Organizations (Sarosian Supplement)
From D&D Wiki
|World of Miriandis|
The organizational style of Miriandis is as varied as its inhabitants, there is no one way to describe how the northern orc hordes of Rogsa and the noble House Karanok in southern Junbe. The four main types of organizations are Realms, Churches, Factions and Guilds.
Realms are mostly areas of control from a central seat of power, nations with a capital city, or caravans and hordes with a central figurehead fall into this category.
Churches are organizations that follow a god, they can vary in how they are organized internally but they usually consist of a leader figure or object, this can be a central church, a powerful figurehead or even a council or leaders, rarely relics or items lead churches or religious organization but notable intelligent items have lead flocks of men before.
Factions are organizations dedicated to a task or goal, often they are not government based and in some cases don't have a leader. Often these groups are guerrillas or rebels, underground resistances and subverters. When these organizations have leaders they often function like Guilds however when leaderless ones standing within the faction can only be raised by word of mouth and deeds done.Guilds organizations are groups not tied to a regions like Realms, they also are not often tied to an achievable goal but a ideal or code of conduct instead. Guilds often have a leader or council and a central seat of power, this however isn't often a whole city but a building or small site.