Wis 14, Cha 15.</p><p></p><p><strong>Languages Spoken:</strong> Common (Hodoran), Elven, Orc, Sylvan.</p><p></p><p><strong>Skills and feats:</strong> Alchemy +8, Concentration +3, Decipher script +4, Disable device +6, Escape artist +8, Forgery +7, Hide +8, Innuendo +6, Intuit direction +6, Knowledge (arcana) +8, Listen +4, Move silently +4, Perform +4, Pick pocket +9, Profession +7, Read lips +6, Scry +8, Search +8, Sense motive +8, Spot +4, Swim +6, Use magic device +6; Combat casting, Fame, Scribe scroll.</p><p></p><p><strong>Possessions:</strong> 4,300 gp in gear.</p><p></p><p><strong>Bard Spells Known (3/2):</strong> 0th -- Dancing Lights, Daze, Detect Magic, Ghost Sound, Mending, Open/Close. 1st -- Cause Fear, Cure Light Wounds, Identify</p></blockquote><p></p>
[QUOTE="Sidran, post: 333908, member: 6160"] Its a little bit off topic but FFG put out rules for Thieves guilds in the Traps & Treachery I Here is the one I wrote up ( I have all the head NPC's stated as well ) [size=3][b]Ravasairi [/b][/size] [size=2][u][b]The Enclave of the Raven [/b][/u][/size] [i]World Wide Crime syndicate [/i] [b]Symbol:[/b] A large Jet black Eye on a crimson banner [b]Motto:[/b] You win some, You Thieve some, You live some [b]Base of Operations:[/b] Alarcrys, The Rogue City [b]Current leader:[/b]The Watcher of the Eye, Eniavos Rhoeliis Rog 20/ Gm 10 [b]Guild Structure:[/b] Led by the Watcher (Eniavos), and the Counsel of Nine, Individual Cities are run by Cell Guildmasters as is the one in Hodor. [b]Business operations:[/b] Larceny 30%, Corruption 20 %, Smuggling 20%, Extortion 10 % Banditry 10% Protection rackets 5% Blackmail 3% Taxes 2% [b]Rituals or Customs:[/b] To join the Dark Eye, a Rogue must swear allegiance to the Council of Nine, and Perform the sacred ritual of Lavanna (See the Divine Grimoire of Hagara ) [b]Benefits:[/b] By joining the Dark Eye, a Rogue gains unfettered access into a information network that spans the globe. The receive training, and on going fitness exercises to hone their abilities. Those chosen as the Elite are given more extensive training in the more sacred arts of Thievery. The Guild has a large font of monetary supply from which its members can infrequently draw an amount ( up to but not over their pull in the Syndicate) and begin gaining pull in the crime world (see below). [b]Allies & Enemies:[/b] As a world spanning syndicate the Ravasairi have no real enemies except with the Mysterious Thieves Cult simply known as Nouches (No one), Which is a Dwarven thieves guild that has sprung up in the Bleekstep mountains, and in the other more remote areas of the world [b]Membership:[/b] 56% Elves (including half elves, Wildlings), 20 % Orcs (including Half-orcs, 10 % Humans, 5% Halflings, 4% Dwarves (including Gnomes), and 5% other. [b]Alignment:[/b] CG, CN, CE While Eniavos isn’t himself evil, he does not worry to much about those beneath him and whether they are good, evil or in between. He does however periodically root out his thieves that have more than a fair share of ambition. Far and away the most powerful of the “Powers” in Hagara the Enclave of the Dark Eye, or Ravasairi have been building up for the last few hundred years. From the Citadel City of Alarcrys where the Dark Eye began as a humble little back alley guild to what they now are today is a long story that will not be told in the annals of these pages. Yet some of the footnotes hold particular interest for our modern day perusal. In 1219 A.R the quite young Eniavos “Dex” Rhoeliis was still a foot pad in the dark alleys of Alarcrys When the shadow fell over his home land of Taurenem, yet he gave the dealing their no mind, for after all he had his own troubles to attend. When news came that his own village was burnt to the ground, Eniavos, still did not heed the fear that dwelt within his heart. He felt for sure that the stories of the evil of the Orcs he had been told as a boy were true, and thought surely that his family would die at the hands of one evil warlord, or another. Then miraculously their came into the city a large trove of fleeing families, and with them came His older brother Inglaris, and his family, and with them Inglaris brought a dark skinned, brooding orc whose name Eniavos finally learned was Gorelk, after many days had past the two