Factions   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 3 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:07
Factions
Harpers
The Harpers is a scattered network of spellcasters
and spies who advocate equality and covertly oppose
the abuse of power. The organization is benevolent,
knowledgeable, and secretive. Bards and wizards of
good alignments are commonly drawn to the Harpers.

Goals
• Gather information throughout Faerûn.
• Promote fairness and equality by covert means.
• Thwart tyrants and leaders, governments, and organizations that grow too powerful.
• Aid the weak, poor and oppressed.

Beliefs
• One can never have too much information or
arcane knowledge.
• Too much power leads to corruption. The abuse of
magic, in particular, must be closely monitored.
• No one should be powerless.

Member Traits
Harper agents are trained to act alone and rely on
their own resources. When they get into scrapes, they
don’t count on their fellow Harpers to rescue them.
Nevertheless, Harpers are dedicated to helping one
another in times of need, and friendships between
Harpers are nigh unbreakable. Masterful spies and
infiltrators, they use various guises and secret identities
to form relationships, cultivate their information
networks, and manipulate others into doing what needs
to be done. Although most Harpers prefer to operate in
the shadows, there are exceptions.

Ranks
• Watcher (rank 1)
• Harpshadow (rank 2)
• Brightcandle (rank 3)
• Wise Owl (rank 4)
• High Harper (rank 5)

This message was last edited by the GM at 19:58, Tue 07 Apr 2020.

Dungeon Master
 GM, 4 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:08
Factions
Order of the Gauntlet
The Order of the Gauntlet is composed of faithful
and vigilant seekers of justice who protect others from
the depredations of evildoers. The organization is
honorable, vigilant, and zealous. Clerics, monks, and
paladins of good (and often lawful good) alignments are
commonly drawn to the Order of the Gauntlet.

Goals
• Be armed and vigilant against evil.
• Identify evil threats such as secretive power groups
and inherently evil creatures.
• Enforce justice.
• Enact retribution against evil actions—do not strike
preemptively.

Beliefs
• Faith is the greatest weapon against evil—faith in
one’s god, one’s friends, and one’s self.
• Battling evil is an extraordinary task that requires
extraordinary strength and bravery.
• Punishing an evil act is just. Punishing an evil
thought is not.

Member Traits
The Order of the Gauntlet is a dedicated, tightly knit
group of like-minded individuals driven by religious zeal
or a finely honed sense of justice and honor. Friendship
and camaraderie are important to members of the order,
and they share a trust and a bond normally reserved for
siblings. Like highly motivated soldiers, members of the
Order of the Gauntlet seek to become the best at what
they do and look forward to testing their mettle. There
are few, if any, “lone wolves” in this organization.

Ranks
• Chevall (rank 1)
• Marcheon (rank 2)
• Whitehawk (rank 3)
• Vindicator (rank 4)
• Righteous Hand (rank 5)

This message was last edited by the GM at 18:09, Tue 07 Apr 2020.

Dungeon Master
 GM, 5 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:09
Factions
Emerald Enclave
The Emerald Enclave is a widespread group of
wilderness survivalists who preserve the natural order
while rooting out unnatural threats. The organization
is decentralized, hardy, and reclusive. Barbarians,
druids, and rangers of good or neutral alignments are
commonly drawn to the Emerald Enclave.

Goals
• Restore and preserve the natural order.
• Destroy all that is unnatural.
• Keep the elemental forces of the world in check.
• Keep civilization and the wilderness from destroying each other.

Beliefs
• The natural order must be respected and preserved.
• Forces that upset the natural order must be destroyed.
• Civilization and the wilderness must learn to coexist peacefully.

Member Traits
Members of the Emerald Enclave are spread far and
wide, and usually operate in isolation. They learn to
depend on themselves more than others. Survival in a
harsh world also demands great fortitude and mastery
of certain fighting and survival skills. Members of the
Enclave who dedicate themselves to helping others
survive the perils of the wilderness are more social than
others who are charged with defending sacred glades
and preserving the natural balance.

Ranks
• Springwarden (rank 1)
• Summerstrider (rank 2)
• Autumnreaver (rank 3)
• Winterstalker (rank 4)
• Master of the Wild (rank 5)
Dungeon Master
 GM, 6 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:11
Factions
Lords’ Alliance
The Lords’ Alliance is a loose coalition of established
political powers concerned with mutual security and
prosperity. The organization is aggressive, militant, and
political. Fighters and sorcerers of lawful or neutral
alignments are commonly drawn to the Lords’ Alliance.

Goals
• Ensure the safety and prosperity of cities and other
settlements of Faerûn.
• Maintain a strong coalition against the forces
of disorder.
• Proactively eliminate threats to the established powers.
• Bring honor and glory to one’s leaders and
one’s homeland.

Beliefs
• If civilization is to survive, all must unite against the
dark forces that threaten it.
• Fight for your realm. Only you can bring honor, glory,
and prosperity to your lord and homeland.
• Don’t wait for the enemy to come to you. The best
defense is a strong offense.

