There's a wide variety of factions in the Dragonlance setting. Whatever your role, choosing to be a member of a faction can add a bit more scope and depth to your character. It may also be interesting if the entire party is a member of the same faction. By no means do you have to choose a faction, but if you do, it might be helpful to have an idea of the benefits they offer.
To join a faction a character will need to have an appropriate aspect. They will also need to invest resources in certain skills. Joining a faction usually involves some sort of test. This could be a literal test, such as the Test of High Sorcery. But the test could also involve a quest of some sort, an act of service, or some other prolonged story arc.
What follows are five factions who play a part in this campaign:
Permission: A High Concept that establishes membership in the guild.
Cost: Investment in Athletics, Burglary, and/or Stealth
Aspects: Subtle. Silent. Invisible; Mysterious Guildmaster Adonaias Elvandar; Suspicious of both the Seekers and the Scales Society
Never one to concern himself with anything other than mastering magic, Adonaias Elvandar was looked upon with suspicion by his fellow elves. When he took the Red Robes after his Test of High Sorcery, he was declared a dark elf and cast out of Qualinesti. Embittered by the experience, he took over a small thieves’ guild in Caergoth called The Hand and moved the base of the guild to Haven with the intention of disrupting Qualinesti trade with the humans of the region. Over time, the Hand of Haven expanded to include several satellite guilds in most major towns and cities throughout Abanasinia, including Newports and Northkeep, where the guild ran afoul of the Scales Society. The two guilds have been rivals ever since, each seeing the other as a danger to progress. Like many thieves’ guilds, the Hand of Haven often recruits individuals with the Criminal or Urchin backgrounds, but they also actively recruit those with the Outcast background.
Goals. The Hand of Haven is more than a band of cutpurses and highwaymen. They oppose what they see as the oppressive trade tactics of the Seekers and their allies in the Scales Society. Many in the Hand see themselves as a bulwark against tyranny. More recently, the Hand has heard rumors that the Seekers and the Scales Society are holding secret meetings but, so far, the Hand has been unable to learn any details.
Typical Quests. As a Hand of Haven Guild member, you might work as a common street thief targeting greedy nobles, a highwayman on wilderness roads disrupting unscrupulous tradesmen, or a spy infiltrating one of the guild’s enemy organizations. Regardless of how you ply your trade, you are expected to gather any information concerning the Seeker organization or the Scales Society merchant guild. Many members have been dispatched from Haven recently into more remote areas where the Seekers maintain the most control. For instance, in Solace, the Hand has recently set up shop in The Trough, much to the dismay of its owner Garryn Hacksilver. From there, agents of the Hand hope to uncover any rumors circulating among the Seeker Guards who frequent that establishment.
Average (+1)
Fair (+2)
Great (+3)
Great (+4)
Superb (+5)
Footpad
Cutpurse
Sharper
Thief
Master Thief
Permission: A High Concept that establishes membership in the knighthood.
Cost: Investment in the Leadership skill
Aspects: Est Sularus oth Mithas; Defend the Defenseless; Absolute Adherence to the Code and the Measure
The origins of the Knights of Solamnia lie in the Age of Dreams when Vinas Solamnus received visions from Paladine, Kiri-jolith, and Habbakuk instructing him to form a knighthood which would endure through the ages, the Knights of Solamnia, and would serve to unite the disparate peoples of the land. The knighthood would consist of three orders, each modeled after the tenets of one of the three patron deities of Solamnus’ vision.
For centuries, the Knights of Solamnia were seen as the protectors of the innocent, but when they failed to stop the horrific events of the Cataclysm, the people rose up against them and forced its leadership into exile on the island of Sancrist far to the west. A few strongholds loyal to the knighthood remain, such as Tantalon in Abanasinia, but most common folk still view the knighthood with contempt. The knighthood now mostly operates from clandestine circles in places too dangerous for them to operate openly. Some of these knights have succumbed to bitterness or pride, but others still see themselves as protectors of the people and hold fast to the tenets of their Oath.
Goals. The goals of the knighthood are to protect the innocent, preserve order, and to defend the realm of Solamnia and its allies from outside threats, while upholding the virtues of justice, courage, and duty.
Typical Quests. Quests for the Knights of Solamnia will often include a journey to a distant land and provide a specific goal or task the knight must achieve. According to the Measure, the goal of a knight’s quest can be several things but often include protecting innocents from a powerful threat, defeating dangerous monsters, negotiating peace between warring factions, the recovery of lost artifacts or knowledge.
Average (+1)
Fair (+2)
Good (+3)
Great (+4)
Superb (+5)
Knight Steward
Knight Captain
Knight Marshal
Lord Knight
High Knight
Permission: A High Concept that establishes membership in the guild.
