Difference between revisions of "Local Organizations"
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+ | #REDIRECT [[Organizations]] |
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− | 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. |
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− | So long as you are considered active within an organization, you may [[RPPs|spend RP Points]] within it to gain unique abilities and powers. |
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− | ==Specific Organizations== |
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− | {{TableMain}} |
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− | {{T01}} |
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− | |colspan="4"|Organizations Specific to Alexandria |
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− | {{T02}} |
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− | |Organization |
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− | |Summary |
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− | |Grid (if any) |
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− | |Associated Characters |
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− | |- |
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− | |[[The Society of Progressive Arcanists|Society of Progressive Arcanists]] |
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− | |Alexandria's Mage's Guild, cut off from Rune. Wizards, Witches, and Sorcerers are generally considered de-facto members of this guild. |
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− | |Alexandria, A14 |
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− | |[[:Category:Society of Progressive Arcanists|Society of Progressive Arcanists]] |
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− | |- |
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− | |[[Explorer's Guild]] |
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− | |Odd jobs and dirty work; pays well. All Adventurers are considered de-facto members of the Explorer's Guild. |
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− | |Alexandria, A06 |
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− | |All |
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− | |- |
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− | |[[#Ebon_Syndicate|Ebon Syndicate]] |
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− | |NPC-only, see desc. Part of Alexandria's fractured "Underworld." |
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− | |None |
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− | |None |
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− | |- |
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− | |[[#Guild_of_the_Sly|Guild of the Sly]] |
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− | |A guild of ne'er do wells, at an ongoing war with the Ebon Synricate and other competing institutions. Part of Alexandria's fractured "Underworld." |
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− | |None |
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− | |[[:Category:Guild of the Sly|Guild of the Sly]] |
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− | |- |
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− | |[[#The_Sunset|The Sunset]] |
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− | |A new guild organized around smuggling and black market goods. They're organized, and compete against the Guild and Syndicate. |
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− | |None |
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− | |[[:Category:The Sunset|The Sunset]] |
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− | |[[##Exploratory_Associates_of_Alexandria_UniversityExploratory Associates of Alexandria University]] |
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− | |Local extension of the [[Engineer's Enclave]]. Artificers are generally considered de-facto members of this guild. |
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− | |Alexandria, A14 |
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− | |[[:Category:Exploratory Associates of Alexandria|Exploratory Associates of Alexandria]] |
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− | |- |
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− | |[[#Skyguild]] |
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− | |A local merchanter's guild associated with the airships |
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− | |Alexandria, A17 |
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− | |[[:Category:The Skyguild|The Skyguild]] |
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− | |- |
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− | |[[Ygdrassil Union|Alexandros' Ygdrassil Union]] |
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− | |Rangers, druids are generally considered de-facto members of this guild. |
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− | |Wilderness Pointe, W03 |
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− | |[[:Category:Ygdrassil Union|Ygdrassil Union]] |
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− | |- |
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− | |[[#Wards_of_the_Invisible_Path|Wards of the Invisible Path]] |
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− | |Rangers, druids, sith-makar, merchants |
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− | |None, but a congregation point is at W01, Wayfarer's Inn |
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− | |[[:Category:Wards of the Invisible Path|Wards of the Invisible Path]] |
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− | |} |
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− | ==Descriptions== |
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− | ====Society of Progressive Arcanists==== |
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− | Alexandria's now independent branch of the once-global mages' guild. Run by Madame Gelfure, it's said her brilliance is only exceeded by her eccentricities. Under her leadership, the mages have cornered more social markets as well as traditional ones. The most notable are their expansion into new markets: the fickle and changing fashions of nobility and the well-to-do, as well as lending arcane styling to architecture, an area long thought to be within artifice's gridlock. These efforts have greatly stabilized the Arcanists' funding and allowed the expansion of libraries. They embrace all forms of magic, except the darker forms of necromancy. |
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− | Their building sits across from the Exploratory Associates (the artificers) at Sage Orum's Plaza. |
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− | ====Ebon Syndicate==== |
