Local 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.

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
Alexandrian Tribune Anyone A02 Alexandrian Tribune
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

Guild of Explorers

The self-described 'Explorer's Guild' is a small organization generally operating in the vicinity of Alexandria. One of many such organizations, it acts as both a social club and support group for fortune hunters and errant adventurers alike. Members are offered a lounge and warm meals within the facility. In truth, it is more of a conglomerate of interest groups and other organizations than a true guild in its own right.

The Explorer's Guild has no organized leadership or rank structure, only loosely affiliated members and contacts to sell valuables and provisions. Parties who need help often can post bounties or quests on bulletin boards available to guild members, with a small percentage of the reward kept as guild expenses.

Criticized at times for being an assortment of 'mercenaries' and 'loose cannons', the Explorer's Guild disavows any responsibility for damage or even alleged acts of thievery committed by it's membership, which is a diverse group ranging from errant knights to eccentric arcanists and rogues. However, due to the general affluence of the average member, neighboring businesses have successfully lobbied for the guild's continued operation in Alexandria.

Associated Members: Everyone
Special: Due to its nature, the Explorer's Guild is not selectable as an RPP organization, though everyone is nominally a member.


Society of Progressive Arcanists

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.

The guild maintains some ties to Rune, although the fall of that nation means there is no worldwide mages' guild, and their authority is greatly diminished. Mages the world over are in turmoil, after the fall of Rune and actions of Taara. Gelfure's swift taking of the local guild has allowed Alexandria some stability.

Eluna's faith, always strong within the Academy, has along with Navos made a resurgence, although some Taaran mages may be found.

Their building sits across from the Exploratory Associates (the artificers) at Sage Orum's Plaza.


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 was formerly composed of Taara and Illotha cultists, among others, behind the scenes. This group had been led by a mysterious individual known as The Smiling Man. Each chapter of the former 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.

With this change, the local Guild of the Sly declared their independence and gained a greater diversity of views than they had previously. The current Alexandrian Guild of the Sly has a streak of homegrown heroism that wasn't there before, though they're still composed of rogues, thieves, murderers, and so on.

The arrival of the mysterious Ebon Syndicate was in part to blame for the original split. The Syndicate's own motives are mysterious as is their leadership and their ultimate goals. They wasted no time in involving themselves in Alexandria's often dirty and convoluted underworld of smuggling, contrabands, drug trafficking and more.

Today, the Alexandrian Guild of the Sly operates as a loose organization of arson specialists, general agents, thugs, rumormongers, and so on. While generally for hire, like the rest of the Alexandrian Underworld, they're also engaged in turf wars with the Syndicate and other groups. Their activities make them a focused target of the powerful merchant groups and guilds, and have encouraged such guilds to build closer ties with the Syndicate as well as the recently established Sunset. The Sly is unofficially cheered by the creation of the Sunset, as it challenges the previously tighter relationship between Syndicate and some Merchant Guilds. Then again, it's another competitor.


The Sunset

Arvek sunset.png

Arvek after the Sendor War faced something of a glass ceiling in Alexandria. They found trade blocked from them, both from outright racism and influence from the Syndicate. True to their nature, the arvek and began to make their own way.

Since then, they've been joined by some Dragoneri refugees, among a few others who have also felt overlooked. Others join because they are tired of the Syndicate's hold on mercantile groups, which the Sunset challenges.

The Sunset is a small, yet successful order of black market merchants, enforcers, and smugglers. The Sunset takes an additional meaning to the racial moniker, and have built a network of business just beneath Alexandria's surface. They are closely tied to merchant and shipping industries and now challenge the Syndicate, who once dominated these areas. Though they're new, they're also more organized, which offers them both a strong and competitive advantage against other groups in the Underworld. However, they're also small, and some see them as racially motivated.

To local merchants and the populace, they're a mixed blessing. While the orderliness of the Sunset has calmed random street and gang violence, 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. This does not mean they are clean, however. Only that they see themselves that way.

Like all Underworld groups, the Sunset competes with the Guild of the Sly as well as the Ebon Syndicate, and any others, over resources, territory, information, and so on.


Exploratory Associates of Alexandria University

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.


Alexandros' Ygdrassil Union

Ygdrassil.png

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.


Skyguild

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.

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.

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.

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 personnel. The Skyguard's few ships fly as escorts for convoys of trade ships, or particularly valuable cargo and passenger flights.


Alexandrian Tribune

Alexandria's local paper! A mixture of shining journalism and ragtag rumor. Reporters, journalists and rumormongers abound. The Tribune has its offices in Lower Alexandria. You do not need to be a member of this organization to publish in it--player and character submissions are all accepted.


Wards of the Invisible Path

Wardsoftheinvisiblepath.png

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...


Character Page Badges

Organization Badge

For a more detailed version for the RPP Exclusive spend, see below.


Scroll med.png

Organization PC Badge
Organization: Name of your organization
Role: Your role
Landmarks: What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?


{{Badge}}
{{Badge-Icon|Scroll_med.png}} 
{{Badge-Content}}
{{Badge-Title|Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Landmarks}}What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?

{{Badge-End}}


Organization Badge with RPP Bonuses

Scholar01.jpg

(RPP) Organization PC Badge
Organization: Name of your organization
Role: Your role
Scholarship: Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
Apprentice: Do you have an apprentice or assistant? If so, describe them.
Other Landmarks: What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?


{{Badge}}
{{Badge-Icon|Scholar01.jpg}} 
{{Badge-Content}}
{{Badge-Title|(RPP) Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Scholarship}}Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
{{Badge-Entry|Apprentice}}Do you have an apprentice or assistant? If so, describe them.
{{Badge-Entry|Other Landmarks}}What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?

{{Badge-End}}