Cost: Investment in the Resources skill
Aspects: Progress By Any Means Necessary; Bargains and Schemes; Wealth is the Only Measure
The Scales Society began when a small number of wealthy merchant families from Caergoth saw an opportunity to expand their empires in the region of Abanasinia, establishing their base of operations in a navigable cape on the northern coast. On that cape they built a fortress they called Northkeep, which attracted commoners, artisans, and mercenaries. Eventually, Northkeep became a prominent city ruled by trade guilds.
On more than one occasion, the burgeoning city had to defend itself and its riches from outside aggressors. The merchant princes who ruled there organized a militia, each guild agreeing to contribute to the cause of mutual protection.
Any artisan, craftsman, or merchant who joins the Society can expect certain benefits in return for their annual dues, such as recovery of the cost of the mercenaries who guard their caravans, mediation over territorial disputes with other members, and legal representation if they run afoul of local laws.
Goals. The Scales Society seeks to protect the interests of its member guilds from threats such as banditry, piracy, and competition. They will exploit any opportunity to expand trade for their member guilds throughout Abanasinia. They form alliances of convenience with any other organizations who can help them to fulfill these goals.
Typical Quests. Quests for the Scales Society are driven by profit and can involve anything from guarding shipments of goods overland or oversea to the elimination of bandit or pirate strongholds. Sometimes a merchant prince will hire adventurers to eliminate competition from nonmember organizations or expose thieves guilds that have cut into the profits of member guilds.
Average (+1)
Fair (+2)
Good (+3)
Great (+4)
Superb (+5)
Master
Lord
Baron
Viscount
Prince
Permission: A High Concept that establishes membership in the theocracy.
Cost: Investment in the Rapport or Provoke skill
Aspects: Once we are purified, we will find that which we seek; The People Must Be Controlled; The Theocracy is the Only Source of Enlightenment
The Seeker organization has established itself as a stabilizing and unifying force in the region of Abanasinia. As its power has increased over the years, it's become increasingly corrupt, but there are still a few in the church who earnestly work for the good of the people.
The church has two main branches: the priesthood and the Holy Guardians. Seeker priests are responsible for the emotional and spiritual needs of the people. The highest ranking members make up the High Council in Haven. The council appoints high theocrats in the villages and towns whose job it is to establish order by any means necessary. This order is maintained by the Seeker Holy Guard, the military arm of the church.
Some Seeker guards are local youths who hope that by serving the church they can make their homes safer. There has been an increase in Seeker guard recruitment lately, however. Exactly where these new recruits have come from is a mystery to all but the highest ranking members of the organization, but it seems that most of the abuses of power have come from the more recent recruits.
Goals. Ostensibly, the Seekers main objective is to shepherd the ignorant masses toward enlightenment. In recent years, many unscrupulous leaders within the religion have extended the church’s political influence with little regard for the methods employed by its members.
Typical Quests. The Seekers will sometimes send agents to spy on communities suspected of harboring dissenters and expose them. Others are sent to foreign lands to serve as ambassadors representing Seeker interests.
Average (+1)
Fair (+2)
Good (+3)
Great (+4)
Superb (+5)
Acolyte
Philosopher
Seeker
Theocrat
High Seeker
Permission: A High Concept that establishes membership in one of the orders.
Cost: Investment in the Lore skill
Aspects: The warrior has their blade, the wizard has their magic; Within the Tower, Magic is All that Matters; Renegades Are a Danger to Us All
In the Age of Dreams, magic was volatile and unpredictable, so the gods of magic established the Orders of High Sorcery. Wizards of High Sorcery claim to be the only ones with approval from the gods to wield arcane magic and guard access to powerful spells and potentially destructive magical devices.
The Wizards of High Sorcery are composed of three orders, each following one of the three gods of magic, represented by Krynn’s three moons, the sources of arcane magic in the world. The evil Black Robes follow Nuitari, the black moon. Red robes follow Lunitari, the red moon of neutrality. White Robes follow Solinari, the white moon.
Goals. The Wizards of High sorcery seek to further the responsible use of magic through rigorous study and discipline. Members of different orders may be enemies outside the Towers of High Sorcery, but inside the towers, magic is the only thing that matters. Bitter enemies will set their conflicts aside to face a threat to the Art.
Typical Quests. The Wizards of High Sorcery very rarely assign their members a quest. However, when the need is great, typical quests might include hunting a renegade magic-user who poses a threat to
the Orders or the world, facing that renegade in battle, locating and turning over potent or dangerous artifacts to the Conclave, or representing the Conclave as a political advisor or ambassador.