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− | 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'. |
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− | The Ebon Syndicate is an NPC Organization. Poke Whirl until he gives Lahar info on it. |
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− | ====Guild of the Sly==== |
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− | The Guild of the Sly was part of a group of a larger 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. |
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− | 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. Due to its nature, membership in the Ebon Syndicate is not available to PCs. |
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− | Today, the Guild of the Sly operates as a loose organization of arson specialists, general agents, thugs, rumormongers, assassins, and other ne'er do wells. While generally for hire, they're also engaged in turf wars with the Syndicate and other groups. |
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− | ====The Sunset==== |
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− | [[image:arvek_sunset.png|thumb|left]]Arvek after the Sendor War faced something of a glass ceiling in Alexandria, and began to make their own way around business circles instead of through them. A small, yet successful order of black market merchants and smugglers, the Sunset takes an additional meaning to their racial moniker, and have built a network of business just beneath Alexandria's surface. They are closely tied to its merchant and shipping industries. They compete with the Guild of the Sly as well as the Ebon Syndicate. Though they're new, they're also more organized, which offers them both a strong and competitive advantage against their foes. |
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− | To local merchants and the populace, they're a mixed blessing. While the orderliness of the Sunset has calmed random street and gang violence between the Syndicate and Sly, it comes at a price and has encouraged these competitive groups to pick up their game before they lose territory, forever. |
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− | Members of the Sunset often see themselves as business entrepreneurs or even peacekeepers between criminals. |
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− | {{Clear}} |
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− | ====Exploratory Associates of Alexandria University==== |
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− | Alexandria's branch of the [[Engineer's Enclave]], the Exploratory Associates is a house of invention, artifice, and the occasional kaboom within Alexandria City. It sits across from the Progressive Arcanist's, within Sage Orum's Plaza. The building is noted for its unusual architecture as resembling a giant, mechanical spider, as well as the Reosian dioramas within. The dioramas showcase notable works of artifice throughout history. |
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− | ====Alexandros' Ygdrassil Union==== |
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− | [[image:Ygdrassil.jpg|thumb|left]]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. |
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− | {{Clear}} |
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− | ====Skyguild==== |
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− | A pillar of Alexandrian Strength for the last century, the Skyguild owns and operates the majority of artifice-driven Airships that fly the skylanes, bringing trade and passengers to Alexandria from distant lands. The Skyguild is divided into three main branches: The Department of Trade and Mercantile Relations, The Operations and Services Division and the Skyguard. |
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− | The Trade and Relations Division manages the Skyguild. It establishes the regulations and levees fees for freight and passengers that travel on their ships. Additionally, the TRD manages overall guild finances and operates offices at any city in which the Skyguild's ships regularly stop. |
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− | The Operations and Services Division supports all aerial operations, providing the mechanics and craftsmen responsible for building and maintaining these marvels of the modern day. The OSD also provides engineers and crew for the ships themselves, and manage the vast majority of the Skyguild's employees. Seasoned workers also are selected to train new personnel under the OSD's juristiction. |
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− | Finally, there at the Skyguard. The Skyguard take their name from the Myrrish tradition, and trace their origins to the Myrrish occupation of Alexandria. Not all of them are griffon-riders, however, though the image is iconic. The Skyguard operate both Skyship security for trade and passenger ships, as well as operate Alexandria's aerial warships in conjunction with Alexandrian Army personel. The Skyguard's few ships fly as escorts for convoys of trade ships, or particularly valuable cargo and passenger flights. |
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− | ====Wards of the Invisible Path==== |
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− | The Wards are a group allied with the Ygdrassil Union and in conjunction with the shamanic sith-makar culture beyond the Am'shere Portal in Alexandros. They work together to guard the portal, ensuring that creatures, goods, and so forth that come through do not result in cross-contamination. For example, Am'shere wildlife overrunning parts of Alexandros. They also work to ensure the safety of merchants and trade through the portal. Though supervised mounts and similar creatures are let through (but recorded), their offspring are largely asked to dwell in Am'shere. |
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− | ==[[Player-Made_Orgs|Player-Made Local Organizations]]== |
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− | PCs may create their own organizations. Once created, these organizations are posted publicly and anyone may join. Organizations must fit Tenebrae's theme, policies, and style, and must be approved by staff before posting. Part of this is that every organization is run by an NPC. Generally, we prefer you use existing organizations when possible as these groups have both established places within theme, and are broad enough to include a number of characters and their stories. But, sometimes, there's a story that just really, really needs told... |
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− | * [[Player-Made Orgs|Player-Made Organizations]] |
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− | [[Category:Organizations]] |
Latest revision as of 21:50, 21 February 2017
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