Group patrons from AL Player's Guide

Dragonmarked House

Your group works for one of the most influential organizations in Khorvaire: the dragonmarked houses. Whether or not any member of your group carries a dragonmark or is even related to one of the houses by blood, you act on behalf of a house to advance its interests. You might function openly as representatives of the house, wearing its badge and exerting its authority, or you could be covert or unacknowledged agents.   The thirteen dragonmarked houses are described in detail earlier in this chapter.  

Patron Benefits

With a dragonmarked house as your group's patron, you gain the following benefits:   Compensation. Your patron house pays you for the work you do on its behalf. On average, the house pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission.   House Services. When you require the services provided by your patron house, you can secure them at a discounted rate (10 percent off the normal charge). You might also be able to trade in a favor to get extraordinary services or a larger discount.   Independence. Each member of your group is issued papers that identifies you as agents of your patron house. Because the dragonmarked houses are bound to political neutrality by the terms of the ancient Korth Edicts, these papers guarantee you the right to travel freely across national borders on the business of your patron house. (If you assert that you are on the business of the house, even if you aren't, border agents are unlikely to challenge you.)  

Build Your Group

Dragonmarked houses employ adventurers who suit their needs. The roles characters play in a group with a dragonmarked house patron often have more to do with their relationship to the house than with the specific roles in the party. Consider some or all of these roles for your characters:   Adventurer. Some characters are associated with your patron house because of their connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skills—usually capabilities that the house's other agents lack. The Adventurer might have a wide range of abilities, particular to whatever needs the House has at the time. Many with peculiar skills or highly specific fields of expertise find themselves in the employ of dragonmarked houses or house members with eccentric interests and deep pockets.   Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a skilled physician or cleric in House Jorasco's Healers Guild, for example, or an inquisitive associated with House Tharashk's Finders Guild. The Guilder might have the guild artisan background or some other set of skills suited to the specialties of your patron house's guilds.   Heir. The Heir is a member of your dragonmarked house patron, related by blood and carrying the house name. This character most likely chooses the race that matches the bloodline of the house. The Heir can be dragonmarked (with the appropriate marked subrace or racial variant) or unmarked. The house agent background (described in this chapter) proves particularly appropriate for this character.  

House Missions

Your group and your DM should decide together which house employs you. The nature of the missions you undertake depends in part on the house or guild you work for, but there are general categories of work that every house needs agents to perform on its behalf. The House Missions table provides suggestions for which house might employ you along with multiple possibilities for adventures that overlap with their interests. For the more general kind of work you might carry out on behalf of any dragonmarked house, consult the General House Missions table.   General House Missions   d8 Mission   1 Establish a safe location for a house enclave in a hostile environment.   2 Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property.   3 Retrieve assets from a house enclave in the Mournland.   4 Protect a leader of your house from an anticipated assassination attempt.   5 Enforce your house's territory by preventing a rival from stealing its business.   6 Find a trove of dragonshards for your patron house to use.   7 Recruit a renowned sage to join the house's team of researchers.   8 Persuade a hostile tribe to agree to a trade agreement with your patron house.   House Missions   d12 House Mission 1 Mission 2 Mission 3 1 Cannith Escort a valuable shipment of goods Track down rare materials Advance the cause of one branch of the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as Sentinel Marshals 3 Ghallanda Establish useful diplomatic contacts Acquire rare ingredients or recipes Defend a Golden Dragon Inn that is under attack 4 Jorasco Provide healing for a caravan or military unit on a dangerous mission Seek out the source of a mysterious new illness Find a cure for an exotic curse afflicting a wealthy patient 5 Kundarak Safeguard something valuable until it is locked in a vault Recover something stolen from your house Find an abandoned vault in the Mournland 6 Lyrandar Hunt down pirates in the Lhazaar Sea Salvage a prototype airship lost in the Mournland Accompany a new airship on its first voyage 7 Medani Protect a powerful figure from kidnapping or assassination Track down the source of rumors pointing to an imminent threat Find the villain behind a series of apparently unrelated crimes 8 Orien Carry a sensitive message to its destination Retrieve an important package stolen from another courier Investigate a problem on a lightning rail line 9 Phiarlan and Thuranni Sneak into a secret area to serve as the target of a scrying spell Steal plans for a powerful new weapon Carry out an assassination 10 Sivis Mediate a tense negotiation Assure that two parties keep to the terms of their agreement Break a code used during the Last War 11 Tharashk Track down fugitives Locate a supply of dragonshards Find the bandits who have been preying on house prospectors 12 Vadalis Capture wild animals and tame them Prevent magebred specimens from upsetting a delicate ecosystem Handle the animals drawing a massive caravan across the continent House Status Politics within a dragonmarked house can be vicious. Perhaps your the house leadership's favorite scion. Perhaps you've been exiled from your house for misdeeds—your own or another's. In any case, use the Group Status table to determine your party's standing within the organization.   Group Status   d4 Status   1 Favored. You have access to the leadership of the house, owing to your record of faithful service.   2 Reliable. You are reliable contributors to the house, and can count on it for help in difficult situations.   3 Oddballs. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up.   4 Outcast. You have made some mistakes in the recent past, and your status in the house is tenuous at best.  

