Guilds, Groups and Organizations [Archive] - Wizards Community

Post/Author/DateTimePost
WIUGamers

08-15-07, 03:33 AM
It is true that an important part of the campaign is the location, but another major factor in gaming is what is in the location. The challenge is simple. Make organizations that are able to fit WITHIN ALMOST ANY TOWN. The biggest requirement is that it isn't a generic thing, because I can just view the DMG2 for that. Ready, go!

Requested information includes:
Leader
Purpose
majority alignment
way to advance
home base
WIUGamers

08-16-07, 10:27 AM
I'll make one to kick things off.

The Blue Waves.
Leader - Captain Skullbeard (Dread Pirate)
Purpose - Bounty Hunters who catch fugitives out at sea
Major Alignment - Neutral
Advancement - small wave - tidal wave (leads hunts) - typhoon (gives out missions) - hurricane (leader). gain prestige by catching crooks yourself.

the crew consists mostly of fighters currently.

Can be encountered on a coastal region or out at sea.
Encounters can include being mistaken for fugitives, helping the Blue Wave, etc.
Astron the Wizard

08-18-07, 12:28 AM
It is true that an important part of the campaign is the location, but another major factor in gaming is what is in the location. The challenge is simple. Make organizations that are able to fit WITHIN ALMOST ANY TOWN. The biggest requirement is that it isn't a generic thing, because I can just view the DMG2 for that. Ready, go!

Requested information includes:
Leader
Purpose
majority alignment
way to advance
home base

But wouldn't the Blue Waves oganization have to be coastal? Isn't the purpose of this challenge to create a non-generic guild that can fit "Within almost any town", as you say?
Baernwulf_of_Nor

08-18-07, 03:43 PM
The Undercourt

Leader: The Black King, current- Ardyl Maernd , a Tiefling, although almost no one knows his name
Purpose: The Undercourt was originally a group of people who hated the ruler(or the authority figure) of your campaign. But after generations of extortion, bribery, and corruption they have deteriorated into the most feared guild in the world.
Majority Alignment: Non-good. Usually evil.
Way to advance: Complete assigned missions. Failure usually results in assassination.
Home base: The largest city in the world.
Other notes: The Undercourt is what the idiotic would call a "Thieves Guild", but it is so much more. They often contact corrupt nobles to spy on/assassinate others. They have hundreds of thousands of roadside brigands paying them tribute. And it is often rumored that the nobles of the Undercourt of Guildmasters of other guilds.They cannot be found by those who look for them to bring them to justice. They always operate in the dark of night, and are very secretive.. The hand of the Undercourt extends far past any kingdom borders, and they are found in almost every civilized corner of the world. It is known by a select few that the Black King has had the ear of rulers and kings in the past. All members are required to wear black cloaks with deep hoods while contacting other members, so their identity is unknown. All cloaks have a place for a patch to be sewn in that shows status.

The ranks are:
Slave (often threatened into service)
Pauper
Watchman
Knight
Noble
Prince/Princess
The Black King

All men of the law are ordered to kill anyone knowingly part of the Undercourt on sight. And take prisoner anyone they think may be involved for investigation. Although almost no one is ever caught, well, at least not by the lawful half of the community.

BoN
WIUGamers

08-19-07, 04:07 AM
yeah. i know i messed up. i was just trying to encourage this part of campaigns. sorry
DwarvenArcher

08-19-07, 12:37 PM
Order of the Silver Shield

Leader: Lord Drenwrought, Grand Marshal. Ruler of a substancial barony. He is known as a stoic, thoughtful man who primarily trades favors to influence marriages between member nobles.

Purpose: The order is made up of politically active landowners interested in promoting fair trade practices (primarily among themselves). Members are usually rulers of small fiefs and baronies who would not normally have much political clout individually. They band together to promote member interests using a complicated system of favors. The order has been known to use tactics such as coordinately stockpiling or embargoing specific trade goods to influence local politics (aiding or hindering a war effort for example).

Majority Alignment: Any Lawful. Members are often aristocrats or paladins.

Advancement: There are only 3 ranks- Knight of the Silver Shield (member), Marshal of the Silver Shield (choose new members), and Grand Marshal (veto power and can expell members). There are 3 Marshals in a given kingdom/region. When one passes away, a new Marshal is chosen by a vote among members. Membership is generally inherited by current member's heirs. New members can join by invitation after being tested. This usually involves a test of honesty of some sort. Respected qualities are honesty and fair dealings with one's peers. Scandals can easily wreck a member's carefully built reputation.

