A NPC faction from my current camapign, feel free to use it in yours if you like.
The Smugglers of Cunlussaghamath.
Cunlussaghamath (pronounced Cun Lus Sag Ham Ath) is both a person and a place.
Cunlussaghamath the place is a large edifice of coral and rock within the Elemental Plane of Water, named for and ruled over by the Marid Genie; Cunlussaghamath.
Cunlussaghamath the person is a mercurial opportunist and inveterate gambler who has made many deals, pacts and business agreements throughout the planes but has a special love for trading with the sea faring people of the Material Planes.
Trading is a rather nebulous affair where Cunlussaghamath’s favourite motto “a deal is only a deal until a better deal becomes available” holds sway over his dealings, this is particularly apparent with any warlocks he chooses to become patron to. If a Warlock under his patronage becomes too problematic or starts actively acting against his wishes, Cunlussaghamath will often trade their pacts to other patrons meaning the warlocks can suddenly find themselves bereft of power or working for much more severe patrons.
Within Cunlussaghamath (the place) is a large cave that is mostly empty of water, this serves as a staging area for a fleet of ships (Fishing Boat size upto Schooner size). Ships can become submersibles and depart via some flooded tunnels to sail the elemental plane of water or the surface of the water can become a planar gateway and plane shift a ship to any Plane where Cunlussaghamath has an outpost. It is via this method that he sends his agents throughout the material planes. He has a small armada of vessels that make runs to and from the Plane of Water to other locations. Whilst in the plane of water they act like submersibles and like conventional ships on the material plane but all are created from various salvaged sunken wrecks from the material plane. When they appear on the material plane the vessel appears underwater and then rise to the surface where they can then unfurl their sails and progress as normal. Each vessel is fitted with an inter-planar beacon, when they need to make their return trip to the plane of water one of the officers on board can activate the beacon and they are pulled back through the gate way to Cunlussaghamath. Anyone seeing them travel like this sees a vast fog bank manifest around them and then dissipate after mere seconds leaving an otherwise normal sea behind. This has led to many legends of ghost ships and mysterious ships that appear and disappear in the blink of an eye. Use of the beacon is limited and only for emergencies and any officer misusing it is punished severely.
When Cunlussaghamath chooses to travel the material plane he often takes the guise of a Water Genasi called Kadim Sul and carries a deck of magical cards which he says “are capable of granting a great many things”, he uses these with gamblers wishing to play a more high stacks game (this may or may not be the magic item called Deck of Many Things depending on the setting/DM's opinion of that particular magical item).
Over the last few years Cunlussaghamath has achieved a small cult like status with several shrines being erected by his followers in coastal communities and fostering the myth that if a sailor or sea goer makes an offering to Cunlussaghamath before they set sail it will bring favour and well being to their families whilst they are away.
Although a criminal empire in its own right the Smugglers of Cunlussaghamath are not all evil, most tend toward Chaotic/Neutral/Good Alignments as Cunlussaghamath fosters the image of teamwork and mutual gain within the ranks.
Character Classes within the Smugglers:
All backgrounds are presented within the ranks of the smugglers but not all classes are represented. Many classes have specific roles as shown below:
Artificer: Those that tinker are found in the many workshops dotted around Cunlussaghamath’s many outposts. Their man duty is creating and maintaining the ships and their various armaments. As a side note, I only use the UA version of Artificer in my game as I have a strong dislike of the official version.
Barbarian: Those that follow the Path of the Barbarian are often employed as shock troops in ship to ship boarding actions. The most commonly followed Path is the Path of the Depths (from the Bilgewater setting).
Bard: Bards are employed along the coast roads and coastal communities as messengers and spies. All Colleges are represented.
Clerics: No Clerics are found within the ranks of the Smugglers. Cunlussaghamath seeks to avoid any Divine power interfering in his plans although this does not stop his agents removing or eliminating servants of the divine powers if they get to close.
