Affiliations for AoW


Age of Worms Adventure Path


There was a previous thread concerning group alliations from the PHII. Recently I made up a list of groups which the PCs with which my campaign interact.

AFFILIATIONS:

Elves of Celene (Racial, Elf)
The Greysmere Covenant (Business-Racial, Dwarf)
The Bronzewood Lodge (Cabal)
The Greyhawk Wizards Guild (Business)
The Ruby Temple (Church of Wee Jas)
‘Swampers’ (Cairn Hill folk, Tribe)
The Twilight Order (Spy Ring)
The Fist of Valor (Church of Heironeous)
The Greyhawk Thieves Guild (Thieves Guild)
The Righteous Cudgel(Church of St. Cuthbert)
The Able Carter Company (Business)
Greyhawk Militia(Government)
The Elemental Adepts(Cabal, worshippers of elemental lords other than elemental evil, Chan, Akadi, etc.)

Evil Alliliations:

The Seekers (Cabal)
The Ebon Triad (Cabal)
The Worm Touched (Chruch of Kyuss)
The Hall of Secrets (Church of Vecna)


I'm working up the affiliations of PCs in my campaign. First off is the Greysmere Covenant.

The Greysmere Covenant

Type: Business (racial-dwarf)
Scale: 10 (regional)
Description: The Greysmere Covenant functions as a “super-clan”, the group has a number of non-dwarf allies, but only dwarves can earn affiliation.
The Covenant often sends members on trade or scouting missions, and the most honor is earning by killing their main rivals –giants and ogres.
The Dwarves of the Greysmere Covenant are masters of mining and negotiation. They work tirelessly and well together to enrich the dozens of clans which make up the Covenant. Each member of the Covenant’s 1200 members treat other Covenant members as family, indeed they are all distantly related. Their genealogy is recorded in the Covenant’s ‘Book of Names’.

Criterion:
Character level +½ PC’s level
Charisma 13 or higher +1
Kills a giant type of equal or higher CR +1
Kills a giant type of CR 10 or the PC’s level whichever +2
is higher(does not stack)
Kills a true giant of equal or higher CR than the PC, +¼ of the CR
and learns the giants name before it’s death
(does not stack)
Base attack of +5 or higher +1
Base attack of +10 or higher(does not stack) +2
5 ranks in Appraise, Craft, or Profession (Miner) +1
10 ranks in Appraise, Craft, or Profession (Miner)(does not stack) +2
Can cast divine spells +1
Recover a Dwarven relic or artifact over 20,000 value +1
Marries into an important clan with the covenant +2
Completes a mission assigned by a superior +2
Acts in a chaotic or evil fashion -10

Rank Title: Benefits and Duties
3 or lower Member of the Covenant: Not affiliated or junior
member with no benefits.
4-14 Defender of the Covenant: +2 on all Bluff, Diplomacy,
Sense Motive checks when two or more members are
present.
Duties: Destroy 5 giant types to gain 1 potion of your
choice once per month. More expensive potions take a
month to receive.
15-22 Hero of the Covenant: Re-roll a failed Bluff,
Diplomacy, or Sense Motive check once per day.
23-29 Champion of the Covenant: Call in Favor – lower your
affiliation score to gain a divine spell or scroll.
Lower your score by 2 to gain a spell or scroll of 4th
level or lower for ¼ price, and lower it by 5
permanently for a 5th level or higher scroll or spell
for ¼ standard price.
30+ Leader of the Clans: Ancient Advisors (Using the Pyre
of the Ancients in the Greysmere Covenant’s home you
can cast a Commune spell once per month.
Duties: Must vie for the leadership of the Covenant
against current leader or affiliation score drops to
29 and member cannot vie for leadership until 1 year
has passed. Challenge can take the form of a contest
of crafting, or of arms.

Grand Lodge

Keep up the good work! Although I am running AoW in the Forgotten Realms, I am looking forward to your future entries, particularly with regard to the thieves' and wizards' guilds.