began to make a friendship that would last until Gorelk’s death at the Hands of the Order of the Knights of the Noth. It is then that the simple footpad began to organize a reactionary group of streetwise rogues with the goal to overthrow the Militaristic Order, and to take lasting control over the City from which they sprang. Eniavos, leading his brother, and an armed ban of nearly two hundred came to the Inner Gates of the City and Marched up into the Great Keep, and at its upper steps the Order of the Noth came to a bloody end, and the Cities Lord Doneloth was hung before the River Gate. From that point on the City has been ruled by Eniavos, and Secretly he has thrown more and more power behind the little Thieves Guild from which he came. Now in his elder years, Eniavos has begun to search for an Heir to his blood earned throne, and has more and more worries that One of his once loyal agents (indeed even his brother) may challenge, and wrest control of the Syndicate from out of his grasp [b]Eniavos[/b], male elf (high) Rog20 Gm* 10 CR 30; Size M (4 ft., 11 in. tall); HD 20d6-20 + 10d6-10; hp 109; Init +7 (+7 Dex); Spd 30 ft.; AC 17 (+7 Dex); Attack +21/+15/+11 melee, or +29/+24/+19 ranged; SV Fort +8, Ref +22, Will +18; AL CN; Str 8, Dex 24, Con 9, Int 16, Wis 16, Cha 12. [b]Languages Spoken:[/b] Abyssal, Aquan, Common(Hodoran), Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Undercommon. [b]Skills and feats:[/b] Balance +16, Bluff +19, Climb + 10, Decipher script +17, Diplomacy +8, Disguise +13, Escape artist +21, Gather information +20, Hide +27, Innuendo +23, Intimidate +21, Listen +7, Move silently +30, Search +20, Speak language +7, Spot +22, Use magic device +23, Wilderness lore +5; Alertness, Ambidexterity, Two weapon fighting, Iron will, Point blank shot, Leadership, Skill focus: Intimidate. [b]Possessions:[/b] 220,000 gp in gear. [i]*Gm- Guildmaster[/i] ( Prestige Class from Traps & Treachery I) New Class Abilities: Guild Hall (see text below), Favor (x3) (STB),+ 5 Reputation (STB), Respectable Citizen, Additional sneak attack +2d6, Just the man for the Job (STB)[/i] [b]Guild Hall:[/b] The Guild Master has ownership and/ control over a building or other location that serves as his headquarters. Eniavos’ Guild hall is located in a moderate sized old Cathedral that he has set up shop in The Thieves that he picks to serve him, are the best and the best, and pose as devout priests of an obscure god. ( In truth they worship Lavanna the Laughing Lady). He also runs the Wander’s Rest a small tavern that resides in the basement of the Dasher Inn in the City of Alarcrys, and through him all the Guildmasters of the Hundred cities report on what the have seen, or done. And from their employee he recruits his Elite home guard [b] Favor[/b] Someone owes the character “Big time”. In Eniavos’s case it is the Halfling, Althea Wydlkin a small time Information Guildmaster who he personally saved from the Devices of Nouches, for which he has earned their hatred. She has become smitten with her elven hero, and has used her guild in the service of Eniavos on many occasions , mainly whenever he asks. As a note for gaming none of the things that Althea has done count as a favor. so from the gaming standpoint this King of the Rogues still has three favors to cash in when needed. [b] Reputation [/b] This bonus is added to the character’s Leadership score when he uses the leadership feat. (Currently Eniavos has a +5 Modifier to his Leadership score) [b] Respectable Citizen[/b] This allows the Guildmaster to establish a cover Identity, and using this cover Identity make two Gather Information checks per day. While not truly a cover Identity or respectable, even, Eniavos’s role as the Duke of Alarcrys has given him the means to make both formal and informal Information gathering expeditions. [b] Just the man for the Job [/b] A Guildmaster sits at the center of a massive web of contacts, spies, rumormongers, and other fouler henchmen, and associates. As a consequence, he can sometimes find people to meet almost any description. Once per month the Guildmaster can recruit a specific hireling for a specific task. For Eniavos, this ability which was already ingrained in him has doubled foursquare as he has grown in his facility to choose loyal followers to complete tasks. [b]The Enclave of the Raven in the Two Cities.