Keepers of the Feather

Structure

Even though the Keepers of the Feather is quite the pristine organization, they do not have many members. Many other guilds are concerned about the research which is taking place, fearing that the Keepers may one day stumble upon answers to questions they were not ready to ask. This, alongside the destruction of its previous location of research, has resulted into many people wanting nothing to do with them.   The organization is currently run by a select group of people:  

Maurice Lewis

As one of the first official members, Maurice Lewis is the organization's main ambassador, using his family's inheritance as funding. He is the official leader of the newly reformed Keepers of the Feather.  

Haiden Lewis

Haiden Lewis was also part of the initial founding of the Keepers of the Feathers, but operates independently from the guild. He has recruite qutie the colony of modrons. This ended up with him setting up the hierarchy of the guild.  

Blaire Martikov

The final original founding member of the organisation is Blaire Martikov, a nobleman from Waterdeep that cut ties with his royal background to pursue the organization. He is tasked with the collecting and being in charge of all research such as artifacts and texts related to different planes.

Culture

The hierarchy of the Keepers of the Feather is based on the modron system.  

Base

Monodrone Visitors to The House of Knowledge.
Duodrone Written Test Qualifiers.
Tridrone Physical Test Qualifiers.
Quadrone KotF-Members.
Pentadrone KotF-Party Leaders.

Hierarch

 
Decaton Deck
Nonaton
Octon KotF-Section Heads (Nemeia Pesphian, Obediah)
Septon
Hexton Lyra Alagondar
Quinton Blaire Martikov
Quarton Maurice Lewis
Tertian Cœardia
Secundus Haiden Lewis
Primus

Public Agenda

The Keepers of the Feather aim to discover connections between different planes of existence to establish an order of peace and share knowledge.

Assets

Research Center. The research center is the only building on the top floor. This high-tech yet vague remaining indications of arcane energy facility is dedicated to studying the multiverse run by Maurice ''Rhys'' Lewis. The room is made up of sleek white marble with glowing runes inlaid into the floors and walls which hum with power, linking various research stations. A bright glow is provided by the same electric light sources as the common room, supplemented by crystal-powered holograms displaying data streams of different planes. Modrons are either on security duty or helping around the performing basic tasks. A massive domed chamber with an enchanted glass ceiling that shifts to show live projections of different planes. Maurice ''Rhys'' Lewis uses scrying mirrors blended with telescopes linked to the Astral Plane to observe distant planes.   The Laboratory. Connected by a staircase leading downwards from the Common Room, the Laboratory run by Blaire Martikov is a similar room to the Research Center. Unique to this room are the sealed glass chambers containing miniature planar rifts, carefully maintained by stabilization pylons (a mix of crystal-tech and metal machinery). Mondrons are using etheric probes to test how different materials react to interplanar energy. Another area houses ''tamed'' anomalies, such as a bottle of Shadowfell mist or a controlled flicker of Limbo's chaos energy. A high-security subarea is where unstable portals are tested, some framed by mithral arches covered in rune circuitry. Control panels controlled by touchscreen glyphs let modrons adjust portal coördinates (they must wear special gloves to simulate skin). A teleportation pad leads to the Molecular(interplanar-)Transportation Apparatus outside.   The Green House. This green house in an outside portion of The House of Knowledge is dedicated to interplanar lifeforms, featuring glass enclosures with gravity adjustments and elemental habits. This facility is run by Nemeia Pesphian and its goal is to research lifeforms with the ability to shift between planes. Creatures under study may include a phase spider's web flickering between planes, a basilisk fossil still exuding necrotic energy or a chunk of floating Astral stone with an eerie whispering aura.   The Workshop. A workshop next to the Laboratory where artificers develop cutting-edge magical devices such as Aether-powered Communicators tuned to interplanar frequencies or Dimensional Stabilizers to anchor objects in reality. This room is mostly empty and used to be run by Haiden Lewis. Now it's automated by an Octon modron named Obediah. In order to create an item, one must only give the command to Octon and it gets to work.   Meeting Rooms & Offices. Each section has its own meeting rooms and one respective office to its section head.   Common Room & Dormitories. Located on the same floor are the Common Room and Dormitories overseen by Deck the Decaton modron. Employees of the Keepers of the Feather are allowed to partake their downtime in here. Hierarch Staff is not allowed in the dormitories unless they are requested.