The Greyhawk Wizards Guild (Business)

Type: Business
Scale: 7 (City and Outliers)
Description: The Guild of Wizardry is open to any wizard without a criminal complaint on his head. Each new member must be sponsored by an existing member. Members are on probation for the first 3 months, after that they can rise as far as their talent allows.
The Guild will refer potential customers to the member, and vouch for his/her abilities. The member must demonstrate his spell casting abilities to gain said references. Member must pay 10% of any money made crafting items or selling spells to the Guild.
Common infractions for members are Causing unintended harm by use of magic (lightning bolt or fireball most common), Blocking access to public roads (by use of web, fog cloud, grease, etc.), Creating undead, Summoning dangerous creatures within the City, etc. Wanton criminal acts will be judged by a tribunal of three chosen members, possibly led by the Guildmaster, to determine whether the member should be censured, fined, suspended or by dis-barred from the Guild.

Criterion:
Character Level +½ of PC’s level
Wizard or Sorcerer +2
10 or more ranks in Knowledge (Arcana) +2
Can cast 3rd level or higher spells +1
Can cast 5th level or higher spells +2
Can cast 7th level or higher spells +4
Donates magic item(s) valued at over 3,000 gps to the Guild +1
Sponsors a new member who joins Guild for at least 2 years +1
Shares 6th level or higher spell with other wizards at yearly Guild Convocation +1
Brings back sample of rare creature (as judged by the DM) for study +1
Completes mission for the Guildmaster +2
Divulges secrets of Guild -4
Sells services without paying the Guild fee -4
Sells more than 5,000 gps worth of services without paying the Guild fee -6
Member breaks a minor law -2
Member breaks a serious law -4

Rank Title: Benefits and Duties
3 or lower Member of the Guild: Junior member. Ability to buy potions and scrolls of
any standard spells up to 5th level at the Guild Hall.
4-11 Adept of the Guild: Potions and Scrolls up to 5th level can be purchased
for 90% cost.
11-20 Master of the Guild: When you gain a level you gain an additional spell,
i.e. three rather than two.
21-29 Magus of the Guild: Scrolls of spells over 5th level can be purchased for
90% cost. When you craft a magic item pay only 90% of cost.
Gain a +2 on competence rolls to banish or dismiss extra-planar creatures.
Duties: Must make a DC 20 Spell craft check once a month or donate 200 gps and affiliation score reduced by 1
30+ Boccob’s Uncaring Chosen: Crafting costs and scroll purchase reduce to
80% cost.
You can borrow one item up to 20,000 gps once a month for up to 2-8
days.
Succession Battle: succeed on a DC 15 Diplomacy check, 1 indicates
failure, once per month or face a challenger (EL 12+)

Executive Powers: Craft, Gift, Research


The Eyes of Celene
Type: Spy Ring (Racial - Elf)
Scale: 12 (Multi-regional, Kingdom)
Description: The role of the eyes of Celene is to gather information and circulate it amongst the expatriate elves of Celene. The elves and half elves of Celene share information of a political and magical nature. The recognize each other by sigil rings, usually of precious metals, but bearing the elven words ‘Eyes of the World’ or ‘Eleea Amar’ with a single gem stone. By this manner do members recognize one another.
If a member of Sapphire level or above is slain, a EL 8 team will investigate or kill the responsible party. A member of the Emerald level, an EL 12 team is dispatched. A member of the Diamond level is slain and an EL 16 team is dispatched. Anyone who slays a member of Emerald level or higher automatically becomes ‘an enemy of the affiliation’.

Criterion: Note, since multiple Knowledge skills are involved, a character gains an affiliation bonus equal for each separate skill, and takes the better bonus for said skill (+1 or +2). Must be an elf or half elf.