Dragonmarked House Contacts

  Your primary contact within your patron house is another house agent—perhaps a dragonmarked heir, another family member, or a guild leader. Some contacts are devoted to the house and its interests, while others might use your group to pursue a personal agenda. Consult the House Contacts table to determine what sort of arbiter oversees your party.   House Contacts   d8 Contact   1 A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments   2 The stern and demanding parent of one (or more) of the characters in your group   3 The lovingly indulgent parent of a character in your group   4 The smugly superior dragonmarked sibling of an unmarked member of the family in your group   5 The money-minded business manager of a guild within your patron house   6 A retired adventurer within the family who would rather join you on your adventures than assign them to you   7 The proud leader of a regional branch of the dragonmarked family   8 The patriarch or matriarch of the patron house    

Head of State

Your group serves a national ruler. You're not simply a member of a military organization or an espionage agency (both of which are different patrons described in this section you have the ear of a sovereign and you are expected to help them attain their goals at all costs.  

Prince Oargev of New Cyre

The disaster of the Mourning wiped out much of the population of Cyre, but those living near the western border had time to cross into the Brelish countryside ahead of the strange wall of gray mist that now shrouds the Mournland. King Boranel of Breland took pity on the refugees and established camps for them, camps which have now grown into the town of New Cyre.   The mayor of New Cyre is Prince Oargev ir'Wynarn, the last son of Cyre's ruling family. He was serving as an ambassador to Breland at the time of the Mourning, and Cyran refugees across Khorvaire now look to him for leadership as a sort of king in exile. He hopes to one day gather all of Cyre's displaced children to a rebuilt Cyre.   Prince Oargev is obsessed with the Mourning. He is desperate to discover the truth behind the destruction of his country. He regularly seeks information from those who venture into the Mournland, and he funds expeditions into the remains of his once-proud nation, hoping to discover some clue as to the cause of Cyre's demise.   Allies. Prince Oargev has a gift for diplomacy (and a number of talented ambassadors in his employ), which has enabled a widespread campaign of outreach to Cyran refugees across Khorvaire. He has a great deal of popular sympathy, as well as allies in every nation, including the following groups and individuals: King Boranel. The ruler of Breland did a great kindness to the people of Cyre by establishing the refugee camps that have grown into New Cyre. Oargev has not forgotten that kindness, and he would prefer not to jeopardize his friendship with Boranel by seizing land from Breland. However, rumors persist that Oargev plans to secede, and the King's Dark Lanterns frequently send agents into New Cyre to keep an eye on anti-Brelish sentiment. Oargev wisely views Boranel as an ally, but knows Breland could be a threat.   Q'barra. Aside from New Cyre, the largest population of Cyran refugees resides in Q'barra. Oargev has invited these displaced Cyrans to join him in New Cyre, but most of them have started putting down new roots in the jungle land. If Cyre could be reclaimed from the Mournland, many of them would probably return; in the meantime, they are a friendly force in the east, willing to offer shelter and aid to agents of Prince Oargev who find themselves among the settlements of Q'barra.   Refugees. Cyrans live across Khorvaire in the wake of the Last War. Oargev does significant work in reaching out to his displaced subjects, and the majority of them sympathize with his goals and aid his agents.   Enemies. Bitter Cyran avengers who punish those they believe responsible for the Mourning have cast shadows on Prince Oargev's reputation. As a result, the following groups consider Prince Oargev their foe: The Five Nations. Aundairians, Karrns, and Thranes are generally unsympathetic to the plight of displaced Cyrans. Many of them bitterly bear the scars of the war, their resentments reinforced by the deeds of violent Cyran extremists. Even the Brelish, for all their practiced indifference, become guarded when confronted by Cyrans, who represent a burden foisted upon them by their leaders. They tend to treat Cyran refugees as second-class citizens and vagabonds. Among non-Cyran communities, agents of Prince Oargev can't rely on aid from any of Cyre's former enemies.   The Lord of Blades. In the depths of the Mournland, the closest thing to a sovereign is the Lord of Blades—a heavily enhanced warforged who seeks vengeance against those who created his people to serve as weapons. He is hostile to adventurers who enter the Mournland on missions of plunder, and the idea of Prince Oargev reclaiming the Mournland fills him with fury. He shows Oargev's agents no mercy.  

