Organizations


Homebrew and House Rules


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Before we set up a standardized list of benifits by level for members, lets start a list of organizations.
1: The Great Turtle. This cult worships the Terask. They have tablets detailing the ritual to awaken it. Members can also help with other rituals.
2: Ex Libis. This group keeps 'alive' immortals such as vampires who remember important secrets about the past.


3: 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.
4: 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.


I like it...

I have a Hunter Faction/Guild in my worlds. They normally are just normal Woodsmen that are trained in hunting at least a single non-animal target as a just in case situation.


What's a Terask?

5.) The Great And Powerful Council Of Mages: Members are all masters of sleight of hand and prestidigitation (not the spell). Mostly perform at town squares and children's parties.


6.) The Iron Guard. A group of warriors that take on any job that involves protecting something as long as there is at least some pay.


Rynjin wrote:

What's a Terask?

5.) The Great And Powerful Council Of Mages: Members are all masters of sleight of hand and prestidigitation (not the spell). Mostly perform at town squares and children's parties.

I may have misspelled it. I remember seeing it in the Beastiary.

Tarrasque, page 262.


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7) The Black Ice Brethren. Membership is restricted to Simulacra. They share knowledge of the procedure needed to restore HitPoints, and search for a way to become more than mere copies.


8) FEN. Free The Elementals Now. Golems and many magic items are powered by bound Elementals. Members protest unpaid golem labor. Members also have access to the 5th level freedom spell that makes constructs and summoned creatures go uncontrolled for 5 minutes per level.


9.) Brotherhood of Broken Irons. Think Eagle Knights and such but as a stand alone Faction.


10) The cold forge. Dwarves that make cold iron items by hammering iron ore till the rock is gone. The surface is sealed by their blood, sweat, and tears. The resulting items are immune to mundane rust and get a save vs magic rust even if unattended. The items take ten times as long to craft as normal iron.


11) Conjurationist Society. They believe the world was conjured by a 10th level spell. Members must forsake abjuration. Their libraries are a great place to research spells.
12) Shipping cults. These persons believe certain hybrid beings will lay low the Abberations who will someday free themselves to try to destroy the world. They get their name from shipping cases of Chateu Du Landshark to thoes they want to crossbreed. Chateu Du Landshark is a strange drink made from(among other things) Demon Icor. Anyone who drinks it will be romanticly attracted to very different creatures, and +5 to conceive young. One cult believes in a unicorn/dragon hybrid, while another believes in a unicorn/pegasus/pony hybrid called an Alicorn.


13) The Purge. Members are on the lookout for things that shouldn't become self aware. If rocks, turnips, donkeys, or other such things start demanding their rights, purge members move to destroy the thing. They have been known to lament how Treants "got away from them".


Not gonna lie... I really want to use "The Purge" in my games as an Initiative of a "PSYCOM" Faction. ;P

Great now I really need to do that...


14) Torch Carriers Guild. Most, 99.9 percent of them, are zero level humans. Abilities 2D6, hits 1D6. 6+int bonus skills. One profession and one craft as psudo class skills, obviously craft torches. They always show up for angry mobs along with the pitchfork wielding farmers.


15) Thornwalkers. A militia group patrolling the forested hinterlands around an isolated town called Staghorn Reach. Within this group are 2 greater levels of members: Thornwalker Regulars - a PrC around movement through difficult terrain; Thornwalker commanders - nobility of the town. Militia members are experts with woodland training; Regulars must be rangers and fey/lycanthrope-hunters. Their guildhall has a secret chamber containing encyclopedic local knowledge of the area and members are granted acces to bolthole warrens or dens in the hinterlands.


Wait, are we going for a more silly or serious vibe here?


Both. I've had some positive responses for the sarcastic ones. Also, I'm hoping to reach 100 so it can be used to random generate PCs for the cleaves. Also, how cool would it be to have your character get membership in an organization as a legacy? A Legacy is when a parent, grandparent, and great grandparent were all members of an organization.
The Purge sounds silly, till a member of your party starts carrying around a pie tin, and you happen to overhear it talking back to them in an evil whisper.
Also, the torch carriers guildhall will be able to tell you which members show class aptitude, and can level up with the party. On another topic, someone was asking about zero level humans, and it fit here. The NPC archaeologist and a torch bearer tend to stick with the runes and cave paintings while the adventurers fight the monsters.


