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| 1. Players will integrate their organization into their roleplay/personality. | | 1. Players will integrate their organization into their roleplay/personality. |
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− | 2. All Organizations have a monetary cost. PCs will annotate an Organization cost as part of his/her total wealth as if an organization were a magic item and will not exceed the Total Wealth per Level. | + | 2. All Organizations have a cost. PCs will annotate an Organization cost as part of his/her total wealth as if an organization were a magic item and will not exceed the Total Wealth per Level. |
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| 3. All Organizations have benefits and restrictions. PCs will annotate benefits and restrictions on their PC Sheet in the appropriate areas (ex: Special Abilities, Feats, Spells, etc) | | 3. All Organizations have benefits and restrictions. PCs will annotate benefits and restrictions on their PC Sheet in the appropriate areas (ex: Special Abilities, Feats, Spells, etc) |
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| ==[[The Woldian League of Adventurers]]== | | ==[[The Woldian League of Adventurers]]== |
− | Though recent the League has rapidly established itself as the largest, most influential and most popular of all the various adventuring guilds, in no small part due to the exceptional support and training facilities it offers.
| + | The Woldian League of Adventurers has long been the largest, most influential and most popular of all adventuring guilds due to the exceptional support and training it offers as well as its reputation for compassion and heroism. |
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| ==[[The Star Mages' Guild]]== | | ==[[The Star Mages' Guild]]== |
| The Star Mages Guild is the principal organization sponsoring wizardly magic in New Elenna. It licenses members who are qualified to provide instruction in the arcane arts, and its members support one another through research and study. | | The Star Mages Guild is the principal organization sponsoring wizardly magic in New Elenna. It licenses members who are qualified to provide instruction in the arcane arts, and its members support one another through research and study. |
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− | ==The [[Walkers]]==
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− | The Wold is filled with violence, hatred and death. But there are those that would face the dark heart of the Wold and offer a simple promise: hope. The Walkers travel the land, spreading a message of peace and love to all who will listen.
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| ==[[The Chancers' Club]]== | | ==[[The Chancers' Club]]== |
| This exclusive adventurers' club is widely known throughout the Plateaus as being an elitist members-only club made up of active and retired thrill-seekers. Daredevil young nobles challenge one another to duels and brag of their feats of bravado. Mature, moneyed nobles mount big game hunting expeditions into the heart of the Badlands. Retired and wealthy old veterans sip port in the clubhouse, and reminisce about battles gone by. Some say the Chancers are blessed with more money than sense, but the organization has flourished for almost 40 years, and its place in high society suggests that members gain access to some of the most powerful people in the Wold. | | This exclusive adventurers' club is widely known throughout the Plateaus as being an elitist members-only club made up of active and retired thrill-seekers. Daredevil young nobles challenge one another to duels and brag of their feats of bravado. Mature, moneyed nobles mount big game hunting expeditions into the heart of the Badlands. Retired and wealthy old veterans sip port in the clubhouse, and reminisce about battles gone by. Some say the Chancers are blessed with more money than sense, but the organization has flourished for almost 40 years, and its place in high society suggests that members gain access to some of the most powerful people in the Wold. |
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− | ==[[The Club of Connoisseurs of Combat]]== | + | ==[[Sage's Guild]]== |
− | Known throughout the Ellenian Peninsula, this exclusive group is made up of masters of arms and those who admire the highest levels of exquisite expertise those masters demonstrate. The members of this organization believe that there truly is an art to combat, and the Connoisseurs are the masters of that art.
| + | These scholars are known around the Wold for their love of learning and their devotion to 'Seek, Store, and Share.' |
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− | ==[[Sages Guild]]==
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− | The scholars of the House of Sages consider themselves the finest academics the Wold has to offer, and although they are snobbish, secretive and arrogant, they may well also be correct.
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− | ==[[Organization: House Bralfah: The Surface Drow|House Bralfah: The Surface Drow]]==
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− | House Bralfah is a drow family with deep roots and average standing. While pretty much intact from when the drow’s underground city was destroyed, even house Bralfah, who remained neutral during the power struggles was fairly significantly damaged. Prior to the fall of the city, Bralfah was a fairly insignificant house. Now that the mighty have fallen, House Bralfah has become the pre-eminent house, if not the only remaining one, of the drow.
