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Faction Spotlight: The Fighter's Guild

This week we're going to continue on with a looking at the many different factions of Tamriel. The last time we looked at this was in June, so I would say it's along overdue. To start off, we're going to go over some of the basics, as were explained last time. Running your factions should be relatively simple, providing work and rewards for the players, each within their own sphere of influence. If you want to run your factions in a way that's more familiar with the Elder Scrolls. I've provided some simple guidelines on how to run Radiant Quests (simple quests that can completed quickly or even away from the table between adventures), rewards, and rank perks.

RADIANT QUESTS

When players have downtime between fending off goblins and slaying trolls, they can decide to do Radiant Quests to increase their standing with their faction.

Radiant Quests are handed out by high ranking members of a faction, usually found within cities and towns. These quests are intended to be simple and quick story based missions that are solved through brief descriptions and a few die rolls. To determine what type of work is available, the DM can hand out a custom made quest, or can roll on the Radiant Quests table that is listed as part of each faction.

These quests are intended to favor the player. Radiant quests are intended to be quick story based missions that should favor the player. A lot of the control is in place of the DM instead of the player. This lack of player agency should be handled carefully, which is why these quests are made to be quick, fun stories, that allow the character to slowly advance through the guild ranks with very little dedicated time. Quest failures are still a possibility, as these missions are solved purely through chance, but they should be dealt with a light hand. Losing one or two standing with a guild isn't that big of a deal, but a constant stream of bad luck could make these quests more frustrating than fun.

Main quests that revolve around the guild are a much better way to advance through the ranks, but this allows the characters to feel like they can keep plugging away through menial labour during downtime rather than dedicating mass amounts of time with the other players that might not share the same allegiances.

Each radiant quest comes with brief instructions on how to describe the tasks and determine the outcomes. Each quest also comes with a listed reputation increases or decreases, based on well or poorly the quest is completed.

RANKS AND STANDING

Factions typically have 10 ranks that you can climb up. When you join a faction, you start out at the 1st rank.

Every rank is tracked by 4 levels of standing. Each time you successfully complete a task for your faction, your standing improves. If you fail a task, or otherwise dishonor your faction, your standing may decrease. More difficult quests may increase your standing faster than simpler quests.

When you join a faction, your standing starts at level 3. This can be tracked with a faction sheet for your character.

REWARDS

When you complete a quest, you also gain a reward, typically gold. The amount of gold is dependent on how well the task is accomplished. See the description of the quest type for more information on how to determine how much gold is awarded.

Some quests have special awards shown with a (s) in the rewards column. These rewards are described in the quest type description.

THE FIGHTER'S GUILD

At the start of the second era, the Akaviri Potentate, Versidue-Shaie, controlled the Imperial throne and declared martial law. Before he died, he passed the guild act, which codified the practice of guilds through the empire. This officially sanctioned the guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Rat-catchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrels, Barristers, Mages, and most importantly for today's article: The Fighter's Guild.

The Fighter's Guild can be found throughout the continent of Tamriel, and provides training, study, and employment to those of a martial persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries, protect commerce, capture or drive away beasts, and similar security duties. Guild halls can take on a contract from any citizen, provided it does not conflict with the laws or customs of the region.

Within every guild hall, you will find a barracks where members can sleep, a training hall, and usually a modest kitchen that serves drink and food. Larger guilds are typically equipped with a few more amenities, such as a blacksmith forge and workshop, or a stable.

FAVORED ATTRIBUTES

The Fighters Guild favors Strength and Endurance. Potential members may be put to a test or series of tests that allow them to prove their prowess in Strength and Endurance. These tests could include fist fights, sword fighting, racing, or require the applicant to complete a job for the guild.

Ranks

1 Associate

2 Apprentice

3 Journeyman

4 Swordsman

5 Protector

6 Defender

7 Warder

8 Guardian

9 Champion

10 Master

PERKS

NON-MEMBERS

The Fighter's Guild is a mercenary guild that provides help with simple martial tasks, such as escorting through dangerous areas, or fending off wild beasts. Non-members can hire mercenaries from the guild. They also provide proficiency training in any type of martial weapon or skill for a price.