Patron Benefits

With a head of state as your group's patron, you gain the following benefits:   Voice of Breland—Pauper Prince Plots bandit barony Prince Oargev, the exiled Cyran royal who governs the town of New Cyre by the sufferance of King Boranel, is planning a brazen act of secession, hoping to transform all of eastern Breland into a new Cyran realm, sources say. According to a group of adventurers recently employed by Oargev, the prince sent them into the Mournland to recover weapons of war so they could be wielded against the Brelish military during the secession. How will King Boranel respond to this treachery? Will the nations come to the defense of the displaced prince? Will Oargev's scheming result in all of eastern Breland being swathed in the same gray mist that consumed Cyre? Assignments. Your work is performed at the direction of your patron. That means you are usually under assignment and not entirely free to choose your own course. Depending on the ruler and the task, these assignments can be directive or more hands-off, as you pursue long-term goals.   Expenses. In addition to your salary, your patron reimburses you for extraordinary expenses incurred as part of your work. You are required to account for your expenses and might be called on to explain any extraordinary expenditures, but routine travel, ordinary equipment, and most services don't draw a second glance.   Immunity. As long as you remain in the head of state's good graces, you are nearly immune to prosecution under the laws of your home country. Committing serious crimes—especially if they are unrelated or unnecessary for the work you've been assigned—is a good way to fall out of your patron's good graces, however. When you are carrying out your orders within your nation's borders, though, you have a great deal of leeway in how you choose to do that, and the law isn't an obstacle. (However, note that agents of Prince Oargev can't necessarily expect the same clemency in Breland outside of New Cyre.)   Salary. Your employment for a head of state brings you an income of 1 gp per day, or enough to maintain a modest lifestyle. At the DM's discretion, your salary might increase or decrease depending on which particular head of state you work for, the nature of your work, and the length of your employment.  

Build Your Group

A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or all of these roles:     Civil Servant. The vast majority of work performed on behalf of a head of state has very little to do with deadly adventure: it's about prosecuting and judging criminals in the courts of law, hearing the petitions and complaints of citizens, collecting taxes, and interminable amounts of paperwork. Once in a while, though, a faithful Civil Servant gets forcefully pulled from this work and thrust into life-or-death situations, with or without help from more hardened adventurers. The knowledge and experience of a Civil Servant can often be useful, with some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana, History, Nature, and Religion.   Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high Charisma to work in the service of the state. These characters often come from a noble background and bring proficiency in skills such as Intimidation and Persuasion to their work. Bards are natural fits in this role, as are paladins—as long as they aren't asked to do things that violate the tenets of their oaths.   Marshal. Combat is the specialty of the Marshal, who focuses on enforcing the law of the land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable Intelligence scores or proficiency in Investigation.   Warden. The Warden's focus isn't so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.  

