Page 21 - Dungeon Master's Guide
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11ARPER5      ORDER  OF  THE  GAUNTLET   EMERALD  ENCLAVE   LoRDs'  ..ALLIANCE   ZHENTARIM
         from that spoken in the neighboring kingdom. This   representing different factions might have competing
         might make communication (and diplomacy) between   interests or priorities while they pursue the same goals.
         rwo kingdoms significantly more difficult.          Adventurer organizations are also a great source of
           Widely used languages might have ancient versions,   special rewards beyond experience points and treasure.
         or there might be completely different ancient tongues   Increased standing in an organization has value in and
         that adventurers find written in tombs and ruins. Such   of itself, and might also come with concrete benefits
         languages can add an element of mystery to inscriptions   such as access to an organization's information,
         and tomes that characters encounter.              equipment, magic, and other resources.
           You might invent additional secret languages, besides
         Druidic and thieves' cant, that allow members of certain   CREATING FACTIONS
         organizations or political affiliations to communicate.   Factions and organizations that you create for your
         You could even decide that each alignment has its   campaign should grow out of the stories that are
         own language, which might be more of an argot used   important to the world. Create organizations that your
         primarily to discuss philosophical concepts.      players will want to interact with, whether as allies,
           In a region where one race has subjugated another,   members, or enemies.
         the language of the conquerors can become a mark of   As a starting point, decide what role you want an
          ocial status. Similarly, reading and writing might be   organization to play in the world. What is it all about?
         restricted by law to the upper classes of a society.   What are its goals? Who founded it and why? What do
                                                           its members do? Answering these questions should
         FACTIONS AND
                                                            SAMPLE  FACTION: THE  HARPERS
         ORGANIZATIONS                                      The Harpers is a scattered  network of spellcasters and  spies
         Temples, guilds, orders, secret societies, and     who advocate equality and covertly oppose the abuse of
         colleges are important for.ces in the social order of   power, magical or otherwise.
                                                             The organization has  risen, been shattered, and risen
         any civilization. Their influence might stretch across
                                                            again  several times.  Its longevity and  resilience are largely
         multiple towns and cities, with or without a similarly
                                                            due to its decentralized, grassroots, secretive nature, and the
         wide-ranging political authority. Organizations can
                                                            autonomy of its various members. The Harpers have small
         play an important part in the Jives of player characters,   cells and  lone operatives throughout the Forgotten Realms,
         becoming their patrons, allies, or enemies just like   although they interact and  share information with one
         individual non player characters. When characters join   another from time to time as  needs warrant. The Harpers'
         these organizations, they become part of something   ideology is  noble, and its members pride themselves on  their
         larger than themselves, which can give their adventures   ingenuity and incorruptibility. Harpers don't seek power or
         a context in the wider world.                      glory, only fair and equal treatment for all .
                                                              Motto.  "Down with tyranny.  Fairness and equality for all."
         ADVENTURERS AND  ORGANIZATIONS                       Beliefs. The Harpers' beliefs can  be summarized as  follows:
                                                              One can  never have too much information or arcane
         At the start of a campaign, backgrounds are a great
                                                              knowledge.
         way to connect adventurers to your world. As the game
                                                            •  Too  much power leads to corruption, and the abuse of
         progresses, though, background ties often become less
                                                              magic in particular must be closely monitored.
         important.                                           No one should  be  powerless.
           Factions and organizations aimed at player characters
                                                              Goals.  Gather information throughout FaerCln,  discern
         are a way to keep higher-level adventurers connected
                                                            the political dynamics within each  region,  and  promote
         m your world, providing ties to key NPCs and a clear
                                                            fairness and equality by covert means. Act openly as  a last
         agenda beyond individual gain. In the same way,
                                                            resort. Thwart tyrants and any leader, government, or group
         Yillainous organizations create an ongoing sense of   that grows too powerful. Aid the weak, the poor,  and the
         menace above and beyond the threat of solitary foes.   oppressed .
           Having different characters tied to different factions   Typical Quests. Typical  Harper quests include securing
         can create interesting situations at the gaming table, as   an  artifact that would upset the balance of power in  a
         long as those factions have similar goals and don't work   region, gathering information on a powerful individual or
                                                            organization, and determining the true intentions of an
         in opposition to one another all the time. Adventurers
                                                            ambitious political figur~ or evil spellcaster.
                                                                            CHAPTER  l  I A WORLD  OF YOUR OWN
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