Level +½ PC’s level
Spell caster +1
Bard +2
Helps a fellow member with a mission or battle +1
Performs Mission for Affiliation +2
Defeats an enemy for the affiliation +4
Defeat drow or Orc with CR higher than PC level +¼ of enemy CR
Has the Gather Information skill +1
Knowledge (Local History) 5+ ranks +1
Knowledge (Local History) 10+ ranks +2
Knowledge (Ancient History) 5+ ranks +1
Knowledge (Ancient History) 10+ ranks +2
Knowledge (Local History) 5+ ranks +1
Knowledge (Local History) 10+ ranks +2
Knowledge (Religion) 5+ ranks +1
Knowledge (Religion) 10+ ranks +2
Knowledge (Arcana) 5+ ranks +1
Knowledge (Arcana) 10+ ranks +2
Evil Aligned -10
Fails to help another member -5
Harms another member -10

Rank Title: Benefits and Duties
3 or lower Amber: Not affiliated or junior member with no
benefits.
4-10 Amythyst: +2 Competence Bonus to Gather Information
& Sense Motive checks
11-20 Sapphire: Cast Detect Magic, Read Magic, Arcane Mark or
Erase 1xday each as a spell-like ability.
Duties: Characters must contact another Sapphire level or above member every month to share information or lose 1 affiliation rank.
21-30 Emerald: +1 to hit vs. Orcs or enemy affiliations (‘the Hand and the
Eye’ – church of Vecna, etc.).
Duties: Characters must contact another Emerald level or above member every week to share information or lose 1 affiliation rank.
30+ Diamond: +1 Luck Bonus to all saves, if a worshipper of an elf deity,
take the feat: True Believer for free. The feat allows a +2 bonus to
any one save 1xday. The bonus must be taken before the save is rolled.
Duties: Characters must perform a mission for the affiliation every 3
months or lose 3 ranks.

Grand Lodge

Thanks again - here's one of mine, suitable for a FR-based Age of Worms campaign:

The Mirthmakers

Symbol: A grinning mask of glittering green

Background, Goals, and Dreams: The Mirthmakers are a Waterdhavian guild of wizards and sorcerers who share a love for the Weave and for fun and games (sometimes at others’ expense). Their guildhouse, called The Green Mask, is a place where members can research spells, trade stories, gamble and just generally fool around. Food fights involving many mage hand and unseen servant spells are quite common.

Members: All members of the Mirthmakers are arcane spellcasters. Many also have levels in bard or rogue. Some are multiclassed clerics who worship deities of joy, love, and trickery, such as Lliira, Sune, or Garl Glittergold. There are no racial restrictions, and the organization welcomes intelligent races of all kinds.

Requirements for Membership: Applicants for membership must demonstrate the ability to cast 3rd level arcane spells and pay a one-time 500 gp admission fee. Additionally, a mage desiring admission to the Mirthmakers must have a current guild member sponsor her. Finally, active members must spend at least a few days in Waterdeep each year and make some sort of donation to the organization’s coffers, usually in the form of a magic item.

Secrets: Most intellectuals in Waterdeep consider the Mirthmakers to be a collection of wastrels who could put their arcane talents to better use. In fact, they are doing just that, only not in public. Their image as a social guild helps hide the fact that they have close ties to the Harpers. Indeed, high-ranking Mirthmakers are seen as friends of the organization and often become Harper agents as well.

Type: College (wizard guild)

Scale: 6 (city)

Criterion Affiliation Score Modifier
>Character level +½ character levels
>Can cast 5th- or higher level arcane spells +2
>10 or more ranks in Knowledge (arcana), Perform, Sleight of Hand,
Spellcraft, or Use Magic Device +2 per skill
>Multiclassed as bard or rogue +1 per class
>Arcane Trickster prestige class +2
>Uses magic to publicly (but legally) ridicule someone deserving,
such as a pompous noble or wicked landlord +1 per occasion
>Active member of the Harpers +4
>Donates a magical item of 1,000 gp to guild +2 per item (up to +4/year)
>Lawful alignment or government employee -3
>Evil alignment -5
>Caught stealing from the guild -10

Titles, Benefits, and Duties: As you advance in the guild, you win the esteem of your brothers and sisters and gain benefits that will further your knowledge and enjoyment of the arcane arts.

Affiliation Score Title: Benefits and Duties
>3 or lower No affiliation or junior member with no benefits

>4-10 Fair Fool: Upon meeting the requirements, the Mirthmakers welcome you as an active member and grant you access to their library (reduces cost and time to research spells by 20%). In addition, lodging (if available) and meals at the Green Mask are free.

