Choon
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With the arrival of Ultimate Campaign we now have a system in which PC's can join and rise through the ranks of an organization. This organization could be just about anything from a mages guild to a royal guard to a thieves guild to a Druid circle.
Therefore:
1) The Most High and Lofty Order of Floating Jetsam
Based in the drainage tunnels underneath the city, this newly established thieves guild is still waiting for its big break. For now, it specializes in trafficking and thuggery, but who knows what the future holds.
2) The Knights Penultimate
This organized jousting league is the most widely recognized brand in professional tilting after the Professional Circuit. It serves as a training ground and proving gauntlet for young knights wishing to enter true professional jousting. Now available: season passes! Choose from Summer, Spring, Winter, and Fall to match your budget needs!
3) The Professional Circuit
An organization of professional jousters from across the realms.
4) The Apothecary
Code name for a secret organization of highly skilled poisoners and assassins. Only the rich and powerful have the resources to attempt contact with them, not that anyone powerful enough has ever admitted to trying.
5) The Dunder-heads
A traveling group of court trained fools and acrobats known for their distinctive and brightly colored skull caps. Coincidentially, also the name of a fabled information brokerage firm.
| Lathiira |
12) The Return to Work Labor Union. A group of wizards and other spellcasters that specialize in cheap labor for enormous tasks, using zombies that they personally animate to get those rocks from the quarry to the site of the castle. If the client needs something more than the basic skeleton or zombie, the variants are available for a suitable fee.
| Cuup |
16) Walker Rails: Whether it's with a "cozy" Value Car ticket, or the very unaffordable Luxury Private Car ticket, Walker Rails will get you to your next destination in a fraction of the time required to walk, or even on horseback!
New hires will start their career in the Rail Guard Program as security both on the train or at any of the Walker Rails Stations' exotic locations! Hordes of Kobolds? Horseback bandits? Fire-breathing terrors from the sky? No threat will be ignored by these elite trainees! And in exchange, enjoy two free meals every day and discounted tickets for family members!
Survivors might just be ready for the Post Guard Program, where professional Walker Rails Aptitude-o-nauts diagnose Guard Veterans' strengths and weaknesses to find your ideal niche at Walker Rails. Guard Veterans may find themselves as New-hire Trainers for the next up-and-coming batch of loyal dregs, or maybe cooking exciting meals for our hungry passengers, or repairing broken train parts is where they'll fit. The most intelligent and ambitious vets might just have what it takes to start in the Conductor Program, or even the Station Management Program. An unlimited future awaits you, so come on down, and Walk the Rails!
17) Welltower Poets of the Knight: While anyone with poetic talent can join this society, it is typically the Knights of Torgos who meet twice a week at the manor of Sir Berafin Welltower to read their latest sonnets, epics and dirges. While there isn't much in this society in terms of ranks to climb, there is certainly a great deal of notoriety to be gained from regular participants who can consistently impress his/her piers.
Choon
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20) Mrs. Kindly's Little Angels
A vast network of housekeeping, child care, and household management service agencies. The fact that a high percentage of the households and children attended to go on to become powerful and prosperous is wholly due to pre-existing conditions within the client household. Really.
Archpaladin Zousha
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I see your trade guilds and professions and silly groups and raise you a fighting company!
29) The Renders: A small company of mercenaries that specializes in the construction and deployment of siege weapons. Though capable in man-to-man combat, their numbers are too few to place themselves on a front-line position, preferring ambushes or small-unit strategies if forced into a fight where a trebuchet would be useless.
Choon
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So organizations are all either trade guilds, professions or silly? Gotcha! I guess this is the wrong thread for knightly/religious orders...
By no means, I'm just a bit writers blocked on fighting organizations right now.
