Factions

In the aftermath of his coup, Murtagh took control of many of the city’s institutions directly or by bullying their leaders into submission. He also started a major crackdown on the city’s criminal underbelly. As a result, multiple groups within the city, both respectable and criminal, would like to see Murtagh deposed and the old way of things restored. If the players can secure the help of any of these groups, it would increase the likelihood of defeating Murtagh significantly.

Faction Opinion

Each faction in Sliberberg harbors a collective sentiment towards the current regime and the resistance. Some, like the SBHU, maintain a neutral stance or have yet to form an opinion about Murtagh’s regime. Others, like the Silvermoon Coven, are staunchly anti-Murtagh in private. These sentiments are not just narrative elements but strategic factors that can significantly influence the game’s outcome. Each faction’s opinion score, which ranges from -25 to 25, is a key indicator of their favorability towards the resistance and their likelihood of collaboration with either the Sliberberg Resistance or the Usurper Murtagh.

Furthermore, each faction has its own likes and dislikes that inform what actions change their opinion of the resistance. For example, the Drolls delight in causing chaos and the absurd; if the players disrupt a serious affair with a prank, the Droll’s opinion of the players will rise. Conversely, the Old Watch does not like it when the players help criminal factions like the Drolls and other evil-doers.

Faction support

Depending on its opinion, each faction can provide different forms of support to either the Sliberberg Resistance or the men of Murtagh’s army. The support either side can gain from a faction is cumulative, meaning that the support that a faction has already provided is not lost when a new level of support is gained.

Most of the support the factions provide is either passive effects like the SBHU canceling all bounties for the players, or one-time benefits, like the Syndicate donating 100gp to the cause. However, several forms of support require the player to ask the faction for it once the requisite opinion level has been reached. In this instance, the players must either ask their faction contact or use the request faction support resistance mission for support.

Faction training

Along with the various forms of support the faction can give, the players and the members of the Sliberberg Resistance can also learn a unique feat from each of the factions. To learn the feat, the faction’s opinion of the resistance must be at least +12. The players and or resistance members who want to learn the feat must spend 3 days undertaking the faction training quest to gain the feat.

The Syndicate Boss Don O’Malley, on his throne, generated with OpenAI DALL-E.

Coiníní Marbh Syndicate

The Coiníní Marbh Syndicate, generally referred to as the Syndicate by the people of Sliberberg, is the city’s largest, wealthiest, and best-organized gang. Consisting of multiple branches spread throughout the kingdom, the Syndicate is more of a mafia in both style and MO than a traditional thieves’ guild.

The faction has been through the wringer since the coup. Cairbre has been stamping out crime in the city with an iron boot, and Zareena’s drow mercenaries have taken over Underberg and are looking for any excuse to throw someone in the gulags. Several of the Syndicate’s most lucrative rackets have been shut down by the watch, and the Syndicate’s men have been forced to sulk in the shadows with all the watchmen and soldiers on the street.

 Starting opinion: 1

Opinon changetask
+4Assisting in the protection of Syndicate assets (e.g., The Stacked Deck)
+4Saving a high-ranking Syndicate member from capture, imprisonment, or death
+3Providing valuable information that aids Syndicate operations
-3Killing syndicate members
-5
Publicly denouncing or attacking the Syndicate
-10Killing or severely injuring a high-ranking Syndicate member

Headquarters

The Syndicate’s headquarters is the Stacked Deck Casino in the Red Lantern Warrens of Underberg. The casino serves as a base for many of its most lucrative rackets and as a venue for the city’s boxing scene.

Leader

The Syndicate’s overboss is Finnegan “Blackhand” O’Malley (See Appendix D), a surprisingly refined, tactful, and clever bugbear and ex-boxer.

Associated Stat blocks

Bandits, thugs, spies, and bandit captains.

Short-term goals

  • Avoid Theiftaker General Cairbre’s crackdowns.
  • Restore several of their defunct rackets to full operation.

