(http://forgottenrealms.wikia.com/wiki/Waterdeep I think utilizing the larger number for population would be prudent given it is both more recent and published directly by Wizards of the Coast. Would you mind if I made some arbitrary decisions as to the number of mages and priests given the rather fixed population so that I maybe able to compete on a larger scale or should some sort of strange composite Waterdeep be formed which hosts many more people from varying time periods?) [b]Faction Name:[/b] Waterdeep [b]Origin:[/b] The Forgotten Realms [b]Faction Type:[/b] City-State [b]Faction Rank:[/b] (work in progress, the GM will give you this) [b]Color:[/b] Dark Purple [b]Assigned GM:[/b] (Which GM is governing you and controlling the surrounding NPCs?) [b]Starting Area:[/b] D4 [b]Faction Introduction:[/b] The City-State of Waterdeep hails from Faurûn on the planet Toril, one of the largest and most influential cities on the continent. Through its ports ran countless ships hailing from the north and south, east and west. Caravans and trade markets were to be found throughout the city, and numerous guilds and organizations called the magnificent city home. Despite losing some of its fame during the Sundering and being replaced by Baldur's Gate in regards of importance, Waterdeep is nevertheless a cosmopolitan city full of wonders and darkness. Ruled over by the Lords of Waterdeep, a secretive council which rules openly but hides the identities of its members, an efficient City Watch, soldiery, and Magisters maintain order in the city very efficiently, making order among what would otherwise be chaos. Although the Lords rule in technicality, one could say that it is the guilds of Waterdeep that truly control the city. Waterdeep arrived by chance, a reaction spurred by a series of events across the planes. With the Sundering, planar barriers weakened. A mispronounced spell b a lowly mage would cause one of these barriers to open. Unwittingly, a priest attempted a summoning and shuttled the city of Waterdeep through the barrier, depositing all in Ardessen. And so begins the story of Waterdeep. [b]Faction Strengths:[/b] -Large number of magic users and priests with access to divine powers -Abundance of trading vessels (assuming those in and around the port were transported with Waterdeep) -Professional military and police force with access to magical equipment -Surge of technological development due to the Spellplague -Able diplomats, mages, priests, warriors, merchants, etc. available to Waterdeep -DnD spells OP (do not take seriously...in most cases) [b]Faction Weaknesses:[/b] -Minimal research into gunpowder, firearms considered collector's items and hazardous to use -Disappearance of trade routes will harm city initially -Lack of large-scale mobility due to lack of flight/steam vessels and teleportation being costly and usually limited in magnitude -Low tech level [hr] Edit: [@Orcus] All hail the Dragon Reborn, Lord of the Morning. Kudos. Army list and such will come when I have a bit more clarification