Please, make up for my failings. :)Edit: or religious orders. Those are welcome too.
| Honorable Goblin |
30) The True Sons of Aroden: A group of "clerics" and "paladins" dedicated to Aroden. The organization is convinced that the Last Azlanti was murdered just before he was to usher in the Age of Glory; the members are zealous in their pursuit of the culprit(s) and a means to bring Aroden back from the dead.
| Atarlost |
The Knights of Justinian or Knights of Hammurabi or Knights Justicar:
A group, ranging from LG to CG with LG leadership, dedicated to the destruction of those who pervert the law to their own ends. The Knights Justicar consider corrupt magistrates, legislators, and princes to be outlaws and will use any means to end their depredations. Members of the Knights Justicar may enter the Assassin prestige class without requiring an evil alignment, but must maintain a cavalier-like code restricting their use of the prestige class's abilities to legitimate targets. Paladins of the Knights Justicar use a modified code of conduct that does not include a prohibition on dishonorable methods of combat, but is more stringent on helping people. There should probably also be a custom cavalier/samurai order. In order to prevent their own corruption the head and highest circle of officers are required to be paladins.
| IQuarent |
32) The WorldWound Warrior Rapport A merchant organization based in Mendev versed in the transportation and bartering of weapons and other goods to be used in the cruasde against the WorldWound. They are relatively small, but have been growing rapidly as of late. The sympathy for crusaders is only a front to cover what they really are: ruthless, brutal, brokers devoted solely to profiting from war.
| Claxon |
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I think generic ideas are good too so lets get the common cliches out of the way
34) Mercenary Guild (The Companions)
35) Thieves Guild (Thieves Guild / Nightingales)
36) Mages Guild (College of Winterhold)
37) Assassin's Guild (Dark Brotherhood)
38) Peerage and Nobility (Jarls, High King, Moot, and Thanes)
39) Mysterious Cult (Greybeards)
40) Professional Military (Stormcloaks, Imperial Legion)
41) Musician's Guild (Bards College)
42) Pirates (Blackblood Marauders)
All shamelessly stolen from Skyrim
Archpaladin Zousha
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Here's some more, from my favorite games, Dragon Age:
43) Paramilitary Organization (Grey Wardens)
44) Secret Society (Friends of Red Jenny)
45) Mercantile Union (Formari/Dwarven Merchant's Guild)
| Mark Hoover |
The Weenies of Mean
A traveling troupe based loosely out of the High Barony of Raveneszk, this fellowship is dedicated solely to earning their own living through any means possible. As gnomes are largely oppressed in the Fey-fearing lands of Karnoss gnomes make up the bulk of the Weenies. However the only criteria for joining the troupe are that you be Small of stature and you must be able to use 0-level spells; these must be your ONLY spells or Spell Like Abilities.
The Weenies of mean then use their formidable skills, knowledges and talents to complete any task that will pay their fees. Banditry, enforcement, professional soldiering or sacred guards; no job is beneath the Weenies. They strive to push the limits of just what can be done with the most meager of powers while they survive and thrive in a hostile world.
| IQuarent |
48)Brothers Yamazaki: A huge, and well-known moving company operating throughout the Inner Sea region. They claim to have roots in Tien. While they keep the face of a small community family company, they are much too big, with far to many employees for this to be true. They specialize in making larger orders, such as the moving of establishments, in addition to what would be expected from a moving company. They are known for their reliable, trustworthy, and respectful treatment of the property they move; property they transport virtually never goes missing or becomes damaged.
Choon
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51)Order of Tears
Forced-membership order comprised of mostly military types who have been dishonored in some way or who are under some form of punishment. They forsake all bonds to their families, friends, and career for the duration of their stay. However, upon completion of their tour with the Order, any record of their error outside the Order is expunged from any record except for the Order's own. The Order keeps these records in a single great tome which is closely guarded in the most secure facility possible by an elite guard of lifelong sworn brothers called the Order of Forgotten Sorrows.
| Mark Hoover |
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52. The Unyielding Legion of the Fallen
The restless dead are not always evil. Those rare sentient undead who free themselves from the control of diabolical forces have literally nowhere to turn. The Legion takes them in.
