The Alexandrian

Warriors at Dawn - lobard

Go to Table of Contents

Broadly speaking, there are three different types of factions that the PCs could become allied with: the organizations (which the book refers to as factions), the giants, and/or the dragons.

The core organizations are detailed on p. 12 of Storm King’s Thunder:

  • Harpers
  • Lords’ Alliance
  • Emerald Enclave
  • Order of the Gauntlet
  • Zhentarim
  • Kraken Society

In addition to these factions, it’s not hard to imagine PCs opportunistically forging similar alliances with other groups in the campaign. For example, perhaps they could convince the warriors of Citadel Adbar (SKT, p. 78) to march forth to war once more.

The giants, of course, are the primary antagonists of Storm King’s Thunder:

  • Grudd Haug (Hill Giants)
  • Deadstone Clef (Stone Giants)
  • Svardborg (Frost Giants)
  • Ironslag (Fire Giants)
  • Lyn Armaal (Cloud Giants)
  • Maelstrom (Storm Giants)

Additional giant factions could be added by creating new giant lords, several options for which are also described on page 12 of Storm King’s Thunder. (The PCs might even try to seek out these alternatives to the primarily villainous lords found in the campaign, perhaps as viable alternatives for a Path of Conquest or Draconic Crusade.)

Finally, there are the dragons. These are, of course, the ancient foes of the giants, and at least some of the evil dragons have been conspiring to free Tiamat from her prison and return her to the Material Plane, an act which would end the truce forged at the end of the Thousand Year War.

A number of dragons have already been seeded into Storm King’s Thunder:

  • Iymrith (p. 225)
  • Claugiyliamatar (p. 95)
  • Isendraug & Cryovain (p. 155)
  • Klauth (p. 95)
  • Arauthator (p. 106) & Areivaturace (p. 92, also Rime of the Frostmaiden, p. 105)
  • Red Dragons of Tuern (p. 111)

If you wanted to expand the draconic influence in your campaign, a good resource might be the Wyrms of the North, a column that Ed Greenwood wrote for Dragon Magazine from 1996-99. These columns were collected and updated for D&D 3rd Edition on Wizards of the Coast’s website from 2001-04, and you can peruse that archive here. This included “By Dragons Ruled and Divided,” an overview of the whole series written by Sean K. Reynolds which originally included this map of dragons’ territories:

Wyrms of the North: Dragon Territories - Sean K. Reynolds (Wizards of the Coast)

Each of these potential types of alliances have important distinctions, and we’ll take a closer look at the details of the specific groups later, but all of these alliances can be handled with some common structures that will make it easier for you to streamline and simplify the juggling of so many complicated, intersecting relationships during your campaign.

RECRUITMENT OPPORTUNITY

Since our goal is for the PCs to be able to join — or, at least, ally with — each of our factions, you’ll want to create a recruitment opportunity for each of them. If it’s helpful, you can also think of this more in terms of an introduction to the faction.

This is the big, upfront prep task you have to tackle if you want all of this to work. I would often recommend adhering to the Three Clue Rule when prepping content like this — i.e., seeding three different hooks for each faction into the campaign — but given the number of factions involved in Storm King’s Thunder and the structural function we want them to perform, you can probably get away with just having one recruitment opportunity per faction.

A few things to keep in mind:

  • There are a bunch of recruitment opportunities already built into the campaign. (Consider how Darathra’s quest on SKT, p. 60 hooks the PCs up with the Harpers. Or Naxene’s quest on p. 52 leads to the dragons.)
  • If a recruitment opportunity is proactive — i.e., it’s an encounter that the PCs could have anywhere in Faerun; or it’s actually aimed at the PCs — then it becomes a lot easier to make sure it reaches the table.
  • Once the PCs have started working with a faction, either formally or informally, you can use the antagonism between factions as the opportunity to introduce them to new factions. For example, if the PCs are working for the Zhentarim, maybe a Harper agent targets them.
  • On a similar note, don’t be afraid to improvise additional recruitment opportunities that arise naturally from the events of actual play.

When it comes to the giants, in particular, note that the structure of the campaign and the remix have already taken care of this: The hooks are framed in an antagonistic fashion, but there’s nevertheless plenty of material designed to bring the players up to speed on all six giant factions, their goals, and their circumstances.

If you did want to prep some other introductions that would show the less antagonistic side of the giants, that would not be misguided, but in this regard you might get a lot of mileage by looking for opportunities to reincorporate characters like Harshnag or Zephyros.

RELATIONSHIP

The next thing you want for each faction is a way of tracking the PCs’ relationship with them.

There are three broad approaches for doing this.

First, you can make ad hoc rulings. Basically, play it by ear: If the PCs have done something that would seem to piss a faction off, then the faction is pissed off and will take appropriate actions to target or hinder the PCs. If it seems like a faction would feel that the PCs have proven themselves or if the PCs have ingratiated themselves in some way, then the faction will take positive actions towards them.

Second, use a pair of progress clocks: One clock tracking the faction’s Enmity towards the PCs; the other tracking their Favor. (For more info on progress clocks, check out Failure for the Beginning DM, Blades in the Dark, and/or So You Want To Be a Game Master. Progress clock graphics and fonts can be found here.)