Druids: Whereas Clerics and Paladins are not represented, Druids are. Cunlussaghamath has fostered a small cult of Druids that seek to learn the secrets of the Elemental Plane of Water. It is these Druids that helped manufacture the Planar beacons that enable Cunlussaghamath’s ships to move from the Elemental Plane of Water to and from the Material Plane. Those that follow the Circle of the Land (Coast) are the most common.
Fighter: Those skilled in the Fighting arts find all manner of jobs available to them, from guarding the smugglers compounds, safe houses and wagons to providing military strength in large conflicts and providing bodyguarding duties.
Monk: Monks are a rare breed among the smugglers. They often walk the coastal roads offering aid to others and spreading the word of the noble Genie Cunlussaghamath and the protection he can give to the families of those that make a living from the sea. Due to this form of “preaching” they often refer to themselves as Priests.
Paladin: See Cleric, not even Oathbreakers are permitted into the smugglers, firstly as they are Oathbreakers they are obviously not to be trusted, but secondly it is always possible their previous or current Divine patron is keeping an eye on the Oathbreaker.
Ranger: In the ranks of the smugglers, the Ranger is usually employed in one of two main functions. The first is a trailblazer; moving stealthily between settlements and finding new routes to move goods. The second is as senior officers on Cunlussaghamath’s ships, using their knowledge of the sea to help captain the ship, navigate the seas or man the crows nest as look out.
Rogue: Whatever their speciality a Rogue will always find work with the smugglers. They may be sent to infiltrate rival organisations, remove troublesome individuals, steal specific items or place incriminating evidence where it can be found by the authorities.
Sorcerer: Those that have magic innate to their blood are often found as advisors and magical support during particularly dangerous raids. Many are Storm Sorcerers but all bloodlines, except the Divine Soul, are welcome with the ranks of the smugglers.
Warlock: Cunlussaghamath mentors many Warlocks. All Warlocks within the smugglers have Cunlussaghamath as a patron (see Genie Patron) no other patrons are represented. Warlocks are sent far and wide and function as ambassadors and the “face” of legitimate businesses. Although they can be sent anywhere, they can all expect a visit form one of Cunlussaghamath’s trusted Lieutenants who check in with them from time to time to make sure any deals, bargains and pacts are being upheld, those failing to do so find their powers stripped until they make suitable atonement to Cunlussaghamath.
Wizards: Anyone who calls themselves a Wizard will find the world is their oyster in the ranks of the smugglers. Cunlussaghamath can provide them with access to spells and other magical practitioners (albeit with a small fee involved). In return they are expected to provide whatever support the Smugglers require, no questions asked.
*****
Named NPC's:
Notable minions/employees/ne’er do wells working for Cunlussaghamath and some places of interest are:
Marina: A Female Triton, Barbarian path of the depths/warlock, pact of tome, who acts as Cunlussaghamath’s book keeper. She travels far and wide making sure those who have made pacts with Cunlussaghamath are honouring their agreements and dealing with those that have strayed.
Aerie and Raunchy: Male Triton and Human respectively, both lvl 1 fighters. They routinely smuggle goods from the coast inland using a travelling carnival, called The Eerie Carnival, as a cover.
The Yard Arm: This sea side tavern is located on a cliff overlooking a sheltered bay, the bay is deep with dark but calm water and has several jetties connected to a beach with long winding steps up the cliff side to the tavern. During storm season boats and ships use it as a safe haven to wait out stormy weather if they cannot make it to one of the port towns. The cliff is also home to a small cave network which permits smugglers to unload their goods away from prying eyes, these caves are protected by a Sea Hag known as Sirene. The caves and the Tavern are connected by some tunnels but Sirene also has some additional security in the form of a dozen Merrow who swim the bay and keep watch on those that anchor. The Tavern has a somewhat shady reputation but does see a fair amount of business all year round from passing trade as it sits on a major coastal road between two cities so travellers of all types use it as a place to stop and refresh themselves. The tavern has stables for 6 horses and 3 wagons and a dozen bedrooms of various sizes.