National Affairs

Sometimes there's a fine line between the missions assigned by a head of state and those of an espionage agency or a military force, but your team's central focus is politics. As a group, consult the Cyran Affairs table and work with your DM to decide what kinds of adventures you undertake on behalf of Prince Oargev. The Heads of State table at the end of the section offers additional options for leaders who might make appealing patrons.   Cyran Affairs d6 Mission 1 Convince nations to recognize Oargev as a sovereign 2 Work diplomatically to secure land for a Cyran nation 3 Track down agents and infiltrators from other nations who are acting against New Cyre's interests 4 Venture into the Mournland to salvage Cyran treasures 5 Aid Cyran refugees in Breland and elsewhere 6 Make incriminating or embarrassing evidence about the prince quietly disappear Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine the nature of your group's work   State Status d6 Status 1-3 Official. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation. 4-5 Shadow. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help. 6 Double. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed. Head of State Contacts Often, your connection to your patron is quite direct—the head of state summons you, grants you an audience, and gives you an assignment or hears your report. Heads of state are busy people, though, and if your business isn't pressing, you might be handled by a functionary of the court. The State Contacts table provides several options for what functionaries your group might work with when the head of state is indisposed.   State Contacts d8 Contact 1 A disapproving courtier who finds your extrajudicial work highly distasteful 2 A fawning sycophant who figures you are the best path to the head of state's good graces 3 A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours 4 A scheming relative of the head of state who sees you as a path toward seizing power 5 A bored chancellor who is constantly irritated at the amount of money you spend 6 A grumpy ex-adventurer who was "promoted" from doing your job to supervising you 7 A worried parental figure who is sure that every mission will be your last 8 The ghost of the previous head of state Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it's impossible to speak of a "head of state," but you might enjoy the patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run.   The Heads of State table offers suggestions for the kind of work you might do for other national leaders in Khorvaire, if Prince Oargev isn't your patron.   Heads of State d20 Patron and Missions 1 As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire. 2-3 As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions. 4-5 Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement. 6 As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation. 7 As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation. 8-9 Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west. 10-11 Crack down on the Order of the Emerald Claw's activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top. 13 On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds. 14 Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location. 15 Unite several halfling tribes of the Talenta Plains under the banner of a single leader. 16-17 Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19-20 On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two.    

Newspaper

Your group comprises a team of ace reporters working for a chronicle—one of the many newspapers that provide news and entertainment for readers across Khorvaire. You might be under contract to provide the paper with tales of your exploits as you search out adventure. Or you might be investigative reporters dedicated to shining the light of truth into the darkness of criminal, political, and religious corruption. You might have an unflinching commitment to the truth, or be more interested in selling papers—or you might be in conflict with the chronicle's management over priorities.   The simplest chronicles appear as scrolls nailed to public message boards containing the pertinent news of the week. More ambitious chronicles—including the Aundairian Scroll, the Breland Ledger, and the Sharn Inquisitive—are presented as folded broadsheets nested together to form simple books.  

Korranberg Chronicle

By far Khorvaire's best known and most widely read newspaper is the Korranberg Chronicle. Thanks to its unflinching and mostly unbiased coverage of the Last War, combined with a distribution deal with House Orien, the Korranberg Chronicle enjoys a loyal and avid readership throughout central Khorvaire. The Chronicle is released three times a week (on Mol, Wir, and Far), and each edition features some mixture of news from around Khorvaire, stories of adventurers and exciting expeditions, business solicitations, royal proclamations, and almanac information.   Offices. The Chronicle's main offices are located in Korranberg. The paper also maintains field offices in the Five Nations, the Mror Holds, and Zilargo. Each field office shares space with a House Sivis message station, giving reporters at the office the ready ability to communicate with the home office (at discounted rates). Employees. The Chronicle sends reporters across Khorvaire. Most of them live in Korranberg or near one of the field offices, but correspondents might be stationed in more remote regions for long periods of time, and the paper frequently publishes stories written by freelancers from across the world. Your adventuring party most likely falls into that last category, at least at the start of your career. A large staff of editors—mostly but not exclusively comprised of Zil gnomes—works out of the newspaper's various offices. They are organized into an extensive hierarchy from senior to junior editors. The top tier of senior editors is responsible for broad categories of stories, such as crime or international affairs. Lower tiers take on increasingly specific subsets of that category, down to the junior editor responsible for the crime beat in Sharn's Lower Dura district.   Even the most senior editors, though, are responsible to the top tier of the Chronicle's management, including its publisher and its secretive board of owners.   Allies. The Korranberg Chronicle is widely known and respected as a source of balanced news coverage. As such, it has friends in many places, including some in positions of power. Some of the Chronicle's closest allies come from the following groups: House Orien. House Orien distributes the Chronicle along its mail and lightning rail runs across Khorvaire, helping the newspaper reach a huge audience. Employees of the Chronicle can travel on lightning rail coaches at a discounted rate of 8 sp/day (instead of the usual 1 gp/day).   House Sivis. The newspaper also cooperates closely with House Sivis to facilitate communication between the main office and the field offices, as well as between reporters and their editors. The house bills the Chronicle directly for communications using speaking stones or sending spells directed to the newspaper's main office.   Zilargo. The gnome nation of Zilargo is generally friendly to the newspaper. The senior editors, publisher, and owners of the Chronicle are influential people in the city of Korranberg and Zilargo as a whole. In extreme circumstances Zilargo officials might be persuaded to advocate for the newspaper's employees.   Enemies. The Korranberg Chronicle is dedicated to learning and reporting the truth, and such an attitude is always certain to arouse the ire of those who would rather keep their secrets hidden. The following represents just a fraction of the enemies the newspaper has made over the years: The Boromar Clan. The dominant crime syndicate in Sharn is still stinging from an exposé published ten years ago that resulted in the arrest of many of the clan's leaders and gave other gangs a foothold in the city. Members of the Boromar Clan go to great lengths—even murder—to sabotage Chronicle reporters who pry into their secrets.   Karrnath. King Kaius nurses a grudge against the newspaper stemming from its coverage of the peace process at the end of the war, blaming them for several setbacks along the way to the eventual signing of the Treaty of Thronehold. Chronicle reporters operating in Karrnath often face harassment and find bureaucracy impeding their every effort.   House Thuranni. The snoops and spies of the Chronicle have pried one time too many into House Thuranni's private affairs. No member or agent of the house will cooperate with Chronicle reporters under any circumstances.    

