Difference between revisions of "Local Organizations"

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====The Sunset====
 
====The Sunset====
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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[[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.
   
 
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.
 
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.

Revision as of 19:31, 23 July 2015

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.

So long as you are considered active within an organization, you may spend RP Points within it to gain unique abilities and powers.


Specific Organizations

Organizations Specific to Alexandria
Organization Summary Grid (if any) Associated Characters
Society of Progressive Arcanists Alexandria's Mage's Guild, cut off from Rune. Wizards, Witches, and Sorcerers are generally considered de-facto members of this guild. Alexandria, A14 Society of Progressive Arcanists
Explorer's Guild Odd jobs and dirty work; pays well. All Adventurers are considered de-facto members of the Explorer's Guild. Alexandria, A06 All
Ebon Syndicate NPC-only, see desc. Part of Alexandria's fractured "Underworld." None None
Guild of the Sly 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." None Guild of the Sly
The Sunset A new guild organized around smuggling and black market goods. They're organized, and compete against the Guild and Syndicate. None The Sunset
Exploratory Associates of Alexandria University Local extension of the Engineer's Enclave. Artificers are generally considered de-facto members of this guild. Alexandria, A14 Exploratory Associates of Alexandria
Skyguild A local merchanter's guild associated with the airships Alexandria, A17 The Skyguild
Alexandros' Ygdrassil Union Rangers, druids are generally considered de-facto members of this guild. Wilderness Pointe, W03 Ygdrassil Union
Wards of the Invisible Path Rangers, druids, sith-makar, merchants None, but a congregation point is at W01, Wayfarer's Inn Wards of the Invisible Path

Descriptions

Ebon Syndicate

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 Ebon Syndicate is an NPC Organization. Poke Whirl until he gives Lahar info on it.

Guild of the Sly

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.

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.

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.

The Sunset

Arvek sunset.png

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.

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.

Members of the Sunset often see themselves as business entrepreneurs or even peacekeepers between criminals.

Alexandros' 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.

Wards of the Invisible Path

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.

Player-Made Local Organizations

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...