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 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:

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:

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.

Rank 2: Seasoned

Seasoned characters have shown that they’re aligned with the faction’s goals, and are able to take on more responsibility.

Rank 3: Veteran

Veteran characters are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.

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.

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

Beliefs

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

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

Beliefs

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

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

Beliefs

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

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

Beliefs

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

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

Beliefs

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