The Night Guard
The dark forests of Dolten and it's denizens are held back by two things. The Ranger stones made by the rangers and the Night Guard. The Night Guard are both the military are of the country as well as it's wardens against the vile forest. Every member of the Night Guard is considered an elite warrior in their own right, even from Dolten's rival Daborak. This is due to their deadly vetting process, in which applicants must undergo intense physical, mental, and spiritual training. Their bodies are tested in the breaking. An obstacle course that they must complete in a ludicrous time. Their minds are tested as captured or contracted evils attempt to drive them mad in dark rooms beneath the Crimson Citadel. Their spirits are tested, as the witches of Dolten pull their souls form their bodies to test them against a myriad of hexes. Only those that can pass all such trials can hope to be a Night Guard.
The Night Guard was founded by the first Witch Queen of Dolten, in the hopes that the common people could survive the terrible dangers within the Abhorrent Arboreal. Since openly used witchcraft caused such diplomatic strife with other countries the witches went into the shadows while publicly the Night Guard became the protectors of the people from the terrors of the night.
Starter
Prerequisite - To join this faction as a starter a character must have a Strength, Dexterity, Constitution, Wisdom, and Charisma scores of at least 14 and must pass the Crimson Crucible at character creation. Night Blade - (Longsword) - This magical blade is standard issue amongst the elite Night Guard. It is created from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae. Crimson Mail - (Scale Mail) - The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right. This armor does not provide disadvantage on stealth checks, it is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects. A silver pendant, a hunting trap, a vial of holy water, tuft of wolfsbane, cold iron charm, a set of traveler's clothes, and a belt pouch containing 30gp The Night Guard are Recognized mostly by their iconic red armor, but they also are all branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished. --- The Shadowfell is a dark place, but the Night Guard are no stranger to such places. As recompense for their assistance, the Empress of the Shadowfell has arranged a few additional armaments and supplies to assist the Night Guard in their future trials. These items function only for the Night Guard and cannot be traded or loaned. Silencing Bow - This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.General
Prerequisite - To join this faction after character creation you must have at least 4 prestige, or by attempting the Crimson Crucible. If you join in such a way you gain the Night Blade and Crimson Mail. Attribute Cap Increase - Choose two attributes from Strength, Dexterity, Constitution, Wisdom, and Charisma. Their Attribute Caps are increased by 2. This boosts the maximum of an ability score, but not the score itself. Proficiencies - Proficiency with Night Blades and Crimson Mail. Warding Brand - Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.Loyalty Benefits
Loyalty 1 Nightshade This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy. At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed. Loyalty 2 The Gelding. A Night Guard with sufficient Loyalty may dedicate themselves even further to the cause of protecting Dolten. A Night Guard may elect to take one of the following geldings, granting them dark powers. it is tradition for the Great Coven to apply the rituals and geld the Night Guard, although it is not required. If a Night Guard should leave the faction, the Gelding acts instead as a curse, granting only the detriments and not the benefits. This curse cannot be removed, even if the Night Guard leaves on good terms. Crimson Geld "My blood, from neck of white is given to thee, drink deeply and know of me" The Night Guard is Infused with the power of vampirism. Benefits- +2 Strength, +2 Dexterity
- 200ft Darkvision
- +20 Movement speed
- Wild Shape - Once per long rest, you may transform into a bat
- You cannot eat food or drink water, you may only gain sustenance from fresh blood. This blood can be of any kind.
- You gain -1 MV from each mission you complete
- +2 Strength, +2 Constitution
- Scent 100ft
- You gain a natural armor of 16. If you are wearing Crimson Mail your AC instead increases by 2.
- You cannot choose to nonlethal opponents.
- You gain -1 MV from each mission you complete.
- +2 Constitution, +2 Wisdom
- You gain resistance to all physical damage from nonmagical sources and necrotic damage.
- You are immune to disease and poison.
- You cannot be resurrected. (This includes Revivify)
- You gain -1 MV from each mission you complete
- +2 Intelligence, +2 Charisma
- You may teleport as per the Misty Step spell at will, as long as your starting and ending destinations are in dim light.
- If you have a class resource, such as Ki or Sorcery Points, you gain an additional 2.
- You gain expertise in a skill of your choice that you are proficient in.
- You cannot benefit from hardcast spells your allies provide, except for spells that would return you to life.
- You gain -1 MV from each mission you complete
Tenets
- Safeguard the people of Dolten at all costs.
- Study the evils of the forest, yet understand that not all things are as they seem. Never trust something at first glance, or take someone at their word easily.
- Never perform any action or take any contract that you believe would harm Dolten or her interests, unless of course doing so causes you to break the first tenet.
- Put down eldritch evil.
- Anything that would aid the witches of Dolten.
- Any mission that would aid Dolten.
VINPC
The Night Lord - The enigmatic and mysterious leader of the Night Guard can be contacted by raven, and will appear most likely on the next night. Fennius Fop: Vampire Rogue.- Vampiric Charm. Members of the Night Guard receive +2 to any Persuasion check they make.
Ranks
Chaptermaster - Night-Captain Quartermaster - Quartermaster Ambassador - First-Sergeant Member - Private - Sergeant (Military rank determinate on level, can also be augmented by prestige)- Private - 1st Level
- Private 2nd Class - 2nd level
- Private 1st Class - 3rd - 4th level
- Corporal - 5th Level
- Sergeant - 8th+ Level
Exit
When leaving the Night Guard (Not Washing Out), you sacrifice all loyalty benefits, but you retain your equipment and brand. You have earned them.Additional Benefits:
Faction Tool Empowerment: Alchemist's Supplies +1 Alchemist's Supplies are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.---
Great Coven Alliance: Human Illithari You can begin play as a Human Illithari if you start as a member of this faction at character creation. As a Human Illithari, you can also join this faction after character creation with an Ambassador's Reach.---
Sangui Armory The Sangui from Ryne have offered a supply of their exotic weapons to the Night Guard. A member is granted access to purchase weapons from the Sangui Armory.---
Naga Brewery The Naga from Ryne have offered a supply of their exotic potions and reagents to the Night Guard. Members are granted access to purchase reagents from Shopping using a downtime day as described in Consumable Crafting. Members may also purchase from a limited supply of potions through their faction’s Medical Ward.List of Naga Potions
Brews: Brews are potions made within an alcohol. Brews always last 3 rounds and then give the poisoned status for 1 round. Clarity Brew
Legendary (8,000gp) Grants a +2 Intelligence for the duration. While under the effects of this elixir, you have advantage on concentration checks. Tranquil Brew
Legendary (8,000gp) Grants a +2 Wisdom for the duration. While under the effects of this elixir, you have advantage on concentration checks. Healer’s Brew
Rare (1,200gp) Grants a +3 to all healing effects received. Reverant Brew
Rare - 1,200gp Grants a +3 to physical damage rolls made with natural weapons.
Faction Loyalty Milestones Achieved
Show spoiler
- 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
- 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
- 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
- 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so. In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory Items bought and at what prices (at)QMThen the QM simply Confirms by also putting in how much gold will be added to their Faction bank.
- 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
- 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
- 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
- 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials. If your Faction has access to the Naga Brewery, the medical ward also stocks 1 Clarity Brew, 1 Tranquil Brew, 3 Healer’s Brews, and 3 Reverant Brews each update stream. Faction members buy these at full price, players from other Factions and Factionless buy them at 150% of full price and the extra 50% is directed to the Faction coffers.
- 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
- 88, Gold Income - The faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
- 90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
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