Long Term Goals

  • Expand their rackets throughout the kingdom
  • Undermine the city watch and the courts

Allies

  • The rats

Enemies

  • The Drolls
  • The Watch

Faction support

Opinionsupport
24The Syndicate provides the players with a steady stream of 100gp a week
14The Syndicate allows the players to hire elite hit squads at a reasonable price of 10gp per hit.
8The players get access to a syndicate fixer who will recruit bandit and thug hirelings for the players
4The Syndicate provides a 1-time donation of 20gp
-3The Syndicate starts to harass the resistance and attack their members. There is a 1 in 6 chance that resistance members are attacked by syndicate thugs while on missions in Underberg
-9The Syndicate will leak information about the resistance to watch. All checks to complete missions in Underberg and the Grand Fey Marketplace are made with disadvantage.
-13The Syndicate will actively try to sabatoge Resistance operations. Checks to avoid safehouse detections are made with disadvantage, and there is a one in 4 chance that the raid that occurs will be made up of syndicate forces that will attempt to burn the safehouse down
-20Don O’Malley puts a hit out on the players. Progressively stronger groups of hitmen attack the players until the players make up with Don O’Malley or destroy the Syndicate

Faction Training

Enforcer’s Intimidation

The enforcers of the syndicate are well known for their ability to intimdate almost anyone. Some training with them will allow the players to use their tricks.

Players Benefit

  • You gain proficiency in intimidation and athletics.
  • As a bonus action, you can make an intimidation check to intimidate one creature you can see. If you succeed on the check, you gain advantage on your next attack and roll against them within the next minute.

Npc Benefit

  • You gain proficiency in intimidation and athletics.

Coláiste Draoidheil

The Coláiste Draoidheil is Sliberberg’s only institution of higher learning. It is a small magic arts college located in the Slibermond neighborhood. It hosts courses for wizards, bards, and artificers.

The coup has ushered in dark days for college. Ulrich treats the college as the perfect recruiting ground for his mage corps, and several faculty members and a few dozen students have already been drafted. He is also using campus facilities as laboratories for official mage corp research. Worse, the watch has conducted several raids against so-called traitors among the student body.

Starting Opinion +3

Opinion changeaction
+8Helping a professor with a research project
+4Make a donation to the college
+3Protect a student
-3Harm a student
-4Damage campus property
-7Harm faculty members

Headquarters

The faction’s headquarters is the Coláiste Draoidheil, a 14-acre compound featuring dorms, classrooms, laboratories, and the city’s most extensive library. The campus’s architecture is the classic New England style, with brick walls, white-framed multipaned windows, gabbled roofs, large turrets, and white-domed bell towers.

Leader

Archchancelor Gwilym Cwmwllyd is a portly hobgoblin who was a battlemage in his youth.

Associated Stat blocks

Hedge Wizards,Artificers, mages and archmages

Short-term goals

  • Maintain student access to the Coláiste Draoidheil.
  • Continue essential research work.

Long Term Goals

  • Stop Ulrich from drafting their students.
  • Restore the campus to some semblance of normailty

Enemies

  • The royal magic core
  • The drolls

Faction support

Opinionsupport
24Given several days advance notice, Archchancelor Gwilym can mobilize several wizards from the staff to join the players in battle
17The faculty donates one common or uncommon magic consumable per month
12The faculty allows the resistance to recruit resistance hedge wizards and resistance bards from the student body.
6The factions give a one-time donation of 7 uncommon potions and scrolls
-4TThe campus security will not allow the players on the grounds
-8Members of the faculty and student body will attack players on the street
-15Random enemy encounters will have at least one magic item to wield in battle
-25Random enemy encounters in all neighborhoods will have a 1 in 6 chance of including faction members

Faction Training

Arcane Scholar

Being a college for wizards, the Coláiste Draoidheil can teach anyone how to cast a few spells.

Players benefit

  • You gain proficiency in the Arcana skill.
  • You learn two first-level spells from the bard or wizard spell list with the ritual tag. You can cast these spells as rituals once per short rest.
  • You learn one cantrip.

Npc benefit

  • The creature learns one cantrip from the wizard spell list.

Drolls

The drolls are an enigma wrapped in a mystery, wielding an oversized mallet. Part street gang, part insane cult, the Drolls are a group of fey creatures dedicated to chaos and the absurd. They believe that the universe, or at least the Feengrenze, has no inherent meaning or rules; ergo, one should embrace the chaotic absurd and do what one wants.

