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Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE

Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE

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A party of adventurers may include members of several<br />

different factions, all of them working toward a common<br />

overall goal but each individual member having received<br />

special instructions from his faction regarding information<br />

or actions of particular importance to him and his faction.<br />

Working factions into your home campaign requires<br />

some extra effort on your (the GM’s) part, either tailoring<br />

published adventures or adding details to adventures of<br />

your own design to incorporate the idea of characters as<br />

members of secret (or not-so-secret) societies, fellowships,<br />

and orders with goals and visions beyond the next payday.<br />

You may have some decisions to make concerning which<br />

factions you want to use; you want players to find factions<br />

that interest and excite them, but some factions may not fit<br />

for the campaign because of alignment, location, mission,<br />

or focus. The reward for this extra effort is a richer<br />

campaign, one where PCs really feel themselves a part of<br />

the living, breathing campaign world of Golarion.<br />

fac t i o n Ba s i c s<br />

PCs improve their standing within their faction by<br />

succeeding in missions relating to or coming from<br />

a faction. In a given adventure, or even in between<br />

adventures, you should think about the factions the<br />

characters in the party have chosen to represent. Their<br />

factions might ask them to assassinate a crime lord,<br />

protect an innocent merchant caught in a crossfire, save<br />

a kidnapped child, hand off an important letter, foil an<br />

assassination, recover a specific stolen relic, or locate a<br />

letter of marque. Whatever the mission, a positive outcome<br />

earns the character a Prestige Award (PA).<br />

As a character’s prestige increases, her faction rewards her<br />

excellent service with ever-increasing boons. In this section,<br />

you’ll find an expanded system of rules that describes the<br />

kinds of rewards and privileges a character can access as her<br />

Total Prestige Award (TPA) increases and how she can use<br />

her Prestige Award for a variety of benefits that ref lect her<br />

faction’s willingness to assist her in times of need.<br />

<strong>Faction</strong> Secrecy<br />

Governments and religious, political, mercantile, or<br />

cultural organizations may vary a great deal when it comes<br />

to dealing with factions and their activities. Some factions,<br />

like the Mendev Crusaders and the Hellknights of Cheliax,<br />

are blatantly public in their actions and their efforts to<br />

recruit others to their cause. Others are subtler in their<br />

plots and operate in the shadows; even where their presence<br />

is known, local leaders often turn a blind eye to their<br />

existence and activities as long as they don’t make trouble.<br />

The more secretive factions often look down on those who<br />

act openly, but every faction must weigh the value of a public<br />

presence and reputation versus the ability to operate without<br />

interference. <strong>Faction</strong>s have alliances and rivalries to be sure,<br />

3<br />

Introduction<br />

but they usually avoid open conf lict with their rivals in the<br />

interest of keeping the favor of local governments that allow<br />

them to operate freely in their territory.<br />

Choosing a <strong>Faction</strong><br />

Every faction has a unique history, culture, style, and<br />

specialty. Each has its own modus operandi in the ongoing<br />

struggle for power and inf luence on Golarion, and each<br />

offers its members different boons. Choosing a faction can<br />

be as important as choosing a character class or race—it<br />

defines a character in the campaign and ties him to his<br />

faction’s destiny. Before you allow your players to choose<br />

their factions, peruse each faction carefully and see which<br />

ones fit well with the theme of your campaign. If you don’t<br />

wish to allow evil characters, for instance, you might think<br />

twice about allowing characters to become part of the<br />

Hellknights or the cult of Razmir, and if your campaign<br />

is set in the wilds of Varisia, it might be reasonable to<br />

disallow the Risen Guards of Osirion as they have little<br />

interest or inf luence there. It’s not about restricting your<br />

players; it’s about creating a rational and logical campaign<br />

setting where options fit together and where players won’t<br />

be frustrated by making a choice that won’t have much to<br />

do with the campaign. That said, if a player has a great<br />

character concept that he’s excited about for a faction that<br />

you don’t think would work, give the player a chance to<br />

pitch the idea. Explain the reasons why his faction choice<br />

might be hard to play in the campaign, but if he really<br />

wants to try it, let him give it a go.<br />

Bear in mind that a PC need not be from a particular<br />

country to become a member of a faction, even if that faction<br />

itself is closely associated with that country. Likewise,<br />

characters of any class can join a faction. Thus, even a<br />

wizard born in the Mwangi Expanse can become an Eagle<br />

Knight of Andoran. PCs are not necessarily bound to work<br />

with a single faction. Although it is simplest to stay with one<br />

faction for a character’s career, there is no reason a PC can’t<br />

gain prestige within more than one group (though trying<br />

to work with two rival groups is unlikely to turn out well).<br />

Lastly, characters should not be required to join a faction.<br />

Those uninterested in the idea can ignore it, but those who<br />

find it appealing have an additional option for customizing<br />

their characters and how they fit into the world.<br />

Character Class versus <strong>Faction</strong><br />

Following a brief overview of the faction, each entry explains<br />

the goals and the general alignment of the group; PCs who are<br />

part of the faction need not match this alignment precisely,<br />

but it serves as a guide to the faction’s general attitudes and<br />

values. Each description also includes the headquarters of<br />

the faction and one of its primary leaders. To help guide<br />

players, for each faction there is a list of character classes that<br />

are best and least suited to membership and advancement.

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