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Enemies and Strife v1.3

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0% found this document useful (0 votes)
190 views17 pages

Enemies and Strife v1.3

Uploaded by

Rick Coolidge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Enemies and Strife

Introduction

T
he most important tool in storytelling is
conflict. Through a tense narrative where
different agents are pitted against each other
for a myriad of possible reasons, a great
emotional movement can emerge.
Taking sides is what comes naturally to
humans, and is one of our basest insticts. By
tapping into that psychological mindscape and triggering
those feelings of righteousness, justice or punishment in a
narrative enviroment that can offer complexity, we can hook
our audience as storytellers and DMs and make them invest
in the story that is unfolding before them. By presenting a
conflict that flows naturally, and allowing the players to take
either side of the conflict, or even to create their own, we can
provide a much more visceral roleplaying experience that
can unfold in unpredicable ways, compared to much more
static and one-dimensional conflicts that feels scripted and
obvious, drawing the players out of the reality of the fictional
world.
This guide aims to provide players and DMs with the tools
they need to explore such themes in their campaign and add
a whole new dimension of nail-biting tension and emotion to
their roleplaying sessions.
The first chapter, called Taking Sides presents a number
of different factions, groups or circumstances in which
conflict can grow wildly, and can serve as inspiration for both
DMs and players. It is made with a modular design in mind,
allowing anybody to take what they want, rearrange it as they
see fit, and combine it as they desire. You can either select
two or three of these factions and pit them against each
other, using the plot seeds given to construct your conflict
and its possible ways of development, or you can approach
this chapter more like a resource rather than a tool, allowing
yourself to create your own factions out of the templates
given.
The second chapter is made up of the Strife Domain, a
cleric subclass that can allow a player to tie in their character
concept with the story's themes in a solid and mechanical
way, accompanied by new spells specifically designed with
the present themes in mind.
While the third chapter presents the Striving Order: a
religious group that can be motivated by any number of
reasons or goals. Three such possible plot hooks are given,
but the gist of the matter lies in the incredibly dynamic and
wide ranging statblocks offered for you to realize them in
combat. Together with the short description of the Order's
nature and possible function in a story, you can use the
Striving Order to flesh out any kind of zealous group or
organization.
Contents
Page Chapter
3 Taking Sides
10 Cleric Subclass: Strife Domain
12 The Striving Order
17 Credits

2
Taking Sides

T
his chapter details 6 different factions thats
you can use in your own games to flesh out Factions
your world and provide a dynamic Faction Description
environment for your players to interact with. The Mauve Order is a group of Illithid
These factions are designed in a modular way. sympathizers who miss the safety of
You can use any or all of them, changing them The Mauve subservience and seek to bring the alien rule
as you see fit and according to advice. They Order back.
can be used either as quest givers, a patron group for your Their Core Idea is that of an individual not
party, enemies, or setpieces for the environment. wanting to take responsibility for their life.
Your players can either get embroiled in their political
tension, taking whichever side they think is more "right", The Protectorate is a secret agency that seeks
potentially changing their mind midway through as the to prepare humanity against a retaliation by
situation develops. Alternatively, your players could observe The the Illithid at any cost.
their presence and gain hints about important plots in your Protectorate Their Core Idea is the need to exercise power
campaign. Seeing that an organization is investigating in inordinate and excessive ways in order to
rumours about some deep-buried artifact underground can make up for feelings of powerlessness.
foreshadow the quest that might eventually come up later The Psion Syndicate seeks to unlock the
about that artifact, or it might motivate them to search for it secrets of the Illithid in order to use them for
on their own, effectively choosing to become a competitive The Psion
their own gain.
faction on their own, entering the political game as a cohesive Syndicate
Their Core Idea is that you must be willing to
unit. do anything in order to become something.
Each of these factions is built on a clear theme and flavor. The Humanistic Society is a community
You'll see factions that resemble secret governmental based on the idea that humans are superior
agencies, cults, freedom fighters, thieves' guilds, or wizardly to other life forms, and that is why they will
circles. However, that flavor is merely the salad's dressing. always prevail even against insurmountable
The substance lies in the psychological profile detailed The and alien forces. They seek to eradicate
throughout the faction's descriptions, letting you know not Humanistic anything alien and unnatural such as the
just what a faction is, but why it is that. You can then use that Society Illithid.
information to dissect and manipulate the faction's concept in Their Core Idea is that after a culture's sense
any way you want, now that you understand its whole of worth has been demolished, it finds
existence completely. shelter in toxic ideology and hyperbole in
However, for a why to exist, there always needs to be order to prop itself up again.
context. A criminal acts in a way that he or she does in The Xotics are a group of foreigners that
response to their environment. As such, for the factions to don't belong, and aren't native to this world.
have true existential reasons, and substance behind a facade, Brought here by Illithid astral ships, they are
they have all been placed in a specific yet simple setting. All now free but stranded on a foreign world.
of these factions exist in a world that has just exited a rule by The Xotics
Their Core Idea is that without a concrete
the Illithid, after an arduous struggle. They are characterized sense of identity, you cannot find home no
by that anxiety-inducing sense of freedom after a time of matter how close or far away you might
order, in a world where each person must now pick up what believe it to be.
is left of their lives and make something out of the void that
has been left behind. This group of talented individuals and
Each faction attempts to explore a specific theme under its aspirational spellcasters seeks to discover
what lies beyond their world, now that the
scope, which is nevertheless universal and completely The existence of other worlds and races has been
human. It can be applied to any circumstance that can be Otherworld revealed.
made relevant, in any setting or time period. To illustrate this Institute Their Core Idea is the concept of Untethering.
fact, each faction ends with a 'This Faction in Your World' The search for transcendental knowledge and
segment, which will help you understand the Core Idea of freedom can be both unbelievably
the faction and translate it into anything you want. empowering but also disconnecting.
Each faction is detailed in the following format: A broad
and general description (sometimes with flavor text) is
followed by that faction's Manifesto, its practical Goals, its
Methods and Flaws in its search to attain its goals, and its
Means, which briefly describe the assets in its possession,
and by extension its scale and influence.

