101 Joinable Organizations


Homebrew and House Rules

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Goth Guru wrote:
68: Ex Libis. This group keeps 'alive' immortals such as vampires who remember important secrets about the past.

Love this, I'm stealing it for my homebrew setting


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71) 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.
72) 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.
73) 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.
74) 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.
75) 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".


76) The Ancient and Loyal Order of the Voluntary Castrati It's a simple procedure to join.


77) 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 pseudo class skills, obviously craft torches. They always show up for angry mobs along with the pitchfork wielding farmers.
78) 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.
79) 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.


80. Order of the Eagle. Chaotic Good cavaliers dedicated to freeing slaves and political prisoners. May have pass without trace and hit and run tactics. Class skills Knowledge Nature and Survival.


We couldn't get to 101 before everyone forgot about this thread???!?! Seriously??

Hmm let' see... How about:

81). Fountane Fon Franckencrank's Cranky Franck Machine Crank Shop!

A surprisingly large and well organized traveling gnome caravan/business(it's well organized to the gnomes, at least). Part extensive museum of some of the most bizzare mechanical oddities in the entirety of golarion, part slick efficient business in cutting edge custom mechanics by order, part massive rumor mill of the absolute latest most advanced mechanics, both real and hypothetical, from all around the Inner Sea.

Scarab Sages

82) The Mortal Corps
A group of mercenary healers, traveling from battlefield to battlefield selling their magic to the highest bidder.

Spoiler:
Yes, it is intended to be 1 letter away form "The Mortal Corpse." The grand general thinks it's delightfully ironic.


83: The Society for Creative Chronism

A loose, (although widely spread, chronologically and geographically) collective of magic users, sages, and scholars, the SCC is dedicated to preserving the present "as it should be".

Often referred to by those who cross paths with them as "long-nosed busy-bodies", or "meddling cranks", these highly trained and largely self-appointed enforcers are extraordinarily well-attuned to the weave of magic, and are likely to appear within moments of the casting of any spell that tampers with the passage of time, or significantly alters the fabric of reality.

Although they are extraordinarily well informed and refreshingly prompt in arriving on the scene of a casting that causes them concern, their by-laws regarding the appropriate level of force that should be employed by their members in order to address what they perceive as a "threat to the present" are, apparently, rather inconsistent.

They have been known to arrive en-masse to the site of a newly opened planar gate and proceed to burn down entire cities with rains of retributive eldritch fire. In other cases, those who draw their ire with a thoughtless stoppage of time have been subjected to nothing more than a stern verbal harangue and a withering glare.

SCC field agents can be identified by their rings, usually heavily enchanted, which bear the motto "It's Three O'Clock Somewhen". Members of the spellcasting public are advised to treat them as armed, extremely dangerous, easily annoyed, but potentially quite fun at the right sort of parties.

Several of their more ardent and powerful (read: barking mad) members are said to have broken away from the main body of the SCC after a disagreement over ways and means, and have displayed a particular dislike of wish spells that alter the past or future. These fanatics have reportedly been banned entirely from several planes of existence after being implicated in what they refer to as "preventative assassination", vandalism, and indecent exposure.

Little is known of the recruiting methods employes by the SCC, but unverifiable stories persist that many of their most skilled members were, prior to their membership, targeted by the group itself for attempting to change the present through magical means.

Scarab Sages

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The Parasol Society

A thing one must be cordially invited to join. Consists mainly of the most well to do ladies in town. Insists that never actually seeing the sky is advantageous for the complexion and therefore enforces the constant use of small, colorful umbrellas among its membership.
Umbrellas as magical surveillance devices for prying upon high society personages is optional.


84: The Anti-Occlusion League

Frequently encountered in any city in which The Parasol Society (83) is present, this confederation of thieves and muggers preys almost exclusively on female members of the upper class. They are best known for high-noon umbrella snatching, and the theft of awnings from tasteful estates.

While their true motivations remain a mystery, it is rumored among the elite of society that their mysterious leader is a mad noblewoman who has become convinced that the Parasol Society is actually a sophisticated front for a world-spanning vampiric conspiracy.

