Difference between revisions of "Organizations"

From Tenebrae
Jump to navigation Jump to search
 
(156 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:Setting]]
 
[[Category:Core Setting]]
 
[[Category:Organizations]]
 
   
  +
==What Role do Organizations Play in Tenebrae?==
Note: All organizations are currently listed on this page. They'll be separated later.
 
  +
{{DivGray-Start}}
   
  +
Here you will find information on some of the more well-known local organizations in the gameworld. Organizations on this page may be of any size. However, Tenebrae isn't an organizations-focused game, though they do exist for roleplay purposes, and may show up in a DM'd plot. They're meant to provide background, plot devices, and roleplay flavor. NPCs too, are well-established leaders of factions: we've seen the drama created in other games with PC led factions, and that is a part of our decision to avoid it.
   
  +
{{DivEnd}}
* Enclave of Engineers
 
* Academy of Sages
 
* Church of Daeus
 
* Church of Althea
 
* Church of Angoron
 
* Knights of the Holy Sword
 
   
   
  +
'''How do I join?'''
   
  +
Generally, you just have an IC reason and declare yourself part of one.
Angoron
 
The Iron Bodied Order
 
Also known as The Jotunkein, this monkly order reveres a more neutral aspect of Angoron and his ties to the creation of the giant races and the vast levels of endurance strength they possess. Centered in Dran in the Tower of Titans, this monkly order search out members of the Dran or Stormgarde families of northmen in search of Jotunbrud and train them in the physical fighting arts of their ancestors.
 
 
The Order Paramount
 
This order of powerful mercenaries consists of soldiers, barbarians and clerics devoted to the tenants of Angoron. They often act as selective mercenaries who operate in different areas of the world and are highly renowned for their tenacity and prowess in battle.
 
 
The Contenders of Angoron
 
This organization is considered clergy. The Contenders also act as judges and a warden in contests known as The Tournament Paramount which takes place all across Gaea and is a festival in honor of the Iron Mountain. The members of this clergy of Angoron seek spiritual enlightenment through physical prowess and the responsible use of the physical prowess they gain. Many of them practice this enlightenment through feats of strength that grow increasingly superhuman as time passes. For many of them, the sign of breaking chains and bending bars is an example of both physical strength and spiritual liberation. For those mighty in Angoron, impressive feats of strength such as the pulling up of trees from the ground is within their grasp.
 
   
   
  +
'''Can I gain benefits?'''
   
  +
Anyone can be a member of an organization. If you want to gain benefits, though, take a look at the [[Organization_Spends|RPP spend]]. If you're confused how RPPs work, just talk with anyone ingame. We're a helpful bunch!
Daeus
 
   
The Sunguard:
 
Seeing the Platinum Dragon within the light of the sun, these elite warriors and templars serve as both the guardians of Eduriel’s temples where they stand watch over every hallway, alcove, entryway and sacred altars. But they are also often commissioned as infantry troops and sometimes Battlepriests to battle the forces of shadow. Membership into The Sunguard can begin at early stages of induction into Eduriel’s faith. Their signature armor bears upon it the ceremonial sunburst along with a draconic motif to their helms and shoulder pauldrons. Their helms often hide their features and the great size of their armor add to their stoic appearance as living walls and temple knights.
 
 
The Five Talons:
 
It would be naive to assume that simply because Eduriel himself is Lawful Good that there is no need for neutrality in the affairs of his church. He has Lawful Neutral priests and soldiers at his disposal and sometimes they are called into action. This strictly neutral faction targets not the outside but the internal affairs of the large church and they often act as inquisitors, exorcists and judges in the rooting out of corruption and areas in which this church has been infiltrated by outside forces. Brooding, and often silent individuals the activities of The Talons rarely see public light.
 
   
  +
'''Can I create a new organization?'''
The Templars of the Holy Sword:
 
The Templars of the Holy Sword double as an order of Paladins and the military arm of Eduriels church. An organization of Paladins that came into existence during the years following the end of The Millennium Kingdom, The Templars guard The Holy Sword of Ea which is the ancestral heirloom of the ancient Aegean Kings before the corruption of the old empire into Kulthus. The guardianship of the sword is one of their ongoing duties but in addition to that they act as Daemon Hunters and the military faction associated with the Church of Eduriel.
 