>11-20 Happy Harlequin: You may purchase magic items from the Mask’s modest store at 80% market price, and sell magic items to the store at 70% market price.

>21-29 Jade Jester: You gain the Jester Magic feat (jester mage tradition, CoS 145), even if you don’t meet the prerequisites. You are also introduced to a member of the Harpers who presented with a Harper token (CoV 66).

>30 or higher Master of Mirth: You learn the secrets of the Mirthmakers’ portal system and can use them to take yourself and allies to the Green Mask once per month. If not already a member, the Harpers welcome you as such, and are granted a lesser Harper pin.

Executive Powers: Craft, Gift, Research


Doug Maynard wrote:

"Most intellectuals in Waterdeep consider the Mirthmakers to be a collection of wastrels"

Nice write up. I like the flavor of the organization. I think I'll use it, with a few twists since I run a Greyhawk campaign. Perhaps a heavy amount of Zagig and Olidammara followers in the ranks, along with gnomes.
Gnomes in my world have a long and pesky history. I tend to run them as faerie tale-like folk. The good Gnomes may cobble shoes at night as in Hans Christian Anderson's stories. The bad gnomes tend to play mean practical jokes. Casting an illusion on a politician while he's orating, making it appear his/her clothes have vanished. Etc.


MattW -

I was wondering if you ever finished this up. I think this is great stuff, and am planning on using what you have so far for my game.

- Bryan


Same question, and same comments. Excellent work. I am interested in someone having done that kind of work in helping DM's handling meta-level play with organisations (not necessarily in "Affiliation format" though). My needs currently are around Greyhawk Thieves and Assasssins guilds, Pelor and Kord churches in the City and the old faith in Diamond Lake.

If I find the time, I'll try to draft one and propose it here.

Greyhawk lives.


Funk wrote:

MattW -

I was wondering if you ever finished this up. I think this is great stuff, and am planning on using what you have so far for my game.

- Bryan

Working on them as I can.

Here is one I rather like, since it dove tails with my old Temple of Elemental Evil campaign, and one of our party members is a part of the organization. His character is an Elemental Archon, slightly modified from the FR campaign setting.

Elemental Adepts
Symbol: A circular disk of metal, with clouds, a mountain, a flame and a wave.
Background, Goals, and Dreams: This organization was created shortly after the rise of the Temple of Elemental Evil. The group’s founder, Willa ‘the Blue’ Tashema, was a powerful Elemental Savant dedicated to water from Nyrond. After the forces of Elemental Evil were defeated at the battle of Emridy Meadows, followers of Saint Cuthbert stalked any and all who worshipped or revered elemental lords, marking them as heretics. In response Willa and a number of like minded individuals formed the Elemental Adepts. The leaders of the Adepts are members of an elite, called the ‘Elemental Council’.
The cabals goals are two-fold. 1) A self protection league. 2) The destruction of worshippers of Elemental Evil and followers of the five lords of elemental evil (Cryonax=Cold, Imix=Fire, Ogremoch=Earth, Olhydra=Water, Yan-C-Bin=Air).
Members:
Requirements for Membership: Must worship one of the Princes of Elemental Good (Ben-Hadar-Water, Chan-Air, Sunnis-Good, Zaman Rul-Fire), or the Neutral Lords (Akadi, Grumbar, Istishia-Water, Kossuth-Fire). To join a member must also swear a non-aggression oath, since too often followers of opposite elements would seek conflict with each other rather than their common enemy.
Secrets: The worship of the Neutral Lords is cross planar in origin. Seeds of their worship were started by planar travelers long ago. They keep this a secret, lest their worship seem even more foreign.
Type: Cabal
Scale: 11(Multi-regional)
Criterion Affiliation Score Modifier
Character level +½ character levels
5+ Ranks of Knowledge (the Planes, Arcana, or Nature) +1
10+ Ranks of Knowledge (the Planes, Arcana, or Nature) +2
Elemental Savant or Elemental Archon Prestige Class +2
Member can cast Teleport +1
Member can summon an elder elemental +2
Perform a mission for the Elemental Council +2
Helps another member +1
Saves the life of another member +2
Defeats an evil elemental creature +½ CR
Harms another member -2
Kills another member -8

