HARPERS The Harpers is an old organization that has risen, been shattered, and risen again several times. Its longevity and resilience are largely due to its decentralized, grassroots, secretive nature, and the near-autonomy of many of its members. The Harpers have “cells” and lone operatives throughout Faerûn, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all. Harper agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions. BELIEFS One can never have too much information. Too much power leads to corruption. No one should be powerless. GOALS To gather information throughout Faerûn, discern the political dynamics within each region or realm, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader, government, or group that grows too powerful, and aid the weak, the poor, and the oppressed. MEMBER TRAITS Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions. RANKS Watcher (rank 1) Harpshadow (rank 2) Brightcandle (rank 3) Wise Owl (rank 4) High Harper (rank 5) ZHENTARIM The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. The public face of the organization appears much more benign, offering the best mercenaries money can buy. When a merchant needs an escort for his caravan, when a noble needs bodyguards to protect her holdings, or when a city needs trained soldiers to defend its honor, the Zhentarim provides the best-trained fighting men and women money can buy. However, the cost of doing business with the Black Network can be high. The Black Network wants to make it necessary—and preferable, even—to deal with its members. It wants to secure, over time, an iron-fisted monopoly. Members must be the best—the cheapest, the fastest, and the most secure—at providing services and goods both legal and illicit, willing to lose coin if it means destroying a competitor, and securing profits from everyone they deal with, except when to do so would work against the Black Network's ultimate goal: to make everyone dependent on it. A member of the Zhentarim thinks of himself or herself as a member of a very large family and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. BELIEFS The Zhentarim is your family. You watch out for it, and it watches out for you. You are the master of your own destiny. Never be less than what you deserve to be. Everything—and everyone—has a price. GOALS To amass wealth, power, and influence. MEMBER TRAITS A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members. RANKS Fang (rank 1) Wolf (rank 2) Viper (rank 3) Ardragon (rank 4) Dread Lord (rank 5) LORD'S ALLIANCE The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells. To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur. BELIEFS If civilization is to survive, all must unite against the dark forces that threaten it. Glory comes from protecting one’s home and honoring its leaders. The best defense is a strong offense. GOALS To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people. MEMBER TRAITS To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur. RANKS Cloak (rank 1) Redknife (rank 2) Stingblade (rank 3) Warduke (rank 4) Lioncrown (rank 5) EMERALD ENCLAVE The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance. BELIEFS The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance. GOALS To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness. MEMBER TRAITS Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance. RANKS Springwarden (rank 1) Summerstrider (rank 2) Autumnreaver (rank 3) Winterstalker (rank 4) Master of the Wild (rank 5) ORDER OF THE GAUNTLET Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined the organization, seeing it as—finally!—a way of making common cause against the evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Gauntlet strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all. The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice. Friendship and camaraderie are important to members of the Order of the Gauntlet, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization. BELIEFS Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self. Battling evil is an extraordinary task that requires extraordinary strength and bravery. Punishing an evil act is just. Punishing an evil thought is not. GOALS To be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.) MEMBER TRAITS The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization. RANKS Chevall (rank 1) Marcheon (rank 2) Whitehawk (rank 3) Vindicator (rank 4) Righteous Hand (rank 5) FACTION ADVANCEMENT & BENEFITS As a character with membership in one of the factions completes adventures, he or she earns renown for completing tasks that align with the faction’s goals. This is expressed as renown points rewarded at the end of any given adventure. As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits. RANK RENOWN OTHER REQUIREMENTS Rank 1: Initiate 0 Rank 2: Agent 3 Rank 3: Stalwart 10 5th level, 1 secret mission (must be successful) Rank 4: Mentor 25 11th level, 3 secret mission (2 of 3 must