Average (+1)
Fair (+2)
Good (+3)
Great (+4)
Superb (+5)
Apprentice
Mage
Wizard
Archmage
Master
Factions can vary from small military organizations like the Knights of Solamnia, to exclusive groups like the Scales Society, or even political bodies like cities and nations. Likewise, the way the general public views a particular faction can fluctuate, depending on what’s happening in the world. Most of the time a faction is only an aspect in a game. However, it sometimes becomes necessary for a faction to take action independant of the characters. When this happens you can use the Fate Fractal to give your faction skills, stunts, or even stress boxes and consequences.
What follows are examples of how to build a faction in your game and borrows heavily from the "Very Large Monsters" supplement written by Mark Diaz Truman. You can view this document on Evil Hat's Downloads page, found here..
Just like with items of power, each faction should have a minimum of two aspects: an ideal and a hindrance. The ideal should describe the main purpose of the faction. It is that ultimate purpose which its members strive toward. The faction's hindrance works in a similar way to a character's trouble. It could be something that undermines the faction’s effectiveness, internal strife, a nemesis, or other such weakness. These aspects can be invoked by any characters who are members of the faction. The GM will determine if the situation justifies the invocation of an aspect. The GM may also, when it is appropriate, compel faction aspects, awarding a fate point to all those affected.
In addition to aspects, factions may also have approaches and stunts if it is determined that the organizations in the game will be taking actions independently. It is also useful when one organization acts against another, such as in large-scale combat. Will the Knights of Solamnia and the Dragonarmies fight a battle? That’s when the organization’s approaches should come into play.
Faction approaches are rated in the same way as a characters approaches. Rate one at Good (+3), two at Fair (+2), two at Average (+1) and one at Mediocre (+0). There are six faction approaches:
This is the measure of a faction’s ability to spy on other factions and gather intelligence. It functions for a faction in a similar way as the Guile approach does for characters.
Engineering has to do with the level of technology employed by the faction. If the faction is making significant advances or has a team of gnome engineers, this is the approach that will represent that.
At the other end of the spectrum, the Magic approach determines how much the faction relies on the use of either Arcane or Divine magic. This can also determine the level of magical lore held within the faction or could inform how a particular faction views magic practitioners. If Magic has a high rating, it makes sense that the faction welcomes mages. A low rating could mean the faction treats spellcasters disdain.
Politics indicates several things, such as how one faction interacts with another, its internal stability, and the general effectiveness of its bureaucracy. Anytime a faction engages in bureaucracy or diplomacy to solve a problem, Politics comes into play.
This approach is used when one faction becomes engaged in a physical conflict with another faction or tries to intimidate another faction with its superior show of force.
Sometimes a faction needs to acquire something, fund an endeavor, or give tribute to another faction. Use the wealth approach when a faction tries to solve a problem with money.
Just like characters, factions can have stunts. These function in exactly the same way as character stunts. Faction stunts offer a two shift bonus to certain actions under narrow conditions. These will tend to come into play in large-scale play, rarely on the character level.
Factions suffer stress in the same way characters do except that the stress must be dealt by another faction. How this is translated in the game depends greatly upon the scale of the conflict. For instance, if you are playing out a battle between units of Steel Legionnaires and the Minotaur Empire, it may not have any lasting impact on the larger organizations if one is taken out. However, if the Minotaur Empire and the Kingdom of Silvanesti are at war, being taken out can have very serious repercussions.
A faction’s stress clears once the PCs have reached a significant milestone in the campaign representing the fact that they have made significant progress toward eliminating whatever has been threatening the faction for which they are working.
Rather than conditions, a faction will have a mild, moderate, and severe consequence slots that can absorb stress. These are treated as aspects, with one free invocation for the faction that created it. Consequences reduce down by one level when the PCs reach a major milestone and have eliminated the threat altogether. When a faction receives stress that it can't absorb, it is taken out.
Sometimes a faction will offer unique stunts and conditions that member PCs can purchase by spending refresh.
Below are some examples of some of the factions of which a character might be a member.
Aspects
Ideal: We fight for the good of the common people.
Hindrance: We are too scattered to directly confront the forces of evil.
Approaches
Good (+3): Espionage
Fair (+2): Magic, Politics
Average (+1): Wealth, Warfare
Mediocre (+0): Engineering
Stunts
One with the People. You get +2 to overcome actions made with Politics.
Information Gatherer. When creating an advantage with the Espionage skill to discover aspects about another organization, you get a +2 to the roll.
Aspects
Ideal: Protecting the security and purity of our realm.
Hindrance: Pride and Arrogance lead to narrow-mindedness.
Approaches
Good (+3): Magic
Fair (+2): Warfare, Wealth
Average (+1): Politics, Espionage
Mediocre (+0): Engineering
Stunts
Defending the Homeland. When you succeed at creating an advantage with the Warfare skill when fighting against an invading army, you gain two free invokes of that aspect rather than one. In addition, if you succeed with style, you gain a boost on top of the two free invokes.