One time Additions:
Defeats a church of elemental evil +8

Affiliation Score Title: Benefits and Duties
0-3 Apprentice Adept: Not affiliated or junior member with no benefits.
4-10 Lesser Adept: Members can instantly recognize the name, element and
alignment of any elemental lord’s symbol.
11-20 Master Adept: +2 competence bonus to PC’s social interaction with ‘non-
opposite’ elemental creatures. +4 competence bonus to PC’s social interaction
with his or her favored elemental creatures.
21-30 True Adept: Members gain the feat ‘Elemental Focus’ which gives members a +1
DC to spells of their chosen element (Air, Earth, Fire, Water) and such spells have
a duration as if the caster were two levels higher.
30+ Master of Mysteries: You must travel and meet personally with the other Masters
of Mysteries. After you meet each one, you may contact them with a Sending spell with no chance of missing the recipient no matter which plane they are on at the time of the spell.
Elemental Extend, all spells with your specific elemental type (air, water, etc.) are cast as if the extend meta-magic feat had been used.

Executive Powers: Pariah, Raid, Shadow War


Sinchasers
Goals: To discredit, humiliate, and overthrow Prince Zeech.
Scale: 12 (multiregional/kingdom)
Type: spy ring
Prerequisite: nonlawful alignment

character level - +1/2 level
bard - +2
chaotic alignment - +1
Charisma 13 or higher - +1
Charisma 20 or higher - +2
lives in Alhaster - +2
openly mocks Prince Zeech - +4
defies a Blessed Angel - +4
kills a Blessed Angel - +10
5 or more ranks Bluff - +2
5 or more ranks Knowledge (local) - +2
3 or more ranks Knowledge (history) - +2
5 or more ranks Knowledge (nobility) - +2
5 or more ranks Gather Information - +2
2 or more ranks Perform (comedy) - +2
1 or more ranks Profession (printer) - +1
5 or more ranks Disguise - +2
3 or more ranks Hide - +1
3 or more ranks Move Silently - +1
Leadership feat - +4
helps another Sinchaser elude law enforcement - +4
imprisoned by Prince Zeech - -2
cowed/defeated by the Blessed Angels - -2
helps the Blessed Angels - -10

3 or lower: No benefits.
4-8: VAST UNWASHED MASSES - +2 insight bonus on Gather Information and all Knowledge checks made in Alhaster.
9-12: RABBLE-ROUSER - +2 initiative bonus for any combat in Alhaster. +2 insight bonus on Diplomacy and Authority checks made in Alhaster.
13-18: DISSIDENT - Gain one bonus skill trick from the "Interaction" category. This does not count against your normal limit. +2 insight bonus on all saving throws against spells with the Law descriptor.
19 or higher: ENEMY OF THE STATE - +8 insight bonus on Gather Information, Intimidate, and all Knowledge checks made in Alhaster. +4 insight bonus on Authority checks made in Alhaster. +2 insight bonus on attack and damage rolls against the Blessed Angels. You are considered to have the Improved Critical feat for all weapons with which you attack the Blessed Angels or Prince Zeech.


office_ninja wrote:


Sinchasers
Goals: To discredit, humiliate, and overthrow Prince Zeech.

Nice! This makes me want to have Alhaster’s town square prominently feature a guillotine. Viva la revolucion!


This is excellent stuff, I will sure include this with the other affiliations I took from Living Greyahwk.
thanks


Nahualt wrote:

This is excellent stuff, I will sure include this with the other affiliations I took from Living Greyahwk.

thanks

Would you post a link to the Affiliations from the Living Greyhawk campaign please?


MattW wrote:
Nahualt wrote:

This is excellent stuff, I will sure include this with the other affiliations I took from Living Greyahwk.

thanks
Would you post a link to the Affiliations from the Living Greyhawk campaign please?

http://www.wizards.com/rpga/downloads/lggr_grs_v1-0.zip

^_^ (starting on page 16 of that zipped pdf file)

Scarab Sages

Oh, very nice.

Bumped to keep this one up top of the list.

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