Patron Benefits

With a newspaper as your group's patron, you gain the following benefits:   Compensation. Assuming that you regularly provide the newspaper with stories it can print, each member of your group earns 1 gp per day, or enough to sustain a modest lifestyle.   Expenses. In addition to your salary, your group can be reimbursed for expenses related to your work. The newspaper covers the cost of travel when it's required for your stories, food when you perform an interview over a meal, communication costs using courier services or message stations, and similar work-related expenses. If your expenses are excessive, your patron might refuse to repay them.   Equipment. Your group can request access to equipment owned by the newspaper, such as a printing press. With permission, you can use this equipment for your private purposes, within reason.   Press Access. Each member of your group is issued identification papers from the nation where the newspaper is based. These papers establish your identity and identify you as a member of the press, which commands a certain amount of respect. You can often secure an audience with those you want to talk to. Of course, this isn't a guarantee of safety—if you discover a damaging truth, some people will do whatever it takes to make sure it never sees print.  

Build Your Group

Newspapers employ a wide range of adventurers to bring news back to the home office. Consider some or all of these roles for the characters in your party:   Voice of Breland—Korranberg Chronicle Exposed! Who really pulls the strings behind the ostensibly unbiased news coverage of the Korranberg Chronicle? The Chronicle's publisher, a wily Zil gnome named Cassia Lorridan Claddik, is the most public face of its leadership, and her connection to Korranberg's ruling Council of Nine is well known. But she is not the ultimate authority determining what gets printed and what does not. No, that honor goes to the shadowy board of the Chronicle's owners. Voice reporters have uncovered the names and positions of several members of this board, and the results are nothing less than shocking. The Trust—the shadowy secret police who maintain order in Zilargo—is well represented on this board, raising questions about the extent to which the Chronicle is a propaganda engine for Zilargo. Worse still, several of the wealthiest and most influential members of the board are associated with the Aurum, a shadowy cabal whose primary interest seems to be increasing its members' wealth and influence. Whose interest, then, does the Chronicle serve?   All the more reason, loyal readers, to rely on the Voice of Breland for unbiased news you can use.   Civilian. Some groups include members whose skills are great for reporting but less useful on adventures. This could be the designated writer, a political cartoonist, or a chronicler who records the party's adventures. This might be a challenging role for a player character to fill, but an NPC could provide services to the party, making them worth keeping around.   Face. Typically gifted with a high Charisma score and skilled in a combination of Persuasion, Intimidation, and Insight, the Face takes the lead in conducting interviews or talking the group's way past obstacles. A character with access to enchantment magic (such as a bard or sorcerer) can supplement natural Charisma with magical persuasion. A character with the charlatan background, proficiency in Deception, or proficiency with a Disguise kit might also fill this role.   Muscle. Sometimes sources need a bit of physical cajoling to share their stories. The Muscle has a knack for getting people to talk. Alternatively, when those in power lock away the truth, the Muscle physically wrestles it free. Any character who's proficient with armor and martial weapons (such as a fighter) makes a fine choice for this role. Characters in this role are often former soldiers or more-or-less reformed criminals.   Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the party's work. A character with the criminal background likely has underworld contacts, while an urchin could be familiar with the ins and outs of the city. Interpersonal connections are typically more important than any particular skills or abilities for this character, although many Networkers have high Charisma scores.   Snoop. A Snoop pries into secrets and pieces together the clues behind a sensational story. High Intelligence and proficiency in Investigation often aids the core work of the Snoop, and knowledge of Arcana, History, or Religion can be helpful for background research. Divination magic can also prove useful (perhaps in the hands of a wizard or a cleric), while a character with the sage background might have a knack for research.  