Out on the streets, the drolls are easy to spot. They parade about in jumpsuits made of colorful patches with torn finery worn over them and adorn themselves with strange hats and other accessories.

They roam the lower city in packs. They paint nonsensical graffiti on walls, vandalize buildings in odd ways, run through the street while hooting and hollering at night, and steal the most bizarre things imaginable. If they come across a potential victim, they might hold them up at club point and demand something like a shrubbery or a chamber pot, or they force the victim to play cruel games like blind man’s punch or kick the plonker.

Starting opinion 1d6 with 4,5,6 being -1,-2,-3

Opinion changeaction
+7Pull off a prank against Murtagh’s forces
+5Participate in the droll’s antics
+3Disrupte a serious event in a humorous way
-3Attacking the drolls
-7Disrupting a prank

Headquarters

The Drolls’ headquarters move about a lot. The Grand Absurdist tends to prefer slums and abandoned buildings as her palaces.

Leader

The Grand Absurdist is the leader of the drolls. She is an 18-year-old elf girl. She dresses in a ball gown transformed into a motley-like miniskirt made of colorful patches. She acts like an insane little girl, ordering her droll followers to do crazy things.

Associated Stat blocks

Berserkers, Goblins, Cultists, Fairies, Droll Anarchists, Droll Trickster

Short-term goals

  • Cause chaos to demonstrate the meaningless randomness of the universe.

Long Term Goals

  • Convert everybody to their beliefs.

Enemies

  • Every other Faction

Faction Support

Opinionsupport
22The drolls run rampant, putting the entire city under a continuous distract guards mission. However, there is a 1 in 6 chance that one of the player’s safehouses will be vandalized
15On request, the droll can mobilize 1d8 quicklings, nilbogs, and Fairies to support the players. However, these allies are more focused on causing mayhem than actually helping.
11The drolls focus their antics on the army, causing a drop in army attention in 3 random neighborhoods each week and a severe uptick in crime throughout the city
6The drolls provide the players with 80gp worth of random junk as a donation
-8The drolls focus their attention on the resistance to the exclusion of all others in the city. When traveling through a neighborhood, there is a 1 in 6 chance of drolls attacking the players
-14The drolls start attacking factions aligned with the players. The highest benefit the players have gained from the faction has a 1 in 4 chance of not being available.
-15The drolls are actively hunting the party. There is a 1 in 6 chance that the Grand Absurdist and 1d12 Droll Anarchists, 1d4 Droll Trickster, and 1d6 Fairies will attack the players when traveling through a neighborhood
-25Random enemy encounters in all neighborhoods will have a 50/50 chance of including faction members

Faction Training

Chaotic Trickster

The drolls can teach you how to embrace the absurdity of the universe and use it against your enemies.

Players benefit

As an action, you can target one creature within 30 feet and shout something incomprehensible at it. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become confused as per the Confusion spell for 1 round.

Npc benefit

The creature gains resistance to being charmed

New Mountainheart Merchants Guild

In every port city in the multiverse, the merchants, bankers, and manufactory owners band together to provide mutual aid and increase their bargaining power with the nobles. In Sliberberg, that group is the New Mountainheart Merchants Guild. The largest guild in the city, it holds tremendous sway over politics. When the coup occurred, the guild itself was in uncharted water. Some members involved in ship construction and weapons manufacturing benefit greatly from Murtagh’s military campaigns. However, most are struggling from the trade disruptions caused by the regime and Murtagh’s increasingly erratic laws.

Starting opinion -2

+7The players deal a significant blow to one of the city’s gangs (sink a rats ship, clear out the drolls from a squat, shut down a major syndicate racket)
+5Stop a major crime against them from occurring
+3Invest a large sum of money in one or more of their enterprises
+1Kill a member of the criminal gangs in the city
-1Kill one of their employees
-3Steal from one of their businesses
-5Destroy property belonging to a member
-7Kill a member of the guild or a family member

Headquarters

The guild hall is located on High Street in Alteburg. It is the largest of the guild halls and quite ornate, with marble pillars and a highly decorated facade.

Leader

The current guild mistress is the shrewd leprechaun and notorious miser Aoife Goldspire , owner of the Goldspire bank.