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− | ==[[Houses of Dirt City]]==
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− | Founded by criminals and refugees, Dirt City is a utopian city of thieves. It is ruled, so to speak, by several organizations, or Houses. These organizations of like-minded rogues each have their own strengths and areas of expertise. They jockey for power and influence, and together they create a dynamic balance that keeps Dirt City peaceful.
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− | ===[[Houses of Dirt City#House of the Darts|House of the Darts]]===
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− | ===[[Houses of Dirt City#House of the Keys|House of the Keys]]===
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− | ===[[Houses of Dirt City#House of the Knives|House of the Knives]]===
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− | ===[[Houses of Dirt City#House of the Teeth|House of the Teeth]]===
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− | ===[[Houses of Dirt City#House of the Cloak|House of the Cloak]]===
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− | ===[[Houses of Dirt City#House of the Wolves|House of the Wolves]]===
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− | ==[[Dragon Consortium]]==
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− | '''Dragon Consortium Organization'''
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− | Race: Any.
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− | Alignment: Any Good
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− | Deity: Any
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− | Deed:
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− | 1- Heroic groups are invited to the Consortium as a group; there is no individual membership. When the "Dragon" group retires, PCs become NPC members. Occasionally, retired members may gather and join forces to deal with a threat.
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− | 2- An invited adventuring group must successfully complete a specific quest to join the Consortium.
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− | Oath: There is no official oath; however, the Dragon Consortium has used several ceremonies to mark the occasion. These are not required, nor are a complete list.
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− | 1-A formal meal in the new castle. The new group invites all living Consortium members for a grand banquet of exotic food and company. Here the group announces their new 'dragon' name. The next day, the castle is usually opened for visiting by everyone in the land.
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− | 2--A Giggling Ghost celebration. An announcement for a gathering of heroes in the Giggling Ghost celebrates the group's joining of the Consortium. Hometown friends [NPCs] are often invited.
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− | 3--Knighting Ceremony. The ruler of the group's homeland usually officiates a knighting ceremony, and the group's name officially changes at this ceremony.
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− | Fee: None
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− | Famous PC Members:
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− | Valdor the Dragonstone [Gold and Platinum Dragons], half-elf fighter
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− | Joe Hand [Gold and Platinum Dragons], human monk
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− | Vé Mundr [Storm and Platinum Dragons], Human Hand of Domi
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− | K'Nara Illutu [Emerald Dragons], human bladesinger
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− | Ingrge Nightseer [Emerald Dragons], Wood Elven fighter/mage/Weapon Mage
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− | Monthor [Gray Wyrms], dwarf fighter
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− | Jass of Downs [Gray Wyrms], human Sorcerer Undead Bloodline
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− | '''Background: '''
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− | After the 4th Cataclysm, the Kingdom of New Elenna was reforming on the Triple-Plateau and was ruthlessly attacked by three invading forces. The first was the Empire of Aisildur and their unusual fighting teams known as quads. Having no standing army, New Elenna was doomed until adventuring groups stepped up to defend the nation. The leaders of these adventuring groups, formed the organization known as the Dragon Consortium. [Link TBD]
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− | In the years since the founding of the Dragon Consortium, few adventuring groups have achieved the level of expertise, generosity, and sacrifice necessary to become a member. Past groups are at [Link TBD].
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− | '''Ethos:'''
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− | --Dragons are a FORCE for good in the Wold. Where there is evil, the "Dragon Groups" stop it. No matter the sacrifice. Children look up to them as their heroes, which is evident by the 1000s of collectible action figures out there.
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− | --Dragons help those who can't help themselves: they give to those in need, but not just with gold. They help them learn to support themselves, rescue those unfairly held, and see that the old and handicapped are treated well.
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− | --They also help advise, train and assist younger adventuring groups, guiding them to greater wisdom. They are always looking for and developing the adventuring groups that will serve the Wold through the Dragon Consortium in the next generation.
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− | --Dragons are officially considered "knights-at-large" in every kingdom that respects decency. They should act as leaders in all communities. This can rarely mean standing up to kings and rulers. When a member of the Dragon Consortium accuses you of unfairness or evil deeds, you had better take heed.
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− | '''Headquarters: '''
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− | Each group that joins the Dragon Consortium has or builds a castle which serves as their headquarters. This keeps them grounded in their homeland while they focus their efforts Wold-wide. It also serves as a central location for the locals to ask for help. The group uses the castle to organize giving help to those who need it. Dragon Consortium groups are targets. A castle has been determined to be necessary to both protect the "Dragon Group," as well as be a specific location for their enemies to attack, hopefully diverting such attacks from harming the people of their homeland.