Progress Clocks

I recommend using clocks with 4 segments. You tick a segment of the Favor clock when the PCs’ actions or accomplishments are appealing to the faction. You tick a segment of the Enmity clock when the PCs’ actions oppose the faction’s goals, hurt its members, or otherwise antagonist them. (Note that the PCs don’t necessarily need to be working directly for a faction in order for their factions to gain them Favor with the faction.)

When an Enmity clock fills up, the faction takes a hostile action aimed directly at the PCs and/or their allies. Each time a Favor clock fills up, it unlocks one benefit in a progression:

  • Recruit: The organization offers the PC(s) a formal position in their ranks.
  • Resource: The faction will respond positively to PC requests for Resources (see below).
  • Major Resource: The PCs can request significant resources from the faction (e.g., a large strike force or magic item).
  • Leadership: The PCs are given a significant position of leadership within the faction. This presumably isn’t Leader of the Entire Faction, but it likely involves command over other members of the faction and perhaps a voice in the highest counsels of the faction, with access to and the ability to influence the decision-makers.

In other words, when the Favor track fills up for the first time, the faction offers to recruit the PCs. The second time it fills up, the faction will grant access to Resources, and so on.

It is possible to have slots ticked in both a faction’s Enmity and Favor clocks at the same time. If the PCs trip an Enmity clock after having advanced significantly through a faction’s Favor clocks, the “hostile action” is likely akin to busting them back a rank. Mechanically, you might model this by emptying their Favor clock, or even forcing them to restart the previous Favor clock.

Third, you can use a relationship meter. Actions and accomplishments of the PCs that are appealing to the faction will grant them an increase of +1 to +4 points on the meter. Actions that oppose the goal’s of the faction, hurt its members, or otherwise antagonize them will inflict a -2 to -8 penalty. (The disparity is intentional: When you burn your reputation with someone, it’s harder to dig yourself out of the hole.)

In order to gain a faction’s aid (see Resources, below) when using a relationship meter, PCs will need to succeed on social skill checks. Their relationship meter will act as a modifier on these checks, and when setting the DC you should consider:

  • The scale and size of the request. (The bigger the ask, the higher the DC.)
  • Whether or not the request is consistent with the faction’s ideals and goal. (If the PCs are trying to do something the faction agrees with and wants to do, it should be easier to convince the faction and the DC should go down.)

This means that PCs can succeed at bigger asks if they either (a) choose the appropriate faction to ask, (b) figure out how to convince a faction that the course of action they’re suggesting is a high priority, and/or (c) spend time building a rep and relationship with the faction.

For every 4 negative points, trigger a hostile action (as per the progress clocks described above). When the PCs reach 4 positive points, you’ll probably want to treat that as a trigger for the faction to offer membership to the PCs (if they haven’t already).

Whichever system you choose to use, the ultimate function of tracking Relationship is to know:

  • Which factions will be opposed to the PCs and the PCs’ goals.
  • Which factions will be willing to ally with the PCs and grant them Resources.

Either way, obviously all of this should be reflected in the narrative and roleplaying of the game: It shouldn’t just be numbers ticking up on a tracker.

Note: The relationship meter is quite similar to the Renown system from the Dungeon Master’s Guide (p. 22). The Renown system, however, comes with a curious mix of vagueness and specificity that creates a lot of baggage which, in my opinion, makes it a poor fit for Storm King’s Thunder. It also lacks the ability to track negative relationships with a faction. If you’d prefer to use the Renown system, you certainly can. Alternatively, you can just use the relationship meter described above and refer to it as Renown if you find that convenient.

RESOURCES

Remember that the structural goal of forming alliances with various factions in Storm King’s Thunder will generally be to gain the resources necessary to wage war against the giants and/or dragons. (In practice, of course, there’ll be lots of other reasons for doing this, ranging from the personal to the idealistic.)

Broadly speaking, we’re going to think of the resources a faction can provide as being divided between minor resources and major resources. (The latter obviously being more difficult to obtain than the former.) Minor resources give the PCs a benefit from forming alliances early in the campaign, while major resources will generally be the stuff that fuels the endgame of the campaign.

Equipment: Minor equipment likely includes any mundane, personal items. (Within reason, and the PCs may also need to justify their need.) Major equipment could include an expensive vehicle (e.g., a ship) or magic item. The faction is likely to consider such items to be on “loan” to the PCs, and are unlikely to grant more than one such item per PC.

Strike Force: As a major resource, the PCs can obtain a small strike force (perhaps 4-6 level-appropriate NPCs; or, alternatively, a large number of less powerful NPCs). A minor equivalent of this might be a single guide or some minor hirelings to accompany the PCs.

Run a Mission: If the PCs need something done (presumably because they’re busy doing something else), a faction may be able to run that mission for them as a major favor. (This mission might be resolved completely off screen using whatever method seems appropriate to you. Alternatively, you could do a spin-off one-shot where the players take on the roles of the NPCs. Or maybe other players you know could run the mission for them!)