3
They are great in hiding their tracks and concealing their
The Mauve Order secrets, as well as uncovering the secrets of others without
being detected. Masters of mind control, both literal and
The Mauve Order is made up of individuals that have been metaphorical, they have a way of screwing with the
deeply affected by the past rule of the Illithid. The memories perceptions of others that allows them to play others like
of their alien rule are still fresh for all of humanity, but marionnets. The Mauve Order is very interested in
humans that were deeply and totally under their psychic recruitment, and finding more individuals that need their
control for a long while have had a difficult time of adjusting. hive, but the Order rarely feels that desire as a need, since
Not having learned how to exist as individuals, their they can manipulate others to do their work for them without
sudden untethering from their psychic overlords have left ever realizing.
them helpless and lost in the turbulence that followed their Their subservient nature, however, and their need to have
departure from power. an overlord over their head telling them what to do means
Humans may have fought hard to depose the alien that their plans are rarely truly ambitious or daring. The few
usurpers, but the aftermath of that struggle didn't provide strong personalities among them do provide safety by taking
stability or a better future for humanity. Instead, crime has naturally assuming a leading position, but who knows exactly
risen to an all time high, and the market for technology of the what their goals are, and how exactly they plan to use their
Illithid is thriving in unprecedented rates. Dozens of different army of Illithid-loving followers.
wannabe warlords seek artifacts of power to support them in Means. The Order possesses instruments of Illithid origin
their endeavor to grab some measure of control for that they've scavenged, and are capable in their use, as well
themselves, each of them knowing less than the previous one as individuals that they've brain-washed, mind controlled or
about how to actually use those foreign psionics. hypnotized and can take advantage of.
The Mauve Order, seeing the chaos that has erupted, and
how humans are unfit to govern themselves, believe that their The Mauve Order in Your World
only hope for a better future, a more ordered one, are their
past overlords. Their past lives of being cogs in a psionic To determine how to best apply the ideas present in any
machine, in an environment that fully detailed not only their faction, you should pay attention first to their Manifesto. That
lives, but also their thoughts and feelings, certainly seems is the core of the idea, and all the rest details are merely an
safer (and frankly a relief) than having to navigate both their incarnation of that idea being realized and put to use.
internal and external absolute chaos. Each faction will be heavily grounded in a specific narrative
Manifesto. Humans are immature and unfit to govern circumstance, since I believe that something existing on its
themselves. That prerogative should be given to a higher own also by definition has no reason to exist — in other
being that can provide the best for us. words something boring and bland and uninspired. So yes, if
Goals: you plan to use the Mauve Order as it is, you will have to
include a world that has just recently exited from an Illithid
Delve deep in the depths of the earth to determine if any domination.
Illithid survived the humans' rebellion. However, if that is out of the question for you, you can take
Determine if the rumours of Illithid prisoners, that are the Mauve Order's Manifesto and dress it up in whatever way
being interrogated, tortured and experimented upon is suits you best. Instead of Illithids, you could have devils that
true. If so, free them, and we will be rewarded for the had taken over the material plane and enslaved the
salvation we bring them. population. Or Giants, Fey, Undead or any other kind of
Somehow find an Illithid tadpole and use it to infect our "higher being". The Mauve Order's need to belong again in a
leader. He will turn into a mind-flayer before long and we societal order that supports them (even if that means it
will be so much closer to our goal. pounds their individuality into dust) can be realized in
Scavenge for Illithid technology on the black market and multiple ways by the beings described above.
the streets. Some of it may lead us to the key for our Devils? The Order misses the safety and simplicity of the
problems. Perhaps we might even be able to put together contracts. Back then, they knew what they had — their soul —
a transceiver out of different parts in order to and what value it had to the world. How to trade it. Now they
communicate with the Illithid homeworld. are left unmoored in a sea of chaos that pays no attention to
It is rumoured that the Illithid were in the middle of them.
building a trans-astral gateway between our world and Giants? The Order misses the straightforwarded nature of
their homeworld, or other worlds of their empire. Find a the Ordning. Fey? The Order misses the charming magic
way to unearth it, or to finish its construction. coming to take away all their worries and fears, turning them
Methods and Flaws. The Mauve Order is secretive but into happy servants who did their masters' bidding with a
highly coordinated, thanks to their previous existence as a true smile on their face. Undead? The numbing sensation
hive mind. However, they lack in the ability to respond to that came with the lich's rule is far superior to this constant
unexpected circumstances or work alone - away from the worry. At least then, our hopes, dreams and fears, were
group and its safety. Its members are weak and insecure, siphoned off into power. Now we are left along with them,
making them prone to manipulation or extortion. Good luck and have no way to escape them.
giving them better terms than the promises of the Mauve The Core Idea of the Mauve Order is that of an individual
Order, however. not wanting to take responsibility for their life, and the crimes
they will commit in the name of that need.