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− | '''Politics:'''
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− | The DC are usually above the politics of countries and religions; knights-at-large indeed! Fairness and decency is their scope, whether peasant or king.
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− | '''Benefits:'''
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− | 1. Fame and Respect. The group and each hero in the group are famous throughout the Wold both in their time and for all time. Every politician, be it a mayor, a high priest, or to a queen, will recognize the heroes on sight and know their reputation.
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− | 2. Dragon Castle. This castle is designed and shared by the group, and includes private quarters, trusted castle staff and upkeep with no cost to any PC (does not affect wealth by level). The Consortium and various kingdoms donate enough to build a basic castle. The PCs must obtain the services of trusted staff in game [though the level of detail is up to the DMs and players.] Anything above and beyond, including magical defenses, additions to personal quarters, etc. must be paid by the Dragon adventuring group. The Consortium knows of several locations rich with treasure which the party may visit. These locations are very dangerous, but can supply the funds needed to upgrade their castle, give spending money to help the needy, and equip themselves to fight evil.
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− | 3. Communication Rings. Each hero gains a magic ring that provides the following powers when worn. The ring only functions for the specific hero and only with other heroes wearing their Communication Ring.
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− | - Telepathy. With any Dragon Consortium PC with no distance restrictions. Telepathy does not work across planar barriers. It may also receive communications from the Dragon Stones scattered throughout the kingdoms, when activated during an emergency.
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− | - Status. Each hero gains 'Status' per the spell with each other DC in their adventuring group. (Ex: all Emerald Dragons)
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− | 4. Teleportation Room. Each Dragon Consortium Castle has a room that allows any Dragon Consortium member wearing the Communication Ring to teleport from this room as per the Greater Teleport spell.
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− | 5. Dragon Consortium Hall of Fame. Each hero's image and bio are placed in the Woldian DC Hall of Fame in perpetuity. This museum, located on the woldipedia and in the Dragon Quarter of Plateau City, has statues of the heroes, tour guides telling marvelous tales, souvenirs, etc; and enables other heroes and Woldian people to become inspired by the life and deeds of the heroic Dragon Consortium.
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− | '''Responsibilities:''' | + | |
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− | Veteran Group: DC groups are groups with veteran status and recruit from existing Woldians.
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− | Group Cohesion: PCs that leave a Dragon group can join other active groups, but are removed from all DC benefits until retired or joins a new Dragon group.
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These groups are generally classified as Organizations and can enhance a PCs backstory, current role-playing opportunities, and even be the focus for entire adventures. . PCs are allowed to be a part of ONE Woldian Organization with the following guidelines:
1. Players will integrate their organization into their roleplay/personality.
2. All Organizations have a cost. PCs will annotate an Organization cost as part of his/her total wealth as if an organization were a magic item and will not exceed the Total Wealth per Level.
3. All Organizations have benefits and restrictions. PCs will annotate benefits and restrictions on their PC Sheet in the appropriate areas (ex: Special Abilities, Feats, Spells, etc)
The Mailed Fist is the largest mercenary outfit on the Elennian Peninsula. Disciplined, highly trained and tactically astute, the warriors of the Fist are a remorseless foe or a powerful ally... for a price.
The Woldian League of Adventurers has long been the largest, most influential and most popular of all adventuring guilds due to the exceptional support and training it offers as well as its reputation for compassion and heroism.
The Star Mages Guild is the principal organization sponsoring wizardly magic in New Elenna. It licenses members who are qualified to provide instruction in the arcane arts, and its members support one another through research and study.
This exclusive adventurers' club is widely known throughout the Plateaus as being an elitist members-only club made up of active and retired thrill-seekers. Daredevil young nobles challenge one another to duels and brag of their feats of bravado. Mature, moneyed nobles mount big game hunting expeditions into the heart of the Badlands. Retired and wealthy old veterans sip port in the clubhouse, and reminisce about battles gone by. Some say the Chancers are blessed with more money than sense, but the organization has flourished for almost 40 years, and its place in high society suggests that members gain access to some of the most powerful people in the Wold.
These scholars are known around the Wold for their love of learning and their devotion to 'Seek, Store, and Share.'