organiztion resource

Gundark

Explorer
Kiznit started the thread about location resources. I have really enjoyed reading and contributing to this. I thought it would be a good idea to do this with Organizations as well. For those of you new to this, this is how it would work.

Peson A writes about an organization at the end he/she leaves a name of another organization. The Person B uses the name that Person A left and writes about that organiztion. Person B at the end of his/her post leaves a name for the next person and so on and so on. For an example see Kiznit's location resource.

So here goes

The Fangs of Feiris:

the fangs are an assasin's guild that operate out of the capital city. Feiris was a agent of the king at one time, but when usurpers killed the king and placed a puppet ruler in his place Feiris went out on his own. The fangs ultimate goal is to topple the ones who killed the king; to fund this they work freelance for others. The headquarters of the fangs is under a gladitorial areana. The owner is of the arena is paid well for his silence as well he is fearful of retribution from Feiris and his fangs. There are many traps to guard the headquaters. A fang assasin will strike quickly and vanish quickly. They dress in black cloaks and wear red masks. Once a fang rises in the ranks he/she will recieve ritual scars on part of their body as a sign of rank and ability. The symbol of the fangs is a white pair of blood dripping fangs on a black background. Feiris himself is of medium build with black hair and pale blue eyes, ritual scaring adorns his face. His favoured weapon is a silver dagger with wounding properties.

Number: 50 assasins
Religion: God of death appropriate for your world.
Alignment: NE, CE, CN.

Next up: The Silver Ring
 

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The Silver Ring

Scattered across the countryside, in forests and glens, hidden valleys and concealed grottos, lie the Pools of Lyr, goddess of the moon. Delicate magicks swirl in their waters, kept fresh by the druids and rangers that are privy to their secrets. The Silver Ring is both the name for the Pools en masse, and those who care for them.

The geographic layout of the Pools seem to fall roughly into concentric circles, although there are clearly exceptions to this, such as the Pool of the Fallen Oak. This fact is little known to those outside the Ring, but there are a few sages who do.

The organization of caretakers is very loose, with no real leadership, though in times of need, the archdruids are the ones consulted. Druids, rangers, and devoted followers of Lyr are what make up the population of The Silver Ring. Once a year on the day and night of the full harvest moon, they meet at the Great Pool, in the geographic center of the Ring, to trade news, rumors, goods and magic. New members are introduced and given the Oath and their Silver Moon Pendant, and those who have been lost to the Goddess are given rememberences.

Silver Moon Pendant: This silver crescent moon pendant is given to members of The Silver Ring upon recitation of the Oath at the Harvest Moot. It bestows upon the wearer darkvision, immunity to lycanthropy, and a +1 circumstance bonus to AC. At night, under the light of the moon it also grants the following: the circumstance bonus to AC is increased to +2, and to +6 vs. Lycanthropes, and a +2 circumstance bonus to Listen and Spot.


Number of Pools: Between 24 to 30
Number of Ring members: 65-100 at any given time
Religion: Lyr, goddess of the moon
Alignment: CG, NG, N

Next: The Quiet Warriors
 
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The Quiet Warriors

In the great kingdom of Thrite, after thirty years of labor by thousands of Imperial Craftsmen, the Emperor Janston Gregoria VII did decree that those guilty of capitol crimes shall be henceforth imprisoned within the Dark Cloud. This was the name of the largest prison ever constructed, high atop a dormant volcano fifty leagues from the Coast of Thorns. This obsidian monstrosity was guarded by magics and men on its walls and ground, made for the express purpose of removing the greatest of miscreants from society.

To keep those imprisoned from forming resistance, Emporer Gregoria VII, in his infinate wisdom, ruled that every man or woman who would be sent to the Dark Cloud was to have their tongue removed. Unable to communicate, and obviously uneducated, these heathens would have no recourse but to except their fate.

As we know, nature has it's way.

The Dark Cloud held its walls for hundreds of years. Far longer than even Janston Gregoria IX lived. Justice was not always delivered fairly, and the silence within the walls seemed louder than if it were screams as the years went by. The people of Dark Cloud had lain dormant, training and waiting for their chance to escape.

