-
25. THE MASTER MARINERS' GUILD


Waterdeep
-
The Guilds
-
The North
1st Edition AD&D
-
-
-
Forgotten Realms

25. THE MASTER MARINERS’ GUILD
Master: Jheldarr “Stormrunner” Boaldegg (4th level
fighter, Master First Mariner)
Headquarters: Mariners’ Hall, #242, Cedar Street, Dock
Ward
Livery: red hats with white plumes, red shoulder cloaks
Entrance: 25 gp (none refused)
Dues: 10 gp/year
Contact: the Master

This guild consists of all ship captains and merchant
fleet owners who are based in, or who often put into
Waterdeep. It represents their interests before the
Lords' Court provides them with piloting training into
and around Waterdeep's Harbor, maintains emergency
warehouse space (and a “free”—that is, the Guild pays all
docking fees—dock with room for three vessels for loading
or unloading from the Guild warehouses), and provides
accommodations and a private bar for visiting
members at Mariners' Hall.

Ship captains pilot themselves into Waterdeep's harbor,
or signal from offshore that they require a Guild
pilot, by lowering all sail and running a red signal pennant
up the mainmast. Aside from the standard City
docking fee, such pilots are provided free by the City, but
the pilot is always accompanied by a Guard patrol, who
inspects the ship’s crew and cargo on the way into the
harbor to ensure that no hostile or illicit activities are
being brought into Waterdeep

This guild has a continual rivalry with The Order of
Master Shipwrights, but cannot afford to maintain its
own ship repair facilities. It does keep emergency stocks
of rope and sail that Guild members in a hurry can purchase
at bargain rates instead of dealing in the City for
custom-made sails, and provides its members with fresh
livery upon payment of their annual dues.
 
 
 
 



Ecology Fund

Reduce - Reuse - Recycle