The Whispers
A clandestine group of spies and thieves that use intelligence to bolster their coffers, but also keep watch for threats to the various kingdoms – healthy economies require safe, protected lands.
The group consists of scattered cells and guilds operating out of all corners of Drevoss. Due to its decentralized nature, it’s a resilient group that can survive individual members and guilds being caught by local authorities.
The Whispers are an ideal group for characters interested in subterfuge, espionage, stealth, and thievery.
Structure
Amateur thieves are typically approached with a trial. Refusal to accept results in the authorities being tipped off to the thief’s activities. After the trial, membership is offered based on performance (failure doesn’t necessarily bar entry into the organization).
Upon joining, members are given a burglar’s pack (for thievery) or diplomat’s pack (for espionage), depending upon their skill set.
Cohort
Prerequisite: Acceptance into the Whispers You gain one higher-ranked contact within the Whispers, from whom you receive missives and information. Rank 1: Lookout
Prerequisite: Renown 3+ in the Whispers At this rank, you gain access to the Whisper's network of fences, allowing you to buy or sell unusual, rare, or illicit items, provided they are nonmagical. The guild provides you a salary sufficient to maintain a modest lifestyle. Rank 2: Agent
Prerequisite: Rank 1 and Renown 10+ in the Whispers As an agent, you learn the location of, and gain access to, Whisper safehouses. You also are provided your own quarters and a personal vault at your local safehouse. Rank 3: Shadow
Prerequisite: Rank 2 and Renown 25+ in the Whispers You are the leader of a local cell, in charge of 2d6 operatives (typically bards, scouts, spies, and thieves) and 1d4 safehouses within your region. You also gain the ability to purchase magic items through the fence network. Rank 4: Guild Master
Prerequisite: Rank 3 and Renown 50+ in the Whispers You become the leader of a network of 2d6 cells, and have access to all of those cells’ resources and capabilities. You can draw a salary sufficient to maintain a comfortable lifestyle.
Prerequisite: Acceptance into the Whispers You gain one higher-ranked contact within the Whispers, from whom you receive missives and information. Rank 1: Lookout
Prerequisite: Renown 3+ in the Whispers At this rank, you gain access to the Whisper's network of fences, allowing you to buy or sell unusual, rare, or illicit items, provided they are nonmagical. The guild provides you a salary sufficient to maintain a modest lifestyle. Rank 2: Agent
Prerequisite: Rank 1 and Renown 10+ in the Whispers As an agent, you learn the location of, and gain access to, Whisper safehouses. You also are provided your own quarters and a personal vault at your local safehouse. Rank 3: Shadow
Prerequisite: Rank 2 and Renown 25+ in the Whispers You are the leader of a local cell, in charge of 2d6 operatives (typically bards, scouts, spies, and thieves) and 1d4 safehouses within your region. You also gain the ability to purchase magic items through the fence network. Rank 4: Guild Master
Prerequisite: Rank 3 and Renown 50+ in the Whispers You become the leader of a network of 2d6 cells, and have access to all of those cells’ resources and capabilities. You can draw a salary sufficient to maintain a comfortable lifestyle.
Public Agenda
The Whispers’ beliefs can be summarized as follows:
- The Whispers are your family. You look after each other.
- We amass wealth and information – we don’t murder.
- Disasters hurt business. Protect the realms from danger.
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