Provide Intel: Factions can often provide vital intel to the PCs. Sometimes these will serve as scenario hooks (in which case, the PCs may not need to actually ask for the favor). In other cases, the PCs may need some vital piece of information — e.g., the floorplans of a location they’re planning to target with a heist. (“Many Bothans died to bring us this information…”)

GOALS

It will probably also be valuable to make a short list of each faction’s goals:

  • What is their long-term objective?
  • What are the immediate, short-term agendas they are currently pursuing?
  • Are there any disagreements within the faction over what goals should be pursued and/or should be prioritized?

This will help you understand how the faction (and its members) might react to the actions of the PCs and/or the evolving situation in the campaign.

MISSIONS

Finally, when the PCs join a faction, you’ll want to prep missions that they can ask the PCs to carry out. (Some of these missions might also be recruitment opportunities; i.e., they would be opportunistically offered to the PCs even if the PCs haven’t formally joined the faction yet.)

I wouldn’t recommend preparing these missions for every single faction ahead of time. (That’s likely a lot of wasted prep for all the factions that the PCs don’t end up engaging with.) But once the PCs are engaged, these missions:

  • Give a de facto relationship between the faction and the PCs.
  • Help establish what the faction’s agenda is (and how the PCs fit into it).
  • Give the PCs an opportunity to build Favor with the faction.

The published campaign already features a number of these missions for some of the factions.

Go to Part 5E: Waging War

5 Responses to “Storm King’s Remix – Part 5D: Making Alliances”

  1. Faxfire683 says:

    This is a great discussion of framework and how to up the stakes.Your suggestions provide a great alternative narrative and tracking method to track these faction relationships. It’s a great alternative if you find systems like the one MCDM presents in Kingdoms & Warfare too crunchy. I’m interested in seeing your suggestions for conducting warfare, whether that be through a mechanical system or simply through narrative resolution. This and Rise of Tiamat are great campaigns for this type of domain-level play that harkens back to the earliest editions of the game once you’ve broken apart the railroading and opened it up so player choice becomes impactful on the world.

  2. Ghost Owl says:

    The various Uthgardt groups seem like possibilities for alliances also, although likely only for limited purposes.

  3. Random_Phobosis says:

    Consequences for pissing off a friendly faction is a very interesting topic.
    I think players are not usually impressed by just bumping down relationship, tug-of-war style. If anything, they will just do something to bump it back up, which will erase the impact of their actions.

    Ideally I would prefer to reflect love/hate relationships with factions in a way that would also piss the players off, and make them consider further interactions with the faction, rather than rush to bump the track up. My go-to template is “faction does something rash/stupid/unsavory, players become at odds both with the faction and the ones who it harmed.”

    Examples:
    – the party works for Paladins, but they broke out a thief from Paladins’ prison. Trying to track the criminal down, Paladins cracked down on the slums, indiscriminately arresting and beating up dozens of locals. Guess how Paladins’ friends will now be treated in the slums.
    – the party didn’t help Mage Guild to get their hands on energy crystals. While Mages are looking for a more permanent solutions, they resorted to sapping the energy directly from shrines in nearby forest, destroying the holy sites in the process. Absolutely harmless for forest spirits, and strictly a temporary measure, I assure you.
    – the party refused a demon-hunting mission from the Temple, because of high risk of becoming possessed by demons and the potential chaos it could cause. The Temple paid another, even stronger party. That party failed and is now possessed by demons.

  4. P.S. says:

    Thanks Justin, I’ve been hanging out for this part of your Remix, and will be starting my SKT campaign next month so great timing. Thanks again for all this work.
    I have some ideas for ‘Additional giant factions could be added by creating new giant lords’, and would like to post them here. If there’s massive flaws anyone can see let me know!
    -Redesign the stone giants into a more neutral so that players don’t think that stabbing each giant in the face is the only option (the original module certainly seems to suggest this!) ‘Deadstone Cleft’ becomes ‘Stonesong Cleft’ and their leader (same name) is able to use the dreaming to subdue other giants. He could become the leader of a new Ordning as per ‘Part 5B Solutions’. As you have said, ‘Most of the leaders presented in the book, after all, are villainous jerks’ so it seems like having approachable giants could work.
    -Serissa is actually exiled from the Storm Giant Court (leaning into ‘King Lear’ which inspired the court). There are actually 2 Storm Giant Courts that have been literally and figuratively split. The original entrance, through a hurricane citadel, now sits off the Storm Coast. Serissa has been taken in by a faction of good Cloud Giants and is attempting to rally them to wage war against her sisters.
    Looking forward to starting my campaign using the Remix.

  5. Faxfire683 says:

    @P.S., those are some great ideas. My players are going to transition into SKT soon so I’ve been thinking about it a great deal too. I might borrow your exile idea with Serissa, because that solves an awful lot of logistical problems with the scenario, and I like your plan with the Stone Giants. I am planning to use the Dodkong like Sly Flourish did in his SKT campaign instead of the Stone Giants as written—because amongst all the faction politics I think an undead stone giant conquering in the South of Faerun would make the scenario even more interesting and complex.

Leave a Reply

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.