Difference between revisions of "Local Organizations"

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#REDIRECT [[Organizations]]
Here you will find information on some of the local organizations in the gameworld's main setting: Alexandria. However, Tenebrae isn't an organizations-focused game, though they do exist for roleplay purposes, and may occasionally 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.
 
 
The below organizations are "local," and are unlikely to have influence outside the city itself. Many larger groups, especially ones like the Academy of Sages or various merchants' guilds, will have representation in the city. Consider this to be the general rule, rather than the exception.
 
 
==Specific Organizations==
 
 
{{TableMain}}
 
{{T01}}
 
|colspan="3"|Alexandria's Local Organizations
 
{{T02}}
 
|Organization
 
|Interests
 
|Summary
 
|-
 
|[[The Society of Progressive Arcanists]]
 
|Wizards, sorcerers, bards
 
|Alexandria's Mage's Guild, cut off from Rune
 
|-
 
|[[Explorer's Guild]]
 
|All
 
|Odd jobs and dirty work
 
|-
 
|The Underworld
 
|Thieves, bards, fighters
 
|Varies
 
|-
 
|Exploratory Associates of Alexandria University
 
|Artificers, crafters, lorekeepers
 
|Local extension of the [[Engineer's Enclave]]
 
|}
 
 
== Other Groups ==
 
 
 
===[[City Council]]===
 
The [[City Council]] oversees projects such as fundraisers, trade, and efforts to keep the peace.
 
 
 
===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.
 
 
 
===Diplomatic Groups===
 
Several of the western kingdoms and even [[Charn]] have embassies in Alexandria but not all do. Aids, agents and diplomats come and go related to these particular groups and others that pass through the city on behalf of their countries. Myrddion has perhaps the largest presence in Alexandria's diplomatic groups, but is not the only one present by any stretch.
 
 
 
===[[Religious Organizations|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 [[Cleric|clerics]] and [[Paladin|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.
 
 
A listing of all temple-affiliated groups [[Religious Organizations|can be found here]].
 
 
 
===[[races|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 sith-makar seeking to make an alliance on behalf of his tribe. You have much freedom here and the data is there for you to use it.
 
 
 
===The Underworld===
 
The phrase "Underworld" in the table above describes the myriad of associations and criminal organizations within Alexandria, rather than one particular one. 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 is appable by PCs (please speak with a DM).
 
 
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. Due to its nature, membership in the Ebon Syndicate is not available to PCs.
 
 
 
 
[[Category:Organizations]]
 

Latest revision as of 21:50, 21 February 2017

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