[/b] The Ravasairi have just recently come into the lands from which their leader sprang. Run by the Twelfth son of Gorelk, Gorrm Ochkelashk (Order Slayer) Has built himself a guild hall in an old warehouse in the dockyard of Hodor, from his Hall he runs both the operations in Arden, and Hodor. In Arden he has left his Brother Haubelk in charge of the Business. In Hodor he rules his people with a heavy handed since of justice, and holds himself up as one of the Chosen priests of Lavanna, Under him stand Kurendd, son of Nolg of the Stoutkin, Mirrax Dirndl daughter of Ayden , of the Halflings, Elyasa Rhunill of Arialwyd. [color=forrestgreen][b]Gorrm Orderslayer [/b] [/color] As the twelfth son of Gorelk, Gorrm has grown up in the Enclave of the Raven since he was a very little boy. He serves Eniavos, as the Guildmaster of Two Cites, due to the failure of his Older brother, Norgk, to run the proper affairs. Packing his older brother off to Alarcrys and setting up his own policies, Gorrm has proceeded to raise the revenue of the Hodoran Cell. Gruff, and Cunning towards enemies or those he does not trust, Gorrm also shows a great heart, and has been known to show mercy on his henchmen from time to time [b]Gorrm[/b], male orc Rog8/Clr2: CR 10; Size M (5 ft., 11 in. tall); HD 8d6+16 + 2d8+4; hp 63; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +11/+6 melee, or +11/+6 ranged; SV Fort +7, Ref +10, Will +6; AL CG; Str 18, Dex 19, Con 14, Int 14, Wis 12, Cha 8. [b]Languages Spoken:[/b] Abyssal, Common(Hodoran), Elven, Giant, Goblin, Orc. [b]Skills and feats: [/b] Alchemy +5, Craft +7, Decipher script +13, Diplomacy +9, Disguise +10, Forgery +11, Gather information +1, Handle animal +2, Heal +5, Hide +15, Knowledge +4, Knowledge (nature) +5, Knowledge (religion) +6, Listen +3, Move silently +15, Profession +11, Sense motive +3, Speak language +4, Spot +1, Swim +5; Combat reflexes, Scribe scroll, Shield proficiency, Weapon focus (sword, short). [b]Possessions: [/b] 16,000 gp in gear. [b]Cleric Domains:[/b] Trickery, Knowledge. [b]Deity:[/b] :Lavanna [b]Cleric Spells Per Day:[/b] 4/3+1. [color=forrestgreen][b]Kurendd, son of Nolg[/b] [/color] Kurendd, son of Nolg of the Stoutkin was once a member of the Nouches, until his defection to what he saw as the more powerful guild more or less the Enforcer of Gorrm, Kurendd still fills uncomfortable under the leadership of an Orc. Nonetheless the two rough and tumble men have come to an understanding, and slowly over the past few years have grown to be very close associates. Skinny for his race Kurendd likes to joke that he a halfling in buffed up skin, for indeed that is what he looks like, a sleek but stout halfling. Carrying his ancestral weapons and armor from his mountain lands Kurendd has two of the minor artifacts of the Ancient dwarven world. The [i] Kaldarskjaard [/i] is one of the most legendary swords of the Dwarven people, as it was held by Hralgreth at the battle against Dhamphaug the Great Black, and it was this weapon that slew the great Dragon. Also among his possessions is the [i] Stramsgaardt [/i] the famed “Storm Shield” also used by Hralgreth at the battle with the Great Black. [b]Kurendd[/b], male dwarf (mountain) Rgr4/Rog3: CR 7; Size M (4 ft., 2 in. tall); HD 4d10+8 + 3d6+6; hp 52; Init +7 (+3 Dex, +4 Improved initiative); Spd 20 ft.; AC 13 (+3 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +7, Ref +7, Will +3; AL CN; Str 14, Dex 17, Con 15, Int 11, Wis 12, Cha 11. [b]Languages Spoken:[/b] Common (Hodoran), Dwarven, Gnome, Terran. [b]Skills and feats:[/b] Animal empathy +6, Appraise +2, Balance +9, Climb +7, Craft +2, Diplomacy +5, Disable device +1.5, Disguise +4, Forgery +5, Hide +9, Knowledge (arcana) +1, Listen +1, Move silently +3, Profession +6, Sense motive +7, Speak language +2, Spellcraft +1, Spot +1, Swim +8, Wilderness lore +3; Improved initiative, Quick draw, Run, [Tracking], Weapon focus (shortbow, composite), [Two weapon fighting], [Ambidexterity]. [b]Possessions:[/b] 5,400 gp in gear, and [i] Kaldarskjaard [/i] +4 Greatsword of Throwing, returning, and Frost, and [i] Stramsgaardt [/i] the + 2 Small spiked shield with the inherent Exotic weapon proficiency [Shield bashing], lightning, and