   
  +
If you want to make an organization, [[Player-Made_Org_Questions|take a look at our questionairre]]! It lists the sort of things we'll ask. Be sure and understand how Organizations are used in Tenebrae, first, and make sure no other organization fits your concept. Do not try and create one for every PC. It is a lot of work for staff, and they tend to take some time to work through the process. Once you make your order, it is led by an NPC which is run by staff, and anyone may join.
   
  +
[[Category:Admin|Organizations]]
Eluna
 
  +
[[Category:Organizations|Organizations]]
The Speakers of the Stars
 
The heads and ranking members of this order align themselves beneath titles such as Prophet of the Moon who is the most powerful member and effectively the High Priest of Eluna, even to other affiliated factions. This spot is currently vacant. Beneath the Prophet of the Moon are the Hierarchies of the Dreams who are four individuals given titles according to the phases of the Moon (New, Rising, Full, Setting). They themselves are the leaders of the clergy and are drawn from the Keepers of Knowledge, of Fate, of Magic, of the Moon which consists of most of the non elven members of the clergy. Each area here is a faction unto itself, representing an area of dominion that Eluna possesses. To be recognized as a Keeper, one must be a dedicated member of Eluna’s clergy and of the Keepers, those who undertake spiritual quests to prove their worth are known as Elder Keepers.
 
 
The Vision Keepers
 
This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of Paladins and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon.
 
   
  +
==Finding Others==
  +
You can use OrgChat inside of the game to find others in your organization, ask questions, or advertise your own! Also, you can add categories to your character page, to make yourself easier to find. Check out our [[Find People|Directory]], too!
   
Gilead
 
   
  +
==Reading an Organization Entry==
None
 
  +
{{OrgsReadingEntries}}
   
   
  +
==The Big List==
Althea
 
  +
[[File:Org_buttonfaithful.png|link=Organizations of the Faithful|left]]
   
  +
[[File:Org_buttongreen.png|link=Organizations of the Green|right]]
None
 
   
  +
[[File:Org_buttonheroic.png|link=Organizations of the Heroic|left]]
   
  +
[[File:Org_buttonhidden.png|link=Organizations of the Hidden|right]]
Navos
 
   
  +
[[File:Org_buttonmilitant.png|link=Organizations of the Militant|right]]
None
 
   
  +
[[File:Org_buttonlearned.png|link=Organizations of the Learned|left]]
   
  +
{{clear}}
Tarien
 
   
None
 
   
   
  +
[[File:Org_buttonnew.png|link=New Organizations|center]]
Animus (For reference only)
 
   
The Arcane Circle
 
There are not many factions devoted to the tenants of the god of magic and in truth, magic is often considered a solitary and secluded art. But of the factions that do exist, perhaps the most influential to the point that in many ways they act as ‘priests’ of Animus is The Arcane Circle. The Circle is based in the nation they founded and influence to this day; Rune. They are the premier power on the continent in terms of magic study, learning, magical item creation and in general maintain the balance of power where the study of arcane forces and wizardry matter. The strictures of the Arcane Circle are such that they expect all practicing Wizards to learn of their ways and adhere to their philosophies and tenants. Though they do not enforce such things as they did in the old days, many Wizards find it wise and beneficial to adhere to The Circles philosophies and teachings. This does not prevent splinter groups from forming or those who simply pay lip service to the Order from existing.
 
   
  +
==Character Page Badges==
  +
===Organization Badge===
  +
{{BadgeAssociationOrg}}
   
Cienara
 
   
  +
===Organization Badge with RPP Bonuses===
The Faring Folk
 
  +
{{BadgeRPPOrganization}}
The Faring Folk of The Vast and the halflings associated with them love the free spirit nature of Ceinara and the passionate aspects of her dogma. They are very loosely associated with her clergy in that they often donate their ‘liberated’ forms of art to shrines and temples whenever they can. Though known in some areas as rogues and vagabonds, the Faring Folk take great care to not vandalize works of art or defile areas that are known for their beauty. Indeed, their own way of life encourages passionate creativity, inspiration and a freedom of thought and life. It’s small wonder that although they are known for their roguish activities in some parts of the world, they are equally known for their music making, artisans and performers in other lands.
 
