Difference between revisions of "Local Organizations"

From Tenebrae
Jump to navigation Jump to search
Line 47: Line 47:
   
 
===Local Merchant Guilds===
 
===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.
+
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===
 
===Diplomatic Groups===

Revision as of 07:44, 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.

Specific Organizations

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
Explorer's Guild All Odd jobs and dirty work
The Skyguild Artificers, tradesfolk, sailors Local airship operators

The Underworld

(Pull this info out and put on a page belonging to whichever thieves' guild players can join, above)

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.


Other Groups

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.