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.

dedicated to preserving the natural order-might be<br />

less friendly toward characters who have not cultivated<br />

at least 3 renown within that organization, becoming<br />

-riendly by default only when a character has gained 10<br />

renown within the Emerald Enclave. These thresholds<br />

apply only to the default attitude of most members of an<br />

organization, and such attitudes aren't automatic. NPC<br />

faction members might dislike an adventurer despite<br />

that character's renown-or perhaps because of it.<br />

Perks. Earning a rank within an organization comes<br />

with certain benefits, as defined by you. A character of<br />

low rank might gain access to a reliable contact and<br />

adventure leads, a safe house, or a trader willing to<br />

offer a discount on adventuring gear. A middle-ranked<br />

character might gain a follower (see chapter 4, "Creating<br />

_ -onplayer Characters"), access to potions and scrolls,<br />

the ability to call in a favor, or backup on dangerous<br />

missions. A high-ranking character might be able to<br />

call on a small army, take custody of a rare magic item,<br />

gain access to a helpful spellcaster, or assign special<br />

missions to members of lower rank.<br />

Downtime Activities. You might allow characters<br />

to spend downtime between adventures building<br />

;elationships and gaining renown within an<br />

organization. For more information on downtime<br />

activities, see chapter 6, "Between Adventures."<br />

L OSING RENOWN<br />

Disagreements with members of an organization<br />

a ren't enough to cause a loss of renown within that<br />

organization. However, serious offenses committed<br />

against the organization or its members can result<br />

in a loss of renown and rank within the organization.<br />

The extent of the loss depends on the infraction and is<br />

left to your discretion. A character's renown within an<br />

organization can never drop below 0.<br />

PIETY<br />

\Vith a few alterations, the renown system can also<br />

erve as a measure of a character's link to the gods. It's<br />

a great option for campaigns where the gods take active<br />

roles in the world.<br />

Using this approach, you track renown based on<br />

pecific divine figures in your campaign. Each character<br />

bas the option to select a patron deity or pantheon with<br />

goals, doctrine, and taboos that you have created. Any<br />

renown he or she earns is called piety. A character<br />

gains piety for honoring his or her gods, fulfilling their<br />

commands,. and respecting their taboos. A character<br />

loses piety for working against those gods, dishonoring<br />

them, defiling their temples, and foiling their aims.<br />

The gods bestow favors on those who prove their<br />

devotion. With each rank of piety gained, a character<br />

can pray for divine favor once per day. This favor usually<br />

comes in the form of a cleric spell like bless. The favor<br />

often comes with a sign of the divine benefactor; for<br />

example, a character dedicated to Thor might receive a<br />

pel! accompanied by the boom of thunder.<br />

A high level of piety can also lead to a character<br />

gaining a more persistent benefit, in the form of a<br />

blessing or charm (see chapter 7, "Treasure," for such<br />

upernatural gifts).<br />

MAGIC IN YouR WoRLD<br />

In most D&D worlds, magic is natural but still wondrous<br />

and sometimes frightening. People everywhere know<br />

about magic, and most people see evidence of it at some<br />

point in their lives. It permeates the cosmos and moves<br />

through the ancient possessions of legendary heroes,<br />

the mysterious ruins of fallen empires, those touched<br />

by the gods, creatures born with supernatural power,<br />

and individuals who study the secrets of the multiverse.<br />

Histories and fireside tales are filled with the exploits of<br />

those who wield it.<br />

What normal folk know of magic depends on where<br />

th.ey live and whether they know characters who<br />

practice magic. Citizens of an isolated hamlet might not<br />

have seen true magic used for generations and speak<br />

in whispers of the strange powers of the old hermit<br />

living in the nearby woods. In the city of Waterdeep<br />

in the Forgotten Realms setting, the Watchful Order<br />

of Magists and Protectors is a guild of wizards. These<br />

arcanists wish to make wizardry more accessible so the<br />

order's members can profit from selling their services.<br />

Some D&D settings have more magic in them than<br />

others. On Athas, the harsh world of the Dark Sun<br />

setting, arcane magic is a hated practice that can drain<br />

life from the world. Much of Athas's magic lies in the<br />

hands of evildoers. Conversely, in the world of Eberron,<br />

magic is as commonplace as any other commodity.<br />

Mercantile houses sell magic items and services to<br />

SAMPLE FACTION: THE ZHENTARIM<br />

The Zhentarim (also known as the Black Network) is an<br />

unscrupulous shadow network that seeks to expand its<br />

influence and power throughout the Forgotten Realms.<br />

The public face of the Black Network appears relatively<br />

benign. It offers the best and cheapest goods and services,<br />

both legal and illicit, thus destroying its competitors and<br />

making everyone dependent on it.<br />

A member of the Zhentarim thinks of himself or herself<br />

as a member of a very large family and relies on the Black<br />

Network for resources and security. However, members are<br />

granted the autonomy to pursue their own interests and gain<br />

some measure of personal wealth and influence. As a whole,<br />

the Zhentarim promises "the best of the best," although<br />

in truth the organization is more interested in spreading<br />

its own propaganda and influence than investing in the<br />

improvement of its individual members.<br />

Motto. "join us and prosper. Oppose us and suffer."<br />

Beliefs. The Zhentarim's beliefs can be summarized<br />

as follows:<br />

• The Zhentarim is your family. You watch out for it, and it<br />

watches out for you.<br />

• You are the master of your own destiny. Never be less than<br />

what you deserve to be.<br />

Everything and everyone has a price.<br />

Goals. Amass wea lth, power, and influence, and thereby<br />

dominate Faerun.<br />

Typical Quests. Typical Zhentarim quests include<br />

plundering or stealing a treasure hoard, powerful magic item,<br />

or artifact; securing a lucrative business contract or enforcing<br />

a preexisting one; and establishing a foothold in a place<br />

where the Zhentarim holds little sway.<br />

C H APTER I I A WORLD OF YOUR OWN<br />

23

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

Saved successfully!

Ooh no, something went wrong!