   
  +
[[Category:Admin|Organizations]]
 
  +
[[Category:Organizations|Organizations]]
Reos
 
 
Engineering Enclave
 
The Engineering Enclave pays more homage to the House of Wonders then they do the other half of Chodan’s clergy. Headquartered in Clockwork Point, The Enclave has worked diligently to bring new forms of technology and industry to Gaea in a responsible fashion. They often consult with Chodan’s clergy on the best way to go about doing this and Chodan’s people are more then willing to offer them aid.
 
 
 
Some Female Nature Deity
 
 
The Ygdrassil Union
 
The Union is perhaps the oldest and most true of orders that worships Ellynwyn and venerates the power of nature. Primarily a druid circle, it draws its names and origins from the Tree of Life, Ygdrassil, which once manifested itself in the fae realm known as Quelynos. The Tree, it was said, represented the very lifeforce of the world from branch to roots. In anger, Maugrim sought to destroy the tree but the elves repelled him at cost of their own immortality and homelands. Ellynwyn came to their aid but the tree was wounded by Maugrims black spear. Ellynwyn took the seeds of the tree and spread them across all Gaea. Where the seeds fell the lands became sanctified and in these groves the first mortal druids came to be. Druids who are trained in the tradition of the Ygdrassil Union believe that nature must be kept in a balance and that the lifeforce of the world ebbs and must be preserved at all costs. These Druids focus on the broader picture and the grand scheme of things as opposed to more local issues that smaller Druid Circles may deal with.
 
 
Pastoral Shapers:
 
The primary bulk of Ellynwyn’s clergy could be said to be part of this group which consists of men and women who counsel the villages, farming communities and small settlements of the world and teach them how to responsibly use agriculture and the tools of nature. They adhere to the primary dogmas and teachings of Ellynwyn by focusing on the smaller issues and the day to day affairs of the world versus the big picture looked at by the Ygdrassil Union. They use their clerical magic to pray for the blessings of good crops, drive away blights and predators and they gird up their priestly vestments and dig right in at harvest time. Members of these priests are often goodly aligned and focused on the common wellbeing of the world. They rebuke those who abuse nature and are quick to retract Ellynwyn’s blessings from them when they do so. Repentance and a responsible turn around cause these blessings to be restored and the faith of the Earth Mother to smile upon them.
 
 
 
Kor
 
 
The Battleguard of Kor:
 
Formidable Soldier-Saints of Kor, The Battleguard are clergy members and soldiers who specialize in every aspect of military affairs. Specializing in training, battle tactics and strategies they are often called on by the military forces of various nations who seek their expertise. Battle Rousers and Champions they seek to inspire those beneath them to epic feats of combat and warfare and they are often exacting task masters and drill sergeants in their attempt to forge a given company of soldiers into the ultimate fighting force. Battleguards often emerge from The Proving Grounds in Dran and spread their efforts all across the continent. Needless to say, they are always welcome in times of war.
 
 
The Koren:
 
The Koren is favored amongst less civilized cultures of the world and is most popular amongst barbarians and nomadic races. To them, Kor is not merely a god of war, but the very essence of creation and destruction in a universal sense. This paradox, the notion of the same being having responsibility for both the beginning and the end of all things, is what defines their faith. This viewpoint is heretical to some other factions within Kor’s clergy as the very thought that some ‘weak’ deities are merely another face of Kor is foolishness to them. Other churches and temples are downright insulted by this though most don’t pay it much mind given what they feel to be more then enough contrary evidence existing to not even make dissembling the Koren’s beliefs a worthwhile act. Koren priests do receive divine magic however, and apparently do so from Kor and furthermore they gain access to a domain that Kor’s common clergy do not. (Koren followers may choose from Strength, Destruction, Creation, War and Chaos) which clearly indicates that their gods favor is with them even if their beliefs are different from most.
 