4
Find about any Illithid conspiracies and terminate them
immediately.
Illithid Solutions Remove all Illithid technology off the streets. Stalk the
If you'd like to still use the Illithids as a plot point, black market and see where that technology goes. Make
but you can't have the PCs' native world conquered sure it doesn't land in the wrong hands. And even better,
by them, then you could incorporate the Mauve put those wrong hands in handcuffs.
Order as outsiders to the Material Realm. Perhaps Sooner or later the Illithid are coming back. We must be
they are Githyanki that seek to reinstate the past ready to face them. We must learn about their
rule of the mind flayers, and have arrived in the weaknesses, and how to combat their strengths. When
Material Plane to search for allies in their cause, they come back, they will find us ready.
and corrupt humans with promises of power. Find ways of more efficiently interrogating our prisoners.
Perhaps they have also heard of mind flayers living They have a trove of knowledge that we have still not
in the underdark of that world, long lost fragments managed to access.
of the fallen empire which were never quite
squashed out.
It is rumoured that some Illithid have survived and eluded
detection by escaping underground. Delve deep and
discover any threats to our safety.
It is rumoured that the Illithid were in the middle of
building a trans-astral gateway between our world and
their homeworld, or other worlds of their empire. Find a
way to unearth it, destroy it or use it to our advantage. It's
time we went hunting on their turf.
Methods and Flaws. The Protectorate is highly
methodical and expertly trained in espionage, investigation
and sabotage. Their agents are entirely dedicated to their job,
rarely having families or any semblance of a personal life
besides their work. Their heirarchical order can either
benefit them immensely, or harm them, as if corruption were
to enter into the system, it would have a nasty effect.
Moreover, the Protectorate is cold, narrow minded, and
driven by fear. This means that they are prone to using more
violence than necessary, albeit in an elegant way that doesn't
draw attention, but they still make too many enemies, and
their fear makes it impossible to communicate and reason
with them. They live in an entirely different world.
Means. Expertly equipped, the Protectorate has access to
underground secret bases, research equipment, espionage
agents and spying equipment.
The Protectorate in Your World
The Protectorate can be a response to any calamity that
posed an existential threat in the past. Whether that threat is
The Protectorate gone or not, fear has taken root in the hearts of the people
In a world devastated by a foreign incursion that enslaved all, who used to have power. Now, they must exercise as much of
the outcome of freedom isn't as much a relief as a warning it as they can, as much as they have left, in order to make
that it may all be taken away again sometime. sure that this doesn't happen again. It is paramount that this
The Protectorate has been formed, however, to ensure that doesn't happen again.
this does not happen again. Fueled by anger at an inhumane The antagonistic force that the protectorate is scared of
enemy different from them in all accounts, and fear that the can be anything that provokes the sense of the Other. Any
triumph over this enemy is only a temporary falacy those group that is seen as inhumane, less than human, different or
naive enough can briefly enjoy, the Protectorate is bent on unknowable. It is even better if that force is something
ensuring human self-government. impersonal, that can't be seen, and causes paranoia even at
Seeing secret plots everywhere, and threats that don't the mere thought of it.
entirely exist, the Protectorate uses its underground secret The Core Idea behind the protectorate is the need to
bases to conduct its investigations, interrogations, exercise power in inordinate and excessive ways in order to
experiments and a variety of other projects. make up not only for how powerless you feel, but for how
Manifesto. Vigilance and a firm hand are key in protecting powerless you really are.
yourself. When death can come from the shadows at any
point, you must do everything in your power to spot it and
root it out first. When you are dealing with an enemy that can
outsmart you in any way, you must look in every corner.
Goals:
5
The Syndicate in Your World
The Psion Syndicate The Syndicate can occupy the space of a thieves' guild in a
The Psion Syndicate realizes that the world has been world with a bounty of unused resources. By taking risks
transformed. It is not and will never be the same again. fueled by power-hungry instincts, the Syndicate can function
Looking back towards the past isn't going to fix anything, and as the faction that pulls strings, hatches plots, and controls
neither is looking to the future, powerless and fearful about the crime world as well as the political or business world.
what to do. To survive, one must anchor themselves to the Greedy NPCs that seek to enhance themselves in dubious
present and make the best of situations. The power to take ways and to make sure that they will be the early bird that
care of ourselves is lying right here around us in fragments gets the worm are absolutely fitting for the Syndicate.
ever since the Illithid rule was abolished. Those that are The Core Idea behind the Syndicate is that you are all
cunning and ambitious enough to pick up the pieces will alone. You must fend for yourself and protect your
make a new world using their technology and power. We plan achievements if you wish to mean something in the world.
to be the ones to do that. Those achievements are the only way the Syndicate is able to
Manifesto. Those that take advantage of their situation extract meaning from their lives, and as such they are willing
and manipulate things in their favor, at any cost, are the ones to do anything to reach and protect them.
who thrive and create the new world order.
Goals:
Find and secure artifacts of the Illithid empire, from the
smallest trinket to the most important relic.
Figure out how their technology works and manage to use
it in your favor. Reverse engineer their psionic magic, and
even manage to develop such powers with your own mind.
Reveal any conspiracies by other Syndicate members to
get ahead from the rest and grab the power for
themselves.
Gain a better understanding of psionics, both in how to
use it and how to protect yourself from it. It is the weapon
and tool of the future.
It is rumoured that the Illithid were in the middle of
building a trans-astral gateway between our world and
other worlds of their empire. Find a way to unearth it and
control the site. It is too valuable of a token.
Methods and Flaws. Incredibly cunning, the Psion
Syndicate can hatch schemes that span months, with few
people ever knowing their true extent. Skilled at
improvisation and making ends meet by responding
dynamically to any situation that arises, the Psion Syndicate
draws its power not only from its ever expanding resources,
but also by having their hands on the pulse of the city and
seeing the opportunities and threats that arise before anyone
else.
This early knowledge, however, is power that breeds greed.
The Psion Syndicate has a mentality of constant
backstabbing, as everyone is looking over their shoulder for
the supposed ally that will see an opportunity worthy enough
to finally take the front, even if that means stepping over the
bodies of others. This tension creates a careful balance of
tension between inner factions of the syndicate, who have
seen that there is the most to be gained in cooperation, but
who know that no matter what, everyone is in it for
themselves, and it's only a matter of time before supposed
alliances break.
Means. The Syndicate has an ever growing amount of
assets at its disposal, as its enterprising spirit keeps
expanding. They have the connection in the city to make
nearly anything happen, for the right price of course. Their
attempts to master the psionic powers means that they are
likely the most advanced in that domain compared to other
factions.