Symbolism: The order uses diamond shaped mirror-finished shields as their symbol. The shape is common in worn jewelry as well.

Other Notes: Lord Drenwrought has carefully hidden that he is actually an elder silver dragon. He has promoted his pet organization's growth by slowly arranging marriage of current member's children with more powerful nobles. He is seen as a kindly benevelent man by his peers who is genuinely aiding them. Drenwrought eventually plans to arrange his own "death" and is eyeing up several young knights to pass his titles to. He intends to continue running the order from the shadows, gradually increasing his power and influence.

Adventure Hook: Drenwrought sometimes takes an interest in heroes (usually paladins or lawful fighters), and enjoys serving as an ally or mentor in hopes of developing (higher level) friends later.
yellowdingo

08-20-07, 12:19 AM
The Scribes of Shale
The Scribes of Shale run a set of seven scrolls between the members on which they record messages to each other. Each of the scribes will have a single scroll in their possession at any given time. When the next one arrives, the previous one leaves for the next member. The seven scrolls have been contributed to for over six years. The Scribes are a bit secretive. They know that some of the ideas they discuss have the power to win conflicts and overthrow kingdoms. Currently they are discussing the Kobold Raids on a few frontier villages and the Design and Construction of a new Castle being built in a nearby mountain pass.
Leader: Archivist Derm Shale (Thief Level7)
Purpose: The scrolls serve as a group forum or thinktank, providing rapid movement of new information and shared ideas amongst its members in a circular conversation.
Majority Alignment: Chaotic Good
Way to Advance: There is no real possibility for advancement unless you as a member of the Scribes of Shale create a new such circle of couriered Scroll based conversation. Many have used this pool of consensus and ideas for their own ends.
Home Base: None, members simply pass the scrolls on to the next participant. They are not kept anywhere in particular.
WIUGamers

08-22-07, 04:22 AM
This is actually something from a fictional story I'm writing, but I think you'll like it.


Five Man School - school founded by the 5 Fangs. The purpose is to have a group that does Bites (missions) for people. Small or big, they get it done, and they teach new generations how to as well.


Five Fangs founders.
Adriel Reed - Scout
Josh Taylor - ninja
Ben Michaels - half elf fast fighter
Gina Martinez - Monk
Meadow Starleaf - half elf ranger

This is far and away the most dangerous group to deal with. Very mobile and strong. Each of these people have a speed of at least 50 (Adriel Reed is the fastest, followed by Gina, Josh, Meadow, then Ben)They used to do the dangerous missions, but they now teach others to do missions.

Levels
Student - does missions, still learning
captain - leads missions, does strategies. (5 people to a team. 4 students and 1 captain)
Teacher - specializes in teaching techniques, also can come in as captains. Decides who goes on teams
Officer - hands out missions to groups
Council - controls dealings with building renovation, etc
Founders

Way to advance - 25 successful missions as a student will get you a nomination for captain. Mastering a technique as a captain will take you to teacher job. If you get 5 successful teams as a teacher, then you can become an officer. In order to reach the council, a person has to be an officer for 10 years and replace one of the other councilmen/councilwomen. The founders cannot be reached.


Opportunities of encounter - one team has turned evil? being hunted by a team on a mission to get you? running into the Team Academy? I think you can come up with a lot here.
WIUGamers

08-22-07, 04:32 AM
Here are some sample teams from the school you can expect.

Monk (stun based): Rogue: Monk (ki based): Ranged Fighter: Tank Fighter


Swashbuckler: Dex Fighter: Bard: Quarter Staff Monk: Swashbuckler


5 Monks (ki. grapple. stun. sunder. disarm)


3 Rangers 2 Scouts (search and locate fugitives etc)

there you go.
WIUGamers

08-22-07, 06:16 PM
The Highwaymen Guild

Highway robbers have formulated a plan to be more effective in their robberies. It always seems like the adventurors triumph. This is an organization made to protect Highway robbers (illegal of course).

Ranks.
Highwayman (a lot of people)- obvious what they do.

Road Marauder (50)- cleans up the dead highwaymen if they fail. Sometimes helps them do their work.

Mapper (20)- Person distributes Highwaymen territory, so there isn't any conflict.

Dead-end man (10)- if too many highwaymen are killed by a single group, this guy comes in to assasinate them

Highway Master - everyone in the territory must give a little of their earnings to the Highway Master. He protects the political standpoint of these people by going into cities disguised as a empathizer.

Home base - any town you'd like (also doable by sea with a Pirate conversion)

Rise in Ranks - 20 raids per level raises you. But in order to be a Highway Master, you must kill the Residing Master.