LEVEL 1

LODGING

All members of the Fighter's Guild are provided with free room and board within any guild hall.

LEVEL 3

WEAPON ADEPT

When you reach 3rd rank level, you are offered free weapon training to better help the guild. You are assumed to have been working with a trainer for some time. You become proficient in one category of weapons of your choice (longblade, marksman, etc.).

LEVEL 5

MARTIAL DISCIPLINE

At 5th rank level, you become proficient in either Athletics or Intimidation. If you are already proficient in both of these skills, you can choose any skill offered by your class.

LEVEL 7

DEFENSE MASTER

Beginning at 7th rank level, you are offered free armor training to better help the guild. You are assumed to have been working with a trainer for some time. Choose one type of armor that you are proficient in. You gain a +1 bonus to AC while wearing this type of armor.

LEVEL 10

WEAPON MASTER

When you reach 10th rank level, choose one category of weaponry that you are proficient in to master. You gain a +1 bonus to attack and damage rolls made with any weapon from that same category.

RADIANT QUESTS

The Fighter's Guild have 4 different types of radiant quests, exterminate, escort, diplomacy, and training, each described in detail at the end of this section.

RADIANT QUESTS TYPES

Radiant quests are short stories that are resolved quickly through a series of dice rolls. The Radiant Quests table provides ideas for types of missions that can be handed out, or you can create quests that suit the current setting in your game. Below are a few different examples of quests and some ideas on how to resolve them.

Exterminate. The bread and butter of the Fighter's Guild, extermination contracts typically require the guild to kill off beasts or criminals. Sometimes, the contracts are small enough for you to handle it on your own, while others assume that you are heading out in a group. The reward is your fair share of the contract. At a higher rank level (6-10), the contracts are to fend off much more dangerous creatures and bandits. You will roll 3 dice to determine the events of these quests.

Ranks 1-10

Exterminate radiant quests are fairly straight forward. The player immediately makes three attack rolls. The DC is determined by the creature or creatures the player is fighting. For example, clearing a den of skeevers would have an easy DC of 10, assassinating a bandit could have a DC of 12, and killing a strong cult leader could have a much more difficult DC of 16+. The player has an opportunity to give themselves advantage on one of the rolls if they can describe feature, proficiency, or skill that could help them complete the mission.

  • With three successful rolls, the mission is completely quickly and with ease.

  • With two successful rolls, the mission was moderately challenging but well fought.

  • With one successful roll, the mission was successfully completed, but it is likely that the character took a significant amount of damage and requires rest, or perhaps they damaged the clients home, dulled their weapon, or damaged their armor.

  • With zero successful rolls, the character was unsuccessful in completing the mission and defaults on the contract.

Reward. If the mission succeeds, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If the mission is failed, no gold is earned.

Reputation. If the mission succeeds, you gain +1 to your standing with the Fighter's Guild. If the mission fails, you lose -1 to your standing with the Fighter's Guild.

Escort. Another standard contract of the Fighter's Guild is the seemingly simple, but always complicated, escort quest. These types of quests can either be the classic escort quest, where you meet your client and you protect them while you escort them to their destination, or they can require you to find an item, person, or creature, and return it to the client. At higher ranks, the contracts are either more dangerous, or the clients are more prestigious. You will roll 3 dice to determine the events of these quests.

Ranks 1-10

The dice rolls determine a few different types of events, based on the quest you accepted. Your DM may need to use some creativity to create quick stories for each roll. Below you can find some ideas of how the missions could play out.

Escort a person to a location.

Roll 1: Determine how congenial you are to your client. The DC will vary depending on the station of your client, with a DC 12 for the average mage, or a DC 15 for a high ranking noble. You can add your Persuasion or Deception skill modifier to your roll, depending on what type of interaction you intend to have.

Roll 2: Determine how well you protect your client. During your quest, you may need to fend off lowly bandits or beasts, or you may need to determine how strong of a guide you are. Protecting from beasts will require an attack roll, whereas following the correct path will require a survival check. A DC 12 roll will determine how successful you are.

