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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