History

In 1491 DR, a strange shift in dimensions was sensed in Supros. This was when the Cult of the Mother attempted to summon an ancient god and Haiden Lewis  had arrived in this dimension. Together with Maurice Lewis   he helped defeat The Cult of the Mother, but not without a strange interference througout the planes. After months of location this inconsistency, Cœardia found Maurice and Haiden in Senty.   When Cœardia explained his research to them, he told them he wanted to recruit them. At first the two were hesitant, but after they had heard back from friends of Maurice who shared details from the dangers that the Cult of the Mother had pursued, they decided to join Cœardia.   Even though the organisation had remained nameless for its first few years, their research had paid off, finding some old literature discussing the Martikov family tree. This family tree however, constantly contradicted itself, resulting into different people being alive at moments after they had already died. Later however, they stumbled upon an essay written by Rudolph van Richten, an monster hunter who one day disappeared. This essay talked about about the mysterious Martikov family, and how its members often disappeared for years, only to one day return not having aged a day. Maurice Lewis vaguely remembered a Ferrel Martikov, a man his late father spoke highly of many years ago.   In 1499 they arrived in Waterdeep to meet with Ferrel under the guise that Maurice Lewis wanted to reunite the Lewis and Martikov family-alliance, yet the moment Ferrel found out what they were there for he demanded his guards throw them onto the streets. Blaire Martikov, Ferrel's son, however was more than interested in their research. That same night, as they were staying at a local inn, Blaire Martikov snuck into Maurice Lewis's room trying to take a peek at their research. Maurice however, having set up their suitcases with Glyph of Warding ages ago, resulted in a trap triggering followed with Blaire falling under the Charm Person spell. Under this effect, it didn't take long for Blaire to spill his true intentions. Their conversations lead far into the night, and by the time Cœardia and Haiden Lewis found out what even happened it was far into the morning.   It didn't take long for Blaire to officially join the group and for them to find more information about the Martikov family, as well as an ancient group called 'The Keepers of the Feather'', a name they shortly after adapted.

Territories

Bastions

A Bastion is a location that belongs to a player character: a home, a stronghold, and a place of power that the character develops over the course of a campaign. A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

There’s no need to choose between going on adventures and commanding a Bastion; a character can do both at once. A Bastion has special facilities that generate benefits, and these facilities can also undertake projects while the character is otherwise occupied.

Bastion Turns

As time passes in the campaign, players take Bastion turns to reflect the activity occurring in their Bastions, whether or not the characters are present. On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the Maintain order to the entire Bastion.

By default, a Bastion turn occurs every 7 days of in-game time.

Orders

On a Bastion turn, a character in their Bastion can issue special orders—called Bastion orders—to one or more of their Bastion’s special facilities. A character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.

The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending spell or similar magic.

The orders are as follows:

Build. The process of building a special facility that requires time and or money is started.

Craft. Modrons in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The modrons have proficiencies with Artisan’s Tools as specified in the facility’s description.

Empower. The special facility confers a temporary empowerment to you or someone else.

Harvest. Modrons gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.

Maintain. All the Bastion’s modrons focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn.

Recruit. The Keepers of the Feather recruits another side-character to the Bastion.

Research. Modrons in the special facility gather information.

Trade. Modrons buy and sell goods or services stored or produced in this special facility.


Special Facilities

Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.

Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise, these are gained by level-up.

Number of Side-Quests CompletedBastion LevelNumber of Available Special Facilities
111
322
534
735
947
1148
1559
Arcane Study

Bastion Level: 2+

Prerequisite: Positive relationship with Maurice

Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.

  • Craft: Arcane Focus. You commission the facility’s modron to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
  • Craft: Book. You commission the facility’s modron to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.
  • Craft: Magic Item (Arcana). If you are level 5, you can commission the facility’s modron to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7 of the DM's Guide. The facility has the tool required to craft the item, and the modron has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 of the DM's Guide for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Archive

Bastion Level: 3

Prerequisite: None

Order: Research

An Archive is a repository of valuable books, maps, and scrolls in the Research Center.

Research: Helpful Lore. When you issue the Research order to this facility, you commission the facility’s modron to search the Archive for helpful lore. The work takes 7 days. The modron gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge with you the next time you speak with them.

Only one of the following effects can be active at a time for the party:

  • Bigby’s Handy Arcana Codex. You have Advantage on any Intelligence (Arcana) check you make when you take the Study action to recall lore about spells, magic items, eldritch symbols, magical traditions, and planes of existence.
  • The Chronepsis Chronicles. You have Advantage on any Intelligence (History) check you make when you take the Study action to recall lore about historical events, legendary people, ancient kingdoms, past disputes, wars, and lost civilizations.
  • Investigations of the Inquisitive. You have Advantage on any Intelligence (Investigation) check you make when you take the Study action to make deductions based on clues or evidence or to recall lore about traps, ciphers, riddles, and gadgetry.
  • Material Musings on the Nature of the World. You have Advantage on any Intelligence (Nature) check you make when you take the Study action to recall lore about terrain, plants, animals, and the weather.
  • The Old Faith and Other Religions. You have Advantage on any Intelligence (Religion) check you make when you take the Study action to recall lore about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults.

