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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
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CHAPTER 1 f CHARACTER R EATION