Types of Reporting

Decide as a group, in consultation with your DM, what kind of reporting you do for the newspaper. It's possible that different members of your group have different specialties, or that only some members actually write stories while the rest aid the reporters. Choose an option or roll on the Journalistic Focus table to determine what sort of reporting you specialize in.   Journalistic Focus d10 Reporting 1 Investigation. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know. 2 Muckraking. You look for scandalous and titillating secrets that famous people would rather hide. 3 Local News. You care about the local community and report on local events and government. 4 International Affairs. You report on the activities of national governments and their relationships. 5 Crime. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity. 6 Cultural Reporting. You write about arts, fashion, and similar events and trends. 7 Science and Magic. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand. 8 Personal Interest. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War. 9 Travel. You travel extensively and write about the best way for others to enjoy such journeys. 10 Adventure Logs. Your job is to entertain the public with exciting stories about your life as an adventurer. Famous Story Is there one story that hangs over your group's head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you'll never write a story of a different kind. Consult the Famous Story table to determine what reporting has most colored your career.   Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day. 2 Hit Piece. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful. 3 Unheeded Warning. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky. 4 Scandal. You reported on a massive scandal that completely upended the local political scene. 5 Buried Headline. You almost broke a story, but then received a threat or bribe so significant that you put it on ice. 6 Double Cross. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction. Reporting Repercussions Your reporting changes lives—you like to think for the better. Sometimes, though, your work has drawn some fairly pointed criticism and earned you an enemy. Reference the Story Aftermath table to determine the repercussions of one of your most impactful stories.   Story Aftermath d6 Aftermath 1 Business. Your reporting put a serious dent in a business, and that organization refuses to deal with you. 2 Dragonmarked House. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities. 3 Criminal. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free. 4 Politician. You ended a politician's career, and they've sworn to return the favor. 5 Rival Newspaper. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn. 6 Innocent Victim. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life. Newspaper Contacts Usually, your primary contact—the person who gives you assignments for the newspaper—is an editor of some kind, who takes the stories you write and makes them suitable for the printed page. Depending on the editor, you might not even recognize the stories when they're printed, and your editor's personality and goals can have a tremendous impact on your work for the paper. Consult the Newspaper Contact table to learn about the editor or other newspaper figure you're responsible to.   Newspaper Contact d8 Primary Contact 1 A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them 2 A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to 3 An ambitious junior editor who hopes that your work will help them rise through the ranks 4 A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider "real journalism." 5 An editor who is more interested in keeping powerful friends happy than in reporting the truth 6 An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals 7 An editor who suffered horrors during the Last War and is desperate for signs of hope 8 A cynical editor who seeks the corruption and down side in every story Other Newspapers Besides the well-respected Korranberg Chronicle, other newspapers in Khorvaire can be grouped into a few different categories:   The Korranberg Chronicle Special Sul Edition—WAR IS OVER! Treaty of Thronehold signed. Galifar is no more. Local Rags. Small papers such as the Vathirond Journal, the Vedykar Sentinel, and the Write of Passage are limited in circulation to their own home city, and their coverage is similarly limited in perspective.   Mainstream Media. The Breland Ledger, the Sharn Inquisitive, the Aundairian Scroll, and papers like them present generally balanced coverage of world events. They are usually a little slanted in favor of their home nations.   Propaganda. Some newspapers, such as the Voice of Breland and similar papers in other nations, print fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War.   Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You own a small office and a printing press, and keep 2d4 employees to manage daily tasks and keep the paper going to press. You gain the benefit of press access as described earlier. Additionally, you can use the Running a Business downtime activity to direct the activities of your paper in hopes of increasing your earnings, as described at the start of this section.  

Religious Order

Your group acts in the service of one of Khorvaire's most prominent or obscure religious institutions. Perhaps you're a team of devotees pursuing a cause for your faith, or maybe you're a bunch of cynics taking advantage of a wealthy congregation. You could be on a mission to retrieve sacred relics lost in ancient ruins, holy objects from war-ravaged temples, or treasures to fill the church's coffers. Your faith might drive you to hunt evil monsters or stave off interplanar invasions, to protect and defend the powerless from oppression and exploitation, or to spread the teachings of your religion in a land that's hostile to it. Or you could serve a corrupt hierarchy by making its enemies quietly disappear—though even the most cynical mercenaries might become true believers when confronted with the miraculous.   The patronage of a religious order isn't simply a matter of each member of your group belonging to the same faith. An actual organization—with its own resources, goals, and leaders—sponsors and directs your adventures.  

