Archade
Azer Paladin
So, I've been working on my campaign guide, and I've started including factions and renown rewards. Here are two I've fleshed out so far:
BTW, this and other things can be found in ENWorld Arcana, here ... https://docs.google.com/document/d/1Y7rDPJo7lXX1llUTMa9wnjZd1LlIzvhSMupwVlApep8/edit?usp=sharing
Local Guild (Archade)
This might be a Benevolent Brotherhood of Potters found in a town, the Solemn Order of Lamplighters found throughout the Jewel Cities, or some other organization based on a specific trade or skill.
Goals: Promote the guild, protect the shared skill or livelihood, gain wealth and prestige for the guild and its members.
Beliefs: Typically, a guild would not have a strong set of beliefs.
Benefits: The following benefits are available to guild members who prove their worth:
1 Renown The title ‘Apprentice’, and some sort of token or paperwork to show your rank. Fellow guild members will be considered Helpful in attitude.
5 Renown A fellow apprentice might aid you in your crafting of an object appropriate to the guild, granting 10 gp worth of progress per day.
15 Renown The title 'Journeyman', you gain a token or paperwork appropriate to your rank, and gain advantage on Intimidation, Persuasion, and Deception checks against lesser ranked members of the guild -- however, if your reputation is used improperly, loss of renown is possible. Furthermore, your trade allows you to practice your craft, effectively being able to 'run a business' in downtime.
30 Renown The title 'Master', you gain a token or paperwork appropriate to your rank, and the ability to call on 1d6 loyal apprentices (use Commoners, MM 345) to aid you in your endeavours -- if these apprentices are slain or mistreated, loss of renown is possible.
60 Renown The title 'Guildmaster', and the ability to command the guild chapter local to your town/city. This counts as ownership of a Guildhall and allows the character the ability to 'run a business' in downtime, with a +20 on the roll.
The Sons of Fendaane (Archade)
A religious brotherhood that worship Aanyar. The Sons of Fendaane were originally a druidic brotherhood, but has now spread to include all religious adherents to Aanyar. The Sons of Fendaane often wear a stone pendant inscribed with a rune symbolizing an eye.
Goals: Promote the old faith, return the Marchlander way of life to lands lost to barbarism and war, and live in harmony with nature.
Beliefs: Sons of Fendaane swear to be self-reliant, stalwart in the face of adversity, protecting kin and home, honouring Aanyar, and his religious brethren.
Benefits: The following benefits are available to those Sons of Fendaane who prove their worth:
1 Renown The title 'Young Son', receive a stone pendant inscribed with a rune for an eye, and learn the phrases of the Sons. Fellow Sons of Fendaane will grant you shelter and be considered Helpful in attitude.
2 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (1st level spells)
6 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (2nd level spells)
5 Renown Training is available from clerical members of the Sons at no cost, granting access to skills such as Religion or Surival, or tools such as woodcarver's tools.
10 Renown Access to very common or common exotic or magic items appropriate to the Sons (potion of healing). These items may be granted as a reward for a successful quest.
12 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (3rd level spells)
15 Renown The title 'Second Son', you learn phrasings and signs appropriate to your rank, and gain advantage on Intimidation, Persuasion, and Deception checks against lesser ranked members of the sons -- however, if your reputation is used improperly, loss of renown is possible. Furthermore, you call call upon an acolyte (MM 342) to aid you in your endeavours -- if this acolyte is slain or mistreated, loss of renown is possible.
20 Renown Access to uncommon exotic or magic items appropriate to the sons (javelin of lightning, periapt of health). These items may be granted as a reward for a successful quest.
24 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (4th level spells)
30 Renown Access to rare exotic or magic items appropriate to the Sons (silver horn of Valhalla). These items may be granted as a reward for a successful quest.
48 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (5th level spells)
60 Renown The title 'First Son', and the ability to call on 1d6 loyal priests (MM 348) to aid you in your endeavours -- if these priests are slain or mistreated, loss of renown is possible.
