Chapter V · Organizations
Organizations
Nations rule the maps, but organizations run the streets. A guild badge, a gang's protection or an order's seal can open more doors in Eldriloch than a Sovereigni's letter, and close more of them too. Most adventurers belong to something, whether they admit it or not.
The Organizations
| Organization | Kind | Seat of Power | Common Classes |
|---|---|---|---|
| Arcanum Order | Aetheric scholars | Peltragow, Usmon | Aetherian |
| Celestial Covenant | Holy order | Temples everywhere | Votary, warden |
| Chromatic Orb | Artifact dealers (in hiding) | Unknown | Aetherian, engineer |
| Curators | Messengers and historians | Every major city | Aetherian, entertainer |
| Custodians of the Living Light | Healers and caretakers | Peltragow, Usmon | Votary, ascetic |
| Daughters of the Painted Mask | Island rulers | Tepor Islands | Entertainer, runner |
| Ebony Eye | Spies and entertainers | Wherever there's an audience | Entertainer, runner |
| The Gauntlet | Hired muscle | Staerhiel's contested cities | Fighter, barbarian |
| Gutter Kings | Brawlers and bounty hunters | Docks and slums | Fighter, barbarian, ascetic |
| High Tribunal of Blades | Knightly order | Runswick, Usmon | Fighter, justicar |
| Peacekeepers | Military police | Staerhiel | Fighter, souldriven |
| The Registry | Assassins | Nowhere and everywhere | Shroud, entertainer, runner |
| Sons of the Throneless | Liberators and mercenaries | Luton | Fighter, ranger, justicar |
| Tinkerer Guild | Engineers and inventors | Adryae | Engineer, aetherian |
| The Veil | Resistance and under-market | Lockinge, Staerhiel | Runner, entertainer, fleshgrafter |
| Wardens | The Covenant's enforcers | Caerdydd, Peltragow | Warden |
Joining an Organization
In Eldriloch, organizations aren't prestige classes. Belonging to one is a matter of trust, not training. A character joins by finding a sponsor and doing a job, and rises through the ranks by serving the organization's interests over time. Each organization's entry lists its requirements, the benefits of membership, and the duties it expects in return.
Ranks. Every organization has four ranks. The Game Master decides when a character has earned a promotion.
- Associate: a sponsor vouches for you and you've done one job. You get the organization's associate benefit.
- Member: character level 3rd or higher, and you've served well. You get the member benefit.
- Trusted: character level 7th or higher. You get the trusted benefit, and you can sponsor others.
- Officer: character level 12th or higher. You lead others in the organization's name, and the Game Master works out what that means for the campaign.
Duties. Membership isn't free. Neglecting an organization's duties drops a character one rank, and betraying it makes them its enemy. Some organizations, like the Registry and the Wardens, don't accept resignations.
More than one. A character can belong to several organizations, as long as they don't conflict. A warden can't be a member of the Veil. A Veil runner who is also an Ebony Eye informant is just being careful.
Organizations and Classes
Some organizations have a class of their own. The High Tribunal of Blades knights justicars (a prestige class), the Covenant ordains votaries and wardens, the Veil's runners gave the class its name, and the Registry's shrouds are a prestige class open only by invitation. Membership in any organization is open to any class that meets its requirements.
OrganizationsGuilds and Companies
The Tinkerer Guild, the Curators, the Ebony Eye and the vanished Chromatic Orb.
OrganizationsThe Underworld
The Veil, the Gutter Kings, the Sons of the Throneless, the Registry and their rivals.
OrganizationsFaith and Law
The Celestial Covenant and its Wardens, the Arcanum Order, the High Tribunal of Blades and the Peacekeepers.