Templars of the Silver Flame

The Church of the Silver Flame includes three orders of clergy: ministers who tend congregations, friars who spread the faith, and templars who fight evil in the flesh. Your group has been ordained as templars and sent into war against the forces of evil.   As templars of the Silver Flame, you have distinctive silver tabards to wear over your other clothing or armor. You also have the privilege of using a knightly honorific before your name (typically "sir" or "lady"), and you are immediately recognized as a knight, an agent of the church, and effectively a lesser member of Thrane's aristocracy. This status guarantees the good will of members of the church and citizens of Thrane, but carries less weight and might even provoke animosity outside Thrane.   Hierarchy. The order of the Templars of the Silver Flame is represented on the Council of Cardinals that serves as the governing body of Thrane and the church. Seven commanders govern the knights of the order under the Grand Master's leadership: one for each of the Five Nations of old, one for foreign lands, and one for the seas. Their assistants carry the title of marshal, but no real division of rank exists beneath them.   Knights templar are free to wander the world in pursuit of the order's aims. When leaving the jurisdiction of one commander and entering that of another, it is a knight's responsibility to promptly report to the commander of the new area, in case that commander has a pressing need for a knight to perform a mission. The commanders try to keep each other informed about where knights are operating and what they are doing, but this system works better in some places—and between some commanders—than others.   Allies. The other two orders of the Church of the Silver Flame's clergy—ministers and friars—staunchly support the knights templar. Even when there is rivalry among the leaders of these orders and other officials of the church, the rank and file members support each other regardless of order. You can count on these clergy to help you secure spellcasting services, and to offer you other material aid within reason. Enemies. Since the order of knights templar is sworn to exterminate supernatural evil, such creatures are always hostile when they recognize a knight templar. The following groups and creatures viciously oppose the templars of the Silver Flame: Fiends and Undead. Unnatural beings loathe templars, as they represent everything these foul creatures despise—light, life, hope, and good. These menaces sometimes go to great lengths to trap and destroy templars, and fiends take particular pleasure in corrupting the faithful to evil.   Lycanthropes. All types and alignments of lycanthropes have a particular hatred for the Church of the Silver Flame, thanks to the crusade that nearly exterminated their kind over a century ago. Shifters are uncomfortable with the templars for the same reason.   The Order of the Emerald Claw. Tied as it is to the Blood of Vol and the worship of the undead, the Order of the Emerald Claw opposes the Church of the Silver Flame and its agents in the world.  

Patron Benefits

With a religious order as your group's patron, you gain the following benefits:   Divine Service. In times of need, your group can appeal to the priests of your faith for magical aid. A cleric or druid of your faith who is of sufficiently high level will cast any spell of up to 5th level on your group's behalf, without charge. The priest even provides any costly material components needed for the spell, so long as you can demonstrate your need and are in good standing with the church.   Equipment. Each member of your party has a holy symbol or druidic focus, even if it isn't needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith.   Proficiencies. Each member of your party gains proficiency in the Religion skill, if the character doesn't already have it.   Build Your Group Religious orders attract people from all walks of life. It can be fun to play against type—to make a devout character with the criminal or charlatan background, for example. Regardless of your origins, consider the following roles for the characters in your party:   The Voice of Thrane—Silver Flame's Crisis of Faith! The Templars of the Silver Flame are supposed to represent the Church and the nation in pursuit of the highest ideals of the faith, as they crusade against the forces of evil across Khorvaire. But are they fulfilling that high calling? Or are they just as mired in politics as the Brelish bureaucracy? High Cardinal Baerdren ir'Davik, who also holds the rank of grand master of the templars, appears to be an exemplary templar, utterly dedicated to the mission of the order. Yet it is widely known that he chafes at the political and bureaucratic responsibilities that his position on the Council of Cardinals demands of him. This reporter has learned that Sir Baerdren would readily surrender his position, were it not for his distrust of his seneschal, Ofejjaia of Korth.   Lady Ofejjaia, it seems, has other issues on her personal agenda besides advancing the cause of the knights templar, and one wonders if those issues are tied to her Karrnathi origin. Though her wisdom and sound judgment are not in dispute, it seems that Sir Baerdren fears that she would drive the order into obsolescence or even banishment if she were in charge.   Does Lady Ofejjaia hold her lofty position because of her loyalty, her piety, and her qualifications? Or is she there simply so that Sir Baerdren can keep his eye on her and ensure that she doesn't sabotage the templars from within?   Fixer. The Fixer might work for a religious order for entirely non-religious reasons. This character does the order's dirty work and clears away its problems. It's entirely possible for an entire party to be made up of Fixers, but rogues and fighters are especially well suited to this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church's behalf.   Prophet. The Prophet is a visionary with a more-or-less direct connection to the divine. This character might be the driving force behind the group's quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect this character's divine connection. The Prophet is often a cleric or druid, but could also be an NPC with no real adventuring skills, who needs the group's protection.   Scholar. The Scholar brings academic knowledge to bear in the religious order's work, often in the form of proficiency in History and Religion. This character might be an expert on ancient ruins or know all the weaknesses of the demons they are hunting. Characters with access to divination magic (including clerics with the Knowledge domains as well as wizards) might excel at this role. Many Scholars come from the sage background. Unlike the Prophet and Zealot, the Scholar isn't necessarily devout, just knowledgeable.   Teacher. Those in this role spread the teachings of the faith. This isn't usually an effort to win converts—though it can be, especially in the case of the Church of the Silver Flame—but rather the task of encouraging people to live according to the highest ideals of faith. Proficiency in skills such as Persuasion (or sometimes Intimidation) and Religion can be useful for this character. Many clerics fill this role, but devout bards can also be effective Teachers. Some Teachers bring skills from the entertainer background into the service of their faith.   Zealot. Dedicated to smiting the foes of the faith, the Zealot focuses on combat above all. Clerics, druids, and paladins make iconic Zealots, but any character can play this role; there are barbarians whose fury is fueled by their devotion, and rangers sworn to track down the enemies of the faith. The soldier and folk hero backgrounds are well suited to such champions of the faith.  