Roll 3: Determine how successful you are at completing the mission. A DC 12 allows the character to escort the client to their final destination, complete the mission in a timely manner, or impress the client with your professionalism. You may have disadvantage on the this final roll if you insulted your client during the first roll, or managed to get lost on the second roll. You may have advantage if you impressed your client with your conversation or with your skills at protecting them.

Retrieve an item or person.

Roll 1: Determines how quickly you find the item or person you are looking for. A DC 12 roll will determine how successful you are. If you are proficient in survival, you can add your modifier to the roll.

Roll 2: Determine your success of retrieving the item or saving the person. Most of these types of stories will require you to use your fighting skills to subdue a thief, kill the bandits, or fend off cultists while you save the hostages. You may be able to gain advantage by describing a feature, proficiency, skill, or tactic that could help complete this part of the mission. The DC will vary depending on the type of combat, ranging from 10 to 15.

Roll 3: Determine your success of returning the item or person. A DC 12 roll will determine how successful you are. How quickly you found the hostages, or how successful you were at killing the bandits, you may determine if you have advantage or disadvantage on this roll. For example, if a couple hostages died or the item was damaged, you may disadvantage on this roll.

Reward. If the mission succeeds, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you have managed to impress your client, they may reward you with a substantial tip of additional gold, or perhaps trinkets or potions. If the mission is failed, no gold is earned.

Reputation. If your client is generally pleased, you gain +1 to your standing with the Fighter's Guild. If you successfully completed the mission, but insulted your client, took longer than expected, or delivered mildly damaged goods, you neither lose nor gain standing. The Fighter's Guild is not exactly known for it's congeniality, so many clients are lenient, provided that your protection was sufficient. If you were unable to find the final location, became significantly lost, or critically failed at protecting your client. you lose -1 to your standing with the Fighter's Guild.

Diplomacy. Although not common for many types of people who join the Fighter's Guild, diplomacy is an important part of any business. There are always certain times where a firm hand or a strong voice can be just as powerful as a sword or shield. Diplomacy quests will require you smooth talk clients or discipline unruly guild mates. This type of work is more common as you gain ranks within the guild, but a lower member may be asked to help out during busy times, or to prove their dedication to the guild.

Ranks 1-10

Roll 1. Determines how well you know the person involved in the quest. A DC 15 is required to be knowledgeable with the subject. The character can add their Personality modifier to this roll. Having a strong personal relationship with the person can help greatly regardless if you are disciplining a colleague or schmoozing a client.

Roll 2. Determines how well you handle the task. A DC 12 allows the character to complete the task on a successful check. If the check is failed, determine the outcome based on how strongly the check was failed. Rolling an 11 to chastise a drunken guild mate might still look successful to your superior, but could prove to be ineffective. Whereas rolling a 1 while trying to win over a client might lose the account indefinitely. The character can add their persuasion or intimidation skill modifier to this roll, depending on which is more appropriate. If the character succeeded on the first roll, the character has advantage on this roll.

Reward. If the mission succeeds, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If the mission is successful but essentially ineffective, you earn half the amount listed. If the mission is failed, no gold is earned.

Reputation. The character can gain +2 standing for a very successful mission, +1 for a successful mission, 0 reputation for an ineffective one. If the mission is utterly failed, the character loses -1 standing.

Training. Depending on your rank with the guild, a training quest has two different outcomes. At a higher rank level (6-10), you are training a lower rank guild mate. When you are of the lower ranks (1-5), you are the trainee. You will roll 3 or 4 die to determine the events of these quests.

Ranks 1-10

Roll 1: Determine who you are partnered with. A DC 10 roll puts you with a competent sparring partner on a successful check, and a clumsy, or dangerous one on failed check.

Roll 2: A DC 10 roll determines if you are proficient in the martial style you are sparring in on a successful check, and not proficient in it on an unsuccessful one.

Roll 3: A DC 10 roll determines the results of the training. If you are paired with a dangerous or incompetent partner, you have disadvantage on this roll. If you are proficient in the martial style, you gain advantage on this roll.

Reward. Regardless of the results of the training, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you were successful, you gain 1 luck point.

Reputation. Regardless of the results of the training, you gain +1 to your standing with the Fighter's Guild.

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