Associated Stat blocks

Nobles and guards

Short-term goals

  • Navigate the increasingly erratic government laws
  • Free several arrested members.

Long Term Goals

  • Increase their wealth and power.

Allies

  • The old watch

Enemies

  • The rats
  • The Syndicate
  • The drolls

Faction Support

+19The guild provides a steady flow of 6d20gp per week
+11The guild uses its influence to introduce the players to noblemen and women. The gather resources mission, when performed in Alterburg, provides 3 times as much gp, and all other missions to interact with the upper class are made with advantage
+4The guild provides the players with arms, armor, and other gear at half-price
-4The guild starts buying up all the city’s military gear. It costs twice as much to outfit a single resistance member
-9The guild starts a smear campaign with the nobles, merchants, and other upper-class people. Checks to interact with them are done at a disadvantage
-17The guild starts to hire assassins to deal with the players permanently
-21The guild forms its own militia and starts to patrol the streets around its member’s property. Stealth checks are made with disadvantages in these areas, and there is a 1 in 4 chance that the guild militia will come to the army patrols’ aid.

Faction training

Merchant’s Cunning

The guild’s merchants are experts at haggling and bribery. They can teach the resistance how to get the best price and how not to be taken advantage of.

Players benefit

  • You gain proficiency in the Persuasion or Deception skill
  • You have advantage on saving throws against being charmed.
  • All checks made to bribe a creature that understands a language you speak are made with advantage

Npc Benefits

NPC gains advantage on Persuasion checks when bartering, bribing, or negotiating deals.

Old Watch

When TheifTaker General Cairbre took over the watch, many old watchmen stayed determined to do their jobs despite the change in government and leadership. That did not last long; Murtagh’s slide into tyranny and Cairbre’s brutal tactics led many to either quit or be branded as traitors and thrown into the gulags beneath the city. The few royalists remaining among the watch have banded together to do what they can to mitigate the harm caused by Cairbre and Murtagh.

Starting Opinion +4

Opinion change action

Opinion changeaction
+6Catch a major criminal such as a Don’ O’ Malley or the Rat King
+4Stop Cairbre  or Murtagh men from abusing their power
+3Catch a criminal
-3Attacking the members of the Old Watch
-5Being seen consorting with criminals
-7Pulling off a major crime against non regime targets

Headquarters

The old watch has no headquarters; instead, it meets in small numbers in bars in the lower ward. Communication between members is done mainly by members passing the word lip to ear and dead drops.

Nominal Leader

The old watch does not have a leader because the top brass of the Old Watch has been arrested for one thing or another. As such, they tend to resort to democracy and personal initiative to get things done. However, Corporal Knobs (See Appendix D), a goblin watchman known for delusions of heroic grandeur and complete inability to achieve those delusions due to laziness and lack of preparation, serves as an instigator within the group.

Associated Stat blocks

Watchmen, watch officers, centaur patrolmen, and riot watchmen.

Short-term goals

  • Try to keep order in the city
  • Prevent the watch from arresting innocents

Long Term Goals

  • Free their imprisoned brethren
  • Remove Cairbre  from the position of watch commander
  • Overthrow Murtagh

Allies

  • The Silver Moon Coven

Enemies

  • The drolls
  • The Rats
  • Coiníní Marbh Syndicate
  • New Watch Loyalists
  • The Royal Army

Faction Support

Opinionsupport
+23The Old watch starts actively rerouting patrols on behalf of the resistance. If given a day advance notice, the Old Watch can ensure that all the patrols in a specific neighborhood of Alteburg or The Grand Fey Marketplace are made up entirely of old watch members
+13There is a 1/3 chance that members of the resistance will be released from watch custody by members of the Old Watch
+8The old watch starts leaking info about watch patrols. All checks to avoid patrols in the lower city and Alteburg are made with advantage
+5There is a 1 in 6 chance that patrols the players encounter  in A rat kinglteburg are made up of members of the Old Watch
-8Old watch members will start to bribe informants in Alteburg and the great fey marketplace to pass misinformation. Paid informat in alteburg and the lower ward encounters have 1 in 3 chance of giving the playes misinformation
-14the Old Watch will start to lay ambushes for the players and the resistance. There is a 1 in 4 chance that watchmen are waiting at the site of a resistance mission, resulting in automatic critical failure.
-20The Old Watch members start to lead heavily armed groups of watchmen consisting of 1 watch captain, 1d4 centuar patrol men and 1d8 riot watchmen on hunts for the resistance

Faction Training

Watch training

The members of the Old Watch can train resistance members in the use of watch-style equipment and alertness.

