Organizations (Sarosian Supplement)

From D&D Wiki

Jump to: navigation, search
Main Menu
World of Miriandis
Player Info
World Reference
DM Info

Add New Page

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.

A character who works with or for a group, donates their time and effort towards them, can raise their their reputation with that group. As the character works for the group their effort is tallied and recorded, at certain benchmarks the affiliation begins to benefit the character.

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. Realms can represent vast areas with vastly different populations and ideals. Those people, for the most part, have a sense of the greater good. When a group of people have a different idea of what the greater good is they are often represented as a faction within the realm.

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, rebels, underground resistances and subversives. 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.
Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors