Renown
The factions – Emerald Enclave, Harpers, Lords’ Alliance, Order of the Gauntlet, and the Zhentarim – have been a part of Forgotten Realms lore and the Adventurers League since basically the beginning. These organizations play a part in the world’s functions, but often as supportive elements; rarely are they on the forefront of global events en masse. Sure, there are incidents that the Harpers have guided (lookin’ at you, Elminster) and the Zhentarim have a long, bloody history of working hand-in-hand with the nation of Thay (something-something-Manshoon’s a jerk). The others, too, have been party to history in much the same way.
So, mechanically-speaking: So what does this mean for characters that already have a faction? Well, it’s pretty easy:
you can leave your faction (normal rules apply)
you can stay in your faction by exchanging your current background feature with Safe Haven, the feature used by the Faction Agent background). You may do this regardless of your level, just as how your alignment might change as your story progresses.
remember that characters with a lawful evil alignment are required to be members of either the Zhentarim or the Lords’ Alliance, and Adventurers League play does not allow neutral evil or chaotic evil alignments in play
You don’t have to take the FULL Faction Agent background, but at a minimum you will need to have the Safe Haven feature in order to remain a member of your faction (yes, this is the second time we’ve said this in the article; it’s intentional). This means that you can still have the gear and skills from, say, the Acolyte background while using the Faction Agent feature. Create your story and run with it!
And, from an adventure-building stance: The factions may not be as present in our upcoming content, but they’re not absent! Their goals and motivations are a bit more open and accessible.
We’ve found that the players, DMs, and event organizers have a pretty strong handle on how they want the factions to play and behave. We want to see this grow! To that end, we would like to encourage event organizers to consider the CCC program – to develop content that the local community and your attendees wish to see. Are you seeking an adventure that strongly features Zhentarim characters and motivations? Or an Emerald Enclave adventure that circles around the reclamation of an ancient cairn that is currently threatened by a horde of undead? This is your chance!
Creating faction-focused content is a great way to communicate your community’s roleplay goals and desires, and is a huge opportunity to invite others into your stories. Adventures – including CCCs – need to be open to all players (we’re not looking for an adventure that can only be played by, say, Zhentarim characters) but you could certainly skew the events of that content in a way to spotlights the service and abilities of one specific faction. You’ll see some of these in the very near future as the first wave of Red War CCC adventures begins to roll out; these adventures take place during the Red War epic, and showcase the “zoomed in” efforts of heroes and often their factions during those chaotic hours. These actions (and more!) have planted seeds for many adventures to come, and we’re very excited for the future!
From an ongoing narrative perspective, we are modeling this decision thusly (from an ‘unnamed’ Harper’s perspective):
The world’s stage was recently dominated by the events that unfolded in Mulmaster. Ancient elemental princes were nearly summoned into the city, but the residents paid a steep price. The agents of Thay swept in like a flood and inserted themselves in the region, creating nearly-inextricable connections to the people, their infrastructure, and their lives. For a time they appeared to be content with rebuilding, with assisting the people; we knew that bubbling below that benevolent façade was a terrible truth and we waited for it to burst through. The people of Mulmaster needed champions and resources; resources that we Harpers and the other factions were unable to provide directly. Our coffers were simply not deep enough.
And then… sadness. In truth, a necessary grievance we believe, but still a series of actions was spearheaded by the Emerald Enclave and soon joined by many others from across all groups. These heroes chose to declare an open war against the Red Wizards and despite our erstwhile allies in the city – the Cloaks, our embedded agents, and others – warning them against this course of action they continued to press. Master Ar’soon’s words were not heeded, nor were the admonitions of Ambassador Firefinger, and for this the people of Mulmaster would pay a terrible price: the arrival of Szass Tam himself.
As we feared, the Thayans had been building towards some terrible work of magic. The details were scant as our own spies were hard at work but these things take time, and the arrival the great and terrible lichlord presented an insurmountable hurdle. This would become known in short order as “The Red War”, and though it was short-lived it represented a turning point for all of Faerun. Our combined efforts destroyed many of the agents of the lich but what we learned ensured that we could not return without jeopardizing the remaining population of the City of Danger. The Thayans redoubled their efforts and tightened their chokehold on the region. For every faction member discovered, regardless of membership, three citizens would die, or worse. For every spell cast by someone other than a Red Wizard, three citizens would die. Any agent acting of their own volition or motivation that is discovered in the vicinity of Mulmaster would result in their extermination, and the death of three citizens.
We were to gather our known agents and bring them home, and to disclose their identities to the Thayans. Any that were not reported were to be considered disavowed, rogue agents and could be dealt with as the Thayans saw fit. Thay has begun to set about erecting magical defenses and walls around Mulmaster to rival some of their on upon the Thaymount. What dire plans they have we can only guess at, as our agents are no longer welcome in that city. They are watching even beyond the walls, and the coffers of Thay are as rich as are their memories and grudges. We withdraw, and we wait; we watch the Blight upon the Moonsea stagnate and fester, but we must admit that the killings have, as far as we can tell, stopped now that our agents – all of them, from every known faction not native to Thay – have been removed. It is a sad reality that we are all equal in the eyes of the dread lich; Harpers, Lords’ Alliance, Zhentarim, Emerald Enclave, and the Order of the Gauntlet are seen as nothing more than a single punishable obstacle by those vile wizards.
So now we bring our allies home; we extend to them the formal protections of our ranks and reform our plans. The watchful eye of Thay is upon us and we cannot turn from this course, lest we upset the balance that has been struck. It is a delicate game, but we Harpers are no strangers to such things. The Red Wizards tell us that they only need five years in the City of Danger, at which time they would consider entering into negotiations regarding their continued presence in the city. None of us want the unblinking gaze of Szass Tam upon us and despite the sincere frustration we feel with the demands that have been levied, the potential cost of innocent lives is too much to bear. It is better that we play by their rules for now and work to develop our counterstroke slowly and methodically as time allows.
Tymora’s blessings upon us all, my doves.
The Platinum Harp Adventure League Article
Faction Agent background feature
Only if your character possesses the Faction Agent background feature, can they be a member of any of the five factions. Factions persist from storyline to storyline and are loosely woven into the D&D Adventurers League’s narratives. If you change your character’s factions or no longer have the Faction Agent background feature, you lose all their renown.
All members of a faction receive an identifying insignia of their faction: a wearable or held item such as a pin, a brassard, or special coin. In addition, they may also identify themselves in other ways, such as clothing, tattoos, ritual scarring, or secret handshakes.
In the Forgotten Realms, five factions have risen to prominence. These factions seek to further their own aims while opposing destructive forces that threaten the folk of Faerûn. Each faction has its own motivations, goals, and philosophy. Some are more heroic than others, but all band together in times of trouble to thwart major threats.
Factions are an important part of the D&D Adventurers League experience, but characters don’t have to become a member of a faction right away, or at all. Belonging to a faction sometimes means having responsibilities, but it also carries with it support and rewards for service.
Houserule: When a player character joins a faction they do so through a contact.
Renown Ranks & Rewards
By adventuring, your character establishes themselves among the denizens of Faerûn. As their reputation grows, they can call in favors from those they have crossed paths with along their journeys.
Renown Benefits
While characters needn’t be members of a faction to accrue renown, some adventures provide additional benefits to faction members.
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 is lost if unused at the end of the adventure or chapter (whichever happens first).
Renown Item
Seasoned characters (Tier 2) 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, etc.). Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item
Seasoned faction members (Tier 2) gain a magical token bearing their faction’s insignia. Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
Renown Suspensions
Just as your character earns access to renown rewards through heroic acts, so too can they lose it through unheroic ones. If suspended, your character loses access to renown benefits at the beginning of a number of adventures as determined by the duration of their suspension:
Long-Term Suspension. Your character’s access to renown benefits is suspended for a number of adventures or chapters equal to half of the character’s level (minimum 1). These suspensions are imposed for egregious in-game and out-of-game actions, such as:
Attacking another character without the consent of their player and the Dungeon Master.
DM’s Discretion (use sparingly). This includes truly disruptive things; such as hostile behavior against faction members, overtly evil acts, etc.
If this type of behavior persists after this penalty has occurred, the DM’s has ultimate discretion to excuse you from the game—in which case you forfeit all rewards for the session. If excused in this way, you can’t replay the adventure with the same character.
Short-Term Suspensions. Your character’s access to renown benefits is suspended for one adventure or chapter. These suspensions can be imposed for:
Your character is witnessed committing a crime.
Your character is found guilty of committing a crime.
DM’s discretion (use sparingly). This can include things such as acting a manner that is not beneficial to the faction’s goals; significant disrespect of persons with legitimate authority, abusing commoners, intentionally hindering the group, etc.
It’s important to note that sometimes these actions can be allowed or even requested by the other party members (such as everyone involved agreeing that casting fireball amidst the party is the only way to eliminate their foes en masse or if your character is subject to spells such as dominate person, etc.). In these cases, no suspension of benefits is applied.
Faction Membership
Your character can join any faction they meet the requirements for (for example, members of Bregan D’aerthe must be drow). You can only be a member of one faction at any time and maintaining membership in a faction requires a character to possess the Safe Haven background feature. Your character can leave their faction at any time. To do so, they replace the Safe Haven background feature with a new one or choose a new faction. In either case, they receive a short-term suspension from renown benefits.
Faction Advancement and Benefits
As a character allied with one of the factions goes on adventures, he or she earns renown for accomplishing tasks that align with the faction’s goals.
Rank 1: Novice
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 faction-specific for your faction.
Receive Your Faction’s Insignia: All new faction members receive an insignia of their faction, fashioned into a wearable or held item.
Harpers Pin
Order of the Gauntlet Pendant
Emerald Enclave Leaf clasp
Lords’ Alliance Signet ring (symbol palm side)
Zhentarim Gold coin (stamped symbol)
Rank 2: Seasoned
Seasoned characters have shown that they’re aligned with the faction’s goals, and are able to take on more responsibility.
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item. Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
Rank 3: Veteran
Veteran characters are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.
(Houserule) 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 season .
Rank 4: Heroic
Heroic characters are trusted voices within the faction’s leadership. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank.
(Houserule) Faction Philanthropist: 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 the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric).
Emerald Enclave
The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.
Goals
Restore and preserve the natural order.
Destroy all that is unnatural.
Keep the elemental forces of the world in check.
Keep civilization and the wilderness from destroying each other.
Beliefs
The natural order must be respected and preserved.
Forces that upset the natural order must be destroyed.
Civilization and the wilderness must learn to coexist peacefully.
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) - Receive a silver clasp styled like a maple leaf, the symbol of the Emerald Enclave.
Summerstrider (rank 2, level 5th)
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item that operates as a ring of protection or ring of animal friendship (chosen when this item is gained). Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
[Phlan houserule] Elven Clasp: At the beginning of an adventure, you can spend 10 downtime days to have your silver clasp give you the benefit of Eyes of the Eagle until the end of the adventure.
[Phlan houserule] Hidden Ways: By spending 2 downtime days, your land travel speed (average) is doubled to 6 miles per hour from 3 when traveling in open wilderness.
Autumnreaver (rank 3, level 11th) - Faction downtime activity.
[Hillsfar] Madness Ward: You know that the madness creeping to the surface world from the depths of the Underdark is wholly unnatural. By performing cleansing rituals and warding areas where demonic madness has been seen or felt, you and your companions can bolster your resistance to that madness. For each downtime day you spend, you can grant yourself or an ally a madness ward that lasts until your next long rest. A creature with this madness ward can use a reaction to gain advantage on a saving throw against madness. A character can have only one madness ward active at a time.
[Mulmaster] Secluded Haven: You have a secret place just outside the city where you and your allies can rest, recuperate, and find mounts. When you use the recuperating downtime activity, you can apply the effects to your entire group. In addition, at the beginning of an adventure or when appropriate, you can spend downtime days to borrow mounts (riding horses, ponies, or mules) for yourself and your group. The cost is 1 downtime day per mount borrowed. All mounts must be returned at the end of the adventure. If any mount dies during the course of the adventure, you must pay half its value in gold.
[Phlan houserule] Fey Crossroads: By spending 5 downtime days, your improved knowledge of the wilderness and secret paths allows you and your party to travel at twice the normal speed for overland travel so long as it is wilderness, 6 mph on foot and 12 mph while mounted and galloping. Wilderness creatures instinctively cover your tracks, giving disadvantage to any Wisdom (Survival) checks to track you.
Winterstalker (rank 4, level 17th).
[Phlan houserule] Dragonhide Clasp: At the beginning of an adventure, you can spend 10 downtime days to have your silver clasp turns any worn cloak into a Dragonhide Cloak (attuned, pick a single resistance to acid, lightning, fire, cold, or poison) until the end of the adventure.
[Phlan houserule] Mentor: At the beginning of an adventure or when appropriate, you can spend 10 downtime days to recruit a forest avenger. The forest avenger performs any tasks within reason and capability, but parts ways with you at the end of the adventure.
[Phlan houserule] Eagle Friend: If you spend 10 downtime days, the mount you can gain from your Secluded Haven can now be a Griffon. If you spend 5 downtime days, your mount can be a Giant Eagle
Harpers
The Harpers are a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.
Goals
Gather information throughout Faerûn.
Promote fairness and equality by covert means.
Thwart tyrants and leaders, governments, and organizations that grow too powerful.
Aid the weak, poor and oppressed.
Beliefs
One can never have too much information or arcane knowledge.
Too much power leads to corruption. The abuse of magic, in particular, must be closely monitored.
No one should be powerless.
Member Traits
Harper agents are trained to act alone and rely on their own resources if they can. When they get into trouble they shouldn't have to count on their fellow Harpers to come to the rescue. This teaches members to be self-reliant and to work to achieve Harper goals in secret. However don't let that make you think they are callous toward one another or cannot lend aid if needed. Friendships between them are neigh unbreakable. Masterful spies and infiltrators they use magic and skill to form relationships, cultivate their information networks, and manipulate others into doing what must be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Ranks
Watcher (rank 1) - Receive a silver pin shaped like a harp, the Harper insignia.
Harpshadow (rank 2, level 5th).
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item that operates as a ring of protection or ring of free action (chosen when this item is gained). Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
[Phlan houserule] Shielding Pin: At the beginning of an adventure, you can spend up to 5 downtime days (for a equal number of charges in the Shielding Pin). Each charge allows the Harper to use a reaction when damaged by a force attack, to treat the Harper pin as a Brooch of Shielding until start of his next turn. Any remaining charges disappear at the end of the adventure.
[Phlan houserule] Spy Network: At the beginning of an adventure or when appropriate in a city, you can spend 5 downtime days to gain the temporary assistance of a Harper spy for a specific mission. The spy performs any non-combat tasks within reason and capability, but parts ways with you within 24 hours or at the end of the adventure (whichever comes first).
[Phlan houserule] Lesser Harper Cache: Spend 10 downtime days to gain access to a Harper Cache with weapons, armor and adventuring gear worth 100 gp that may contain potions or scrolls of common quality. Any used items must be replenished at 1/2 cost.
Brightcandle (rank 3, level 11th) - Faction downtime activity.
[Hillsfar] Mental Fortitude: Under the tutelage of your faction-mates in Elventree, you have learned the secrets of healing the mind. If you are afflicted with any type of madness, you can spend 1 downtime day to reduce your madness level by 1, and to cure any short-term madness or long-term madness that afflicts you. You can do the same for allies, but the cost is 3 downtime days per ally cured. You cannot use this benefit to cure indefinite madness, and you cannot reduce your madness level to 0 if you are afflicted with indefinite madness.
[Mulmaster] Arcane Amnesty: You have friends within the Cloaks — an order of arcanists in Mulmaster — that are sympathetic to the Harpers’ cause. You have advantage on any social interaction checks to exonerate you or anyone in your group for using restricted magic in and around the city. In addition, you can spend downtime days to have an arrested caster freed from prison or harsh punishment. The cost is 1 downtime day per level of the violating spell.
[Phlan/PotA houserule]: Applicable in Phlan/Dessarin Valley. Gain advantage on all social interaction checks with city governments or guilds. Also, during downtime activity exonerate you or any member of your group who has broken a city-specific law. This may take multiple days depending on severity.
[Phlan/PotA houserule] Harper Cache: Spend 10 downtime days to gain access to a cache with weapons, armor and adventuring gear worth 500 gp that may contain potions or scrolls of uncommon quality. Any used items must be replenished at 1/2 cost.
Wise Owl (rank 4, level 17th).
[Phlan houserule] Seeing Pin: At the beginning of an adventure, you can spend 10 downtime days to treat your Harper Pin as a Gem of Seeing (with 3 charges) for the rest of the adventure.
[Phlan houserule] Mentor: At the beginning of an adventure or when appropriate, you can spend 5 downtime days to recruit a Harper spy. The spy performs any tasks within reason and capability, but parts ways with you at the end of the adventure.
[Phlan houserule] Improved Harper Cache: Spend 10 downtime days to gain access to a cache with weapons, armor and adventuring gear worth 1,000 gp that may contain potions or scrolls of rare quality. Any used items must be replenished at 1/2 cost.
Lords’ Alliance
The Lords’ Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords’ Alliance.
Goals
Ensure the safety and prosperity of cities and other settlements of Faerûn.
Maintain a strong coalition against the forces of disorder.
Proactively eliminate threats to the established powers.
Bring honor and glory to one’s leaders and one’s homeland.
Beliefs
If civilization is to survive, all must unite against the dark forces that threaten it.
Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
Don’t wait for the enemy to come to you. The best defense is a strong offense.
Member Traits
In order 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) - Receive a silver signet ring with an icon of a brilliant crown in the face, which is worn face-side down.
Redknife (rank 2, level 5th).
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item that operates as a ring of protection or ring of the ram (chosen when this item is gained). Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
[Phlan houserule] Glamoured Armor: At the beginning of an adventure, you can spend up to 10 downtime days to have your signet ring give any armor you wear the benefit of Glamoured until the end of the adventure.
Stingblade (rank 3, level 11th) - Faction downtime activity.
[Hillsfar] Rally the Troops: You are dedicated to helping the common folk stand strong against the demonic influences pouring forth from the Underdark. By spending 10 downtime days to rally the locals — whether surface dwellers or Underdark denizens — you can call 3 bandits to your assistance. By spending 15 downtime days, you can rally 3 bandits and one bandit captain to your aid. These allies perform any tasks within reason and capability, but they part ways with you after taking part in one combat or at the end of the adventure, whichever comes first. If things are looking grim and you do not already have these allies (and have not already called them during the current adventure), you can use a bonus action to spend an additional 5 downtime days (for a total of 15 or 20 downtime days) and have these allies immediately show up in a place of the Dungeon Master’s choosing.
[Phlan houserule] Applicable in Phlan. You call upon Black Fist guards you know and trust. 2 guards (rather than 3 bandits).
[Mulmaster] Hawk Association: You are part of the Hawks, the secret police of Mulmaster. You maintain law and order through intimidation and strongarm tactics. You can coerce information from the common folk for your benefit, gaining advantage on any Charisma (Intimidation) checks to do so. Once per adventure at the beginning of an adventure, you can spend 3 downtime days to learn an adventure secret. The Dungeon Master provides you with a secret that only you know about the adventure, and you gain advantage on all checks to recall related information for the duration of the adventure.
[Phlan houserule] Applicable in Phlan. You are a Black Fist investigator.
Warduke (rank 4, level 17th).
[Phlan houserule] Hard to Kill: At the beginning of an adventure, you can spend 10 downtime days to have your silver signet ring become a Ring of Regeneration until the end of the adventure.
[Phlan houserule] Mentor: At the beginning of an adventure or when appropriate, you can spend 10 downtime days to recruit a alliance officer. The officer performs any tasks within reason and capability, but parts ways with you at the end of the adventure.
[Phlan houserule] Baron: You become a baron of a small village or hamlet such as your home-town or perhaps one granted to you by the Lords' Alliance
Order of the Gauntlet
The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.
Goals
Be armed and vigilant against evil.
Identify evil threats such as secretive power groups and inherently evil creatures.
Enforce justice.
Enact retribution against evil actions — do not strike preemptively.
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.
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) - Receive a tabard of sky blue with a grey symbol of gauntlet clenching a sword at mid-blade. This is the insignia of the Order of the Gauntlet.
Marcheon (rank 2, level 5th).
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item that operates as a ring of protection or ring of fire resistance (chosen when this item is gained). Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
[Phlan houserule] Protective Tabard: At the beginning of an adventure, you can spend 10 downtime days to treat your tabard as a Cloak of Protection for the rest of the adventure.
[Phlan houserule] War Horse: At the beginning of an adventure or when appropriate, you can spend 5 downtime days to gain access to a War Horse for the rest of the adventure. If the war horse is killed, you cannot use this feature again until you have given 400 gp to the Order. At Rank 4, Your war horse gains medium barding for free.
Whitehawk (rank 3, level 11th) - Faction downtime activity.
[Hillsfar] Investiture of the Divine: You have been a participant in prayer circles and rites to combat the demons spilling from the Underdark. You can spend 10 downtime days to gain an investiture of the divine that lasts until your next long rest. While your investiture is active, you can use a bonus action on each of your turns to grant you or an ally within 30 feet of you the ability to bypass damage resistances on the next attack made against a demon. This benefit does not bypass a demon’s immunities.
[Mulmaster] Judge Friend: You are a dueling judge, and have overseen many duels in Mulmaster. You have the ear of friends within the dueling judge community, and can call upon the services of a battle-hardened warrior to lend you aid. At the beginning of an adventure or when appropriate, you can spend 5 downtime days to recruit a veteran. The veteran performs any tasks within reason and capability, but parts ways with you after taking part in one combat or at the end of the adventure.
[Phlan houserule]: Applicable in Phlan.
[Phlan houserule] Order Cache: Spend 10 downtime days to gain access to a cache that contains masterwork weapons and armor of a value up to 500 gp. Any used items must be replenished at 1/2 cost.
Vindicator (rank 4, level 17th).
[Phlan houserule] Mantle Tabard: At the beginning of an adventure, you can spend 10 downtime days to treat your tabard as a Mantle of Spell Resistance for the rest of the adventure.
[Phlan houserule] Mentor: At the beginning of an adventure or when appropriate, you can spend 10 downtime days to recruit a veteran. The veteran performs any tasks within reason and capability, but parts ways with you at the end of the adventure.
[Phlan houserule] Improved Order Cache: Spend 10 downtime days to gain access to a cache that contains masterwork weapons and armor of a value up to 1,000 gp. Any used items must be replenished at 1/2 cost.
Zhentarim
The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Sometimes called the Black Network this organization is attempting to reclaim the might and power of the Zhentarim trade empire of ages past who ruled the moon sea region and much of the north. 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 empire and trade-monopoly. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.
Goals
Amass wealth.
Look for opportunities to seize power.
Gain influence over important people and organizations.
Dominate Faerûn.
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.
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. As a whole, 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) - Receive a gold coin with a stamped symbol of a dragon, the symbol of your faction.
Wolf (rank 2, level 5th).
Renown Item: Your character may gain a +1 weapon, +1 shield, +1 rod of the pact keeper, or a +1 wand of the war mage tied to their background. Your character’s Magic Item Limit applies to this item, and the item can’t be sold or traded.
Faction Item: Your character insignia may become a magic item that operates as a ring of protection or ring of evasion (chosen when this item is gained). Your character’s Magic Item Limit applies to this item and it can’t be sold or traded. The item gained is determined by their faction but is lost if you leave the faction.
[Phlan houserule] Con Man: At the beginning of an adventure, you can spend 10 downtime days to have your gold coin be treated as Eyes of Charming (3 charges) until the end of the adventure.
[Phlan houserule] Fence: You can spend 3 downtime days to gain access to a fence that will buy stolen goods or forge an official document in any city or town with a Zhentarim presence. You can spend 10 downtime days to gain access to a safe house that offers a comfortable lifestyle for up to a week.
Viper (rank 3, level 11th) - Faction downtime activity.
[Hillsfar] Opportunist: You are a Viper of the Zhentarim and are adept at slithering your way into advantageous positions. Despite the Red Plumes’ grip on trade in the region and the chaos spreading as a result of madness in the Underdark, you are in a perfect position to profit. While you adventure, you are able collect valuables without the other party members’ knowledge, then sell those valuables at a later date. For each 10 downtime days you spend before an adventure, increase your gold rewards from the adventure by 10 percent, up to a maximum of 50 percent for that adventure.
[Mulmaster] Procure Illicit Goods: You have contacts among smugglers residing in the ghettos of the city, who are able to procure restricted and illicit items for you. At the beginning of an adventure or when appropriate, you can spend 2 downtime days to gain one of the following items for the duration of the adventure: carrion crawler mucus, serpent venom, or a moldering scroll holding a 1st-level spell (houserule: necromancy). Then roll on the Procure Illicit Goods table to see what happens as a result of your dealings.
[Phlan houserule] Applicable to Phlan.
[Phlan houserule] Zhentarim Cache: At the beginning of an adventure or when appropriate, you can spend 10 downtime days to gain access to a cache with drugs or poisons worth 500 gp. Any used items must be replenished at 1/2 cost.
Ardragon (rank 4, level 17th).
[Phlan houserule] Legerdemain: At the beginning of an adventure, you can spend 10 downtime days to have your gold coin be treated as a Ioun Stone of Reserve (0 spells) until the end of the adventure.
[Phlan houserule] Mentor: At the beginning of an adventure or when appropriate, you can spend 20 downtime days to take out a contract with a Zhentarim assassin for a single target. The assassin performs any tasks within reason and capability, but parts ways with you after a single assassination attempt or at the end of the adventure (whichever comes first).
[Phlan houserule] Improved Zhentarim Cache: At the beginning of an adventure or when appropriate, you can spend 10 downtime days to gain access to a cache with drugs or poisons worth 1,500 gp. Any used items must be replenished at 1/2 cost.