Michael S. said: After looking at Mark's idea I saw some confusing parts. 1. Master of Dragons perk I understand that downtime and travel time is needed for that perk. The dexterity checks seems a little high for anyone. can you let it be lower and make it an acrobatics or athletics check. I will also say that this limitation to stay in those environments make this perk only limited to that area and besides OTS having a campaign in the snow I hardly know of any other DM go into that environment. To make this perk seem more avaible this would be exotic mount and lets say that you can summon him for a limited amount of time and you must wait wait at least a week before you can summon the creature again. 2. Friend of the watcher perk I was confused with the CR to the renown perk. If you can make it easier to understand it would be a good idea. I am also confused about the renown needed to hire another creature. Can we say that just spend downtime days to get another creature instead since it takes a long time to get to renown 5 to 6 (60 day am I right?). 3. Token of Ilmater perk I would ask if this magic piece will have a recharge time? I would also say that charm might be not that effective. I would only see it being used as stabilizing a down character. If you can add like a remove fear ability, increase the amount of health, or putting your ki into use with this magic item. Other than those things it seems alright. For #1, the monk's proficiency modifier should not have been added. So the DC should actually be 20 since a 10th level monk has PB +4. As far as the creature goes, you cannot summon them in climates other than arctic. From the Monster Manual: Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather , having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover. Also, from the Order of the Yellow Rose... Dwelling on the Glacier of the White Worm, the monks shared their home with a terrible beast: the remorhaz or white worm. [9] This was a massive, insectoid creature, some 20 feet (6.1 meters) long, aggressive and predatory, that could tunnel through ice and earth and generated extreme heat from its body. [10] However, the monks lived in harmony with the white worms, not in conflict, [9] and believed it symbolized the courage and determination of their order. [8] Thus they perfected the art of riding the remorhaz If you read further to the section on Rituals, it further explains that they perform this at the monastery itself and have to first capture the beast. A monk who wished to challenge for the rank of Master of Dragons first had to undergo an initiation that involved an extraordinarily difficult test of skill and courage—to ride the remorhaz . This was on the one hand a test of their discipline but on the other a declaration of their devotion to St. Sollars the Twice-Martyred, a demonstration of their inner strength, courage, and determination needed to subdue the beast and ride mere inches away from death or terrible injury. [8] [9] [17] A monk who would attempt to ride a remorhaz was equipped with a simple lasso and a pair of magical leather-and-iron spurs of special design. They stood upon a certain rocky outcrop and waited for the white worm to slither past, at which point they tried to lasso it. If the monk missed with the lasso, then they could wait for another remorhaz to roll pass, but missing three times was marked as a failure . They could try again after one week, but those going for Master of Dragons had to wait and train until they felt up to the challenge again. No one could help them in this. I am not really sure how else one could interpret all of this. Yes, it would be rarely usable. But for those that travel to the Spine of the World or elsewhere, it would be a lot of fun and would allow others to see what the Order of the Yellow Rose is all about. I feel the need to remind you that all of this is not designed to give the PCs more powers and abilities. I feel that I have stressed this time and time again and it has become a major frustration to some of the DMs that this is not being understood. These factions are for detailing the PCs backrounds and goals in the Forgotten Realms. These are not for creating variants that appeal to us, but for detailing the fantasy world around us. Refer back to the OP for clarification on what Factions and Perks are for.