One fateful afternoon, the supply ship from Daltain made dock to an empty outpost. The lamps still burned, and human shapes could be seen on the battlements making rounds. Unconcerned, the captain docked and began to unload in the final hour of daylight. Before the moon rose, every man from the supply ship was killed without a whisper given.

The fall of the Kingdom of Thrite is known in history books with the coming of the Quiet Warriors and their banner of grey on a field of green. As if ghosts, they advanced, struck, and moved on. Revenge was on many minds, but in the end, this thirst was not satiated by the fall of the empire and those who had condemned them and their families. Now they simply wander the world, fighting for true justice, striking down tyrants, and freeing the wrongfully imprisoned. They still operate from the Dark Cloud, reportedly.

The Quiet Warriors
Number - 1,000+, roaming in packs of 2-40, with no more than 10 packs out at any given time.
God - Any god of Justice or Freedom that suits
Align - LN, LG, or CG
Any class available. All casters must have the meta-magic feat of Quiet Cast. Some use telepathic contact extensively, as well as adapted hand languages.

All members are sworn to silence and most have their tongues removed as a reminder of the sacrifice of their forefathers.

(This could work as just a group or a Prestige Class, but probably easier as the latter when you add special abilities like +10 to move silently through training, etc.

I think I will write up a prestige class for that once I'm not at work and in front of my books. :) I'll edit the post if I come up with something good.)

Next: The Azure Fist
 

The Azure Fists
Along the seashore of Erinnya lies the small fishing village of Fennella. Not much happens here and most people are just ordinary fishers that go about their own business. Fennella does not seem threatened by various monsters from the sea or nearby forest for some odd reason. The local populace believes that they picked a lucky spot. But the Azure Fists disagree because they know the truth.

During the night, people from Fennella have reported strange sightings along the shores of Erinnya when the moon is alit, gazing upon the vast, unexplored ocean. Hidden among the hundreds of razor sharp cliffs and rocks lies a half-immersed structure made from solid rock, formed like a military compound: The Temple of the Wavelord.

Here the Azure Fist disciples have trained for centuries according to the ancient teachings of Dunnaka the Wavelord, who is said to have once existed in this area. Dunnaka believed that purification through water would enable him to cleanse his soul from any faults and frailties, strengthen his earthly shell and open the path to perfection of both body and mind. It would seem that Dunnaka's original theory was indeed correct, and his legacy lives on to this day.

Most disciples of the Azure Fist are tritons, but aquatic elves, half-water elements, lizardfolks, locathahs, merfolks and water genasi are not unheard. Sahuagins are very uncommon, since they often do not get along with tritons. But that does not prevent them from joining, since Dunnaka teaches his followers not to judge any creature by appearance, but by their actions.

Number of Azure Fist disciples: roughly 30-50
Religion: Dunnaka the Wavelord [LN; domains: law, protection, water; favored weapon: longspear] (or any other appropriate Water deity)
Alignment: Any lawful (as per deity)
Appropriate Classes: Most members tend to be monks, but clerics, druids, fighters, rangers, and paladins are also welcome.

Next: The Knights Fallen
 

The knights of the Fallen

“And fear not them which kill the body, but are not able to kill the soul: but rather fear him which is able to destroy both soul and body (…)”
Matthew 10:28 kjv

Succubus live to tempt mortals and lead the pure in heart down the path of wickedness. To turn the pure in heart into pathways of evil is what they live for.
The knights of the fallen are 3 succubuses (not sure if I spelled that right). Who wage war on all creatures of good and order. Their goals are chaos and destruction. They are rogues even by the standards of devils and demons. The leader is Tal'nara the lover who is very beguiling she tempts morals with lust. Her favourite pastime is corrupting paladins. Her current lover was a paladin of Pelor( or any god of good) named Onund. She tempted him with carnal lust, and then the lust for power. Onund slew the head of his order for Tal’nara, she had him believe that he would take over once his master was dead. The second in command is My’ra the deceiver. She specializes in having men slowly deviate from the path of good; her words are sweet and like honey. When men finally come to realize that their acts have slowly become evil they are at the point of no return and they openly embrace their corruption. The third is Kitlena the destroyer. Her specialty is fanning the fires of hatred and hostility. She is able to cause brothers to fight with each other, and fathers to hate their sons. Her work is an art, rage, murder, and jealousy are her tools and she has perfected it over time. The knights work on men and women in high place that have power. They plant suggestions and seeds until their target heed their words. Once someone falls they are added to the ranks of the fallen they become a puppet to the knights. The fallen have become a cult that worships the knights. Wars, assassinations, robberies and violence of all types can be traced back to the knights.

Organization: The Knights of the Fallen are 3 succubuses, however the fallen number in the hundreds. Each cell of fallen are lead by a half fiend (usually a child of Tal’nara). The fallen do the bidding of the Knights and aid wherever they can in the corruption of the world.

Tactics: The fallen entice kingdoms to war, clerics of good to mislead their followers, and wizards to unleash plagues, etc. They will work on a person with power and turn them. They then use that power through the fallen to work their evil. Cells of fallen work in tandem with the knights to help bring about their goals

Alignment: NE, CE

Religion: The Fallen have formed a cult that worships the 3 succubus. The cult takes part in all forms of debauchery. If the Knights can corrupt enough souls and gain enough followers they may actually be able to gain Demigodhood and be able to grant spells to their faithful.

Symbol: A crusader style helmet with batwings that come out the sides.

Next up: The Wyvern’s claw
 

The Wyvern's Claw

Next up: The Wyvern’s claw

The Wyvern's Claw is the name of a group of river pirates that operate on the Wyvern River. It is believed that these pirates have anywhere from 5-15 large riverboats that they have modified to suit their uses. Each of these ships sport armored side plating from the water line to the main deck railing, siege weaponry, and a forward ram. The Claw also operate a number of smaller boarding craft.

The group's name comes from the original pirate ship, the Dragon's Claw, under the command of Captain Gerrik Lemonde. Several years ago, Lemonde was caught and hanged; however, his body was cut down after its death and never seen again. Victims of the Wyern's Claw have claimed that their captors were led by none other than Gerrik Lemonde.

What is known is that these pirates are very organized and swift in their attacks. Most attacks occur either at first light or in twilight, and are often preceded by rolling fog. The pirates themselves make no sound as they attack, not even to cry out when they are wounded.

A pirate raid will usually leave noncombatants alive, although lately the Wyvern's Claw have been kidnapping children and pretty women. Presently, a call has gone out for adventurers to guard river ships all up and down the Wyvern River, and port towns are fortifying. Trade on the river is steadily decreasing.

A Wyvern's Claw pirate does not wear any standard uniform, except that they wear clothing and armor that will not weight them down should they need to abandon ship. Their weapons range from the traditional sailor fare (marlinspikes, cutlasses, and tridents) to the more martial weaponry, like polearms and longswords. The only unifying feature they all possess is a silver torc covered in strange runic symbols.

Beneath the surface:
The Wyvern's Claw is run by a Marid, which is a form of genie that hails from the elemental plane of water. It was summoned to the Prime Material Plane by Captain Lemonde's father, Corva Lemonde, who is a powerful sorcerer. He must avenge the death of Gerrik Lemonde by destroying trade on the Wyvern River, wearing the form of the deceased pirate.

Assisting him are the members of the original Dragon's Claw, along with a number of opportunist pirates from the coast. These mariners, combined with a number of sorcerer pirates under Corva's command, make up the fleet.

The silver torcs are created by the marid in order to give the pirate fleet an advantage over their opponents. They act like helms of telepathy, allowing all of the pirates to communicate with each other without speaking. It also creates a circle of silence around the wearer, 5 foot radius. As a result, the pirates gain a major advantage in moving silently.

However, disdainful of his captivity and indentured servitude, the Marid has also cursed the torcs, so that they cannot be removed without taking their owner's life. They also can act as collars of obedience, should the Marid perform a certain ritual which involves sacrificing the heart of his captor. The Marid dreams nightly of performing such a ritual and having an obedient navy of slaves at his command, but Corva has not seen fit to lower guard enough yet.

Oganization: 8 Riverboats (use Longship template), 400 mariner/pirates (50 per ship) 400 marine/pirates (50 per ship, use warrior template from DMG), 7 4th level sorcerers, one 8th level sorcerer (Corva)

Alignment: Chaotic Evil (Marid), Neutral Evil (Corva and most of the pirates)

Next up: The Right Righteous Order of the Rampant Rooster
 
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The Right Righteous Order of the Rampant Rooster

Cluck cluck.

Not everyone gets to be a hero.

Bwaaaaak-bwaaak-bwaaak-bwaaak.

Not every paladin is cut from the same cloth.

B'GURK !

So where do you go if you're not 6'6, with perfect blond hair, perfect blue eyes, with perfect white teeth and perfect silver armour?

Cluck cluck.

I don't know either, but you might want to start at the Crowing Cockeral tavern (edit : with apologies to Eric's grandmother, it's a four letter word, means male chicken, means the immediate step required to prepare a gun to fire, slang term for male genitalia. I trust I make myself clear? edit edit aha. adding -eral to the word seems to make it acceptavbe). It's a seedy place, but the truely nasty low life's stay clear. After all, half the patron's could Detect you, Smite you, and clean out your pocket's before you hit the floor.

At the Crowing Cockeral you'll find Sit Gustus Kirtlebreech, living proof gluttony isn't a deadly sin. He's the head man of the Order. Holy Avenger
in one hand, leg of lamb in the other.

Also, there's Vultok Skarache. You know all those half-orc paladins we've been seeing around in the last, oh, two, three years? All those touching tales of how they overcame their orcish heritage and the bigotry of others to become noble holy warriors? Ever wondered about the ones that don't? That's Vultok. You haven't lived until you've seen a paladin of the Twice Blessed Goddess charge down his feeling foes, cut 'em down, sever their ears and nail them to his armour. Well, sometimes their ears. Sometimes his armour.

Then there's Glenda. She's a half-elf, born a pick pocket. Then she heard the Call of the Paladin. Never stopped hearing the Call of the Cutpurse, mind you. That lass prevented the reincarnation of Necrogox the Despoiler by half inching the high priest's spellbook from under his nose.

Huh? What is the Order, y'say? Well, it's yer basic loose knighthood of misfit paladins, innit? They take their symbol from the tavern they meet in. Yeha, I suppose they do good in their own way, but the fancy fellas, y'know, those ponces in the Order of the Emerald Chapel f'rinstance find them a bit... disreputable. Easy to join; ya just gotta prove you've got the Call, and that's it. No, i mean that's it. You could be a bloody balor or an otyugh or me mother in law, so long as ya got the Call.

About the only way you can tell if'n a paladins part of the Order is if he's got the symbol; they always waer a red-and-gold crowing rooster somewhere on em. Mebbe as a detail on the shield, or a badge or sumfink. Course, there was Hectagon the Human Canvas, paladin extraordinaire and tatooist's friend... he 'ad it somewhere more... personal, like.

Still; they've gots the Gods on their side, or else they would have lost their paladin mojo, eh? Oh, 'scuse me, gotta go. That's Sir Hugo the Flatulant, and it looks like he's been on an all-nighter at Madame Gloria's House of Beans...

Alignment : LG, unless you allow latitude in paladin alignments (in which case, they are the very embodiment of CG. Or CN. Or, in Vultok's case, CE).
Membership : Between 15-50, depending on attrition.


Next up : Sammael's Chosen.
 
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Sammael's Chosen

In the ancient last days of the Archon Kingdoms, before the coming of Hazekal the Wonderous, dangerous was the countryside and meek were the people beneath its rulers' stiff hands. To be loyal was to be silent. Unrest was imprisonment, and rebellion was death. The words of the Spoken were few and careful, and those who would profess otherwise professed no more.

The Archons were fearless, but overzealous in pursuit of those with lesser ideals than they. But their ways were the ways of enlightenment, so they said, and their power was their proof. With no gods to pray to, this became simple truth to simple folk, and simply the way of things to those who knew better.

Until Sammael.

From the lands to the south, upon the dragon called the Cloud of Teraesyn, came the Great Demagogue, Sammael of Seraesyn. Desperate for leadership, the people quickly fell behind him and his warriors, the Knights of Teraesyn.

Twelve silvery warriors rode upon mounts of the Cloud's breath, and followed Sammael into battle against the armies of the Archons. In the end, the Archons lay dead at their feet, and Sammael sat upon the iron throne of their kingdoms. As the people gathered in the shadow of the Tower of the Archons, he spoke to them thus:

"In the deep days of winter will come the Boy of Fire. Give unto him this tower, and wonders and greatness for you will follow. The Knights I have chosen shall watch over you until this comes to pass. This is not only my will, but the way it must be."

Once he had spoken, Sammael and the Cloud of Teraesyn left the lands of the Archons, and its free peoples, forever.

When the Knights of Teraesyn were left with the task of ruling and protecting this new kingdom, they went about their task with gentle ferocity. To the people, they became known as Sammael's Chosen, as Teraesyn was no longer their homeland. When the Boy of Fire, Hazekal the Wonderous, claimed the Tower from the Knights, their bound service was complete. But the story of the Chosen does not end there.

The Chosen slowly drifted out of the public's notice, and each of the twelve warriors went their own way, fighting evil where it was needed, and passing on their duties to worthy inheritors once it was time. Those few who died were sought out by the others, and their Clasps of the Chosen recovered and passed to someone new. They still roam the lands to this day, watching over those who are oppressed or in need.

Clasp of the Chosen: A silver cloak clasp, in the shape of the Hand of Sammael. There are only 12 in existance, and each is held by one of Sammael's Chosen. They bestow upon the wearer a +2 divine bonus to AC, true seeing, and detect lie twice per day. It also allows the wearer to know the approximate direction and distance of any other of the remaining Clasps.

Number: 12
Alignment: LG or LN
Symbol: The Hand of Sammael, a silver hand on a sky blue field
Classes: Paladin or Fighter

Next: The Secret Wind
 
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The Secret Wind

The fishing village rests peacefully in the night. A warm breeze glides in from the water hushing the noises of the ocean. In with the breeze 3 small vessels drop anchor a short distance from the shoreline. Many figures from each ship drop silently into the water. The only witness, a lone pelican sitting on a dock piling. The town has no need for sentries, at least it didn't until this night. The next morning the town awakes to missing supplies, weapons, fishing nets, knives and food. No trace is found of who or what might have done the deed, except for a lingering effect of quiet wind coming in from the ocean. The Secret Wind has struck again.

Little is known of this organization from the outside. On rare occasion a sailor catches site of some oddly configured ships on the horizon, this almost always coincides with a silent wind blowing away from the siting.

Description:
The Secret Wind is a group of elves and some non-elves who live secretly on the ocean. They have adapted their lives to living aboard ship exclusively. There are small groups of these ships sailing along various parts of the southern coastline. In organization, the small groups act much like seasonal hunters. Migrating from one part of the coastline to another, and out to sea for security, depending upon the seasons. A meeting occurs (The meeting of the wind) once each season out in the ocean, ships from all tribes gather together to exchange items of value, and share knowledge of dangers, raids, hunting area's and to arrange for marriages and naming of children.

The Secret Wind is difficult to join, as few have ever been able to keep pace with their ships, nor get past the winds which seem to augment their ships, and blow away approaching ships.

Each tribe has several spellcasters(The source of the wind), who share their ocean-going spells. Each has some combat magic, water-based magic, and Air-based magic. All directed towards life at sea, including, survival, ship-board battle, travel, and raids into seaside communities.

Each tribe also has a group of rogues (The hand of the wind) trained in silence and are picked for their abilities in recon and stealthy pilfering of goods. No hand is left behind for discovery, if injured or killed.

The main number of the silent wind (The life of the wind) are the people who keep the ships moving, repaired, and the community cared for and healthy. These are the clerics and common members of the tribe who have not been selected for training as a source or hand.

Composition
The organization was originally made up entirely of Elves who lost their homeland to a predatory race of Lizard Folk. Over the decades they have taken in sailors of other races, found afloat on the ocean, who vow secrecy for the tribes under detection of lies. Any that do not, are released into the tender mercies of the ocean waves.

There are Ten tribes of the Secret Wind, each with it's own tribal name. The racial makeup is as follows
75% Elf
10% Half-Elf
05% Halfling
10% Human

Number: 1,500 ~150 per tribe
Religion: God of the Ocean appropriate for your world.
Alignment: N, CN

Next up: The Organization of Hurd
 

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