Players benfit

  • You gain a +2 bonus to initiative
  • You gain advantage on perception checks to spot sneaking individuals.
  • You gain proficiency with medium armor and shields.

Npc benfit

  • The creature gets a +2 to initiative.

Rats

Every harbor has rats, and Sliberberg is no exception, except one out of every ten rats is at least 3 feet tall, stands upright, and has a blackjack instead of a tail. The Rats are a gang that stalks the dock ward; however, they don’t call themselves the rats; that is a name provided by the sailors and longshoremen working the docks. They get their name from their generally rat-like behavior; they hang out under the docks, in hole-in-the-wall bars, and other dark corners. When the sun goes down, they emerge from their hiding places in groups of three to six to sniff around and carry off anything left lying around, always preferring shiny things. They typically concern themselves with pickpocketing, muggings, cargo theft, murder for hire, smuggling, piracy, and running small-scale gambling scams.

Since the coup, Admiral Kraggath has forced these small groups of criminals to serve as part of his own criminal schemes. In response to the graft and abuse that Kraggath has put them through, they have decided to unite into a loose confederation under the command of the so-called Rat King.

Starting opinion  +1

+6Sink or hijack one of Kraggath’s ship
+4Help the rats avoid capture by the watch or Navy
+3Kill a Navy officer
-3Attacking the members of the rats
-5Stealing from the rats
-7Sinking a rat ship

Headquarters

The Rats do not have a headquarters, although the pub known as the Listing Brig serves as something close enough to one. The Brig is a hole-in-the-wall pub frequented by pirates and smugglers.

Leader

The Rat King is a scarred smuggler of indeterminate race, age, or gender. He keeps his body wrapped in bandages due to what he claims are scars from nearly getting burned alive when smuggling alchemist fire.

Associated Stat blocks

Bandits, Thugs, Bandit Captains

Short-term goals

  • Avoid Theiftaker General Cairbre’s crackdowns.
  • Continue smuggling and piracy operations

Long Term Goals

  • Free themselves from Kraggath’s control
  • Free members that have been imprisoned by Cairbre

Allies

  • The Syndicate

Enemies

  • Kraggath and the Royal Navy
  • The city watch
  • The drolls

Faction Support

+25The rats will start to actively fight against the Royal Navy. Encounter with Navy personnel will have a 50/50 chance of being interrupted by gangs of rat bandits and thugs who fight as allies to the players.
+17The rats start smuggling in arms for the players. The shipments occur monthly and consist of 3d20 gp of arms and armor or an uncommon magic item
+10The Rats offer to fence stolen property for the players with a reasonable fee of 2% of the item’s value.
+5The rats start to leak info about the Navy’s activities to the players; the players can hire rats to smuggle them across the harbor
-5The rats start leaking info on resistance activities to the Navy. Missions in the docks are done with disadvantage.
-15The rats start to harass the players when on the docks. When the players encounter a navy person, there is a 1 in 4 chance that a group of rats will join the fight.
-25The rats start actively hunting the players. Any attempt by the players to take to the sea results in the ship being ambushed by pirate longboats containing a combined force of  1d20 bandits and 1d20 thugs

Faction Training

Rat Sneak

Nobody in this city is as sneaky or as shifty as the rats. They can show you how to move through the city unseen.

Players benefit

  • You gain advantage on stealth checks
  • You can move through difficult, non-magical terrain without extra movement cost.
  • Once per long rest, you can use a bonus action to hide after making the disengage action

Npc benefit

  • You gain advantage on stealth checks


The Sanctuary of the Resplendent Hand

The Sanctuary of the Resplendent Hand is a large, sprawling abbey at the center of Märtyrerrast. Dedicated to Ilmater, the Crying God of Toril, it is a beacon of hope and mercy in a city as chaotic as Sliberberg. In addition to being an abbey, the Sanctuary of the Resplendent Hand is also a hospital that heals all who enter its doors for free.