6
Their ingroup and outgroup rhetoric, however, is very
The Humanistic Society restrictive not only to those they deem to belong to the
outgroup, of whom they make enemies, but also to those
We have been trodden upon and subjected to countless individuals that could belong among their numbers but who
horrors, but in the end we prevailed. It was through our belief embrace a more curious of empathetic outlook towards the
in ourselves and our worth as human beings, in contrast to situation. Moreover, the xenophobic character of the Society,
those despicable monsters, that we gained the resolve to fight and their need to have nothing to do with matters that don't
back. Against impossible odds, we prevailed. And that is just belong in the human realm distance the curious minds that
proof of humans' capabilities to accomplish anything and want to explore the new dimensions offered to them.
prevail over all, even the toughest and unnatural oppressors. Means. The Humanistic Society does not have much in the
The gods believed in us, granting us their hand and allowing way of secret technology or specialized equipment. In
us to vanquish those evil monsters and all that is unholy contrast, they make up for it with their numbers, their wide
about them. presence in the city, and holy powers or divine given relics.
The Humanistic Society believes that humans reign supreme
above all else, their nature being worthy of the gods' support The Humanistic Society in Your
and assistance. They despise everything they deem unnatural World
and believe that the Illithids and all scattered fragments of
their past rule should be exterminated, not used or examined. The Society can be any large-reaching organization in your
Their relations with the other races are tenuous and world, having become large enough to hold some of the
complicated, as humans were unaware of the existence of powers of governance in their hands, whether that is in a
elves or orcs before the advent of the Illithid, who brought legitimate or illegitimate way. They are conservative and
them as slaves aboard their ships from other worlds. As such, scared of all they can't control, so they focus on controlling
their existence is heavily linked to the Illithid, and most what they can: people. They ensnare them in their
impressions formed of them happened when they were mind philosophy, making them either its perpetrators or its victims,
controlled by the Illithid, doing their bidding. and in response they offer safety and acceptance to those
Manifesto. Our home is our own, and will not be taken they decide to include in the ingroup, as well as confirmation
from us. We will maintain it as it is, untainted by foreign that their lives actually do mean something. They paint a
inhuman beings and foreign worlds. picture of their enemy as something less and unworthy, as
Goals: something that shouldn't be able to cause all the harm it
does. They then use all that manpower and resources at their
Locate and exterminate any remnant of the Illithids' rule, disposal to make headway against that enemy and appear as
whether that is survivors, technology, items or saviors, a bastion of good.
sympathizers. The Core Idea of the society is that Home is important. It
Prevent the cultural integration of the foreign species into is a place of safety, and it must be rigidly delineated and then
the inner circles of our society. protected at all costs against anything that doesn't fit its
Pay tribute and thanks to the gods that supported the description. Humanity's ego was absolutely demolished by
human emancipation by sharing their blessings and the Illithid's dominion, and now it props itself up on toxic
expanding their influence. ideology that is empowering.
Discredit the view that humans should explore the new
world that has been revealed to us. Our home is here. We
will have nothing to do with those inhuman creatures that
lie beyond.
Methods and Flaws. The Humanistic Society's strength
lies in being the majority, and offering a narrative that is very
appealing to anyone that has suffered during the occupation
and now lies directionless amidst the rubble of the war.
Thanks to their numbers and ubiquitous rhetoric, it is
difficult for someone growing up in their midst to see their
philosophy as anything but default. The Humanistic Society
grows its power by paying attention to the communal bonds
they form in society and paying attention to the individual and
its plight, as well as its need to feel valued, having a
meaningful existence. They also have the divine support and
striving passion to make themselves look all-powerful and
able to accomplish anything they put their mind to.

7
The Xotics The Xotics in Your World
After the fall of the Illithid empire, the elves and the orcs that The Xotics can be any displaced group in your world that
had been dragged to this world as slaves woke up not only doesn't belong, and doesn't want to belong. They want to be
free but also completely lost and disoriented. They were in a somewhere else, and have been placed in this environment
foreign world in which they didn't belong, and the natives against their will, remaining trapped in it. Their foreign
treated them not only as foreigners, but also as a reminder of nature makes them outsiders by definition, while their
the irrevocable change that the Illithid conquest had brought different appearance marks them as such. They are made up
to this world. The humans collectively called them Exotics at of many different subcultures which must find a way to work
first, but with the name's overall use and the distaste it together with one another. This is symbolic, as their external
brought to human tongues, the initial I was eroded away, tension is reflected on the inside as well, proving however
leaving them named as Xotics. Stranded on this world, with that headways can be made in the gulfs that seperate them
no way of escape in sight, either to the astral plane or to their from the world they've found themselves in, and that they can
homeworlds, the Xotics must collaborate for a shot at belong.
coexisting with the humans while claiming their own rights The Core Idea behind the Xotics, much like the
and land. humanistic society, is Home. Home is a safe place where you
Manifesto. We did not choose to be here, but we have a belong, and you are surrounded by people who belong with
right to belong. And if not with you, then with each other, in you. However, unlike the Humanistic Society, the Xotics are
land where we can feel safe and call our home, since yours not only unable to enforce that idea of home and protect their
cannot be. circle, but they are also unable to delineate it in the same way
Goals: that the Society does. They are confused about what their
home should be, and its concept for them is always in flux, a
Find and claim land that you can call your own. In these circle that phases in and out and can never pinpointed down.
turbulent times, the world is fragmented, and everyone is They believe their home is elsewhere, but the problem with
vying for power. If you don't claim something for yourself, that coping mechanism is that even if you go in that some
you will be left without shelter, hanging on others for place else, your home will continue to be distant, now some
safety and home without the ability to govern yourself. place different.
Find and repair an Illithid astral ship that can take you
home, or if need be, build one from the ground up.
The Illithid held secret technologies aboard their ships,
that the humans are unaware of and don't know how to
use. If they land in the wrong hands, it could be
catastrophic. Ensure that doesn't happen.
Break down the barriers between ourselves and the
humans, building bridges from which acceptance can
grow.
It is rumoured that the Illithid were in the middle of
building a trans-astral gateway between our world and
other worlds of their empire. Find a way to unearth it and
use it to exact counterstrikes any Illithid that remain.
Methods and Flaws. The Xotics are very determined,
albeit taken by despair at times, since they have very little to
lose and only to gain in these circumstances. There a exists a
wild variety among them, even within the same races,
therefore there is a lot of internal conflict, disagreement and
at times failure at coordination. Their methods are diffent
depending to the cultural background of each subgroup, with
orcs tending towards territorial behaviors and elves towards
hiding and being elusive.
Means. The Xotics are not wealthy or particularly trained
or powerful. However, they are able to police their borders
effectively, and know all that happens within their territory, no
matter how large or impassable it is. They can survive in the
wild in a way that trespassers don't, and they know how to
fight on their own turf. They pick their battles carefully,
making their forces appear particularly brutal or effective in
combat.

