The Nomada of the Golden Moon

The Nomada of the Golden Moon is an organization of merchants, mercenaries, and travelers that operates trade through the material plane of Feyfel. It is run by a council of elves who organize tariffs, travel restrictions, and do their best to rid the region of dangerous monsters. It is one of Terrasius's oldest factions, as it has existed for over six hundred years. New recruits may not have much work to do, as the council only trusts members who have worked for the company for at least 50 years or who have distinguished themselves somehow.

## Ranking and Renown

The Nomada uses a renown system for ranking its members who are players. Generally, a player gains 1-2 renown points for each adventure completed for the faction, or 3 renown if the player exceeded expectations. Once a player reaches a certain renown level, they can choose to gain a new rank if they meet the other requirements.

### Rank 1: Gwador (associate)

**Prerequisite: 2 Renown Points**

Now that you have proven yourself to the council, your leaders can trust you with more important missions and objectives. While you may not be let it on the grand schemes of the Nomada, you now at least have a place among its ranks. You have a place on a caravan and can choose to travel under the protection of Nomada guards or Bladesingers. You can call upon up to two Nomada guards (use the Guard stat block in the monster manual, but with Elf traits) to assist you on adventures or missions for the benefit of the guild.

### Rank 2: Randir (wanderer)

**Prerequisite: 5 Renown Points, Rank 1**

As the council becomes more aware of your skills and abilities, you are given more trust and privileges. You are now allowed to travel with any caravan and are legally required to be given lodging when in any Golden Moon controlled territory. You can also call upon two additional Nomada guards when on faction missions, or on 1 Bladesinger. Bladesingers use the Veteran stat block, but without any crossbows and with the ability to cast *Fire Bolt*, *Thautamagurgy*, and *Mending* at will, and *Zephyr Strike* twice per day. You are also given a badge of office. It gives you +2 on Persuasion and Intimidation checks made against citizens of Nomada controlled settlements.

### Special Role: Tiri (guard)

**Prerequisite: 5 Renown Points; Fighter, Wizard, Barbarian or Rogue class**

You have been given the role of a caravan guard. You help protect travelers and merchants as well as citizens of Sunhome or other cities. You are often called to duty, and if you refuse, you risk losing this special role. As a guard, you receive a salary that allows you to sustain a modest lifestyle and are given a +2 weapon that can either be a Spear, Glave, Longbow, or Greatsword. Alternatively, you can choose to be given a shield that grants a +1 bonus to AC. If you loose this rank, your magic item is confiscated,

### Special Role: Kerias-Elaman (thri-kreen ambassador)

**Prerequisite: 10 Renown Points, Charisma 13 or higher, understanding of Elvish**

You are an ambassador to the Thri-kreen. You can spend 3 workweeks of downtime with the Nomada in order to learn the Thri-kreen language. Your can communicate with Thri-kreen, and are given a badge of office that grants a +2 bonus on Persuasion checks made against Thri-kreen who live in Nomada territory, and can call upon up to three Thri-kreen with weapons to assist you on your quests.

### Rank 3: Lameri (captain)

**Prerequisite: 20 Renown Points, Rank 2**

As a captain, you control a small caravan and a group of faction members. You can call upon up to ten Nomada guards or up to three Bladesingers. You are also given an article of clothing that shows your rank. It is generally a turban, scarf, belt, or sash. It grants an additional +2 on Persuasion or Intimidation checks against creatures affected by your badge. While wearing the garment, you become immune to the effects of extreme heat an always know witch direction is north. Your salary is now enough to sustain a wealthy lifestyle.

### Rank 4: Sindari (council)

**Prerequisite: 40 Renown Points, Rank 3, Elf or Half-elf race**

You are now given a seat on the council. You are included in most group decisions, and control two to three caravans. Your salary is now enough to sustain an aristocratic lifestyle. You can call upon up to fourteen guards or six blasesingers, or two randir. Randir use the knight stat block or the druid stat block. Your magical garment now also grants you a +1 bonus to your AC and on saving throws while you wear it. It also gives you advantage on Survival checks made in desert biomes.

### Special Role: Elder

**Prerequisite: 50 Renown Points, Rank 4, Cleric, Druid, Ranger, Warlock or Wizard class**

You are now a part of the esteemed council of elders, which while not in direct control of the faction as a whole, this council controls the Nomada itself. The Nomada is a large caravan filled with adventurers, rangers, and other faction members. They travel across the desert, making sacrifices and completing pilgrimages in order to sustain their perceived celestial fortitude. Your salary remains the same, but creates an excess of 2d10+10 gp per week. In order to keep this role, you must remain within the Nomada continuously.