The Unyielding Legion of the Fallen is a truly rare and terrifying sight. A horde of organized undead whose mere proximity to one another makes them difficult if not impossible to dominate with profane energies. They have no need for sleep or food, so the Legion simply marches. There are few who will employ them and none that will shelter them for long, but the Fallen endure and, sadly, their ranks continue to swell as the centuries roll on.
| The Quite-big-but-not-BIG Bad |
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53. The Glimmer Trading Guild
The first multinational company in the world, the famous and powerful Glimmer Trading Guild had humble origins as recently as 200 years ago, when the gnome merchant Marqash Glimmer set out on his first travels as a small-time merchant. Marqash Glimmer, having adopted his last name from a nickname that mocked his greed, was shrewd and resourceful and after some ups and downs was able to amass great wealth in his first 75 years of trading. Eventually, he started recruiting young and ambitious members of merchant guilds to expand his reach and establishing a trading empire. These days, the Glimmer Trading Guild, still run by the veritable but bitter Marqash Glimmer, has caravans on most roads, ships in most seas and offices in every major city on the continent and several offices on other continents. Most of his extended family, including children, grand-children and great-grandchildren, are employed by the Glimmer Trading Guild but wealth has made many of them decadent and useless in Marqash’s eyes. His family is rarely promoted to prominent positions, being limited to managing one office of at most one city, and Marqash is bitter about his lack of suitable heirs. The Glimmer Trading Guild employs some full-time guards but still heavily depends on mercenaries and mercenary companies for the protection of its caravans and ships. The Glimmer Trading Guild is large enough to employ its own diplomats, internal police force and even small villages, having become a sort of pseudo-nation (similar to the Hanseatic League).
| The Quite-big-but-not-BIG Bad |
54. The Visceral Expressionists
A strange and infamous organization of assassins who believe that murder is an art. They specialize in elaborate, sometimes elegant and unique methods of assassination and often use the remains of their kills to create an ‘artpiece’, leaving it for whoever may find it. They are known to be brutal and unthinkingly cruel, only paying attention to the artistic quality in their work, not the suffering of their victims. They are hired by individuals who wish to make an undeniable statement.
55. The Bloodied Hand
An organization of mercenary assassins/enforcers with a strict code of honor. The organization is ancient; a relic from a previous empire in which it was a devout order following the personal commands of their god-king. When that empire fell, the leaders of the order felt betrayed by the fallibility and mortality of their ruler and became an autonomous organization, worshiping the same ideals as before albeit not directed towards one royal lineage but towards whoever is deemed a worthy temporary master by the leaders of the Bloodied Hand. The members are greatly feared as assassins because they are nigh unidentifiable; they carry no weapons or special clothes and are only identifiable through a special magical rune, painfully tattooed under their tongue. This tattoo identifies members towards each other and their clients but, more importantly, tracks the assassin and automagically kills him or her when he or she tries to reveal sensitive information. The Bloodied Hand are trained in both the Monk and Rogue classes and utilize the synergy of their stunning attacks, flurry of attacks and sneak attack. They prefer to work in teams of two (flanking, stunning and sneak attacking the same target or one grappling and the other sneak attacking the same target).
56. The Trifecta
A traditionalist mercenary regiment that is characterized by the number three, being trained in three-man teams. They heavily utilize long-hefted tridents, basically long-spears that have three spikes (for disarming opponents and unhorsing cavalry) but are also armed with shorter javelins and tower shields. In combat, they often deploy a rank of shield-bearers, armed with javelins, in front of two or three ranks of spearmen and, skirmishing on the side, a unit of javelineers.
57. The Blood Merchants
An organization of bounty contract brokers. Bounty hunting is widely used in the realms by both the law as well as wealthy private individuals. Officially only law-commissioned bounty hunting is legal and a contract with an official seal is required. Legal bounty documents can be obtained from officers of the law, which bear a royal seal, or from Blood Merchants, which bear a Blood Merchant seal. Blood Merchants act as brokers and as a communication channel for bounties, allowing officers of the law to commission bounties outside of their jurisdiction for a fee. Blood Merchants collect a percentage of the bounty from both the officer of the law as well as the price that prospective bounty hunters pay to obtain the bounty, which is paid in advance (basically, bounty hunters can buy a bounty contract with a seal). Bounty hunters bearing a seal from the law or from the Blood Merchants have a greater degree of freedom in pursuing their bounties, officially being allowed to pursue, attack and subdue their targets across national and international borders (although they should, it is another matter entirely whether the local officers of the law will actually respect these freedoms). Blood Merchants also offer below-the-counter illegal contracts, commissioned by wealthy individuals. These bounties are very illegal and while Blood Merchants often have an understanding with the authorities, bounty hunters pursuing illegal bounties may get into trouble (these bounty contracts bear no seal whatsoever).