8
The Institute in Your World
The Otherworld Institute The Otherworld Institute can be any small-scale group of
The Otherworld Institute believes in exploration and individuals with incredible talents and large ambitions. These
discovery, and widening one's horizons. The way in the new are likely to be individuals that don't find themselves quite
truth was revealed to us was traumatic and unfortunate, but part of the everyday life of the common folk, and instead
that doesn't mean that humanity should discount that new spend their time and talents in intellectual pursuits and
reality and turn its back to it. Now that it has been unveiled searches for obscure knowledge. Disconnected from the
we can only prepare ourselves to go forward into it, and plight of the common folk at a time of turbulence, they are
explore what new dimensions await us out there. That absorbed by their own vision to achieve something far
outside world has the potential for endless growth, both greater, and something otherworldly. Indifferent to power
technological, magic, and cultural. plays for wealth or status, they are motivated by ideals and
Manifesto. We must go headfirst towards progress, even if the realization of dreams, potentially making them naive at
that means leaving behind our comfort zones and changing the eyes of specific outsiders, or coldly callous to they eyes of
who we are to better fit with the new reality that has been others.
unveiled to us. The Core Idea behind is the Institute is the concept of
Goals: Untethering. These are individuals that do not like to be tied
Discover remnants of the Illithid in order to better down, who prize most of all the ability to be free, and to
understand their technology and magic, and use it to pursue anything they like. They do not place boundaries in
prepare for travelling to new worlds. Learn more about what they can achieve, but they feel that unbridled power and
their identity and history by scouring through their dead potential to do anything only when looking forward to such
ships. distant and grand goals. Not when they look down at the
Create connections with the Xotics in order to better earth and see famine or plague, and are met with the need to
understand who the Illithid were, who the Xotics are and fix a problem. Living in the clouds, often literally, they seek to
where they come from. achieve things that will change the course of human life
It is rumoured that the Illithid were in the middle of forever, and change reality itself. In the light of what they can
building a trans-astral gateway between our world and achieve, trivialities such as tensions between two opposing
other worlds of their empire. Find a way to unearth it and factions will appear miniscule and trivial.
access it for travel.
Convey the importance and joy in acquiring new
knowledge to others, especially those that feel asphyxiated
by the Humanistic Society's introverted regime, and wish
to skip pointless posturing. Build a circle of talented
individuals that don't belong in the backwards societies
that are forming out of fear and cruelty, who wish to reach
new milestones in our culture's evolution.
Methods and Flaws. The Institute is primarily an
idealistic group, functioning on aspirations, and as such its
primary weapon is its rhetoric and philosophy. It does not
target any individual to join its cause, however, but mainly
individuals that are talented enough and in a position to
further the Institute's goals in material ways. The Institute is
a very tightly knit group of very ambitious and aspirational
people, some of which rise even to the level of archmages.
They do not always agree completely with one another, but
always know the position and character of each other as
converse often and place importance in hearing each others'
complex opinions about the best way to chase their goals.
Since the Institute is primarily founded on symbolist ideals
and aspirations, however, that makes it vulnerable to those
who can don and doff believes as it suits them in order to spy,
steal or manipulate. Their lofty goals and personalities also
make them inaccessible to the common folk, whom they
largely ignore.
Means. The Institute's resources are its people and their
capabilities, as well as their personal resources, however
many of them they are willing to lend to the project. However,
since each archmage rarely discloses their arcane knowledge
freely, the Institute's members remain individuals when it
comes to facing threats, rather than a tightly coordinated
team, trained to work together.

