So I'm running a homebrew world campaign for my sister and her boyfriend. Our characters are a shifter paladin (sister), a human rogue/wild sorcerer (her boyfriend), and a Dragonborn artificer (me) It is set in a large city built upon the horde of a green dragon who was slain a century and a half ago. There is a large artisan guild in the city which works to study and combine techniques of crafting from different places to make better items. The city is a free city and just rules itself and the neighboring area, so it doesn't have a large military or police force, just the city guard. So the city has a Bounty hunter force which is people who track down criminals and be bodyguards for officials but also do craigslist tasks for people in the city like, I have a giant spider infestation, or I someone to go find rare herbs for me. They work as bounty hunters for the guild and I wanted to implement a renown system for them. Currently, I have 4 different "factions". The Guild, The Academy of the Arcane, The town hall, and the druid enclave. the first three are the main powers in the city and the enclave is the next largest power in the city. This is what i have so far:
The Artisans of the Dragon
Izborin Academy of the Arcane
City Hall
Druid Enclave
1
Access to guild Facilities and Limited ability to use equipment
Access to Academy Facilities
Access to city hall, bounty office access
Access to Enclave
3
Ability to requisition use of equipment (100 gp). Guild Spells. Produce Flame, Unseen Servant, Heat metal, Tiny Servant,
Full Access to library (restricted section only with approval). Academy Spells, Mage hand, find familiar, rope trick, phantom steed
City Spells, comprehend languages, gift of gab, motivational speech
Access to Healing at Enclave. Enclave Spells Druidcraft, Goodberry, pass without trace,
access (limited) to academy vault (magic items and components), academy spells, private sanctum, teleportation circle
City spells, Syncronicity, Commune with city
Right now one of my characters works for the academy and has 3 renowned with them and 2 renown with the guild. The other has 2 with the guild, 0 with the academy, and the last character (the one I play) has 4 with the guild and 0 with the academy. All three characters have 1 with the city hall and druids. I'm okay with unearthed arcana if it fits well
You mentioned you need help but it is unclear what you need help with. What is the problem? Is it that you have nothing for the last level for the druids? Perhaps they can give you access to plants and animals, the ability to get herbs for potions and pets for battle. They could also be given access to animal abilities like those of the shifters or simic hybrids or limited wild shape as long as they have high enough renown.
Can I also suggest you have negative renown. Later on the factions might clash and you may need to pick sides, losing a lot of renown with one but gaining it with another or choosing neither and losing a bit with both. This could give you interesting things to do, depending on what your campaign is about.
You could also take the Skyrim approach and give them the option to become leaders of these factions if they do enough for them.
Sorry about being unclear, renown in dnd can go up to 100. it usually has benefits at 1, 3, 10, 25, 50. I need help with additional benefits at higher levels, and also stuff for druids at level 10. there is going to be negative renown but it won't be that organizations go directly against each other but I am going to add certain things that may make some mad and definitely make it hard to level up all of them and make them choose. I might add a "faction" that is sort of at odds with one of the others to make it. I've thought about letting them take leadership roles in them if they get enough renown but I'm not quite sure how to make that work mechanically and keep the story going. like, have them have leadership responsibilities but also need to leave to go do quests all the time. i do like the herbs for potions from the druids because one of my players wants to become an alchemist so thanks for the idea.
No problem. So as I suggested, herbs at renown 10 for the druids. They could also have access to slightly more powerful druid spells and maybe some advice from the head druids, which could come as a d4 that they can use on a roll throughout the day.
At Level 25 the factions could provide unique body guards. The city could provide some kind of construct, the druids a beat, the academy an elemental and the guild could provide an undead dragonborn or something. I think if you are going to add characters to go along with the party, you want it so they are controlled by the party and don't take the spot light away from them. It is up to you how you do this though.
You could instead give them access to assets at level 25. The guild could allow them to become share holders and so they get a bit of money every week. Maybe they are also allowed access to a share holders buffet or a small apartment which they can use.
The city could give them a nice house that they can live in. Maybe it is in a beneficial location. Maybe they are also given first pick on jobs.
The druids could give them an area of woods for hunting, fishing and gathering. They are also free to build a home in this forest.
The academy could give them access to some kind of magic room which could give them some magical, passive benefits for owning it.
At level 50 they could gain access to unique magical items. Perhaps a metal dragon head which allows them to do dragon things for the guild. The druids could give them some kind of tree mech. The academy could give them a book which allows them access to special abilities, one of which could be an illusionary version of the library. Finally the city could give them some cool armour or a cool shield or maybe a key.
