Difference between revisions of "Local Organizations"

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Revision as of 06:57, 15 July 2010

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.

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.

Alexandria's Local Organizations
Organization Interests Summary
The Fraternity of Progressive Arcanists Wizards, sorcerers, bards Mages advocating a more radical view of arcana and technology


The Below are Carryovers and Need Reviewed, Edited, Deleted

The Citadel Elite

The order known as the Citadel Elite make up a small but potent force of individuals recently established by Lady Rawyn under the guidance of an ally known as the Hound of Myrddion. The Elite are paid and trained to deal, officially, with dangers beyond the talent of the Watch Constables and to keep watch over the city where major threats are concerned such as the pursuit of the escaped prisoners from Skyhold or powerful rampaging monsters. Their numbers are often drawn from powerful and skilled adventurers as well as distant individuals from more exotic lands. The Elite are a small group at present and they do not have the power to arrest on sight though they may detain and hold individuals until proper authorities arrive and they may seek and obtain warrants.


The Skyguard

The Skyguard are an order of trained griffon riders that were originally brought in by Myrddion during the Occupation Era but they remained in the city after the withdrawal of Myrrish Forces. The Skyguard primarily concern themselves with law concerning Alexandria's dense skies where airships are concerned. From great merchant vessels to smaller gnomish skiffs, the Skyguard are authorized in handling all manner of troubles.


The Arcane Congress

The Arcane Congress was an order formed as a sub-group of the Academy of Sages and they were brought in by the City Council to aid other groups in investigation of magical circumstances and the misuse of magic. Once they have identified problems they turn the information over to the city guard and to the council who then deal with the perpetrator. They, like the Elite, do not have the power to make arrests but they can seek warrants once proof is obtained.


Alexandria's Adventurers' Guild

Lastly, Alexandria's chapter of the Adventurer's Guild often comes to the aid of the city in times of trouble and often are the first people on scene to an unusual event. Lady Rawyn, an advocate of the adventuring populace despite her peers' warnings, has called upon them in the past to aid in investigations and likely will continue to do so in the future.


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. Due to its darker nature, membership in The Guild is not open to player characters.


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.


The 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. 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.


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. A listing of all temple-affiliated groups can be found here.


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.