9
Channel Divinity: Fervent Speech
Strife Domain Starting at 2nd level, you can use your Channel Divinity to
The Strife Domain contains all that which flourishes from cause boiling passion in others until it overflows.
human disagreement: the ability to discover new points of As a bonus action, you yell out a rallying cry. You can
view, but also to test your own. Only those beliefs that can choose yourself and a number of your allies equal to your
withstand the test of peaceful disagreement can truly serve proficiency bonus. If they can hear you, they have advantage
the people, instead of enslave them. However, the Strife on the next attack roll they make until the end of their next
Domain is also concerned with what happens when that turn, and on a hit, that attack deals an extra 2d8 radiant
balance is trodden upon, when a group or an individual damage.
attempts to impose their will forcefully (or cunningly) over Trouble Maker
others, restricting the modes of thought of others and placing
them under their intellectual control. Starting at 6th level, you presence curbs the influence of your
Clerics that follow the Domain of Strife believe that the enemies' rhetoric. Creatures of your choice have
only way to reinstate balance in those cases is the natural disadvantage on Intimidation and Persuasion rolls made
way: to grab the scale and tip it back to its level position. By against you or about matters relevant to you. In addition, after
openly speaking about their beliefs and urging others to do so you've made an Intimidation or Persuasion check or another
as well, without shying away from any conflict that might creature has attempted to intimidate you, you have advantage
follow, they test the boundaries of what society deems on initiative rolls for 10 minutes.
acceptable. Ever-vigilant, they seek to prevent corruption Additionally, if you roll for initiative and you are last in the
from taking root by roughing up the ground, even if that order, you can reroll your initiative once, choosing the new
means causing chaos. result.
At each indicated cleric level, you add the listed spells to Divine Strike
your spells prepared. At 8th level, you gain the ability to infuse your weapon strikes
Cleric Level Spell with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
1st Celestial Retort*, Compelled Duel deal an extra 1d8 radiant damage to the target. When you
3rd Branding Smite, Shatter reach 14th level, the extra damage increases to 2d8.
5th Bestow Curse, Thunder Step Keep the Fire Going
7th Freedom of Movement, Tyrant's Wane* At 17th level, when you or an ally you can see within 60 feet
of you falls to 0 hit points, you can use your reaction to
9th Divine Retribution*, Holy Weapon attempt to keep them in the fight. You can make a Wisdom
check, adding your proficiency bonus to the roll. If the result
Bonus Proficiencies is higher than the damage they were dealt, the target is
When you choose this domain at 1st level, you gain reduced to 1 hit point instead. Once you've used this ability
proficiency with martial weapons and heavy armor. and failed, you can't use it again until you complete a long
rest.
Heated Rhetoric
Starting at 1st level, you become proficient in your choice of
two of the following skills: Athletics, Intimidation,
Persuasion, or Performance.
Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.
Deflating Mockery
Starting at 1st level, you can use your action to insult the ego
of a creature within 60 feet of you. If the creature can hear
you, it must make a Charisma saving throw against your spell
save DC. On a failure, roll a number of d8s equal to your
proficiency bonus. The creature takes that much psychic
damage, and it has disadvantage on attack rolls until the end
of its next turn. On a failed save, the creature also cannot
affect its allies with any of its abilities or spells until the end
of its next turn. For example, if a warlord can normally use its
reaction to grant an ally advantage on an attack roll, the
creature cannot do so until the effect wears off. On a
successful save, the target takes half as much damage and is
otherwise unaffected.
You can use this ability a number of times equal to your
Wisdom modifier. You regain all expended uses when you
complete a long rest.

10
Celestial Retort Divine Retribution
1st-level evocation 5th-level evocation
Casting Time: 1 reaction, which you take in response to Casting Time: 1 reaction, when you see a creature within
being damaged by a creature within 60 feet of you that you range harm another creature with a spell or an attack
can see Range: 60 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous Classes: Cleric
Classes: Cleric You point your finger at the creature that committed harm,
You point your finger, and the creature that damaged you is and set it for judgement against the holy forces that fuel you.
momentarily doused in radiant light. The creature must make The creature becomes marked by you, and it must succeed
a Wisdom saving throw. It takes 2d8 radiant damage on a on a Wisdom saving throw. On a failure, the creature is
failed save, or half as much damage on a successful one. restrained, while on a success its speed is reduced to half
At Higher Levels. When you cast this spell using a spell until the spell ends. If the creature failed the saving throw by
slot of 2nd level or higher, the damage increases by 1d8 for 5 or more, it is also stunned until the spell ends, while if it
each slot level above 1st. failed its saving throw by 10 or more, it is paralyzed for the
Zealous Accusation
same duration.
3rd-level enchantment The first time you hit the marked creature with an attack,
or target it with a spell that deals radiant damage, your attack
Casting Time: 1 bonus action or spell deals an extra 5d10 radiant damage, which ignores
Range: 60 feet resistance and immunity, and the spell then ends.
Components: V, S At the end of each of its turns, the creature can repeat the
Duration: Concentration, up to 1 minute saving throw. On a success, it ends the restrained, stunned or
Classes: Cleric, Paladin paralyzed conditions on itself, but it remains marked until the
You point your finger at a creature that is to bear judgement, spell ends.
and cause the weight of the divine scales to burden its At Higher Levels. When you cast this spell using a spell
shoulders. The creature must succeed on a Wisdom saving slot of 6th level or higher, the damage increases by 1d10 for
throw, or it can't move or be moved away from you by any each slot level above 5th.
means, including teleportation or travel to the ethereal plane,
and you can't have disadvantage on attack rolls against it.
When it makes an attack or casts a spell targeting one of your
allies, you can use your reaction to force it to make the same
saving throw. On a failure, it takes 2d8 radiant damage, while
on a success it takes half as much damage and the spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
Tyrant's Wane
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Sorcerer, Wizard
You target a creature you can see within range with crippling
energy, seeking to deflate all of its power. The target must
make a Charisma saving throw. This spell ignores the effects
of Legendary Resitance. On a failure, the creature can't take
reactions for the duration of the spell, it has disadvantage on
attack rolls against creatures that have less current hit points
that it does, and its movement provokes attacks of
opportunity even if an effect such as the disengage action
would cause it not to.
Additionally, when the creature attempts to use any
Legendary Actions, it must succeed on a Charisma saving
throw, or its Legendary Actions for that turn are wasted. The
creature expends its Legendary Actions as normal, but the
effect is canceled. The creature can repeat the saving throw
at the end of each of its turns, ending the spell on a success.