 
 
Vardama
 
 
The Basalt Palms
 
The monks of the Basalt Palm are a disparate collection of sects that espouse a variety of paths to enlightenment. At its core, the group reveres Vardama and the cycle of life and death, which all living creatures are bound to. All of them practice a style of combat that is elegant but ruthlessly swift in delivering punishing blows.
 
 
Hunters of the Dead
 
With the slowly rising number of paladins offering to lend the strength of their arms to Vardama's cause, in combination with the growing threat of the undead, it was decided that a new group would be sponsored. This group is composed mainly of paladins and clerics, but has a smattering of other classes, particularly rangers. These men and women have dedicated their lives to hunting down and destroying the undead. The recruiting of new members is informal, and the circumstances may differ on a case-by-case basis. The only constant is that joining is on invitation only. The group's internal structure also tends toward informality, with the most experienced members being at the top of the chain of command, but with most members being allowed a wide degree of freedom and discretion regarding their activities. Sufficiently grave threats are usually responded to by a mobilizing of the local members, followed by an organized effort to stop the threat.
 
 
 
Caracoth
 
 
Brethren of the Beast
 
This small clergy of Caracoroth’s faith focuses on his ravenous nature and the spirit of hunger and hunting that seems to drive the deity. They believe that ultimately the whole of the world must fall prey to the Jaws of Thirst and that the ending will come when Caracoroth devours the moon at last. They hate fey creatures and indulge in hunting as often as possible, driving forth dangerous prey before them to make sure that the bloody finale takes place in densely populated areas. Villages fall victim to this as desperate wolves, displaceer beasts and more are driven through the hearts of their dwelling places and acts of vandalism are encouraged. Some depraved Druids are part of this circle of individuals as well.
 
 
The Children of Garm
 
This potent clergy of Caracoroth call him by the ancient name Garm which means in their own language, Feeder. They believe in the supremacy of were-kind and seek to spread the disease of lycanthropy and to propagate the continued growth of skin changers as a species. They attempt to bring all such beings under their control and they hunt those who attempt to turn away from what they see as the destiny of their kind, and to follow Eluna. They often hunt individuals such as Werebears as abominations against the will of Caracoroth. It is their attempt to always improve on the power presented by lycanthropy and to this end some members of the clergy and other agents are exposed to a powerful ritual. One that combines the best of beasts such as weretigers and werewolves with more immunity to the things that can harm them. These Greater Werewolves, are slowly growing in number. The Children of Garm are one of the few urban focused cults of Caracoroth.
 
 
 
Deimos? (Reference only)
 
 
The Guild of the Sly
 
This faction of thieves is stronger then many give them credit for and they operate a number of independent cells in different parts of the land. Part of their strength lies in the core of an established cult of Deimos that centers their politics around an individual known as The Smiling Man, a name obviously taken in homage of Deimos himself. The bulk of the activity of the Guild of the Sly concentrates itself around Veyshan where they can conduct illegal business with a certain degree of anonymity amongst the other herds of bad businessmen. In other cities like Alexandria they operate with a much more traditional thieves guild standard of rules and are quick to adapt to the ever changing political climate.
 
 
Vandalheim
 
The city of Vandalheim has long been recognized as the central hub of mercenary, smuggling, thieving activities in south-central Aeryth. Nestled in the Great Desolation, Vandalheim has enjoyed years of relative freedom to do as it wishes although there are times this Bandit Kingdom must contend with the boot or heel of nearby Charn or attempts by Myrrish Allies to root out their corruption. The clergy of Deimos is strong here and welcome along with other faiths but the people of Vandalheim probably feel that Deimos best sympathizes with them and they with him. Parts of Vandalheim are situated in the massive Rift Canyon, which was said to have been formed by the falling sword of one of the gods during the ancient ages.
 