Since the coup, the abbey has been forced to walk a tightrope. They have tried to maintain their neutrality and focus on their core mission of healing the sick, injured, and insane, but the increasing interference from the army has started to compromise that mission.

Starting opinion +2

+7The players rescue victims of the regime
+4The players successfully complete a mission that weakens the regime
+2The players make a donation of food, money, or medical supplies to the abbey
+1The player protects an innocent from the Regime
-1The player harms an innocent victim
-3The players ignore the plight of an innocent
-5The players harm a member of the abbey’s community
-10The resistance members are spotted interacting with criminals.

Leader

Abbot Thalmarin Voss is the aged human abbot of the sanctuary. He is a devout follower and has dedicated his life to serving the suffering. Despite looking thin and frail, he is actually in relatively good health.

Associated Stat blocks

Acolytes, commoners, and priests

Headquarters

The sanctuary itself is the faction’s headquarters. The Abby’s 17-acre compound provides ample lodging for the order’s brothers and sisters, a full-sized hospital, and enough garden space to grow all the ingredients for making medicine and potions.

Allies

  • The Silver Moon Coven
  • The old watch

Enemies

  • The Royal Army
  • The criminal factions

Faction Support

Opinionsupport
+25The sanctuary will cast raise dead and restoration for the players at no cost.
+19Abbot Voss will lend the players a Banner of Recovery (See Appendix C).
+14The Sanctuary allows the players to recruit acolytes and priests from the brothers and sisters of the order.
+8The Sanctuary provides the resistance with 1d12 healing potions per week
+6The sanctuary allows any resistance member to come to the hospital to be healed.
-3The Sanctuary forces resistance members to pay for services rendered
-7The players and the resistance members are barred entry to the abbey ground.
-11The brothers and sisters of the hospital will raise the alarm to attract regime patrols when they spot the players.
-20The Sanctuary starts providing healing potions to the Murtagh regime. There is a 1 in 4 chance that any given group of regime soldiers have a potion of healing.

Faction training

Resplendent Hand’s Blessing

The brothers of the order can teach the resistance to protect others from harm and heal small injuries

Player benefits

  • You can cast the Sanctuary spell once per long rest without expending a spell slot. Wisdom is your spellcasting ability for this spell.
  • You gain 1 additional hit die per long rest.

Npc Benfit

  • Once per day, when an ally within 10 feet of the NPC takes damage, the creature can use its reaction to grant the ally temporary hit points equal to 1d4 + the creature’s Wisdom modifier.

Sliberberg Bounty Hunters Union

The city guild for bounty hunters and thief-takers is a loose coalition of bounty hunters and adventurers that operate out of Underberg. Despite the name or the notion of guildhood, the union does not claim the exclusive right to hunt bounties in the Sliberberg or the surrounding countryside. Indeed, wanted posters printed by the union can be found all over the city, and anyone who brings a bountyhead to the Summer Rose will get paid. The union, however, does take a cut of the bounty money to pay for equipment, legal, and medical fees for its members.

The guild’s relationship with the Mutagh regime is complicated. Although they have benefited from the number of bounties issued, several of their members have been arrested for treason and are being forced to serve human hound dogs by the watch.

Starting opinion -1

+7Catch a major bounty head
+4Free SBHU members from jail
+3Catch a Bountyhead
+2Provide info that leads to the capture of a bounty head
-2Kill a member of the SBHU

Headquarters

The Summer Rose pub in the Goblin Market serves as the union’s headquarters.

Leadership

Cassidy Rose serves as the union’s leader.