Armory

Bastion Level: 2

Prerequisite: 500gp (takes 20 days to build)

Order: Trade

An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.

  • Trade: Stock Armory. When you issue the Trade order to this facility, you commission the facility’s modron to stock the Armory with armor, Shields, weapons, and ammunition. If your Bastion has a Smithy, the total cost is halved.

Game Night

Bastion Level: 1

Prerequisite: Must be role-played by the main characters

Order: Trade

A Game Night offers recreational activities like chess and games of darts, cards, or dice.

  • Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s modrons turn the Common Room into a gambling den for the night. At the end of the night, roll 1d100 and consult the following table to determine your portion of the house’s winnings.
1d100 Winnings
01-50 1d6 x 10 GP
51-85 2d6 × 10 GP
86-95 4d6 × 10 GP
96-100 10d6 × 10 GP

Garden

Bastion Level: 2+

Prerequisite: 250gp (takes 20 days to build), positive relationship with Nemeia

Order: Harvest

Expand the Green House with a garden. A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.

  • Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.
Garden TypeDescriptionHarvest
DecorativeAesthetically pleasing garden full of flowers and topiaries.Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
FoodGarden of delicious mushrooms or vegetables100 days worth of Rations
ComponentsGarden of rare herbs, some of which have medicinal uses1d6 + 4 plant-based spell components are harvested or one Healer's Kit.
PoisonGarden stocked with plants and fungi from which poisons and antitoxin can be extractedPlants that are used to create either two vials of Antitoxin or one vial of Basic Poison
  • Harvest: Healing Herbs. If you are level 4, you can commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
  • Harvest: Poison. If you are level 4, commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin’s Blood, Malice, Pale Tincture, or Truth Serum.

Laboratory Crafting

Bastion Level: 3+

Prerequisite: Positive relationship with Blaire

Order: Craft

You're allowed access to Blaire's Laboratory which contains storage space for alchemical supplies and workspaces for crafting various concoctions.

  • Craft: Alchemist’s Supplies. The facility’s modron crafts anything that can be made with Alchemist’s Supplies using the rules in the Player’s Handbook and chapter 7 of the DM's Guide.
  • Craft: Poison. If you are level 4, you can commission the facility’s modron to craft a vial containing one application of a poison. The poison must be one of the following: Burnt Othur Fumes, Essence of Ether, or Torpor. This work takes 7 days, and you must pay half the poison’s cost.

Library

Bastion Level: 3

Prerequisite: None

Order: Research

Access to the House of Knowledge's library is grated which contains a collection of books plus one or more desks and reading chairs.

  • Research: Topical Lore. When you issue the Research order to this facility, you commission the facility’s modron to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the modron obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.

Observatory

Bastion Level: 5

Prerequisite: Positive relationship with Maurice

Order: Empower

Gain access to Maurice's observatory in the Research Center. Situated atop the Bastion, your Observatory contains a telescope aimed at the night sky.

  • Observatory Charm. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane. After spending a Long Rest in your Observatory, you gain a magical Charm (see “Supernatural Gifts” in chapter 3 in the DM's Guide) that lasts for 7 days or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can’t gain this Charm again while you still have it.

Open Mic Night

Bastion Level: 1

Prerequisite: Must be role-played by the Main Characters.

Order: Empower

Tables are moved aside in the Common Room to create room for a stage where any Keepers of the Feather may perform. Any form is creativity is allowed.

  • Empower: Performance. A character who participates in Open Mic Night can make a DC 15 Charisma (Performance) check. On a success, the character has advantage on Charisma D20 test with other Keepers of the Feather members until dawn. On a fail, they must bathe in their shame of a failed performance and have disadvantage with Keepers of the Feather members until the next Open Mic Night.
  • Empower: Inspiration. A character paying attention to the performers can make a DC 18 Wisdom (Insight) or Charisma check. On a success, the player gains an Inspiration Die.

Orientation

Bastion Level: 2

Prerequisite: 50gp

Order: Recruit

Scriptorium

Bastion Level: 3

Prerequisite: Positive relationship with Maurice

Order: Empower

A Scriptorium is added to the Research Center.

  • Craft: Book Replica. You commission the facility’s modron to make a copy of a non-magical Book. Doing so requires a blank book. The work takes 7 days.
  • Craft: Paperwork. You commission the facility’s modron to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility’s modron can distribute the paperwork to one or more locations within Neverwinter.

Smithy

Bastion Level: 2+

Prerequisite: Positive relationship with Haiden

Order: Craft

The ability to commission Obediah in The Workshop becomes available. The smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.