| Dr. Wholmes |
58) Alsatean Teleport & Transmittal
The mage Alsatea developed a unique device that allows any non-magical, wooden or paper object placed within a specially enchanted box (1' x 1' x 1') to be safely teleported to any other in his network of similarly enchanted boxes. The boxes must be operated by specially trained members of the organization. The interesting thing about the boxes is that they don't simply transport so much as duplicate, sending a copy of anything so transported to the main box at the headquarters of the organization. Other members of the organization act upon any information so gleaned, selling or using it as appropriate for the mysterious goals of the higher up members in the order.
| ClarkKent07 |
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59) The Thunderhand Trade Guild
A group of dwarves, gnomes, and others that specialize in the use of blackpowder, the secret of which they guard jealously and violently. They provide trade routes into otherwise very dangerous environments through means of thier effective yet volatile black powder use.
60) The Cabinet of Faces
A clandestine group of changlings, dopplegangers, and transmuters who work behind the scenes to influence local politics and battles in thier favor. Secretly being run by an aboleth but none except the highest ranking membersof are aware of this.
Adun
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62) The Steel Dragons
A large travelling mercenary company led by a party of retired adventurers. The pathfinders utilize their manpower on occasion. Rumor has it that the founder is a tarnished silver dragon.
63) The Black Sheep
A courier service run by the orphans of Korvosa, and sometimes a front for theivery. But only sometimes!
| Kelazan |
64) The Great Butchery
Organization of monsters hunters, specialized in the trade of precious or magic body parts. May hire adventurers to help in dangerous hunt. Sometime offer their service as mercenary to defeat a dangerous monster...that they would have tried to kill anyway.
65) The Bannerless League
Loose organization of gypsies and other nomad helping travellers, smuggler and free people to cross countries borders and cities gates incognito and to dodge the vigilance of state's officials. In their opinion, the world should have no limits.
| Mark Hoover |
A play on #64:
The Troupe of Haute Cuisine
This traveling organization of skilled mercenary chefs offer unique dining experiences unheard of even in the halls of nobles and kings. They travel this land and others, sometimes rumored to leave the Material for their recipes. For a steep price a select group of elite, wealthy individuals may dine on their exotic fare like Varisian Chimera steaks with an Elysium Fig sauce paired with a red wine called Bloodwater and vinted by a coven of witches out of Ustlav.
The Troupe hunts for all it serves to guarantee the product so their skills and magics are beyond question. Their activities sometimes place them at odds with local powers so their events are usually kept secret as are their movements. Sometimes they employ outside help securing local fare; occasionally adventurers do not even know their employer is a member of the Haute Cuisine. None of those however who have ever been graced with a green velvet envelope for a place at the table has ever regretted the experience they received.
Choon
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65) the Rose-Shuchack Ladder Company
Making the finest ladders and stools for any occasion including, but not limited to, giving good little boys and girls gifts once a year.
66) the Bound Huskarls
A legion of undead horrors bound to an ancient temple. Legend says that joining was initially voluentary, and paid a handsome wage. However, the power behind the deal was a great and powerful Contract Devil.
Their nullification clause states that if they can navigate the hedge maze surrounding the temple (an easy task at the time of signing) then they break the magic bonds for themselves and are free to go, fully restored. None to date have succeeded.
| Goth Guru |
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67: The Great Turtle. This cult worships the Tarrasque, page 262. They have tablets detailing the ritual to awaken it. Members can also help with other rituals.
68: Ex Libis. This group keeps 'alive' immortals such as vampires who remember important secrets about the past.
69: Hunters. They have hunting lodges in most cities and many towns. Actually they are monster hunters. Their secret handshake is cutting a fingertip with a normal blade and dripping holy water into the wound. Members can consult about what they saw and how to destroy it.
70: The Alt-born. Members are all mutants, who seek out freaks and rescue them from ignorant norms. Winged elves and humans with psi powers are already members.