both items are treated as Hereditary blades only the sons of Hralgreth may use these weapons [b]Ranger Spells Per Day:[/b] 1. [b]Favored Enemy:[/b] Drakari* [i]The Children of the Great Serpents (considered Dragon bloods) Not humanoid but considered Dragons as a need to heap the two together for Favored enemy choices PHB write up in the works. [/i] [color=forrestgreen][b]Mirrax Dirndl[/b] [/color] Mirrax Dirndl is one of the few innocent rogues that serves under Gorrm. Born a slave in the Border States to a Halfling landowner, and her enslaved mother Mirrax ran away from the home of her master, her father a the age of nine. She met up with Kurendd in the Bleekstep mountains, and have journeyed together since. Among her many adventures along the way to the western lands Mirrax has learned a number of selective skills that have helped her along the way. When she heard that Enialis had an opening for an apprentice she applied to him for training but he would not take her in. ( It may be the one good act the evil mage did for he felt for the eager young woman, and decided to pass her up for a more worldly prospect. ) She goes about wearing oddly textured grey silks, and carries two weapons one is always a rapier she calls [i] Greywand[/i], and the other is a dagger which no matter its shape or type is always called [i] Cats claw[/i] [b]Mirrax Dirndl;[/b] female halfling (lightfoot) Sor4/Rog2: CR 6; Size S (2 ft., 8 in. tall); HD 4d4+4 + 2d6+2; hp 25; Init +8 (+4 Dex, +4 Improved Init); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack +1 melee, or +8 ranged; SV Fort +3, Ref +9, Will +7; AL CN; Str 5, Dex 19, Con 12, Int 15, Wis 11, Cha 17. [b]Languages Spoken:[/b] Common(Hodoran), Halfling, Dwarve(Stoutkin), Orc. [b]Skills and feats:[/b] Climb +3, Concentration +6, Craft +9, Disable device +7, Forgery +4, Hide +17, Innuendo +2, Intimidate +7, Jump +4, Knowledge (arcana) +8, Listen +7, Move silently +6, Open lock +8, Perform +5, Profession +7, Read lips +6, Sense motive +5, Spot +0, Tumble +9; Dodge, Improved Initiative, Iron Will. [b]Possessions:[/b] 5,600 gp in gear + [i] Greywand[/i] Usually a +3 Rapier of Frost; and [i] Cats Claw[/i] which is Usually a +1 Khopesh of Haste [b]Sorcerer Spells Known (6/7/4):[/b] 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation. 1st -- Charm Person, Shield, Silent Image. 2nd -- See Invisibility. [b]Familiar; Dylan; Ferret (Finish the Ferret Later) [/b] [color=forrestgreen][b]Elyasa Rhunill[/b] [/color] One of the many grandchildren of the era of Refugees, Elyasa’s family comes from out of the Ranks of the Queens army. From her grandfather she learned the skills of combat and with her father she practiced the skills needed to live the harsh life of the streets. She fell in with Gorrm during a raid on the Jeweler Gontellione, and the two have been partners ever since. She moved from town to town for a long time and is happy with the idea of being able to stay in the city where she grew up. She is a little wary of her feelings for Gorrm, and has shown him the cold shoulder, or the spit and the spittle on more than one occasion. Along with her great skill with the Guitar, and the Mandolin, Elyasa has learned the great skaaldery of the Orcish Clans from Gorrm, and uses the many contacts she has to find herself gigs throughout the city. [b]Elyasa Rhunill [/b], female elf (high) Brd3/Rog2: CR 5; Size M (4 ft., 11 in. tall); HD 3d6 + 2d6; hp 22; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +4 melee, or +7 ranged; SV Fort +1, Ref +10, Will +5; AL CG; Str 12, Dex 18, Con 11, Int 14, Wis 14, Cha 15. [b]Languages Spoken:[/b] Common (Hodoran), Elven, Orc, Sylvan. [b]Skills and feats:[/b] Alchemy +8, Concentration +3, Decipher script +4, Disable device +6, Escape artist +8, Forgery +7, Hide +8, Innuendo +6, Intuit direction +6, Knowledge (arcana) +8, Listen +4, Move silently +4, Perform +4, Pick pocket +9, Profession +7, Read lips +6, Scry +8, Search +8, Sense motive +8, Spot +4, Swim +6, Use magic device +6; Combat casting, Fame, Scribe scroll. [b]Possessions:[/b] 4,300 gp in gear. [b]Bard Spells Known (3/2):[/b] 0th -- Dancing Lights, Daze, Detect Magic, Ghost Sound, Mending, Open/Close. 1st -- Cause Fear, Cure Light Wounds, Identify [/QUOTE]
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