Artisan’s Tools. The Workshop comes equipped with six different kinds of Artisan’s Tools, chosen from the following list: Carpenter's Tools, Cobbler's Tools, Glassblower's Tools, Jeweler's Tools, Leatherworker's Tools, Mason's Tools, Painter's Tools, Potter's Tools, Tinker's Tools, Weaver's Tools, Woodcarver's Tools.

  • Craft: Smith’s Tools. The facility’s modrons craft anything that can be made with Smith’s Tools, using the rules in the Player’s Handbook for its assigned price.
  • Craft: Repairs. The modrons can fix any non-magical item to its original state. This process takes seven days. The repaired item will remain in The Workshop until the owner comes by to return it.
  • Craft: Adventuring Gear. If you are level 3, the facility’s modrons craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player’s Handbook for its assigned price.

Stable

Bastion Level: 3+

Prerequisite: 500gp (takes 20 days to build). Positive relationship with Bunny

Order: Trade

Upgrade: You can enlarge your Stable to a Vast facility by spending 2,000 GP. If you do so, the Stable is large enough to house six Large animals.

This facility is big enough to house three Large animals. Two Medium creatures occupy the same amount of space as one Large creature there. The facility’s modrons looks after these creatures.

After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.

  • Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more mounts at normal cost, keeping the ones you buy in your Stable. The work takes 7 days, and the DM decides what types of animals are available for purchase—horses, ponies, and mules being the most common. The Mounts and Other Animals table in the Player’s Handbook gives standard prices for various mounts. You bear the total cost of any purchases.

    When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you reach level 5.

Vending Machine

Bastion Level: 2+

Prerequisite: 50gp (takes 1 day to build). Positive relationship with Deck

Order: Trade

The vending machine in the Common Room contains potions by the modrons in Blaire's Laboratory. The items sell for their original price, at level 4 the price is halved.

  • Trade: Restock. Deck restocks the vending machine which contains 3 common potions and 1 uncommon potion.
  • Trade: Restock v2. If you are level 3, Deck can restock the vending machine with 3 common potions, 2 uncommon potions and 1 rare potion.
  • Trade: Restock v3. If you are level 5, Deck can restock the vending machine with 3 common potions, 3 uncommon potions, 2 rare potions.


Bastion Events

Immediately on the start of a Bastion turn, the DM rolls once on the Bastion Events table to determine what event, if any, befalls the Bastion before the next Bastion Turn. If an event occurs, the DM reads the event aloud to the player whose character controls that Bastion. (All the events are described in the sections following the table.) The event is resolved immediately, with the player and DM working together to expand story details as needed.

1d100 Event
01-60Harrag Rumour
61-75Priority Sidequest
76-83Criminal Hireling
84-88Hosting Important Celebration
89-94Friendly Visitors
95-98Interplanar Conduit Discovery
99-100Treasure

Harrag Rumour. H. Henry Harrag spreads one of his rumours throughout the city of Neverwinter. This causes a certain tension depending on its content.

Priority Sidequest. Roll on the SideQuest table and insert one of the priority sidequests with the main characters.

Criminal Hireling. One of the new Keepers has a criminal past that comes to light when officials or bounty hunters visit your Bastion with a warrant for the Keeper's arrest. You can retain the Keeper by paying a bribe of 1d6 × 100 GP. Otherwise, the Keeper is arrested and taken away.

Hosting Important Celebration. Your bastion is given the opportunity to host an important festival or celebration, fund the research of a powerful spellcaster, or appease a domineering noble. If you seize the opportunity, you must pay 500 GP to cover costs. In return, your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll again on the Bastion Events table (rerolling this result if it comes up again).

Friendly Visitors. Friendly visitors come to your Bastion, seeking to use one of your special facilities. They offer 1d6 × 100 GP for the brief use of that facility. For example, a knight might want your Smithy to replace a horseshoe or repair a damaged weapon or suit of armor, or sages might need your Arcane Study to help them settle a dispute. Their use of the facility doesn’t interrupt any orders you’ve issued to it.

Interplanar Conduit Discovery. The Keepers discover an interplanar artifact. The DM rolls on the table below to determine the conduit.

Treasure. The Keepers acquire an art object or magic item determined by rolling on the table below and then the specific table in chapter 7 of the DM's Guide.

1d100 Treasure
01-40Roll on the 25 GP Art Objects table.
41-63Roll on the 250 GP Art Objects table.
64-73Roll on the 750 GP Art Objects table.
74-75Roll on the 2,500 GP Art Objects table.
76-90Roll on a Common Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).
91-98Roll on an Uncommon Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).
99-100Roll on a Rare Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).

Founding Date
1492
Type
Research, Council
Demonym
Keepers
Leader