Factions in 5e format

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Bootravsky
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Factions in 5e format

With the (relatively) recent publication of Guilds of Ravnica, it occurred to me that the format of each guild entry is well suited to each of the factions, particularly in the DM section. Each entry goes something like:

  • Guild allies
  • 1d20 plot hooks
  • Guild adversaries
  • 1d20 enemies
  • Adventure location (not headquarters)
  • Guild as a campaign adversary

That format could be tweaked a little bit. Maybe have the main list of plot hooks be specific to Sigil, with an additional set for the planes.

Frankly, the Guild already can be ported over to Sigil with little difficulty. Azorius Senate for the Hardheads, Boros Guild for the Mercykillers, Izzet League for Xaositects, etc.

Palomides
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Athar - First Attempt

This will be true all the entries I add:
-I haven't seen the Ravnica source, so I might have interpreted some of the categories incorrectly - if so, feel free to correct me
-These are taken from my collected notes - some of which are original, a lot of which are inspired/stolen from others. Since I don't make footnotes of where I get my ideas, I apologize if I stole anything from someone else
-Please feel free to add to any of this


ATHAR (Defiers) – believe the powers are not worthy of worship and devotion
Guild Allies
-Philosophers like Socrates who seek truth behind the gods
-An explorer who believes that the secret "behind" the powers can be found in the things existing before the gods (e.g. climbing the World Ash to find hidden primordial secrets within its branches, searching for remnants from the creation of the multiverse, etc.)
-Alai Bentwing – a former aarakocra priestess who watched a minion of Set destroy her temple and kill most of her tribe. Alai had one of her wings torn so badly in this battle that she has been unable to fly since then. While she hates being land-bound and while her wing might be restored by priestly magic, Alia refuses to take aid from any god as she considers them all imposters who are unworthy of worship.
-Caylean – This tiefling ranger is unusual among the Athar as he is always in a bubbly, good mood. He almost sings as he guides prospective members around the Shattered Temple
-Rowntree the Matriarch – this sphinx sits in the Outlands and grants information (specifically locations of various portals) to those who can prove their worth by solving her riddles or who can successfully riddle her.
Plot Hooks - Sigil
Plot Hooks - Planes
-There are rumors that someone has found some of the eggshell from which the multiverse was hatched [see the Egyptian creation myth]; and the Athar are interested in possible secrets
Guild Adversaries
-Deposed demigod, angel, titan, or fiend who seeks to undermine or destroy the followers of the gods and/or their accomplishments (E.g. an angel that did not pick sides in the Celestial Wars was sentenced to walk the Outlands endlessly, who is now bitter towards the gods)
-Belinari – a solitary elder aartuk warrior who believes that following the Athar tenets will one day make it powerful enough to battle a god, the only truly worthy foe. Until then, it seeks battle with the most formidable threat available
Enemies
Adventure Locations
Guild as Adversary
-Athar choose to undermine a specific church (the one of the PC cleric) and weaken its power and standing
-Athar quests involve exposing the weaknesses, foolishness or hypocrisy of the powers or finding the clues pointing to a greater hidden power. Is it wise to humiliate a power? The PC might seek to prevent the Athar’s actions from bringing divine wrath down on a wide swath of mortals

Palomides
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Believers of the Source - First Attempt

BELIEVERS OF THE SOURCE (Godsmen) – believe anyone can become a god
Allies
-Bellows – a warforged who is a leading shopman on the floor of the Great Foundry
-Drevorthax – have you heard of a “fallen angel”? Well, “Brother” Drevorthax is the unusual (and perhaps unique) specimen of a hideous demon that has been converted to and preaches the will of a god of goodness. Since the other members of the church don’t trust him and other fiends despise him, few people are willing to risk their well-being to join his flock. Perhaps for this reason, the Lady has not prevented him from proselytizing on street corners.
-Slab – This mudman was inspired by the many tales it heard of lifeless clay being granted with the spark of life. It reasoned that if clay can be imbued with the spark of life, it can further be imbued with the spark of divinity. While not the brightest (or cleanest) of the Godsmen, Slab is truly devoted to the cause and will try desperately to convert persons (and sometimes inanimate objects) to his way of thinking.
Plot Hooks - Sigil
-The Godmen lose a mildly dangerous patient from Harbinger House and need the PCs to find him
-Several inmates revolt and take over Harbinger House and the faction wants to regain control and sends in the PCs (ideally to subdue or pacify the inmates instead of killing them)
-A poor thieving berk, Derken, found a sensory stone seemingly carrying the memories of a god. Unfortunately, the sensations were strong enough to scramble his brain-box and now he thinks he is the sun god, Ra. Derken’s sister wants her brother back. Now a high-ranking priest of Ra wants the blasphemer dead and a bunch of barmy Believers of the Source want to further his belief in his godly nature. The PCs must stop the poor berk from getting himself killed, and convince him he's just a lowly thief
-A Godsman inventor hires the PCs to test a puzzle maze (a demiplane set within a puzzle box) designed to increase one’s creativity to superhuman levels; creative, non-linear solutions are rewarded
Plot Hooks - Planes
-The Godsmen seek an item or ritual that will help one attain a higher level
-A Godsman journeyed to Pandemonium and claims to have found the secret to planewalking "at will" from the winds of the Harmonica. If true, how does this powerful ability (quite possibly in a now insane individual) change things on the planes?
Guild Adversaries
-“Jester” – a member of the Believers who frequents taverns and feasthalls. She tricks people (i.e. the PCs) into accepting coin and a drink (usually through magic tricks) so that they are magically bound to perform a task that will test their potential power
Enemies
Adventure Locations
Guild as Adversary
-A Godsmen sect is preparing an intense ritual (possibly involving a massive sacrifice of sentient life) to move a chosen member a step closer to godhood. People within and without the faction want to stop this evil, would-be sorcerer-king