If they were going to gain a leadership role then they could be given full access to the factions assets and given options to choose the direction the faction is going making policy changes and deciding what the faction should pursue. Then they could be free to go out and do what ever, as long as they stay in contact with a sending stone. I don't know, I have no idea what your campaign is like, it was merely a suggestion.
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So I'm running a homebrew world campaign for my sister and her boyfriend. Our characters are a shifter paladin (sister), a human rogue/wild sorcerer (her boyfriend), and a Dragonborn artificer (me) It is set in a large city built upon the horde of a green dragon who was slain a century and a half ago. There is a large artisan guild in the city which works to study and combine techniques of crafting from different places to make better items. The city is a free city and just rules itself and the neighboring area, so it doesn't have a large military or police force, just the city guard. So the city has a Bounty hunter force which is people who track down criminals and be bodyguards for officials but also do craigslist tasks for people in the city like, I have a giant spider infestation, or I someone to go find rare herbs for me. They work as bounty hunters for the guild and I wanted to implement a renown system for them. Currently, I have 4 different "factions". The Guild, The Academy of the Arcane, The town hall, and the druid enclave. the first three are the main powers in the city and the enclave is the next largest power in the city. This is what i have so far:
Requisition equipment (200 gp) guild spells fabricate, animate objects,
Right now one of my characters works for the academy and has 3 renowned with them and 2 renown with the guild. The other has 2 with the guild, 0 with the academy, and the last character (the one I play) has 4 with the guild and 0 with the academy. All three characters have 1 with the city hall and druids. I'm okay with unearthed arcana if it fits well
You mentioned you need help but it is unclear what you need help with. What is the problem? Is it that you have nothing for the last level for the druids? Perhaps they can give you access to plants and animals, the ability to get herbs for potions and pets for battle. They could also be given access to animal abilities like those of the shifters or simic hybrids or limited wild shape as long as they have high enough renown.
Can I also suggest you have negative renown. Later on the factions might clash and you may need to pick sides, losing a lot of renown with one but gaining it with another or choosing neither and losing a bit with both. This could give you interesting things to do, depending on what your campaign is about.
You could also take the Skyrim approach and give them the option to become leaders of these factions if they do enough for them.
Sorry about being unclear, renown in dnd can go up to 100. it usually has benefits at 1, 3, 10, 25, 50. I need help with additional benefits at higher levels, and also stuff for druids at level 10. there is going to be negative renown but it won't be that organizations go directly against each other but I am going to add certain things that may make some mad and definitely make it hard to level up all of them and make them choose. I might add a "faction" that is sort of at odds with one of the others to make it. I've thought about letting them take leadership roles in them if they get enough renown but I'm not quite sure how to make that work mechanically and keep the story going. like, have them have leadership responsibilities but also need to leave to go do quests all the time. i do like the herbs for potions from the druids because one of my players wants to become an alchemist so thanks for the idea.
No problem. So as I suggested, herbs at renown 10 for the druids. They could also have access to slightly more powerful druid spells and maybe some advice from the head druids, which could come as a d4 that they can use on a roll throughout the day.
At Level 25 the factions could provide unique body guards. The city could provide some kind of construct, the druids a beat, the academy an elemental and the guild could provide an undead dragonborn or something. I think if you are going to add characters to go along with the party, you want it so they are controlled by the party and don't take the spot light away from them. It is up to you how you do this though.
You could instead give them access to assets at level 25. The guild could allow them to become share holders and so they get a bit of money every week. Maybe they are also allowed access to a share holders buffet or a small apartment which they can use.
The city could give them a nice house that they can live in. Maybe it is in a beneficial location. Maybe they are also given first pick on jobs.
The druids could give them an area of woods for hunting, fishing and gathering. They are also free to build a home in this forest.
The academy could give them access to some kind of magic room which could give them some magical, passive benefits for owning it.
At level 50 they could gain access to unique magical items. Perhaps a metal dragon head which allows them to do dragon things for the guild. The druids could give them some kind of tree mech. The academy could give them a book which allows them access to special abilities, one of which could be an illusionary version of the library. Finally the city could give them some cool armour or a cool shield or maybe a key.
If they were going to gain a leadership role then they could be given full access to the factions assets and given options to choose the direction the faction is going making policy changes and deciding what the faction should pursue. Then they could be free to go out and do what ever, as long as they stay in contact with a sending stone. I don't know, I have no idea what your campaign is like, it was merely a suggestion.