28.01.2019 Views

Dungeon Master's Guide

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

11ARPER5 ORDER OF THE GAUNTLET EMERALD ENCLAVE LoRDs' ..ALLIANCE ZHENTARIM<br />

from that spoken in the neighboring kingdom. This<br />

might make communication (and diplomacy) between<br />

rwo kingdoms significantly more difficult.<br />

Widely used languages might have ancient versions,<br />

or there might be completely different ancient tongues<br />

that adventurers find written in tombs and ruins. Such<br />

languages can add an element of mystery to inscriptions<br />

and tomes that characters encounter.<br />

You might invent additional secret languages, besides<br />

Druidic and thieves' cant, that allow members of certain<br />

organizations or political affiliations to communicate.<br />

You could even decide that each alignment has its<br />

own language, which might be more of an argot used<br />

primarily to discuss philosophical concepts.<br />

In a region where one race has subjugated another,<br />

the language of the conquerors can become a mark of<br />

ocial status. Similarly, reading and writing might be<br />

restricted by law to the upper classes of a society.<br />

FACTIONS AND<br />

ORGANIZATIONS<br />

Temples, guilds, orders, secret societies, and<br />

colleges are important for.ces in the social order of<br />

any civilization. Their influence might stretch across<br />

multiple towns and cities, with or without a similarly<br />

wide-ranging political authority. Organizations can<br />

play an important part in the Jives of player characters,<br />

becoming their patrons, allies, or enemies just like<br />

individual non player characters. When characters join<br />

these organizations, they become part of something<br />

larger than themselves, which can give their adventures<br />

a context in the wider world.<br />

ADVENTURERS AND ORGANIZATIONS<br />

At the start of a campaign, backgrounds are a great<br />

way to connect adventurers to your world. As the game<br />

progresses, though, background ties often become less<br />

important.<br />

Factions and organizations aimed at player characters<br />

are a way to keep higher-level adventurers connected<br />

m your world, providing ties to key NPCs and a clear<br />

agenda beyond individual gain. In the same way,<br />

Yillainous organizations create an ongoing sense of<br />

menace above and beyond the threat of solitary foes.<br />

Having different characters tied to different factions<br />

can create interesting situations at the gaming table, as<br />

long as those factions have similar goals and don't work<br />

in opposition to one another all the time. Adventurers<br />

representing different factions might have competing<br />

interests or priorities while they pursue the same goals.<br />

Adventurer organizations are also a great source of<br />

special rewards beyond experience points and treasure.<br />

Increased standing in an organization has value in and<br />

of itself, and might also come with concrete benefits<br />

such as access to an organization's information,<br />

equipment, magic, and other resources.<br />

CREATING FACTIONS<br />

Factions and organizations that you create for your<br />

campaign should grow out of the stories that are<br />

important to the world. Create organizations that your<br />

players will want to interact with, whether as allies,<br />

members, or enemies.<br />

As a starting point, decide what role you want an<br />

organization to play in the world. What is it all about?<br />

What are its goals? Who founded it and why? What do<br />

its members do? Answering these questions should<br />

SAMPLE FACTION: THE HARPERS<br />

The Harpers is a scattered network of spellcasters and spies<br />

who advocate equality and covertly oppose the abuse of<br />

power, magical or otherwise.<br />

The organization has risen , been shattered, and risen<br />

again several times. Its longevity and resilience are largely<br />

due to its decentralized, grassroots, secretive nature, and the<br />

autonomy of its various members. The Harpers have small<br />

cells and lone operatives throughout the Forgotten Realms,<br />

although they interact and share information with one<br />

another from time to time as needs warrant. The Harpers'<br />

ideology is noble, and its members pride themselves on their<br />

ingenuity and incorruptibility. Harpers don't seek power or<br />

glory, only fair and equal treatment for all .<br />

Motto. "Down with tyranny. Fairness and equality for all."<br />

Beliefs. The Harpers' beliefs can be summarized as follows:<br />

One can never have too much information or arcane<br />

knowledge.<br />

• Too much power leads to corruption, and the abuse of<br />

magic in particular must be closely monitored.<br />

No one should be powerless.<br />

Goals. Gather information throughout FaerCln, discern<br />

the political dynamics within each region, and promote<br />

fairness and equality by covert means. Act openly as a last<br />

resort. Thwart tyrants and any leader, government, or group<br />

that grows too powerful. Aid the weak, the poor, and the<br />

oppressed .<br />

Typical Quests. Typical Harper quests include securing<br />

an artifact that would upset the balance of power in a<br />

region, gathering information on a powerful individual or<br />

organization, and determining the true intentions of an<br />

ambitious political figur~ or evil spellcaster.<br />

CHAPTER l I A WORLD OF YOUR OWN<br />

21

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!