Dusken Glade

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The Gem of the North
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House Rules
Rules Additions

A Dungeons & Dragons 5e Campaign in the Forgotten Realms
Year of the Scarlet Witch (DR 1491)

In the middle of the Trades Ward sit the Dusken Glade Inn - an inn of no particular note. Traders, travelers, and all sorts of folk stop in here. It's a good place for locals and strangers alike to bend an elbow and an ear at the same time, and the staff here are helpful and unobtrusive.

And all of that is just how the Harpers like it.

The Dusken Glade is a Harper sanctuary and safehouse, the headquarters for a small cell of its agents who are ready and able to provide aid to their fellows, to keep an eye and ear out for useful information for Those That Harp, and to possibly make some kind of difference in the world. This is the story of the Dusken Glade's resident team.

Player Characters

Current Milestones


9th level: 36 milestones
10th level: 45 milestones

The Dearly Departed

The Merely Departed-from-Group

Dusken Glade Harper Cell

Connections 2 • Watchers 2 • Allies 2 • Security 3

Campaign Information

Goods & Magic

Non-Player Characters


  • House De'spri: A house of herbalists, with interests in agriculture, greenhouses, apothecary goods, and alchemy.
  • House Melshimber: A house of trend-setters, with interests in sage-lore, research and information-gathering, secrets, and fine wines.
  • The Popinjays: A clique of young, fashionable noblemen, all denizens of Twilight Vaeteru, who frequently conspire to throw sudden parties in unexpected places. "It's like a fireball, except with booze and music!"
  • The Woodfauns: A clique of young, woodwise nobles, all with druidic sensibilities (and even some druidic gifts). They champion a "natural lifestyle" and tend to regard the very urbane as hopelessly decadent.


  • The Griffins: A gang of hustlers, con artists, bookies, and illegal gambling den operators.
  • Other Criminals: Other underworld figures


  • The Promenade-in-Exile: The small gathering of Eililstran drow originally from the Promenade of Eilistraee in Skullport, but long since driven out by the Spellplague and its aftermath, and eager to find themselves a new home and temple.
  • The Font of Knowledge: The temple to Oghma and his divine household, old allies of the Harpers, and friends of the cell for their work in recovering the remains of one of their sage skulls.

Waterdeep Locations

Dock Ward

  • The Grog House: A cheap grog den used as a business point by the Manticores. Owned by the brother of Jatril Hoskier, a lieutenant of the Manticores.
  • Manysteps Alley: Running through the Bulette Point, Foxden, and Oubliette neighborhoods, Manysteps is a narrow alley that is the habitat of soothsayers, fortune tellers, shady moneylenders, and thieves galore.
  • The Snarlfang: Ship in Waterdeep Harbor that is the headquarters for the Manticores.

North Ward

Sea Ward

Trades Ward


  • Fiirna's Tower, the site of a strange attack and murder of the wizard Martuin, and now the property of his apprentice Fiirna.


Language & Writing

Other Lore