Member Traits
In order to seek out and destroy threats to their
homelands, agents of the Lords’ Alliance must be highly
trained at what they do. Few can match their skills in
the field. They fight for the glory and the security of
their people and for the lords who rule over them, and
they do so with pride. However, the Lords’ Alliance
can only survive if its members “play nice” with one
another, which requires a certain measure of diplomacy.
Rogue agents within the Lords’ Alliance are rare, but
defections have been known to occur.

Ranks
• Cloak (rank 1)
• Redknife (rank 2)
• Stingblade (rank 3)
• Warduke (rank 4)
• Lioncrown (rank 5)
Dungeon Master
 GM, 7 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:12
Factions
Zhentarim
The Zhentarim is an unscrupulous shadow network
that seeks to expand its influence and power throughout
Faerûn. The organization is ambitious, opportunistic,
and meritocratic. Rogues and warlocks of neutral and/or
evil alignments are commonly drawn to the Zhentarim.

Goals
• Amass wealth.
• Look for opportunities to seize power.
• Gain influence over important people and
organizations.
• Dominate Faerûn.

Beliefs
• The Zhentarim is your family. You watch out for it, and
it watches out for you.
• You are the master of your own destiny. Never be less
than what you deserve to be.
• Everything—and everyone—has a price.

Member Traits
A member of the Zhentarim thinks of himself or herself
as a member of a large family, and relies on the Black
Network for resources and security. However, members
are granted enough autonomy to pursue their own
interests and gain some measure of personal power
or influence. The Black Network is a meritocracy. As
a whole, it promises “the best of the best,” although in
truth, the Zhentarim is more interested in spreading
its own propaganda and influence than investing in the
improvement of its individual members.

Ranks
• Fang (rank 1)
• Wolf (rank 2)
• Viper (rank 3)
• Ardragon (rank 4)
• Dread Lord (rank 5)
Dungeon Master
 GM, 8 posts
 Dungeon Master
Tue 7 Apr 2020
at 18:17
Factions
Faction Advancement and
Benefits

As a character allied with one of the factions goes on
adventures, he or she earns renown for accomplishing
tasks that align with the faction’s goals. This is
expressed in the awarding of renown points at the end
of an episode or adventure. Completion usually earns
0 renown (no interest to the faction), 1 renown (some
interest to the faction), or 2 renown (great interest to the
faction). Each faction can award different renown points
to adventurers. As characters earn renown, they progress in the ranks
of their factions, granting them greater authority and
additional benefits.

Faction Advancement
Rank   Renown    Other Requirements
1      0         —
2      3         —
3      10        5th level, 1 secret mission
4      25        11th level, 3 secret missions
5      50        17th level, 10 secret missions

Rank 1: Initiate
This is the rank a character receives when first joining
a faction. It is available at character creation or any time
the character wishes to join.
Participate in Faction Activities. You can participate
in any activities that are considered faction-specific for
your faction.
Earn Renown. You can earn renown points in your
faction and advance in rank.
Receive Your Faction’s Insignia. All new faction
members receive an insignia of their faction, fashioned
into a wearable or held item.

Faction Insignias
Faction                   Item
Harpers                   Pin
Order of the Gauntlet     Pendant
Emerald Enclave           Leaf clasp
Lords’ Alliance           Signet ring (symbol palm side)
Zhentarim                 Gold coin (stamped symbol)

Rank 2: Agent
Rank 2 characters have shown that they’re aligned
with the faction’s goals, and are able to take on more
responsibility.
Secret Missions. During certain adventures, you
might be given the opportunity to undergo a secret
mission on behalf of your faction. Completion of these
missions might earn you additional benefits.
Apprenticeship to an Adventurer Mentor. Your
character can be apprenticed to another higher-ranking
adventurer from your faction. The benefits of this
apprenticeship will become available when ranking 4
benefits are released.

Rank 3: Stalwart
Rank 3 characters are reliable faction members,
entrusted with many secrets and deserving of additional
support during adventures.
Faction Downtime Activity. You gain access to
a faction-specific downtime activity that gives you
additional benefits when you use it. The specific
downtime activities and benefits will be released in the
next update of this guide.

Rank 4: Mentor
Rank 4 characters are trusted voices within the faction’s
leadership. They are looked upon as champions of the
faction’s beliefs, and as mentors by those of lower rank.
Become a Mentor. You can designate another rank 2
or 3 characters as your charge. You can have multiple
charges if you wish. The benefits of this will be released
when high-level play becomes available.

Rank 5: Leader
Rank 5 characters are ensconced within the leadership
of the faction and have a great degree of influence,
guiding faction decisions.
Become a Faction Leader. You gain the ability to
make decisions on behalf of your faction and influence
current and future faction direction. The benefits of this
will be released when high-level play becomes available.

This message was last edited by the GM at 18:18, Tue 07 Apr 2020.