BTW, this and other things can be found in ENWorld Arcana, here ... https://docs.google.com/document/d/1Y7rDPJo7lXX1llUTMa9wnjZd1LlIzvhSMupwVlApep8/edit?usp=sharing
Local Guild (Archade)
This might be a Benevolent Brotherhood of Potters found in a town, the Solemn Order of Lamplighters found throughout the Jewel Cities, or some other organization based on a specific trade or skill.
Goals: Promote the guild, protect the shared skill or livelihood, gain wealth and prestige for the guild and its members.
Beliefs: Typically, a guild would not have a strong set of beliefs.
Benefits: The following benefits are available to guild members who prove their worth:
1 Renown The title ‘Apprentice’, and some sort of token or paperwork to show your rank. Fellow guild members will be considered Helpful in attitude.
5 Renown A fellow apprentice might aid you in your crafting of an object appropriate to the guild, granting 10 gp worth of progress per day.
15 Renown The title 'Journeyman', you gain a token or paperwork appropriate to your rank, and gain advantage on Intimidation, Persuasion, and Deception checks against lesser ranked members of the guild -- however, if your reputation is used improperly, loss of renown is possible. Furthermore, your trade allows you to practice your craft, effectively being able to 'run a business' in downtime.
30 Renown The title 'Master', you gain a token or paperwork appropriate to your rank, and the ability to call on 1d6 loyal apprentices (use Commoners, MM 345) to aid you in your endeavours -- if these apprentices are slain or mistreated, loss of renown is possible.
60 Renown The title 'Guildmaster', and the ability to command the guild chapter local to your town/city. This counts as ownership of a Guildhall and allows the character the ability to 'run a business' in downtime, with a +20 on the roll.
The Sons of Fendaane (Archade)
A religious brotherhood that worship Aanyar. The Sons of Fendaane were originally a druidic brotherhood, but has now spread to include all religious adherents to Aanyar. The Sons of Fendaane often wear a stone pendant inscribed with a rune symbolizing an eye.
Goals: Promote the old faith, return the Marchlander way of life to lands lost to barbarism and war, and live in harmony with nature.
Beliefs: Sons of Fendaane swear to be self-reliant, stalwart in the face of adversity, protecting kin and home, honouring Aanyar, and his religious brethren.
Benefits: The following benefits are available to those Sons of Fendaane who prove their worth:
1 Renown The title 'Young Son', receive a stone pendant inscribed with a rune for an eye, and learn the phrases of the Sons. Fellow Sons of Fendaane will grant you shelter and be considered Helpful in attitude.
2 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (1st level spells)
6 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (2nd level spells)
5 Renown Training is available from clerical members of the Sons at no cost, granting access to skills such as Religion or Surival, or tools such as woodcarver's tools.
10 Renown Access to very common or common exotic or magic items appropriate to the Sons (potion of healing). These items may be granted as a reward for a successful quest.
12 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (3rd level spells)
15 Renown The title 'Second Son', you learn phrasings and signs appropriate to your rank, and gain advantage on Intimidation, Persuasion, and Deception checks against lesser ranked members of the sons -- however, if your reputation is used improperly, loss of renown is possible. Furthermore, you call call upon an acolyte (MM 342) to aid you in your endeavours -- if this acolyte is slain or mistreated, loss of renown is possible.
20 Renown Access to uncommon exotic or magic items appropriate to the sons (javelin of lightning, periapt of health). These items may be granted as a reward for a successful quest.
24 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (4th level spells)
30 Renown Access to rare exotic or magic items appropriate to the Sons (silver horn of Valhalla). These items may be granted as a reward for a successful quest.
48 Renown Spellcasting services at no cost, unless there are expensive material components, and as long as they are available (5th level spells)
60 Renown The title 'First Son', and the ability to call on 1d6 loyal priests (MM 348) to aid you in your endeavours -- if these priests are slain or mistreated, loss of renown is possible.