 
 
==============================================================================
 
 
The below factions represent additional ones that exist in the game
 
world. Common factions or implied groups such as Temples, Barbarian
 
Clans, or Commerce Guilds may not receive individual files unless
 
especially noteworthy for IC roleplay. Also these files represent
 
orders cemented into the background of the theme and do not necessarily
 
include player founded and funded factions.
 
 
Academy of Sages.............The Wizard's of Rune
 
Armsmasters Guild............Guild of Gladiators
 
Engineers Enclave............Techno-Arcane Union
 
Explorers Guild..............Adventurers and Explorers
 
Templars.....................Knights of the Sword
 
 
Monk Orders..................Some Monkly Orders
 
Paladin Orders...............Paladinic Groups
 
Misc Groups..................Other Factions
 
 
Continued in Theme <file name>
 
==============================================================================
 
 
============================================================================
 
 
The Academy of Sages and Mage Guilds
 
Symbol: The symbol of the nation of Rune with the statement
 
'MAGIKA VERITAS' upon it.
 
Type: College
 
Scale: Continental
 
 
During the early years of The Third Age, the Convocation of Rune
 
made an extreme effort to re-introduce the notion of trustworthy magic
 
into a world that had been nearly torn to shreds by the misuse of it
 
and the actions of the High Artificers of Kulthus. As part of this
 
effort, a great deal of energy was put forth into educating the masses
 
on the safety of controlled magic and in presenting a face of
 
compliance with local governments. One of the main results of this were
 
a series of arcane schools founded in several prominent nations. These
 
school came to be known as The Academy of Sages.
 
 
The primary focus of these academies was the location of those with an
 
aptitude for arcane magic, their training and schooling in the ethics of
 
magic use and the histories of arcane power as taught by Runic
 
Philosophy
 
and then the placing of the fully trained casters into society as
 
contributors to the common welfare of the community and arcane magic at
 
large. Given the habits of hermit wizards, the activities of groups like
 
the Shadow Council of Charn and the general public viewpoint of wizards
 
and high sorcery, the school has and continues to deal with challenges
 
even in this high arcane society.
 
 
Continued in Theme Academy of Sages2
 
============================================================================
 
 
============================================================================
 
 
The Armsmasters Guild
 
Symbol: A gladiator's helm with a trident leaning up against it.
 
Type: Fighting Company
 
Scale: Multiregional
 
 
Gladiatorial combat is a mainstay of many major cultures and communities
 
all across Gaea but for awhile, as lands grew more prone to
 
industrialization and civilization, the tradition of gladiatorial combat
 
waned until considerably. In western kingdoms, such forms of sport were
 
likely not more then loosely organized matches taking place in taverns
 
on the wrong side of town with little chance for glory and recognition
 
as the notion of bloodsport was becoming more and more uncivilized and
 
unseemly to the wealthy and the nobility. In lands such as Dran or
 
Bludgun and other outlaw lands like Vandalheim, creative effort
 
was maintained, free of law and regulation, to keep such forms of sport
 
interesting, engaging and dangerous with criminals, mercenaries and
 
bandits alike finding such combat an easy outlet for their aggressions.
 
However, this form of entertainment remained largely out of the west.
 
 
The rise of the Armsmasters Tournament began to change that. Beginning
 
in Vandalheim but gaining fame, recognition and organization through
 
clergies of Angoron in Dran, the tournament began to attract more then
 
just drunken thugs or back alley brawlers.
 
 
Continued in Theme Armsmasters Guild2
 
============================================================================
 
 
============================================================================
 
 
Engineering Enclave (Techno Arcane Union)
 
Symnbol: A mana crystal set atop a large gear
 
Type: Craft Guild
 
Scale: Multiregional
 
 
Most Engineers and Crafters the world over hold at least respect for the
 
Engineering Enclave, also called Engineering Enclave, if they are not
 
already members. Technologically inclined nations are usually more than
 
happy to allow the Enclave to have branches in their cities. This
 
usually means the influx of new types of technology, improvements on
 
existing types, and an increase in capability of the nations themselves.
 
