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Anasazi
2014-08-12, 01:18 PM
Hello All,
So I'm writing a public event that features multiple tables of players. Each table will select one of the factions below to follow a unique storyline for, featuring challenges specifically designed for that faction and its beliefs. Heres the deal, I need help coming up with some of those challenges so...
Which faction would you pick from below and what type of challenge(s) do you see yourself doing as part of that faction?

The Harpers
The Harpers is an old organization that has risen, been shattered, and risen again several times. Its longevity and resilience are largely due to its decentralized, grassroots, secretive nature, and the near-autonomy of many of its members. The Harpers have “cells” and lone operatives throughout Faerûn, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all.
Harper agents are trained to act alone and depend 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.
Slogan: Down with tyranny! Fairness and equality for all!!
Descriptors: Benevolent, knowledgeable, secretive

Order of the Gauntlet

Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined the organization, seeing it as—finally!—a way of making common cause against the evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Hand strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all.
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. Friendship and camaraderie are important to members of the Order of the Gauntlet, 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.
Slogan: The gods are with us. When evil strikes, we strike back!
Descriptors: Honorable, vigilant, zealous

Emerald Enclave

The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
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.
Slogan: We preserve the natural order
Descriptors: Decentralized, hardy, reclusive

The Zhentarim

The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. The public face of the organization appears much more benign, offering the best mercenaries money can buy. When a merchant needs an escort for his caravan, when a noble needs bodyguards to protect her holdings, or when a city needs trained soldiers to defend its honor, the Zhentarim provides the best-trained fighting men and women money can buy. However, the cost of doing business with the Black Network can be high.
The Black Network wants to make it necessary—and preferable, even—to deal with them, to secure, over time, an iron-fisted monopoly. They must be the best—the cheapest, the fastest, and the most secure—at providing services and goods both legal and illicit, willing to lose coin if it means destroying a competitor, and securing profits from everyone they deal with, except when to do so would work against their ultimate goal: to make everyone dependent on them.
A member of the Zhentarim thinks of himself or herself as a member of a very 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.
Slogan: Join us and prosper. Oppose us and suffer.
Descriptors: Ambitious, opportunistic, unscrupulous


Lords' Alliance

The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells.
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 compare to 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.
Slogan: Threats to home must be terminated without prejudice. Superiority is our security.
Descriptors: Aggressive, militant, political


Any and all help is appreciated!

Zeuel
2014-08-12, 01:38 PM
You have the same description for both the Emerald Enclave and the Zhentarim.

ScrivenerofDoom
2014-08-13, 08:44 AM
Your request is actually horribly unclear. Where do I begin?

Is this a single adventure that the five factions can participate in? Does each faction have a different set of rooms to explore? Is this some sort of dungeon? Is each group of PCs members of only a single faction or are there multiple factions at each table?

For a single adventure with multiple goals - and no matter how many times I read the OP, I have no idea if this is what you want - I would go with something like a village that has fallen under the sway of a tyrannical Cult of the Dragon leader (let's say a cleric of Tiamat).


Because the Cult is heavily logging the surrounding woods to clear space for a new temple of Tiamat, the Emerald Enclave is involved because they want to stop the Cult and ensure that the replacement leader is friendly to the cause of nature. Special mission: Rescue nature-friendly leader so he or she can be installed as the new leader of the village.
The Harpers have an agent in the village spying on the Cult but no reports have come from the agent for a tenday. Special mission: Find the agent and either rescue them (if loyal to the Harpers) or slay them (if they have turned traitor). Recover their Harper's pin.
The Lords' Alliance believes the village is in a key location so they want someone in favour of civilisation to lead. Basically, this similar to the Emerald Enclave idea but the leader is less in favour of nature and more in favour of nature and thus the LA agents are going to be at odds with the EE agents. Special mission: Rescuse civilisation-friendly leader so he or she can be installed as the new leader of the village.
The Tiamat-worshipping blackguards of the Cult of the Dragon use the village as a base from which they raid other settlements and the Order of the Gauntlet has decided to strike back. Special mission: Slay the blackguard leader in single combat.
Cult raids have stolen an item important to the local chapter of the Zhentarim and the Zhentarim agent in the group has been sent to get it back, ideally without anyone else knowing. Maybe it's a magic scimitar made of a mysterious green steel (3E's baatorian green steel) named The Authlim's Smile. Special mission: Recover and return The Authlim's Smile.



You could probably do something similar with a more traditional dungeon. Just make it a fortress that overlooks and controls a key trade road (tell me where you plan to set it and I will give you some ideas if you choose this) and adjust as necessary.

Anasazi
2014-08-13, 11:14 AM
Thank you both.. I went ahead and corrected the OP to be more clear and fixed the notes inside the zhents area.
Scriv- your special missions are exactly what I'm looking for and will likely use most, if not all of those... I have a LOT of challenges to build.
More help is greatly appreciated