Serving the Order

What is the nature of your work for the religious order? As a group, consult the Religious Service table and work with your DM to decide what role you play—which likely shapes the kind of adventures you undertake.   Religious Service d6 Service 1 Smite Evil. You battle evil in your order's name. 2 Fight for Freedom. You protect the downtrodden from the forces of oppression. 3 Retrieval. Your group seeks sacred relics and holy artifacts on behalf of your church. 4 Root Out Corruption. You are charged with finding corruption within the hierarchy of your own faith. 5 Exhortation. You work with the faithful at a grassroots level to get them to uphold their high ideals. 6 Dirty Work. As the radical zealots of your order, you sin so the other members of the order don't have to. Hierarchy Some religious orders are viewed with suspicion by the priestly hierarchies of their faiths; others are viewed as champions who act as the gods' hands in the world. Within a religious order, some members are highly respected while others are seen as dangerous for one reason or another. What is your relationship to the hierarchy you're a part of? Is your entire order held in particularly high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way? Reference the Order Reputation table to determine how you're viewed by your larger religious institution.   Order Reputation d6 Reputation 1 Faithful Few. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned. 2 Respectable. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble. 3 Troublemakers. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile. 4 Rebels. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in. 5 Reformers. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do! 6 Anathema. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work. Religious Order Contacts Your primary contact within the religious order is usually some kind of priest—not necessarily a cleric or druid, but someone who holds a priestly office and a position of some authority in the hierarchy of the organization. This person might direct you and your adventures according to their interpretation of divine will, or they might trust the gods to lead you to do what needs to be done. Of course, some priests (as well as lay functionaries) are more interested in their own agendas than any supposed divine will. Consult the Order Contact table to determine your liaison within the religious order.   Order Contact d8 Contact 1 A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway 2 A cynical priest who thinks nothing you do makes any difference in the grand scheme of things 3 A zealous priest who is constantly urging you to do more and do it better 4 An ambitious priest who views you as a ticket to advancement in the hierarchy 5 A retired adventurer who would rather do your work than direct you in it 6 A pious priest who sees the hands of the divine in every event, even the actions of unbelievers 7 A devout lay person who envies the magic and power your group wields 8 A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests

Other Religious Orders

In addition to the Templars of the Silver Flame, several other groups might sponsor your party, such as the following organizations:   The Deathguard. This elite order of elven priests and warriors from Aerenal is sworn to destroy all evil undead.   The Devout of the Celestial Crown. One of many liturgical councils that serve a mostly administrative role for the priests of the Sovereign Host, the Devout manage a large portion of the city of Sharn.   The Gatekeepers. This ancient druid sect seeks to defend nature against aberrations, fiends, and undead.
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