Of course it also frequently means unmitigated disasters when
 
contraptions go awry. The Enclave is monetarily backed by a percentage
 
of the patents on the sales of Enclave members designs or produced
 
inventions.
 
 
They are also often given grants by governments, wealthy
 
nobles, or merchants, to specifically design items for their use. Gaea
 
is a world of great extremes. From the tiniest halflings, to the massive
 
Beastmen, from the barren desert wastes of the Desolation to the lush
 
forests of Llyranost, this is visible. But there is no greater expanse
 
of extremes in this world than the scope of technologies. Technology
 
levels across the world range from barely the Bronze Age, nomadic tribes
 
who travel by horse, to steam powered, flight capable societies who
 
travel in airships.
 
 
Continued in Theme Engineers Enclave2
 
==============================================================================
 
 
==============================================================================
 
 
Guild of Explorers (Adventurers Guild)
 
Symbol: A compass rose
 
Type: Social
 
Scale: Multiregional
 
 
Known simply enough as the Adventurers Guild, the Guild of
 
Explorers has sponsored numerous explorations, archeology digs,
 
mercenary contracts, bodyguards and more throughout the span of its
 
existence. For the average adventurer, especially those just
 
starting out, The Guild is nearly indepensible in its efforts at
 
helping to organize adventurers and to grant them contracts as well
 
as legal means by which they can treasure hunt, explore and
 
contribute to the common good. Relic hunters employed by the Guild of
 
Explorers have been responsible for the restoration of innumerable
 
artifacts, merchants often contact the Guild when in search of fast and
 
cheap protection for their caravans and numerous prospects for work pass
 
through their gates. The Guild of Explorers is a good generic
 
organization by which players can presume that they are a part of and
 
through which they can gain many different contracts, employment and
 
social roleplay.
 
 
Continued in Theme Explorers Guild2
 
==============================================================================
 
 
==============================================================================
 
 
Templars of the Holy Sword
 
Symbol: The Holy Sword of Ea
 
Type: Fighting Company
 
Scale: Multiregional
 
 
The Templars of the Holy Sword is a fighting company dedicated to facing
 
and destroying threats of both a demonic and devilish influence while
 
also upholding the virtues of law and righteousness. They draw their
 
origins and their name from the magnificent artifact known as
 
Einlahzer, The Holy Sword of Ea. For an age, the Sword of Ea was the
 
symbol of Eldanar power in the righteous Highborn realm known as The
 
Millennial Kingdom and it is held to be one of the traditional proofs of
 
royalty and sovereignty attributed to the Highest of High Kings.
 
According to legend, the sword was instrumental in the end of the Daemon
 
Wars and the banishing of the avatars of the gods of darkness from the
 
world in the early Third Age.
 
 
Following these events and the death of the last High King of the
 
ancient kingdom, the sword was taken and kept in a vault in the capital
 
city of Myrddion through the years of turmoil and political unrest that
 
eventually led to the founding of the Kingdom of the Lion. Today the
 
sword continues to remain in its vault but the knight protectors who
 
served with Elbereth and who bore the sword back to the city went on to
 
found their own order on those lasting principles.
 
 
Continued in Theme Templars2
 
==============================================================================
 
 
==============================================================================
 
 
The following lists some in-theme monk orders that have been developed.
 
As a player, you are allowed to create your own in your backgrounds but
 
you are encouraged to use our existing ones as well for a sense of
 
continuity, belonging and affiliation. Suggestions about multiclassing
 
options are all based upon a monk player using the Monastic Training
 
feat to gain the ability to multiclass.
 
 
The Shadow Fists:
 
This is an evil Monkly order that follows the tenants of Taara the
 
Shadow Sorceress and so it accepts half orcs, shadow elves and other
 
evil races into its orders. They believe in the spreading of the will of
 
Taara and often function as agents and assassins who believe that by
 
combining Ki and Arcane Magic they can achieve heights and depths of
 
power not seen by most others. Monks of this order sometimes cross
 
train as Rogues, Sorcerers and Wizards.
 