Palomides
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Bleak Cabal - First Attempt

The BLEAK CABAL – believe there isn’t a point to anything
Allies
-Addle-Pated – a cheery, manic, slightly mad teifling that runs the Cold Bowl soup kitchen
-Aventol the Abused – this angel was abandoned in the Abyss during a celestial raid. He was captured for several centuries, tortured, and deformed by the demons. He later escaped when a group of planewalkers released him. He is horribly bitter and disillusioned with the gods he once served.
-Theloneus Warton – a wizard and sage who is trapped in the body of a stone golem (the golem toppled and crushed his human body in the first moments after the transferred occurred). His current form grants him immortality but prevents him from advancing in magical powers. For these reasons, he’s not sure if he wants to continue in his current situation.
-Tyvold – this grey elf was put in charge of the Bleaker orphanage. For many years, things went well but in the last few years, he has succumbed to melancholia and the operation of the orphanage has suffered
Plot Hooks - Sigil
-Bleaker quests might focus on caring for others in a meaningless cosmos. Possibly restoring a charitable service that has fallen into neglect
-To become a high-up in the faction, you have to delve into meaninglessness; but this leads to a higher percentage of madmen in positions of power. And the last thing the faction wants is to have a high-up madman letting some secret of their operations slip out. The PCs are asked to find and return a high-up, who knows a lot of faction secrets, who wandered off into the streets of Sigil
Plot Hooks - Planes
-Bleak Cabal adventures are often reactionary (e.g. undermining the efforts of other factions that are intent on "proving" something)
Guild Adversaries
Enemies
-“Bitters” Magee – a Bleaker that is more motivated than most to undermine those who are so hopeful as to believe in dreams of adventure and riches. He actively hates these hopeful sods and seeks to misinform or sabotage those making plans of exploration
Adventure Locations
-The Refuge – a tavern catering to those who have suffered physically or (more commonly) mentally after misfortune on the Lower Planes. While the patrons are reluctant to relive their experiences, they do collectively possess a deep base of knowledge of the secrets and dangers of the Lower Planes (and how to mitigate these dangers)
Guild as Adversary
-If the PCs oppose the Bleakers (and/or embrace a hopeful cause) too openly, they might be subject to attacks from madmen who are suddenly convinced the PCs are the source of their problems ("I have to kill you so that you'll stop sending the dream-monkeys to steal my tea cakes"). For the climax, the PCs might be forced to fight in a mindscape where the laws of physics are warped (e.g. the PCs are subjected to heavy gravity to reflect the heaviness of Bleaker depression)

Palomides
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Doomguard - First Attempt

The DOOMGUARD (Sinkers) – believe that entropy should be embraced
Allies
Plot Hooks - Sigil
-One of the Doomguard is “blessed” with a disease that causes one’s skin to decay and grow fungus spores. While the carrier looks somewhat ill, he is largely unaffected by the physical effects of the disease he spreads. Additionally, the disease causes one to become obsessed with decay (partially due to the rot of their skin)
Plot Hooks - Planes
-A sect of the Doomguard is planting seeds of rot through an area (one dedicated to the idea of “progress” and “enlightenment”) to cause it to decay faster
-An ambitious mage is seeking to create a new demiplane which the Doomguard feel must be stopped
Guild Adversaries
-There is conflict within the group as one splinter seeks to speed up the rate of destruction by engaging in various terrorist acts. The rest feel that the universe is decaying at the right pace
Enemies
-Theran Dobbs – an overseer in the Armoury that is smuggling weapons out of the storerooms and selling them in black market exchanges. While he is doing this primarily for the money he makes, he likes to believe that selling dangerous weapons to unstable individuals furthers the cause of decay. Those outside the faction may consider him a villain; those within the faction will view him as a traitor to be stopped or a PC in the faction might be framed for the missing weapons Adventure Locations
-The Greenrot – the base for a band of mercenaries hidden within a seemingly abandoned greenhouse in Plague-Mort (gatetown to the Abyss). The frame of the building seems to be held together by the untended vines and plant growth (which are now rotting from neglect) Guild as Adversary
-The more active portion of the faction gains control and begin a mission to accelerate decay in a world (the PCs’). This project might twist the laws of magic on that world so that the Weave is replaced by a defiling system (similar to Dark Sun). Various evil mages rise in power (due to their willingness to drain others). The populace turns against wizards in general and various society-destroying events occur – magical plagues, disastrous outburst of wild magic, decay of protective spell effects, civil war, etc. The PCs may need to track down the source of the problems to restore order in their world

Bootravsky
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Nice work!

Nice work!