Alternative (and barely creditable) theories may be encountered in drinking establishments frequented by members of the lower classes, the most prominent of which is that the AOC is actually the militant wing of the Parasol-and-Awning Manufacturers Guild.


85: Umbrella Masters
The front of these umbrella and parasol stores sells high quality wares. There are more expensive ones with deploy-able blades. In the back is a dojo where a ninja clan trains characters in their deadly use. Some nobles and bodyguards "take a level" while some talented individuals trade all their other levels to umbrella mastery.


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86: The Copper Cup, a beggars guild that trades in information. They acquire the orphaned children of a city, move them to another so that they only identify with the Cup. Infirmities are not needed, but some 'supervisors' are prone to generating cripples, etc. The Cup was 'founded' by a poor Paladin who could offer a beggar nothing more than his drinking cup. The beggar had the good sense to scrub the cup that night and discover it was made of gold, funding his far less than scrupulous plans. He has kept up a charitable facade to gain the protection of the various paladins passing by. The beggar master has numerous underworld contacts.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

87. The Wilted Roses. (Guilde) Run by Madam Annabelle, The Wilted Roses are a combined guild of Seamtresses and Ladies of Negociable Effection. This is a local guilde with other branches residing in other cities. (The Red Roses, The Lady Roses, Rose Petals Guilde, etc...) The Madams meet in a yearly get together at Winters eve (Xmas) at the Wilted Rose guile house, The Red Garter (Seamtresses needed).

Scarab Sages

89. The League of Extraordinary Gentlepeople.
Gap in numbering due to me forgetting to number my last... oops.
An organization of the best and most skilled personal staff in the land. From this organization come the very best of butlers, maids, cooks, and any other kind of personal attendant imaginable. They are always in special need of groups of skilled individuals to locate and deal with members gone 'rouge' and murdered their employers or curdled the milk.


90. From an old, retired campaign of mine--

The Twilight Sisterhood, an assassins' guild made up entirely of women. They all had "day jobs or secret identities" as housewives, maids, noblewomen, etc, but at the behest of "Eldest Sister" they would immediately follow her orders. Their "calling card" was a single indigo feather left as a sign they'd been there, either to kill someone or just as a warning.

The PCs never once tangled with them. I'd manage to instill so much fear into them over the Sisterhood that they would go out of their way to avoid publicly talking treason or the like.


91. The Devilrat Slaughterpunch Memorial Life Insurance, Hogbreeding and Asset Seizure Limited Liability Guild.

"Protecting you hogs puond for pound sence D.R. 103"


IQuarent wrote:
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.

Ah no one got it. Bummer.

Let's not forget the "joinable" nature intended to be in these...

92. The Evisceration Guild.

A surprisingly respectable and well-run "fighter's guild", depending on who you ask. They are not known well in cities nor have much presence there, with the exception being occasional rumors among slums. Most of the members of The Evisceration Guild are intelligent non-humanoids; that is what makes it unique. It is not really as much of a jobs-for-hire as it is a banding among intelligent non-humanoids to find common causes and look past the negative stereotypes society places on them. It is rumored to be headed by a extremely intelligent tiefling, but not much is known about the guild at all; most historians who are aware of it consider it to be an urban legend.


Choon wrote:

The Parasol Society

A thing one must be cordially invited to join. Consists mainly of the most well to do ladies in town. Insists that never actually seeing the sky is advantageous for the complexion and therefore enforces the constant use of small, colorful umbrellas among its membership.
Umbrellas as magical surveillance devices for prying upon high society personages is optional.

DungeonmasterCal wrote:

90. From an old, retired campaign of mine--

The Twilight Sisterhood, an assassins' guild made up entirely of women. They all had "day jobs or secret identities" as housewives, maids, noblewomen, etc, but at the behest of "Eldest Sister" they would immediately follow her orders. Their "calling card" was a single indigo feather left as a sign they'd been there, either to kill someone or just as a warning.

The PCs never once tangled with them. I'd manage to instill so much fear into them over the Sisterhood that they would go out of their way to avoid publicly talking treason or the like.

I think the Parasol Society would be an excellent cover for the Twilight Sisterhood, ha ha.

Sczarni

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93. The Order of the Axe
A fraternal order of hunters, hermits, survivalists, and scroungers. Members of the Order exchange wilderness survival techniques and maintain a number of strongholds far from civilization. Most members are well-trained in archery and ambush tactics, and most kingdoms in which the Order has a presence have come to rely on them as a sort of freelance militia, scouting the wildlands and slaying monsters before they can reach the population centers.

Upon joining, you are given a hatchet with the Order's signet in the head. The axe identifies you to your Order brothers, but you are also expected to be able to use it as a tool if needed. The Order of the Axe is a practical organization for practical people. They also have a fairly extensive network of supply stockpiles and caches. Establishing and maintaining your own such stockpile is part of the requirement for high-ranking members, and once you obtain that rank, you are given a map of all members' stockpiles. Members are also expected to render aid to any traveler in need they encounter.

Unfortunately, due to the nature of the Order's mission, most of its members are antisocial, maladjusted, or paranoid. Many simply join in order to use the strongholds as cheap lodging, others are obsessed with survival because they believe the end of the world is upon them. Still others join and disappear into the wilderness shortly thereafter, by accident or design.


IQuarent wrote:
Choon wrote:

The Parasol Society

A thing one must be cordially invited to join. Consists mainly of the most well to do ladies in town. Insists that never actually seeing the sky is advantageous for the complexion and therefore enforces the constant use of small, colorful umbrellas among its membership.
Umbrellas as magical surveillance devices for prying upon high society personages is optional.

DungeonmasterCal wrote:

90. From an old, retired campaign of mine--

The Twilight Sisterhood, an assassins' guild made up entirely of women. They all had "day jobs or secret identities" as housewives, maids, noblewomen, etc, but at the behest of "Eldest Sister" they would immediately follow her orders. Their "calling card" was a single indigo feather left as a sign they'd been there, either to kill someone or just as a warning.

The PCs never once tangled with them. I'd manage to instill so much fear into them over the Sisterhood that they would go out of their way to avoid publicly talking treason or the like.

I think the Parasol Society would be an excellent cover for the Twilight Sisterhood, ha ha.

That's DARKLIGHT Sisterhood!!!!


Number 10 made me laugh so hard that I cried.


94. The Most Learned Order of Silence and No Running.
This group of librarians, scholars and archivists seek to catalogue every scroll, book and text in the world. They maintain libraries in a number of cities and are renowned for both the possible rewards for procuring new rare texts and the severity of their rules. The penalties for overdue books can be heavy...

95. The Back-in-the-day Brotherhood.
Not really a brotherhood, more an informal organisation of retired heroes, adventurers, soldiers and old cranks. Ad hoc meetings are often found in Taverns, cafes, or anywhere else members can obtain cups of tea in the morning and ale later on. Anyone in the vicinity is likely to overhear competing (and highly unlikely) tales of bravery, battle and valor, and incessant complaints about how dragons just aren't as fearsome nowadays.

Shadow Lodge

96: The Dumb Friends League: An organization of abandoned familars, awakened animal companions, Baneful polymorph victims, and unfettered eidolons, who have lost their people and are willing to 'befriend' anyone. Unfortunately, they are attention hogs who will follow other around ALL the time, trying to 'help' and whose limited understanding of humanoid society leads to all sorts of 'misunderstandings'.

Sczarni

97. The Knights of the Vine

A chivalric order of knights, vintners, warriors, and nobility who champion the winemaking profession. They began as the drinking buddies of a foppish noble and vineyard owner, along with some mercernaries he had hired to defend the property from a nearby goblin tribe. The noble eventually knighted his companions, and founded the Knights of the Vine, possibly while drunk. The order gained in influence and credibility after joining with a nearby church of Cayden Cailean.

Today, the Knights of the Vine boasts over six hundred members across a large portion of the countryside. Members frequently meet for the sole purpose of imbibing, but are also known to rally to the aid of any grape-growers whose crop is threatened, or to quest for arable farmland on which to grow grapes, undiscovered groves of wild elderberries, or forgotten strongholds or dungeons suitable for converting to wine cellars.


dot


98. The Society of Applied Reason
Some great minds study magic and religion. Others see that when the Gods are just superpowered Outsiders and magic is fickle and inconstant, other options are needed. The Society of Applied Reason seeks non-arcane, non-divine ways to advance knowledge and progress. They use alchemical, mechanical or experimental means to replicate or improve upon existing magical technologies. Often regarded as oddballs they nonetheless have experts in alchemy, engineering and mundane healing within their ranks.


99. The beefcake consortium
A widespread group of people who try to gain power through supplying objects for the female gaze, doing their best to leverage this into positions of political and social power for the consortium.


100:
The Border Corps.
A large organization strictly militaristic of cavalry defending the borders.
They consist of everyone able to ride a horse, this excludes non-medium humanoids. Even criminals, may join the Border Corps as an expendable ananomous rider and fight instead of being hanged/burned. No questions asked.


101. The Merchant Adventurers Guild
These traders have established warehouses and markets within fortified compounds in a dozen major trading ports. The rare and exotic are their stock-in-trade. Wealth and political connections ensure that the Guild's own laws apply within their compounds, and they have significantly reduced rates of import and export duties in most areas. Rumors exist that they even act as local goverment in some far-flung colonies.

This is all inspired by the real-world Hanseatic League, British and Dutch East India Companies and other trading companies that ruled sections of the world during the age of colonization. Also - 101, yay!

Scarab Sages

Congratulations, Corvino, but we all know these things don't close down at 101. :)

102. The Bushwhacked Bushwhackers
A Dwarven organization dedicated to the eradication of all things forested. They are a zealous remnant of a Dwarven prejudice against trees and above-ground vegetation gone mad. Their second most defining attribute is an alcohol consumption rate that even other dwarves label excessive. The end result is a nearly continuous and mostly ineffective but very boisterous tree-felling party. Noone knows what will happen should their mystical, magical Ever-freshly-tapped Keg run dry.


Serios question Choon - is Rick the Lumberjack a member? Because he's totally optimized for that.

Scarab Sages

*Mr. Spokesman says*
Yes! Rick the Lumberjack was mailed an honorary membership card last week. We think. Last Tuesday (mail day) is kinda fuzzy for us.


Eh I think it's worth adding about 7 more because 34-42 were rather ineffectual.

103. The Brawler's Union

A mercenary sort organization who's modest headquarters are located just outside the walls of Absalom in Westerhold. They usually act as hired muscle for low key events, typically in Absalom itself. They also do small jobs for the average him or her, as long as the job is likely to lead to someone getting punched in the face. Their acceptance of new members is shockingly blase, with almost no qualifications nor history asked beyond "can you fight?". However, those who show skill in unarmed combat are the most welcomed. Rumors abound of supposed involvement in local gang violence and illegal underground fighting rings; but since they are outside the city limits, they face very little investigation or trouble from the law, even if said rumors were proved true.


104. Seekers of the Aqueous End

A small order of clerics bent on flooding the entire world by casting Create Water over and over again.


105. The League of Serious Bards

Membership by invitation only. Once a member, you cannot discuss membership with non-members. Pseudonyms actively encouraged. Indepth discussion of influences mandatory. Terse sentence structure optional.


106. The Covenant of the Coin – A consortium of merchants that transcends national/ethnic boundaries (A thieves' guild)
107. The Knights Clandestine )a thieves guild or order of evil Cavaliers/Antipaladins.
108. The Men in Brown – A well-known, well-liked, and therefore expansive company of humble warriors forbidden from keeping a sizable profit from their jobs, instead giving it to the needy, including those who hired them. They wear simple brown tabards over equally simple but sturdy armor and fight with unadorned weapons. (a mercenary company or an order for Cavaliers)


Goth Guru wrote:

71) 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.

I played a Suli Death Cleric in Eberron who managed zer own (zee identified as genderless) activist organization that campaigned against Elemental slavery. She funded it through her weapon, armor, and alchemy workshops staffed by living and mindless skeletons and zombies (the bodies were obtained with the owners consent prior to death - she gave them free health care).


aboniks wrote:

83: The Society for Creative Chronism

A loose, (although widely spread, chronologically and geographically) collective of magic users, sages, and scholars, the SCC is dedicated to preserving the present "as it should be".

Often referred to by those who cross paths with them as "long-nosed busy-bodies", or "meddling cranks", these highly trained and largely self-appointed enforcers are extraordinarily well-attuned to the weave of magic, and are likely to appear within moments of the casting of any spell that tampers with the passage of time, or significantly alters the fabric of reality.

Although they are extraordinarily well informed and refreshingly prompt in arriving on the scene of a casting that causes them concern, their by-laws regarding the appropriate level of force that should be employed by their members in order to address what they perceive as a "threat to the present" are, apparently, rather inconsistent.

They have been known to arrive en-masse to the site of a newly opened planar gate and proceed to burn down entire cities with rains of retributive eldritch fire. In other cases, those who draw their ire with a thoughtless stoppage of time have been subjected to nothing more than a stern verbal harangue and a withering glare.

SCC field agents can be identified by their rings, usually heavily enchanted, which bear the motto "It's Three O'Clock Somewhen". Members of the spellcasting public are advised to treat them as armed, extremely dangerous, easily annoyed, but potentially quite fun at the right sort of parties.

Several of their more ardent and powerful (read: barking mad) members are said to have broken away from the main body of the SCC after a disagreement over ways and means, and have displayed a particular dislike of wish spells that alter the past or future. These fanatics have reportedly been banned entirely from several planes of existence after being implicated in what they refer to as "preventative assassination", vandalism, and indecent exposure.

Little is...

I haven't designed the time mutation and they already have some enemies.


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Rabbiteconomist wrote:
Goth Guru wrote:

71) 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.

I played a Suli Death Cleric in Eberron who managed zer own (zee identified as genderless) activist organization that campaigned against Elemental slavery. She funded it through her weapon, armor, and alchemy workshops staffed by living and mindless skeletons and zombies (the bodies were obtained with the owners consent prior to death - she gave them free health care).

Here's the latest version of the spell.

Spiritual Freedom
School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: Special or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.


Goth Guru wrote:

Here's the latest version of the spell.

Spiritual Freedom

Awesome! Thanks!

Here is my contribution to the thread.

109. Calakmul Registered Analysts

The Calakmul Registered Analysts are an association of financiers, magic users, priests, oracles, wealthy individuals and, rumor has it, Dragons. They are all united in one simple motive that allows them to put aside all other differences: profit. They use divination, mathematics, and finance to make returns in financial markets. Temples of the God(ddess) of Wealth/Greed (Abadar, Tiamat, etc.) divine future prices of goods through augury in the short term and commune in the long term. Sharing information outside the group is considered poor manners - they charge a fee for their information, of course.


My aforementioned Suli above founded the below.

110.Galtifar Enterprises
A company devoted to producing fine goods geared towards adventurers and high net worth clients. Insiders know that its goods are able to be priced so competitively because the owner Corolania Galtifar is a priest of Death and has the dead work the smithies alonside masterful craftsman. She offers health care to workers at the low premium of 10 sp/month. She runs another group:

End Slavery Watchdragon Group - which is functionally the same as 71. FEN


111. The Palindrome Society.
This is actually a plot by the crystal beings who love symmetry. They have been known to sell discounted wands of fireballs with 44 charges that fire 6D6 fireballs and use command words such as "Madam I am Adam" or "A toyota". Members usually have ioun stones as part of their ceremonial garb. If you do not recognize one of the ioun stones, it's probably a baby crystal being.

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