The Tavern itself is staffed by:
Merris Sigilscale (female blue dragonborn, manager, bartender, book-keeper)
Derwin and Mersk (human male bartenders)
Seldanna Neridark (½ elf female entertainer)
The Widow (a female ghost who haunts the tavern but sings to cheer up the patrons)
Piddle and Jude (human, male and female respectively, both ex-city watch now act as bouncers)
Captain Foambeard (male dwarf, ex-pirate, now cook)
Bribe the Stableboy (tiefling male, about 10 years old, looks after the small stable area)
The staff all know of the shady goings on in the caves and are there to merely act like a respectable establishment.
Sirene’sCoven: Sirene (Female Sea Hag) has been known to provide some adhoc magical training. She is always accompanied by two level 3 Sorcerers and these form her coven. They are capable of performing a ritual to awaken magical powers in others, although the effects can be somewhat random. In essence they can provide training/access to the Magic Initiate, Spell Sniper or Warcaster feats but any spells gained from these are only from the Sorcerer spell list.
The Coral Claw, the fastest schooner in Cunlussaghamath’s fleet, this ship is helmed by a Merrenoloth who has taken the name Captain Waverunner.
*****
Cunlussaghamath’s Pact of Service for Warlocks.
The general pact Cunlussaghamath offers to a Warlock is similar to a contract of employment, the Warlock is expected to behave in a certain way, perform certain duties and aid others working for Cunlussaghamath. Failure to do so can lead to powers being removed, enforcers being sent after the Warlock to bring them to Cunlussaghamath for punishment or even for their Pact being traded to other Patrons.
As a Patron Cunlussaghamath gives his minions a lot of freedom as long as they behave.
Should anyone learn the Eldritch Blast cantrip the beams manifests as either spectral waves that the caster summons from the ground and then pushes towards their target, if the target is flying or otherwise airborne, the waves instead shoot into the air in a water cannon style jet of water.
The base pact offered is one that grants enough power for the warlock become powerful, however, before the warlock can gain the power needed to attain level 11 and manifest a level 6 Mystic Arcanum they must make a pilgrimage to Cunlussaghamath in the Elemental Plane of Water where their pact is re-negotiated.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
A NPC faction from my current camapign, feel free to use it in yours if you like.
The Smugglers of Cunlussaghamath.
Cunlussaghamath (pronounced Cun Lus Sag Ham Ath) is both a person and a place.
Cunlussaghamath the place is a large edifice of coral and rock within the Elemental Plane of Water, named for and ruled over by the Marid Genie; Cunlussaghamath.
Cunlussaghamath the person is a mercurial opportunist and inveterate gambler who has made many deals, pacts and business agreements throughout the planes but has a special love for trading with the sea faring people of the Material Planes.
Trading is a rather nebulous affair where Cunlussaghamath’s favourite motto “a deal is only a deal until a better deal becomes available” holds sway over his dealings, this is particularly apparent with any warlocks he chooses to become patron to. If a Warlock under his patronage becomes too problematic or starts actively acting against his wishes, Cunlussaghamath will often trade their pacts to other patrons meaning the warlocks can suddenly find themselves bereft of power or working for much more severe patrons.
Within Cunlussaghamath (the place) is a large cave that is mostly empty of water, this serves as a staging area for a fleet of ships (Fishing Boat size upto Schooner size). Ships can become submersibles and depart via some flooded tunnels to sail the elemental plane of water or the surface of the water can become a planar gateway and plane shift a ship to any Plane where Cunlussaghamath has an outpost. It is via this method that he sends his agents throughout the material planes. He has a small armada of vessels that make runs to and from the Plane of Water to other locations. Whilst in the plane of water they act like submersibles and like conventional ships on the material plane but all are created from various salvaged sunken wrecks from the material plane. When they appear on the material plane the vessel appears underwater and then rise to the surface where they can then unfurl their sails and progress as normal. Each vessel is fitted with an inter-planar beacon, when they need to make their return trip to the plane of water one of the officers on board can activate the beacon and they are pulled back through the gate way to Cunlussaghamath. Anyone seeing them travel like this sees a vast fog bank manifest around them and then dissipate after mere seconds leaving an otherwise normal sea behind. This has led to many legends of ghost ships and mysterious ships that appear and disappear in the blink of an eye. Use of the beacon is limited and only for emergencies and any officer misusing it is punished severely.
