Difference between revisions of "Organizations"
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | | style="width: | + | | style="width:250px; background-color:gray"|'''Organization''' |
− | | style="width: | + | | style="width:130px; background-color:gray"|'''Races''' |
− | | style="width: | + | | style="width:220px; background-color:gray"|'''Common Classes''' |
|- | |- | ||
|[[Collegium Magicium|Collegium Magicium]] | |[[Collegium Magicium|Collegium Magicium]] | ||
Line 33: | Line 33: | ||
|- | |- | ||
|[[Order of the Winds|Order of the Winds]] | |[[Order of the Winds|Order of the Winds]] | ||
+ | |Any | ||
+ | |Monks | ||
+ | |- | ||
+ | |[[Vanger's Mark]] | ||
|Any | |Any | ||
|Monks | |Monks | ||
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|Any | |Any | ||
|Clerics | |Clerics | ||
+ | |- | ||
+ | |[[Cult of Eternal Youth|Cult of Eternal Youth]] | ||
+ | |Any | ||
+ | |Clerics | ||
+ | |- | ||
+ | |[[Cult of Shadows|Cult of Shadows]] | ||
+ | |Any | ||
+ | |Clerics, Rogues | ||
|- | |- | ||
|[[Dark Path|Dark Path]] | |[[Dark Path|Dark Path]] | ||
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|- | |- | ||
|[[Fellowship of the Clover|Fellowship of the Clover]] | |[[Fellowship of the Clover|Fellowship of the Clover]] | ||
+ | |Any | ||
+ | |Clerics | ||
+ | |- | ||
+ | |[[The Gyre|The Gyre]] | ||
|Any | |Any | ||
|Clerics | |Clerics | ||
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|Clerics | |Clerics | ||
|- | |- | ||
− | |[[ | + | |[[War Lords|War Lords]] |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|Any | |Any | ||
|Clerics | |Clerics | ||
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</td></tr> | </td></tr> | ||
</table> | </table> | ||
+ | |||
+ | NOTE: See [[House Rules]] for any specific limitations in classes. |
Latest revision as of 19:42, 26 September 2021
Outside of family and clan, there are hundreds of organizations, societies and cults spread across the Realm.
Some of these organizations are traditional churches and temples to the pantheon of gods. Local and city gods might be heroes, martyrs or saints that have achieved demigod status to a small segment of the population with influence over a particular river or mountain, group of craftsmen, or a given chapel. Or, these gods might be powerful deities with thousands of followers, entire nations, or entire races.
Some organizations are well-known and respected in the Realm. Others work on the fringes of society - secret cabals and cults dedicated to any manner of depravity and evil.
Listed below are the most active and well-known organizations in the Reaches. While an overview is provided, characters interested in membership should make contact with the organization to explore initiation. Not every organization is well suited for every character, but the benefits gained from an alliance with a powerful society should not be underestimated.
NOTE: See House Rules for any specific limitations in classes.