 
Continued in Theme Monk Orderss2
 
==============================================================================
 
 
==============================================================================
 
 
Paladin Orders are not unheard of and the following entries are meant to
 
describe to you the common affiliations of Paladins on the Emblem of Ea.
 
Remember that multiclassing options are all hinged upon possessing the
 
Knight's Training Feat.
 
 
Paladins of Daeus are among the best loved heroes on Arcania. They are
 
often loosely organized into an organization known as The Templars of
 
the Holy Sword, which is based in Ecclesia but has chapter houses in
 
Alexandros, Dragonier, and the Myrrish Kingdoms. These Paladins tend
 
to be more conservatives then their clerical counterparts. Daeus's
 
paladins often serve the will of the local temple of a given community
 
and many multiclass as clerics or fighters.
 
 
Paladins of Althea are often compassionate healers and protectors of the
 
weak. They guard the weak and use their healing abilities on others in
 
need. A Paladin of Althea may stop and allow a crime to go unpunished
 
and an evil person to escape in order to heal someone who has been
 
wounded and is in need. Paladins of sometimes cross train as clerics or
 
become Shield Knights or Dwarven Defenders.
 
 
Continued in Theme Paladin Orders2
 
==============================================================================
 
 
==============================================================================
 
 
Gaea is a world where factions and affiliations are a reality. However
 
listing each and every possible faction isn't entirely feasible and not
 
fully in the spirit of things as we're not a game that enforces
 
membership in factions. Being in a faction or part of an established
 
group is still a very good thing and there are some groups and power
 
structures that you should be aware of.
 
 
The Underworld:
 
Alexandria has a thriving criminal underworld that may appeal to certain
 
character types. Membership into these groups is not granted upon
 
immediate approval but due to the sensitive nature of these orders,
 
recruitment and raising in rank is handled almost strictly ICly and via
 
roleplay. In recent years, the arrival of a faction known as The Ebon
 
Syndicate caused a crime war that sent chaos rippling through the
 
established under world factions of the city. At present the two most
 
prominent groups are The Ebon Syndicate and a faction simply known as
 
'The Guild'.
 
 
The Guild was formerly known as the Guild of the Sly and was part
 
of a group of multi-national thieves guild that were secretly a cult of
 
Taara and Illotha, among others, behind the scenes. Previously led by a
 
mysterious individual known as 'The Smiling Man', each individual
 
chapter of the Guild of the Sly was unique in and of itself but still
 
loyal to the head guild located in Tashraan in Veyshan. This changed in
 
Alexandria with the toppling of previous guild heads and the
 
establishing of a new order known as The Guild.
 
 
The arrival of the mysterious Ebon Syndicate was in part, to blame
 
for this. Their own motives are mysterious as is their leadership and
 
their ultimate goals but they wasted no time in involving themselves in
 
Alexandria's often dirty and convoluted underworld of smuggling,
 
contrabands, drug trafficking and more.
 
 
Continued in Theme Misc Groups2
 
==============================================================================
 
 
 
 
==============================================================================
 
 
Local Merchant Guilds:
 
From the Teamsters Union to the Skyguild, there are a number of
 
organizations that base themselves around mercantile transaction and
 
activity in Alexandria and that also represent the local workforce. Most
 
of these guilds deal in fairly mundane everyday things that are simply
 
part of how the world works but a few are particularly powerful and
 
influential economically. The City Council pulls some of its members
 
from members of these guilds and trade and commerce is a very important
 
part of the city.
 
 
Ygdrassil Union
 
Alexandros has a small but established sect of the continental druid
 
circle known as the Ygdrassil Union. Precious little public information
 
is known about this group save that there is said to be a grove deep in
 
the Eldwyn Forest. The circle is small and fairly informal, mainly
 
providing local forest dwellers and spiritually minded individuals with
 
a group of like minded individuals for the sharing of information and
 
the joining of forces when dealing with the many local threats to the
 
regions natural balance.
 