16) The Order of Sir Robin's Minstrels. This guild of bards and experts are legendary for their ability to recall even the most mundane detail and put it to musical verse. None of them are brave enough to adventure themselves; rather they accompany legendary heroes like Brave Sir Robin of old. As they travel with these patrons they constantly sing and commit to posterity EVERY action of their employers, right down to the strategic retreats.


Mark Hoover wrote:
16) The Order of Sir Robin's Minstrels. This guild of bards and experts are legendary for their ability to recall even the most mundane detail and put it to musical verse. None of them are brave enough to adventure themselves; rather they accompany legendary heroes like Brave Sir Robin of old. As they travel with these patrons they constantly sing and commit to posterity EVERY action of their employers, right down to the strategic retreats.

Thanks for the Monty Python Reference.


17) The Hornets: A Quasi-legal assassins and smuggling guild, allowed to operate, sometimes with indulgences to break laws when certain rulers deem it advantageous or simply don't care. Originally a criminal organization but the King found them a useful proving ground for training potential spy recruits. All members are generally of the class rogue or ranger. Their main HQ is called the Hornets Nest. Usually able to avoid law enforcement do to elite protection which often comes at a price, giving nobles their cut. Other times they recruit a field of legal experts to pull numerous tricks to avoid the law, from finding loopholes, using dirt and blackmail, to simply pressing legions of charges against government officials who bother them.


Cadenzo wrote:
17) The Hornets: A Quasi-legal assassins and smuggling guild, allowed to operate, sometimes with indulgences to break laws when certain rulers deem it advantageous or simply don't care. Originally a criminal organization but the King found them a useful proving ground for training potential spy recruits. All members are generally of the class rogue or ranger. Their main HQ is called the Hornets Nest. Usually able to avoid law enforcement do to elite protection which often comes at a price, giving nobles their cut. Other times they recruit a field of legal experts to pull numerous tricks to avoid the law, from finding loopholes, using dirt and blackmail, to simply pressing legions of charges against government officials who bother them.

Why not The Green Hornets?

Give them a tricked out wagon pulled by a nightmare named Black Beauty.


18) The Bathbringer's Guild: why should the nobles and wealthy enjoy the luxury of a bath? This unique guild of "companions" markets their services under the thin veil of legitimacy by offering their clients the experience of a fine bath.

All guildmembers are spellcasters who carry the experience to the client. They come armed with a tub of some kind (usually collapsable or shrunken on the arm like a tatoo), spells such as create water and prestidigitation, and then a number of exotic oils, soaps tinctures and solutions to complete the experience.

These appointments are meant to be accessible to the common public, so guildmembers are encouraged to make up the low cost of the event through volume. Most experiences are booked in 1/2 hour or hour-long increments. Both male and female Bathbringers are employed and many have a stable of regular customers they service on a set schedule.

The tie-in for adventurers: these companions are often the greatest source for information in whatever urban setting the GM decides to employ them. Bathbringers are generally charismatic, genial workers who receive the bulk of their business through networking, so they are used to gathering and passing along information. For the price of a nice bath and perhaps a few more coins besides, a PC can count on a fine experience and a unique gather information opportunity.


Pathfinder Adventure Path Subscriber

The Scythemen - A loose alliance of militias formed by peasants and free farmers. Named for their signature weapon, a polearm made from a harvest scythe (Warscythe).

The Seamstress Guild - "Thieves" Guild run by and for prostitutes in lands where prostitution is illegal. Often, but not always associated with the Church of Calistria.

The Seekers of Alseta - Overtly a clerical organization devoted to finding new magic that allows one to travel, as well as mapping out the location of lost portals, magic gates, and teleportation circles. In reality the Seekers are funded by a minor merchant house in Andoran trying to break it's string of losses to Cheliax and the Aspis Consortium by creating it's own network of Elf gates across Golarion.


The Ankh-Morpork/Greyhawk Guild of Assassins: This organisation would suit a LE plutocratic regime. Murder is a capital crime unless performed by a guild member who has obtained a permit from the magistrate. The simple version of the process goes like this:

An individual wants another individual killed so they approach the guild's office. If the person is noteworthy then the guild has a pre-prepared fixed price list for the assassination. If not then a fee is set to establish the assassination price. Once the fee is paid the guild obtains a permit for 50% of the assassination fee from the magistrate and can conduct the assassinaton at any time.

Now the complication, the price list is a public document and any person can pay their own fee or more as an insurance policy. In such a circumstance the policy is warranted by the magistrate for a 50% fee of the sum paid. If an assassination request is made upon an insured person then the guild collects the fee as usual but then informs the requestor that said individual has an insurance policy. The requestor can then either cancel the policy by paying a sum equal to twice the fee paid for insurance (including the sum already paid) or they are detained in the office. If they are obtained then the insured target is approached by the Guild and made an offer. They may either pay for the assassination of the original victim or request his release.

Any unpermitted murders are investigated as usual by the constabulary/watch but the Assassin's Guild is also fined 50% of the fixed price fee if there is one, or a magistrate assigned fee if there is not. If the Assassin's guild capture the murderer and obtain a successful prosecution then they are entitled to collect the assassination fee from the convicted's estate.


23) Laserus's hires. Laserus is an advanced flesh golem. He is secretly unionizing golems with free will. Gear forged and such may sign up for adventure hooks.

Dark Archive

24) Hellhearts - A very big group of people who has lost everything. Deserters, survivors of natural disasters or war, people who fled from slavery, kids with no parents.

The groups goal is simple - to survive and work for the groups benefits. They all share one thing they have been left alone in this grotesque world - which shall never happen again.


25) Bereavement Centers - They pretend to help people get over misfortune, actually they are a clearing house for vengeance. Rangers and even Revenents are members. Think beauty and the Beast or Arrow, but these guys are firmly on the side of vigilantes.


26) The Union of Plumbers, Masons, and Underground Service Workers – Though not a job many choose, there are a great deal of sewer workers below ground level maintaining the city’s infrastructure. Rotting supports and crumbling stones collapse underneath the weight of the streets above, worn by the ages. Only through the constant efforts of these sewer folk is the "City of Ghosts" kept afloat. There are many unmarked graves in the Undercity resulting from floods and collapses. It is due to such dangerous working conditions that these workers came together many years ago to demand better wages (as well as compensation for their families in case of accidental death). With so much at stake, the mercantile elite met the demands of the sewer workers and the Union was formed.

I got the idea someplace on the internet, but can't remember where. I adapted it to fit the city of Corvis, also known as the "City of Ghosts", a staple of the Iron Kingdoms setting.


See Cities of the Underworld. The early Masons left coded symbols on the walls of the mines. They can leave symbols at each place of collapse for each person who dies. The dead can send haunts that make knocking noises where the next collapse will be.


Bumping because most can be used with the other organization topic.


I'm currently in the process of finishing up building knightly orders for a homebrew campaign for a friend. She is more than willing to share if people are interested.


27. Order of the eagle. Chaotic good cavaliers dedicated to freeing slaves and political prisoners. May have pass without trace and hit and run tactics.


Sounds like a Cavalier Order based out of Andoran...


Bump


In a campaign I am running where the groups are dealing with a Drug Lord and a Cult Leader I have a cult of people who believe that the visions given by Shiver (a drug from dream spider) show them the future.


Artifix wrote:
28:The Dreamers In a campaign I am running where the groups are dealing with a Drug Lord and a Cult Leader I have a cult of people who believe that the visions given by Shiver (a drug from dream spider) show them the future.

I'll start work on a ritual. The ritual, The Becoming, if successful, causes the drug induced delusions of the designated dreamer, to come true. They have, locked away, the raving mad previous dreamer, who suffered from the ritual failing.:)

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