When Cunlussaghamath chooses to travel the material plane he often takes the guise of a Water Genasi called Kadim Sul and carries a deck of magical cards which he says “are capable of granting a great many things”, he uses these with gamblers wishing to play a more high stacks game (this may or may not be the magic item called Deck of Many Things depending on the setting/DM's opinion of that particular magical item).
Over the last few years Cunlussaghamath has achieved a small cult like status with several shrines being erected by his followers in coastal communities and fostering the myth that if a sailor or sea goer makes an offering to Cunlussaghamath before they set sail it will bring favour and well being to their families whilst they are away.
Although a criminal empire in its own right the Smugglers of Cunlussaghamath are not all evil, most tend toward Chaotic/Neutral/Good Alignments as Cunlussaghamath fosters the image of teamwork and mutual gain within the ranks.
Character Classes within the Smugglers:
All backgrounds are presented within the ranks of the smugglers but not all classes are represented. Many classes have specific roles as shown below:
Artificer: Those that tinker are found in the many workshops dotted around Cunlussaghamath’s many outposts. Their man duty is creating and maintaining the ships and their various armaments. As a side note, I only use the UA version of Artificer in my game as I have a strong dislike of the official version.
Barbarian: Those that follow the Path of the Barbarian are often employed as shock troops in ship to ship boarding actions. The most commonly followed Path is the Path of the Depths (from the Bilgewater setting).
Bard: Bards are employed along the coast roads and coastal communities as messengers and spies. All Colleges are represented.
Clerics: No Clerics are found within the ranks of the Smugglers. Cunlussaghamath seeks to avoid any Divine power interfering in his plans although this does not stop his agents removing or eliminating servants of the divine powers if they get to close.
Druids: Whereas Clerics and Paladins are not represented, Druids are. Cunlussaghamath has fostered a small cult of Druids that seek to learn the secrets of the Elemental Plane of Water. It is these Druids that helped manufacture the Planar beacons that enable Cunlussaghamath’s ships to move from the Elemental Plane of Water to and from the Material Plane. Those that follow the Circle of the Land (Coast) are the most common.
Fighter: Those skilled in the Fighting arts find all manner of jobs available to them, from guarding the smugglers compounds, safe houses and wagons to providing military strength in large conflicts and providing bodyguarding duties.
Monk: Monks are a rare breed among the smugglers. They often walk the coastal roads offering aid to others and spreading the word of the noble Genie Cunlussaghamath and the protection he can give to the families of those that make a living from the sea. Due to this form of “preaching” they often refer to themselves as Priests.
Paladin: See Cleric, not even Oathbreakers are permitted into the smugglers, firstly as they are Oathbreakers they are obviously not to be trusted, but secondly it is always possible their previous or current Divine patron is keeping an eye on the Oathbreaker.
Ranger: In the ranks of the smugglers, the Ranger is usually employed in one of two main functions. The first is a trailblazer; moving stealthily between settlements and finding new routes to move goods. The second is as senior officers on Cunlussaghamath’s ships, using their knowledge of the sea to help captain the ship, navigate the seas or man the crows nest as look out.
Rogue: Whatever their speciality a Rogue will always find work with the smugglers. They may be sent to infiltrate rival organisations, remove troublesome individuals, steal specific items or place incriminating evidence where it can be found by the authorities.
Sorcerer: Those that have magic innate to their blood are often found as advisors and magical support during particularly dangerous raids. Many are Storm Sorcerers but all bloodlines, except the Divine Soul, are welcome with the ranks of the smugglers.
Warlock: Cunlussaghamath mentors many Warlocks. All Warlocks within the smugglers have Cunlussaghamath as a patron (see Genie Patron) no other patrons are represented. Warlocks are sent far and wide and function as ambassadors and the “face” of legitimate businesses. Although they can be sent anywhere, they can all expect a visit form one of Cunlussaghamath’s trusted Lieutenants who check in with them from time to time to make sure any deals, bargains and pacts are being upheld, those failing to do so find their powers stripped until they make suitable atonement to Cunlussaghamath.