succeed) Rank 5: Exemplar 50 17th level, 10 secret mission (5 of 10 must succeed) When your character starts a new adventure or chapter, they can choose a single renown benefit associated with their current rank. Items can’t be sold or traded and are lost if unused at the end of the chapter. (whichever happens first). Rank 1:  An item worth 100 gp or less from a table in Chapter 5 of the Player’s Handbook. Rank 2:  Inspiration and a potion of healing. Rank 3:  gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background (a Folk Hero might get an old +1 greatsword that belonged to a retired adventurer, a Sage may find a +1 wand of the war mage hidden in a library, for example). Rank 4:  A vehicle with noncombatant crew. Rank 5:  Potion of superior healing or elixir of health. Rank 1: Initiate This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join. Participate in Faction Activities.  You can participate in any activities that are considered specific to your faction. Earn Renown.  You earn renown points in your faction and advance in rank. Faction Assignments.  As an Initiate, you are eligible to take on faction assignments during adventures. Receive Your Faction’s Insignia.  You receive an insignia of your faction, fashioned into a wearable or held item. FACTION ITEM Harpers Pin Order of the Gauntlet Pendant Emerald Enclave Leaf Clasp Lord's Alliance Signet Ring (symbol palm side) Zhentarim Gold Coin (stamped symbol) Rank 2: Agent Agents have shown that they’re aligned with the faction’s goals, and can take on more responsibility. Secret Missions.  During certain adventures, you may be given the opportunity to undergo a secret mission on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction. Faction Training.  Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency. Harpers:  Musical Instrument, Calligrapher’s supplies, or Disguise Kit Order of the Gauntlet:  Smith’s tools, Leatherworker’s tools, Carpenter’s tools, Mason’s tools, Vehicles Emerald Enclave:  Herbalism Kit, Woodcarver’s tools, Cartographer's tools Lords’ Alliance:  Jewelers tools, Mason’s tools, Navigator’s tools, Painters supplies, Gaming Set, Any Standard Language Zhentarim:  Disguise Kit, Forgery kit, Poisoner's Kit Thieves' Tools Rank 3: Stalwart Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures. Faction Downtime Activity.  You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline chapter. Item Procurement.  With an expenditure of resources, you can acquire a magic item from your faction. To procure the item, you must go on minor adventures for your faction (represented by downtime days), and perform bribes, charitable acts, and provide provisions (represented by the expenditure of gold) in service of your faction. The item received in exchange for this increases your magic item count and is not tradeable. Some items are only available to certain factions as indicated in the Item Procurement Options table. A character may purchase any number of items so long as they pay the associated downtime day and gold costs for each item. Additionally, you must be at least 5th level to acquire a rare item. RARITY DOWNTIME GOLD Uncommon 50 500GP Rare 100 5000GP FACTION UNCOMMON RARITY RARE RARITY All Factions +1 Weapon or Shield +1 Armor Harpers Cloak of Elvenkind Ring of Spell Storing Order of the Gauntlet Cloak of Protection Ring of Resistance Emerald Enclave Cloak of the Manta Ray Ring of Animal Influence Lord's Alliance Ring of Mind Shielding Cape of the Mountebank Zhentarim Slippers of Spider Climbing Ring of Evasion Rank 4: Apprentice Mentors are trusted voices within their given faction. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank. Faction Philanthropist.  As a Mentor of your faction,  you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed—even if you were not adventuring together. In doing so, assuming you aren’t casting the spell yourself, you must pay half the cost of the spellcasting (625 gp) service plus 25 downtime days (to deliver the body  and find a cleric). Adventure Details.  When an apprentice and mentor bond they reveal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity. Language and Tool Training.  You may learn any language or tool proficiency that their faction possesses for 125 downtime (no GP cost). Word of Advice.  You may grant advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 10 downtime days, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure. Rank 5: Exemplar Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions. Become a Faction Exemplar.  When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost. Faction Pedagogue.  You become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character. Learn by Teaching.  You gain advantage on one check, save, or attack roll once during an adventure or chapter due to reflecting on their prior adventures with their faction. This activity costs 10 downtime days, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure.