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Your favorite in-game D&D organization

Bullgrit

Adventurer
What is your favorite organization in any D&D campaign world? What makes it cool? Would it fit in any campaign world, or is it something that can only work with its particular setting?

Bullgrit
 

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I always liked the Harpers from FR.

Harpers - The Forgotten Realms Wiki - Books, races, classes, and more

Why are they cool? They're semi-secret (too secret isn't much fun) and I liked their cause of promoting good.

I'm sure you could fit it in any setting as the cause of good is almost universal and their goal to keep destruction of plant life to a minimum is admirable. Maybe not Dark Sun, unless you play them as a failed group what with all the destruction to nature there. Maybe they could seek to restore the natural world.
 

A proper Adventuer's Guild that serves as a source of jobs (i.e., adventures) for the heroes, charges monthly or annual dues, provides representatives for the heroes when a situation warrants it, and maintains a guild house in all major cities.
 

All of the factions in Planescape.

My favorite would be the Fated. They believe that everything belongs to you if you can obtain it. This is not just limited to material possessions. Knowledge & power are also sought after (and taken) by the Fated. This causes them to be a very powerful group of people.

I find them interesting because they are not necessarily bad people even though others might be disgusted by their actions. A Fated member may feel that a person doesn't deserve to have something (lets say, political power) because they are not smart enough, or strong enough to keep it. If the "taker" can take that power from the undeserving person, then he is the rightful owner. If the "undeserving" person thwarts the takers attempts, then the Fated will be the first to admit their mistake and he will admire the persons ability to keep that power for his own. They also do not give anything away unless the person earned it, and they don't accept anything unless they earned it. I admire that for some reason.

This philosophy leads me to believe that many Fated members are also virgin surgeons. :lol:

If people wanted to implement a series of guild-like organizations into their campaign, I don't see why the planar factions wouldn't work. They are really just belief systems that like-minded people share. They could even have career roles in cities the same way they do in Sigil.
 

I'd say the Wayfinder Foundation from Eberron.

It's an eclusive, well-funded adventurer's guild steeped in pulpy goodness. I run it like a cross between the Century Club and the League of Extraordinary Gentlemen.
 


The Order of the Emerald Claw, from Eberron. You gotta like nazis as bad guys. And a lot of them aren't just nazis, they're undead nazis.

Name could be better, mind.
 

Red Wizards of Thay from FR, as revised in the 3.x FRCS. I'm pretty sure that an evil magocracy that's trying to expand its influence through the sale of magic items and contraband can fit in any campaign.

Eldreth Veluuthra from FR. Nazi elves? Sold. I've always seen elves as arrogant bastards, and these guys really fit.

Churches of Malar, Tempus, Loviatar, Auril, Velsharoon from FR. Malar's church is filled with evil rangers who live for the hunt. Tempus promotes war as the best solution for all conflicts. Loviatar's church (of pain) is evil, but very much present (even officially so) in most cities, since young nobles love their little S&M games. Auril, the Frostmaiden, wants to enclose the world in ice and forever preserve it as it is. Velsharoon is the patron of undead who believes that only those who prove themselves are worthy of undeath; plus, he encourages... experimentation.

Sensates ("we want to experience all"), Fated ("we don't need your stinking help"), Mercykillers ("we will ensure that justice is served... no matter the cost"), and Dustmen ("true death waits for us all") from Planescape are great and I think they can be adjusted to work as guilds in any campaign setting.
 



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