11
The Striving Order
While the Domain of Strife can detail the character of a
rebellious cleric taking upon themselves the duty of
correcting an injustice, so can it potentially portray the
character of a religious zealot, blinded by their intense fervor
and out of control.
The Striving Order is one such group of individuals, and
can be used to flesh out any intense religious organization
that isn't above resulting to violence in order to achieve what
they believe to be necessary. Instead of relying on cult
fanatics, you can use the 5 statblocks that follow to populate
a potentially hostile faction that they players may decide to
take up arms to stop. These statblocks cover a wide range of
CR scores, from 1 all the way to 10, and each creature has its
own specific role in combat, whether that is to be a soldier, a
support, a brute, or a leader (as detailed in each creature's
description).
Goals
Here are listed some potential goals of the Striving Order,
meant mostly to spark your imagination and to offer some
examples of the kind of narrative the order can serve:
Streets and Grime. Corruption has spread throughout
the city, and the matter has become intolerable. The
mayor is completely corrupt, with some even mentioning
rumours that something far more wicked than wealth has
claimed his moral conscience. The church by now is but a
front for oppressive evil-doers who use the despair of the
common people as their fuel to reach the top, while crime
is sky-rocketing. In this setting, where criminals and
commoners have began to look surprisingly alike, the
Striving Order has been formed to reset the balance, led
by a man who has lost too much from this regime, and is
much more preoccupied with razing it to the ground than
planning what to build next.
Otherworldly Visions. A man who is charismatic enough
can attract throngs of followers to his side when he has
divine portent and guidance to claim for his own. However,
the situation becomes totally different when follower and
leader alike are united in their spiritual visions and
dreams that visit them each night, pointing them all to the
same direction. What is fueling these visions, and what is
its final goal? Does the order's leader even know?
Divine Proclamation. A religious schism follows a divine
proclamation that contains strong and threatening
language from the herald of an otherwise peaceful god.
What has motivated this rapid shift, and is the
proclamation as legitimate as it seems? The call to arms is
taken by some, while refuted by others, and an internal
conflict within the ranks of the religious coven brews.
What faction will the player characters side with, and
why? How will they influence the conflict's development?

12
Striving Soldier Striving Believer
Medium humanoid, neutral
Medium humanoid, neutral
Armor Class 16 (chain mail, shield)
Armor Class 16 (chain mail, shield) Hit Points 44 (8d8 + 8)
Hit Points 33 (6d8 + 6) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 10 (+0)
14 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
Skills Perception +4, Religion +2
Skills Athletics +4, Perception +4 Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 14 Languages Common, one other language
Languages Common, one other language Challenge 4 (1,100 XP)
Challenge 1 (200 XP) Proficiency Bonus +2
Proficiency Bonus +2
Striving. When the believer makes a saving throw, it
Striving. When the soldier makes a saving throw, it gains a bonus to the roll equal to the number of
gains a bonus to the roll equal to the number of creatures that also have this feature and are within
creatures that also have this feature and are within 30 feet of it.
30 feet of it.
Actions
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, plus
ft., one target. Hit: 6 (1d8 + 2) slashing damage. 4 (1d8) radiant damage.
Reactions Striving Aura (Concentration). While the believer is
Resolute (Recharge 6). When the soldier misses on an concentrating on its striving aura, any creatures with
attack roll or fails a saving throw, it can use its the striving feature within 30 feet of it have
reaction to reroll the die, adding its striving bonus to advantage on attack rolls and saving throws.
the attack roll as well. On a hit, or a successful save,
the soldier and every other creature within 30 feet of Reactions
it recharges this reaction. Righeous Strike (Recharge 6). When an ally that the
believer can see within 60 feet of it hits a creature
with an attack, the believer can use its reaction to
cause the attack to deal an extra 9 (2d8) radiant
damage. If the ally is within the believer's aura of
striving, it gains an equal number of temporary hit
points as well.

Synergy
As the numbers of the Striving Order increase in an
encounter, their power scales exponentially, due to
their synergy. This can allow them to tackle even a
high level party in enough numbers. Make sure to
scale their numbers carefully, and to use waves of
enemies if necessary.
The recharge features of low CR NPCs become
unwieldy in great numbers. You can either remove
the recharge mechanic (especially if you're using
them as minions), or change their feature to 1/day
if you plan to have a lot of them.

13
Striving Zealot
Medium humanoid, neutral

Armor Class 16 (scale mail)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 13 (+1)

Skills Intimidation +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, one other language
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Striving. When the zealot makes a saving throw, it


gains a bonus to the roll equal to the number of
creatures that also have this feature and are within
30 feet of it.
Zealous Charge. If the striving zealot moves at least
15 feet straight toward a target and then hits it with
its halberd on the same turn, the target takes an extra
5 (1d10) slashing damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or
be knocked prone.
When the striving zealot hits a prone creature with
its halberd during its turn, the attack is a critical hit.
Zealous Readiness. The striving zealot always acts
first in initiative.

Actions
Multiattack. The striving zealot makes two halberd
attacks.
Halberd. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Bonus Actions
Pommel. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 6 (1d4 + 4) slashing damage, and
the target must succeed on a DC 15 Strength saving
throw or it is pushed 5 feet away from the zealot.
Reactions
Stay Down. When a creature attempts to stand up
from prone while within the zealot's reach, the zealot
can make an attack of opportunity with its halberd.
On a hit, the creature remains prone.

14
Striving Crusader The creature comes under the effects of the blindness
spell.
Medium humanoid, neutral
The creature has disadvantage on attacks against
Armor Class 18 (plate armor) creatures other than the crusader for 1 minute.
Hit Points 127 (15d8 + 60) These effects last until the crusader's concentration
Speed 30 ft. is broken, as if concentrating on a spell.

Reactions
STR DEX CON INT WIS CHA Righteous Balance. When an ally within 5 feet of the
crusader takes damage, the crusader can use its
18 (+4) 13 (+1) 18 (+4) 9 (-1) 16 (+3) 18 (+4)
reaction to reduce the damage by half. It then takes the
rest of the damage, which can't be reduced in any way.
Skills Athletics +7, Perception +6 If the attacker is within the crusader's reach, the
Senses darkvision 60 ft., passive Perception 15 crusader can then make a greatsword attack against it as
Languages Common, one other language part of the same reaction. On a hit, the attack deals
Challenge 7 (2,900 XP) extra radiant damage equal to the amount the crusader
Proficiency Bonus +3 took.

