Page 65 - Eberron -Rising from the Last War_Neat
P. 65

GR U        P   P A T R O    N  S                 terms of three broad categories of autonomy:
                 O
                                                               It might help to think of the patrons in this section in
           When creating characters for an Eberron campaign,   With a highly directive  patron, you are an employee of
           consider choosing a patron for your adventuring party.   an organization, and the organization often tells you
           This section describes general categories of patrons and   what to do. Crime syndicates, dragonmarked houses,
           also examples of each kind of patron from across Khor­  espionage agencies, military forces, and newspapers
           vaire. Work as a team with your DM to select a group   are typically highly directive.
           patron. As an alternative, your �haracters could form   With a highly autonomous patron, you are more like a
           your own organization that might one day stand among   freelancer. Your patron might offer you assignments
           the great powers of the world.                     or reward you for achieving certain objectives, but it
             Mighty dragonmarked houses, small home-town      doesn't dictate your activities. Adventurers' guilds,
           newspapers, national rulers, powerful immortals, and   heads of state, immortal beings, inquisitive agencies,
           various other organizations and individuals hold the   religious orders, and universities are typically highly
           reins of power in Khorvaire. They bind the fabric of   autonomous.
           society together, and they are responsible for much of   In a player-directed organization, you don't have a
           the change that occurs in the world-often by means   patron because your adventuring party is in charge.
           of agents that include parties of adventurers. An ad­  You're the boss; you tell others what to do, and you're
           venturing group that has a powerful backer as a patron   responsible to no one for your own activities. A crim­
           has a clear place in the world, access to additional re­  inal syndicate, inquisitive agency, military force, or
           sources, and a reason to work together in pursuit of a   newspaper can be a player-directed organization.
           common cause.
                                                                                     R
                                                             B  E N  E F I TS AND FAVO S
                       T
           How PA R O N         S   W  O RK                  Every group patron offers your party a number  f  bene­
                                                                                                  o
           Each type of patron in this section includes the follow­  fits for your service. These benefits range from standard
           ing information:                                  business arrangements, like a salary and access to staff
           •  An example of the general type of patron, including in­  facilities, to more extraordinary boons, like audiences
            formation about its organization, headquarters, allies,   with powerful figures or exceptions from certain laws.
            and enemies                                      Specific benefits are presented in more detail in the ben­
           •  Suggestions for various roles that characters in your   efits section of each group patron.
            party might take on, including classes, backgrounds,   Beyond the benefits described in each group patron's
            and skills that are useful for filling that role   description, patrons can also grant additional favors. If
           •  Possibilities regarding your patron's background   your party is in good standing with your patron-prov­
            and your characters' roles in it, including the kinds   ing yourselves reliable agents who fulfill the group's
            of adventures and missions you might undertake on   goals-your patron might grant requests for additional
            its behalf                                       favors. A favor might take a variety of forms appropriate
           •  Benefits your group gets from your patron, which   to the patron's area of influence or expertise, such as
            might include compensation, equipment, privileges,   small loans, specialized equipment, or access to people
            and proficiencies                                and places you wouldn't otherwise have. Patrons who
           •  A list of potential contacts who can serve as your per­  you regularly find yourself in conflict with aren't likely
            sonal connection to your patron                  to grant you favors, unless doing so directly furthers
                                                             their goals.
                  N
          ASSIG M     E N TS                                  In any case, the DM shouldn't feel limited to providing
                                                             only the benefits noted in each group patron's descrip­
           Patrons are more than a resource for your group to   tion. Patrons give a party access to solutions and sup­
           draw on, they are also a responsibility. Some patrons   port they wouldn't have otherwise, and a patron might
           might be eager to support your group, while others   use their varied resources to guide their agents or pre­
           might prove more demanding.                      pare them for greater adventures.
            Your group's patron might occasionally come to you
           and give you an assignment. This can be an easy way to   B  E I N  G Y O U  R   OWN PATRON
           get into an adventure. Of course, it's up to you how you
           respond to your patron's demands, and interesting sto­  For certain kinds of organizations, you can either join
           ries can emerge if you decide to refuse an assignment.   an existing group or found your own. For some players,
            Even a patron that isn't heavy-handed can significantly   the idea of running a crime syndicate, inquisitive agency,
           motivate your group. Maybe you'll seek adventures   mercenary company, or newspaper is much more excit­
           based on what pleases your patron and so earn a re­  ing than working for someone else. Founding your own
          ward. A university, for example, might not send you on a   organization offers a greater degree of autonomy, though
          particular mission, but you might decide to follow leads   potentially at the cost of support and reliable work.
          to an ancient artifact hoping the university might reward   The information in this section applies whether you
          you for bringing it back. You have the freedom to chart   join an organization or found your own. When you're the
          your own destiny, while still letting the patron shape the   boss, some of the benefits of belonging to an organiza­
          nature of your group and the adventures you undertake.   tion become expenses you have to worry about; when
                                                            you run your own mercenary company, for example, you


                              C
          CHAPTER 1  f  CHARACTER  R EATION
   60   61   62   63   64   65   66   67   68   69   70