The D&D 5th edition core rules touch on the idea of joining factions and earning renown, but the PHB and DMG are sadly lacking in guidelines for rewards for earning that renown. Now, the idea of giving PCs a place to belong within the campaign and reward them for working with high priests, guildmasters, and the city council is a great one.
The D&D Adventurer's League has a Faction Guide that gives a good stories to the organizations of the Forgotten Realms, but little motivation on why people should try to gain renown for the Harpers, aside from the story of it. Some mechanical benefit does help tie characters' motivations.
However, if mechanical rewards are given for factions, they need to be 'mechanics light', meaning the rewards, while mechanical, need to be light and unobtrusive to the character's development. Things like improved reactions from NPCs or gaining faithful sidekicks is simple enough, but when drifting into class feature bonuses or magic items, caution needs to be taken.
Below are three 'generic factions' I built for my campaign -- I have campaign specific factions I will share in future articles. But generic factions can be used for any religion, any guild, any local lord. Each faction gains renown points, and builds the PC's elan with that organization, and hopefully spurs them on to seek out that church and do more.
So aside from doing the local priest a solid favour, give them something other than a small bag of gp ... give them renown!
Local Church
A local church might be a single
community-based building of faith with a handful of priests tending to it.
Goals: Promote the faith, protect the local
church from harm, and shelter the congregation.
Beliefs: These beliefs
would reflect the actual religion practiced in the Church.
Benefits: The
following benefits are available to members of the local church:
1
Renown Recognized as a
member of the congregation. Priests of
the church will be considered Helpful in attitude.
5
Renown Spellcasting services
at no cost, unless there are expensive material components, and as long as they
are available (1st level spells)
15
Renown Spellcasting services
at no cost, unless there are expensive material components, and as long as they
are available (2nd and 3rd level spells).
30
Renown You are recognized as a
pillar of the local church, and a plaque or stained glass window might be
dedicated to you inside the church. You
gain the ability to call on 1d6 loyal acolytes (MM 342) to temporarily aid you in your endeavours
-- if these acolytes are slain or mistreated, loss of renown is possible.
Local Council/Government
Whether this faction represents a local
mayor, a council of merchants, or even a noble family, followers of this
faction gain authority and influence in the local community by association.
Goals: Maintain the government or ruling
faction, gain wealth and prestige for the community.
Beliefs: Typically, a
government would not have a strong set of beliefs. Benefits: The following benefits are available to members of the local government:
1
Renown Recognized as a supporter of
the government, and given a token or papers to show your affiliation. Members of the government will be considered
Helpful in attitude.
5 Renown You
gain advantage on Charisma (Deception), Charisma (Intimidation), and Charisma
(Persuasion) checks with town officials or representatives of the council or
government.
15 Renown You gain authority to represent the government, with an
appropriate title -- tax collector, sheriff, magistrate, captain of the watch,
for example. You are able to enforce
government authority. Misuse of this
authority may result in a loss of renown.
30 Renown You are recognized as a powerful representative of the council
or government, and may receive further titles or powers. You gain the ability to call on 1d6 loyal guards
or nobles (MM 384) to temporarily aid you in your endeavours -- if these followers are
slain or mistreated, loss of renown is possible.
Local Guild
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, costing half that in
materials.
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.
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 temporarily 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.
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