Striving. When the crusader makes a saving throw, it Villain Actions


gains a bonus to the roll equal to the number of The striving crusader can take 1 villain action in each
creatures that also have this feature and are within 30 round, choosing from the options below. Only one
feet of it villain action can be used per round and only at the end
Wrathful Smite (Once per Turn). When the crusader hits of another creature's turn, or as a reaction to a stated
a creature with a melee weapon attack, it can deal 2d6 occurence. The crusader can use the following villain
actions in any order it wants.
extra damage to the creature, and cause it to make
either a DC 15 Strength or Wisdom saving throw. On a Wrath's Grip - Villain Action 1. The crusader makes a
failed Strength save, the creature is pushed 10 feet grapple attack against a creature within its reach. On
away from the crusader and knocked prone. On a failed a success, the creature is restrained as the crusader
Wisdom save, the creature is frightened of the crusader grabs it by the throat. While grappling a creature in
for 1 minute, or until it uses its action to succeed on this way, the crusader can use its greatsword
the same saving throw. normally.
Actions Determined Presence - Villain Action 2. The crusader lets
a wave of fire and light spread outwards from it. The
Multiattack. The crusader makes two greatsword attacks. crusader regains 21 (6d6) hit points, and any
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., creatures of its choice within 30 feet of it must
one target. Hit: 11 (2d6 + 4) slashing damage. succeed on a DC 15 Dexterity saving throw, taking
3d6 radiant damage and 3d6 fire damage on a failure,
Bonus Actions or half as much damage on a success.
Crusader's Decree (Concentration, 1/Day). The crusader Unyielding Presence - Villain Action 3. When the crusader
gives a daunting speech. Any creature of its choice is reduced to 0 hit points for the first time but not
within 30 feet of it must succeed on a DC 15 Wisdom killed outright, it can make a weapon attack against a
saving throw or suffer one of the following effects: creature within reach. On a hit, the attack deals an
extra 4d8 radiant damage. If the attack reduces the
The creature comes under the effects of the command creature to 0 hit points, the crusader is reduced to 1
spell. hit point instead.

15
Striving Archpriest Move! (Recharge 5–6). The archpriest can cause all allies
within 30 feet of it to move up to their movement
Medium humanoid, neutral
speed without provoking attacks of opportunity. If they
arrive within 5 feet of an enemy, they have advantage
Armor Class 19 (breastplate, shield) on their next attack roll.
Hit Points 135 (18d8 + 54)
Speed 30 ft. Reactions
Striving Flare. When an ally within 60 feet of the
STR DEX CON INT WIS CHA archpriest is targeted by an attack, the archpriest can
use its reaction to send a brilliant flare against it. The
16 (+3) 14 (+2) 16 (+3) 14 (+2) 20 (+5) 20 (+5) attack is made with disadvantage, and on a miss, the
creature takes 9 (2d8) radiant damage. If the attack
Senses darkvision 60 ft., passive Perception 15 made against the ally is an attack of opportunity, the
Languages Common and one other language archpriest can use this ability without consuming its
Challenge 10 (5,900 XP) reaction.
Proficiency Bonus +4 Villain Actions
Spellcasting. The striving archpriest's spellcasting ability The striving archpriest can take 1 villain action in each
is Wisdom (spell save DC 17, +9 to hit with spell round, choosing from the options below. Only one
attacks). It can cast the following spells. villain action can be used per round and only at the end
of another creature's turn, or as a reaction to a stated
1/day each: bestow curse, celestial retort (5th-level), occurence. The archpriest can use the following villain
divine retribution, flame strike, freedom of movement, actions in any order it wants.
shatter, thunder step, tidal wave
Striving Advance - Villain Action 1. The archpriest and all
Striving. When the archpriest makes a saving throw, it of its allies within 60 feet of it move up to their
gains a bonus to the roll equal to the number of movement speed towards an enemy. If they enter
creatures that also have this feature and are within 30 within 5 feet of an enemy, it must make a DC 17
feet of it. Constitution saving throw. On a failure, it takes 18
(4d8) radiant damage and it can't take any reactions
Actions until the start of its next turn.
Multiattack. The archpriest makes two attacks with its Mass Cure Wounds - Villain Action 2. The archpriest
mace. It can cast a spell in place of one attack if the
causes all allies within 30 feet of it to regain 18
spell's level is 3rd level or less. Otherwise it can make
(4d8) hit points. A creature that reaches its
two seeking bolt attacks.
maximum hit points after receiving this healing can
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one make one attack against a creature within range.
target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 18 Keep the Fire Going - Villain Action 3. The archpriest lets
(4d8) radiant damage. out a wave of motivating energy. Any allies within 30
Seeking Bolt. Ranged Spell Attack: +9 to hit, range 120 feet of it can end any condition they have on
ft., one target. Hit: 18 (4d8) radiant damage, and the themselves. For 1 minute, the archpriest continues to
bolt splits, heading towards two creatures within 10 shed these waves of motivating energy, affecting any
feet of the target. An ally gains temporary hit points allied creatures in a 30 foot radius with the effects of
equal to half of the damage dealt, while an enemy must the freedom of movement spell. For the duration, any
succeed on a DC 17 Dexterity saving throw or take affected creature also deals an extra 1d8 radiant
damage equal to half of the damage dealt to the original damage with their attacks as well. The archpriest
target. must concentrate on this effect, as if concentrating
on a spell.
Bonus Actions
Spiritual Weapon (Recharge 4–6). The archpriest
commands one of its allies within 60 feet to make an
attack. On a hit, the attack deals an extra 9 (2d8) radiant
damage and the creature gains temporary hit points
equal to the damage dealt. The weapon is considered
magical for the purposes of overcoming resistances.
Credits
Created by Seriabin.

I'm just a guy that loves making D&D content.


The process can start from any tidbit of
inspiration I come across, and it's never sure
where the journey will end! What I appreciate
most of all is our community and how we
influence one another.

Make sure to tell me whatever you think in the


comments, and we can start a conversation! If
you'd like to support me, you can do so on my
Patreon.

Art Credits
Dominik Mayer, for Wizards of the Coast (pages
1-10, 12, 14-15).

Tat Kat (page 11)

Aldmeri Cleric by Jen Santos, for Gunship


Revolution (page 13)

Taram the Cleric by Guilherme Batista (back


cover)

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