 
Diplomatic Groups
 
Several of the western kingdoms and even Charn have embassies in
 
Alexandria but not all do. Myrddion, Charn, Dragonier, Rune, Stormgarde,
 
and Dun Mordren are the more prominent ones that have figured into
 
recent
 
historical events. Aids, agents and diplomats come and go related to
 
these particular groups and others that pass through the city on behalf
 
of their countries.
 
 
Continued in Theme Misc Groups3
 
==============================================================================
 
 
 
==============================================================================
 
 
Temple Affiliations:
 
Most of the major temples located in the city of Alexandria are a
 
faction unto themselves. Players should feel free to make use of these
 
for their roleplay and their backgrounds as members of the various
 
religious orders or classes that help support such groups like clerics
 
and Paladins. All major gods maintain religious groups in accordance to
 
their theme files and those should be referenced when seeking
 
information about the religious groups of the world.
 
 
Racial Affiliations:
 
Pay close attention to the theme files on the races if you are thinking
 
about focusing on a racial theme for your roleplay. Ideas for racial
 
affiliations abound from the elves needing to send out a number of
 
agents for their own purposes to a Beastman seeking to make an alliance
 
on behalf of his clan. You have much freedom here and the data is there
 
for you to use it.
 
 
==============================================================================
 

Latest revision as of 19:39, 2 September 2019

What Role do Organizations Play in Tenebrae?

Here you will find information on some of the more well-known local organizations in the gameworld. Organizations on this page may be of any size. However, Tenebrae isn't an organizations-focused game, though they do exist for roleplay purposes, and may show up in a DM'd plot. They're meant to provide background, plot devices, and roleplay flavor. NPCs too, are well-established leaders of factions: we've seen the drama created in other games with PC led factions, and that is a part of our decision to avoid it.


How do I join?

Generally, you just have an IC reason and declare yourself part of one.


Can I gain benefits?

Anyone can be a member of an organization. If you want to gain benefits, though, take a look at the RPP spend. If you're confused how RPPs work, just talk with anyone ingame. We're a helpful bunch!


Can I create a new organization?

If you want to make an organization, take a look at our questionairre! It lists the sort of things we'll ask. Be sure and understand how Organizations are used in Tenebrae, first, and make sure no other organization fits your concept. Do not try and create one for every PC. It is a lot of work for staff, and they tend to take some time to work through the process. Once you make your order, it is led by an NPC which is run by staff, and anyone may join.

Finding Others

You can use OrgChat inside of the game to find others in your organization, ask questions, or advertise your own! Also, you can add categories to your character page, to make yourself easier to find. Check out our Directory, too!


Reading an Organization Entry

Global
Org global.png
The organization has offices in multiple nations or areas. "Global" here is a relative term, and does not imply centralized control.
Localized
Org localized.png
The organization is localized. See entry for details. Many Alexandrian-based groups have this feature!
NPC
Org npc.png
Only for NPCs.


The Big List

Org buttonfaithful.png
Org buttongreen.png
Org buttonheroic.png
Org buttonhidden.png
Org buttonmilitant.png
Org buttonlearned.png


Org buttonnew.png


Character Page Badges

Organization Badge

For a more detailed version for the RPP Exclusive spend, see below.


Scroll med.png

Organization PC Badge
Organization: Name of your organization
Role: Your role
Landmarks: What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?


{{Badge}}
{{Badge-Icon|Scroll_med.png}} 
{{Badge-Content}}
{{Badge-Title|Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Landmarks}}What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?

{{Badge-End}}


Organization Badge with RPP Bonuses

Scholar01.jpg

(RPP) Organization PC Badge
Organization: Name of your organization
Role: Your role
Scholarship: Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
Apprentice: Do you have an apprentice or assistant? If so, describe them.
Other Landmarks: What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?


{{Badge}}
{{Badge-Icon|Scholar01.jpg}} 
{{Badge-Content}}
{{Badge-Title|(RPP) Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Scholarship}}Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
{{Badge-Entry|Apprentice}}Do you have an apprentice or assistant? If so, describe them.
{{Badge-Entry|Other Landmarks}}What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?

{{Badge-End}}