Associated Stat blocks

Assassins, scouts, spies, thugs, and Veterans

Short-term goals

  • Stay afloat financially

Long Term Goals

  • Free several members who were accused of treason from jail

Enemies

  • Rats
  • Drolls
  • The Syndicate
  • The watch
  • The Royal Army
  • The Black Widows Web

Faction Support

+22Cassidy Rose allows the players to hire bounty hunters on a per-case basis to assist in resistance missions
+16Cassidy Rose starts to accept bounties from the players on members of the Usurper’a army
+7The bounty hunters start to leak info they acquired on the various commanders in the city
+3All bounties on the players are canceled
-3If the player’s bounties have been canceled, then they are reissued
-8Cassidy Rose doubles the bounty on the players; bounty hunter encounters are now twice as likely
-14Cassidy issues bounties for all resistance members. All resistance missions have a 1 in 8 chance of encountering bounty hunters
-24Cassidy cancels all bounties except for the ones related to the resistance. The chance of encountering bounty hunters on mission increases from 1 in 8 to 1 in 3

Faction training

Bounty Hunter’s Pursuit

The SBHU’s professional trackers can teach the resistance a thing or two about tracking and pressing the attack.

Players Benefit:

  • You gain proficiency in the Investigation or Perception skill.
  • You can mark an enemy as your quarry as a bonus action. All attack rolls against your quarry are made with advantage. You can only have one quarry at a time.

Npc benefit

  • NPC gains advantage on Perception and Survival checks.

Crowded night at the Summer Rose, generated using Google Imagen3

Silver Moon Coven

Dedicated and devoted to the goddess of the moon in all her many guises, the Silver Moon Coven is a prominent coven of good-aligned witches and druidesses spread throughout the lands of the Feengrenze. Led by a group of 8 powerful good witches called the Matrons, they are well-known and well-regarded as tutors, healers, guides, makers of superior goods and medicines, and bestowers of blessings. Most settlements of note in the Feengrenze have at least one sister of the coven serving as the local healer, teacher, and midwife.

The Sliberberg branch of the coven is enormous compared to many other branches and is widely believed to be the biggest. This fact is primarily due to Matron Tansy Fleetfoot being a longtime city resident. Before the coup, the coven’s sister witches served as a charity in the city, feeding and healing the poor and teaching the magically gifted. All this is funded by selling enchanted goods in the Silbermond District. Now, they toe the line between continuing their benign work and open resistance against the Usurper.

Starting opinion 5

+7The players rescue victims of the regime
+4The players successfully complete a mission that weakens the regime
+2The players defeat a patrol in Slibermond
+1The player protects an innocent from the Regime
-1The player harms an innocent victim
-3The players ignore the plight of an innocent
-5The players harm a member of the coven

Headquarters

The witches’ headquarters in the city is the Silver Moon Cafe and Bakery. This quaint little bakery in Slibermond hides a big secret; it is a small extradimensional castle built around a bakery that can produce enough bread to feed the entire city. The bakery is also their primary source of the coven’s revenue in the city and Tansy’s residence.

Leader

Tansy Fleetfoot is a figure you would not assume is the most powerful magic user in the city. She is a little gnome with brownish skin and wears a baker’s outfit. However, she is indeed the most powerful witch in the city. She is a real firebrand, stubborn as a mule, and has no tolerance for cut-rate workmanship, nonsense, excuses, ignorance or idleness.

Associated Stat blocks

Druids, Witches of the Silver Moon, Senior Witches of the Silver Moon , and Apprentice Witches

Short-term goals

  • Mitigating the effects of the occupation on the city’s poorer residents
  • Protect the would-be victims of the regime

Long Term Goals

  • Defeat the Usurper and restore Fredrick to power
  • Finally, heal Fredrick’s Broken heart.

Enemies

  • Murtagh’s Regime

Faction Support

+25The witches will offer to cast large-scale high-level spells on the player’s behalf, including but not limited to shape water, mass suggestion, and control weather
+20The witches offer the player access to a demi-plane to serve as a headquarters for the resistance
+15The witches will donate 1 uncommon magic wand per week
+10The witches allow the players to recruit apprentice witches from their ranks
+5The witches provide the player with provisions in the form of food and clothing worth about 10gp per week

Faction training

The Moon’s Blessing

The Silver Moon Coven’s witches can teach the resistance some of their homespun practical magic

Player Benefit:

  • You learn one druid cantrip of your choice. Wisdom is your spellcasting ability for this spell.
  • Once per long rest, you can cast the goodberry spell without expending a spell slot. Wisdom is your spellcasting ability for this spell.
  • When you cast a healing spell, you can reroll any 1s on the healing dice once per encounter.

Npc Benefit

  • A creature can cast Cure Wounds once per day without requiring material components

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