[5e] How do you handle the "factions" in your game?

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[5e] How do you handle the "factions" in your game?

Postby tetrasodium » Sat Jul 08, 2017 4:18 pm

I'm all for 5e's concept of downtime & even the idea of factions/renown to link with it has some promise, but the factions themselves are god awful forgotten realms two dimensional world spannng organizations that don't actually do anything or have reasons to exist making them harder to replace. To make matters worse, the only eberronification of them I've seen is in PoTA & pretty bad

[url]T H E H A R P E R S[/url]
The Library of Korranberg or Morgrave University It's a bit of a stretch, but consider using one of Eberron's academic organizations—the Library of Korranberg or Morgrave University—as the equivalent of the Harpers. Their purpose is less political, but they're still altruistic and stand largely outside existing power structures. And with so many mysteries of Eberron waiting to be discovered, those organizations are out in the dangerous places of the world quite a bit—just like the Harpers.

T H E ORDER OF THE GAUNTLET
The Church ofthe Silver Flame The Church of the Silver Flame is more narrowly religious than the Order of the Gauntlet, but its overall tone is similar. Because the Silver Flame is Thrane's state religion, characters of any class from that nation might work toward the Silver Flame's ends.

T H E E M E R A L D E N C L A V E
The Wardens ofthe Word or the Gatekeepers The Wardens of the Wood are this faction's logical equivalent in Eberron if you're setting Princes of the Apocalypse anywhere near the Eldeen Reaches. Otherwise, the Gatekeepers are a good choice.

T H E L O R D S ' A L L I A N C E
The Twelve or the Aurum The Twelve serves as the defender of civilization much as the Lords' Alliance does, and its members are similarly vulnerable to occasional bouts of rivalry and infighting. The Aurum, while far less altruistic than the Lords' Alliance, fulfills a similar function in the world
of Eberron, fighting to protect the status quo and ensure that those in power stay that way.

T H E Z H E N T A R I M
The Order ofthe Emerald Claw Replace the Black Network with the Order of the Emerald Claw, though you should downplay the connection to Vol.

D R A G O N M A R K E D H O U S E S
As an alternative to the five factions, you can use Eberron's dragonmarked houses. If you do so, remember that many members ofthe houses don't possess dragonmarks, and that even houses dominated by one race (the half-elves of House Lyrandar, for example) include members of other races.
When you start the adventure, have every character choose a dragonmarked house in addition to a race, class, and background. House Deneith functions much like the Order ofthe Gauntlet, House Kundarak serves as the Lords' Alliance, House Lyrandar or House Tharashk is equivalent to the Harpers, House Phiarlan and House Thuranni are the Zhentarim, and House Vadalis fills in for the Emerald Enclave.


There are just too many of them & it's a pointless bingo of nonsense. While the various groups might be fine in a FR game where none of them actually do anything beyond stand around looking like this, in eberron all of the big name groups tend to be involved in loooots of conflicting/neighborly/dont ask don't tell type shady stuff. how do you guys handle it?
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Re: [5e] How do you handle the "factions" in your game?

Postby willpell » Sun Jul 09, 2017 6:44 pm

Yeah, the Forgotten Realms shouldn't have five factions; it should have fifty thousand.
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