Wizards: Anyone who calls themselves a Wizard will find the world is their oyster in the ranks of the smugglers. Cunlussaghamath can provide them with access to spells and other magical practitioners (albeit with a small fee involved). In return they are expected to provide whatever support the Smugglers require, no questions asked.
*****
Named NPC's:
Notable minions/employees/ne’er do wells working for Cunlussaghamath and some places of interest are:
Marina: A Female Triton, Barbarian path of the depths/warlock, pact of tome, who acts as Cunlussaghamath’s book keeper. She travels far and wide making sure those who have made pacts with Cunlussaghamath are honouring their agreements and dealing with those that have strayed.
Aerie and Raunchy: Male Triton and Human respectively, both lvl 1 fighters. They routinely smuggle goods from the coast inland using a travelling carnival, called The Eerie Carnival, as a cover.
The Yard Arm: This sea side tavern is located on a cliff overlooking a sheltered bay, the bay is deep with dark but calm water and has several jetties connected to a beach with long winding steps up the cliff side to the tavern. During storm season boats and ships use it as a safe haven to wait out stormy weather if they cannot make it to one of the port towns. The cliff is also home to a small cave network which permits smugglers to unload their goods away from prying eyes, these caves are protected by a Sea Hag known as Sirene. The caves and the Tavern are connected by some tunnels but Sirene also has some additional security in the form of a dozen Merrow who swim the bay and keep watch on those that anchor. The Tavern has a somewhat shady reputation but does see a fair amount of business all year round from passing trade as it sits on a major coastal road between two cities so travellers of all types use it as a place to stop and refresh themselves. The tavern has stables for 6 horses and 3 wagons and a dozen bedrooms of various sizes.
The Tavern itself is staffed by:
Merris Sigilscale (female blue dragonborn, manager, bartender, book-keeper)
Derwin and Mersk (human male bartenders)
Seldanna Neridark (½ elf female entertainer)
The Widow (a female ghost who haunts the tavern but sings to cheer up the patrons)
Piddle and Jude (human, male and female respectively, both ex-city watch now act as bouncers)
Captain Foambeard (male dwarf, ex-pirate, now cook)
Thunderwing Doomslayer (Captain Foambeards parrot)
Maude and Sadie (female humans, chambermaids)
Bribe the Stableboy (tiefling male, about 10 years old, looks after the small stable area)
The staff all know of the shady goings on in the caves and are there to merely act like a respectable establishment.
Sirene’s Coven: Sirene (Female Sea Hag) has been known to provide some adhoc magical training. She is always accompanied by two level 3 Sorcerers and these form her coven. They are capable of performing a ritual to awaken magical powers in others, although the effects can be somewhat random. In essence they can provide training/access to the Magic Initiate, Spell Sniper or Warcaster feats but any spells gained from these are only from the Sorcerer spell list.
The Coral Claw, the fastest schooner in Cunlussaghamath’s fleet, this ship is helmed by a Merrenoloth who has taken the name Captain Waverunner.
*****
Cunlussaghamath’s Pact of Service for Warlocks.
The general pact Cunlussaghamath offers to a Warlock is similar to a contract of employment, the Warlock is expected to behave in a certain way, perform certain duties and aid others working for Cunlussaghamath. Failure to do so can lead to powers being removed, enforcers being sent after the Warlock to bring them to Cunlussaghamath for punishment or even for their Pact being traded to other Patrons.
As a Patron Cunlussaghamath gives his minions a lot of freedom as long as they behave.
Should anyone learn the Eldritch Blast cantrip the beams manifests as either spectral waves that the caster summons from the ground and then pushes towards their target, if the target is flying or otherwise airborne, the waves instead shoot into the air in a water cannon style jet of water.
The base pact offered is one that grants enough power for the warlock become powerful, however, before the warlock can gain the power needed to attain level 11 and manifest a level 6 Mystic Arcanum they must make a pilgrimage to Cunlussaghamath in the Elemental Plane of Water where their pact is re-negotiated.