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A loose alliance of lords and leaders in and around Falco Bay, who believe in working together against threats from within and without their borders.

Their symbol is a falcon curved around a four-pointed star.

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Gorgon's Fury - based in Sunaria, Franklin (H/M), short, 2nd in charge.

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The Imperial Academy is a formulaic institution of magic and higher learning  for the Varencian Empire.  It follows the precepts of the eight traditional schools of magic, with each school having a philosophically different or opposed school.  Most of the learned scholars are specialists in one school, and have another school as a secondary tradition.   On occasion some mages stray outside of tradition, having unique or even contradictory combinations of schools and abilities.


Divination: spells that reveal information.opposesIllusion: spells that alter perception or create false images.
Transmutation: spells that transform the recipient physically or change its properties.opposes
Enchantment: spells that imbue some property or grant the caster power over another being.
Necromancy: spells that manipulate, create, or destroy life or life force.opposes
Abjuration: spells that protect, block or banish.
Evocation: spells that manipulate energy or create something out of nothing.opposes
Conjuration: spells that bring creatures or materials to the caster.







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The Gray Ravens are reputed to be led by a 15th rank assassin, and other members are said to be almost equally as talented.

The Ravens keep an attentive eye on Sorpigal Island, Old Sorpigal, and any potential threats to the area.










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The Varencic Knights are the premier order of knighthood in Varencia. It is considered a great honor to be a member of their order. The Emperor King of Varencia is always a honorary member, but must earn full membership just like any other applicant would.














 

 

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Rules and Guidlines

An affiliation can be almost any group of people, limited only by their imagination and their ability to form common goals. An ancient cabal of liches, the strict ecclesiastical hierarchy of Ereshkigal, the king’s bodyguards, the thieves’ guild, the old apothecary and the three daughters that help to run his shop—all these and more are affiliations.

Like-minded individuals might gather in an affiliation for any number of reasons, but at the fundamental level there are two basic categories of affiliations: social and racial.

You have a separate affiliation score for each affiliation, but need only track those important to you. Your affiliation score defines your status in that group. Rising in status can earn benefits such as an offer of membership, a monthly flow of gold and emeralds, or research time at a wizard college.

You can be associated with multiple affiliations at one time. However, each subsequent affiliation is harder to maintain. The first affiliation that you have (your primary affiliation) imposes a –10 penalty on all other affiliation scores. Subsequent affiliations oppose an additional –5 penalty to each affiliation that you gain afterward. Some affiliations might not be compatible, and the DM has final say on such issues.

Features of Affiliations

Your affiliation has many features, some primarily of use in roleplaying and background. These aspects include such basic information as the affiliation’s name and its background, goals, and dreams. Most affiliations have a symbol that enables members to identify one another. 

Type: An affiliation can be of one of the following ten types: business, cabal, college, druid circle, fighting company, government, spy ring, temple, thieves’ guild, or tribe.

Scale: An affiliation’s scale is a measure of its scope of influence. As affiliations grow in size and power, they increase the scale of their activities.

Scale Scope Of Influence
GP Limit Examples
1 Neighborhood

1,800 Bakery, druid hermit
2 Neighborhoods

4,000 Crossroads tavern
3 City Quarter
5,000 Small abbey, small nomadic tribe
4 City Quarter
6,600 Bank, slaughterhouse, barbarian trading post
5 City Arena
8,600 pirate ship, githzerai rrakma
6 City Watch
11,200 wild elf tree tribe
7 City and Outliers, Large College
14,400 tyrant wizard in tower, death slaad commanding a populous, gnoll tribe
8 City/Country
18,800 Frontier fort, druid sect
9 Regional/Barony
24,000 Small castle, established, church
10 Regional/March
32,000 Minor nobility, powerful guild
11 Multiregional/Duchy
42,000 Nobility, established knightly order, dread pirate fleet
12 Multiregional/Kingdom

54,000 Standing army, orc hordes, led by legendary chieftain
13 Multiregional/Kingdom and Vassal States

70,000 Vast army raised to fight off the tarrasque
14 Continental/Seafaring Empire
90,000 Centuries-old large kingdom, illithid underground nation
15 Continental/Empire
118,000 Emperor and his legions, circle of archmages
15 Multicontinental/Empire
154,000 Imperial legions with arcane and divine support
17 Global
200,000 Ancient order of epic-level knights
18 Astral Plane
260,000 Githyanki incursion force
19 Multi-Planar
340,000 Armies in the Blood War between demons and devils
20 Cosmos
440,000 Epic-level affiliations, hero-deities


Affiliation Score Criteria: Base requirements for membership, if any, are given here.

Titles, Benefits, and Duties: A title is a designation of rank within the affiliation’s hierarchy. Characters with an affiliation score of 3 or lower are usually not considered members. In social affiliations, members with affiliation scores from 4 to 10 are generally looked upon as probationary members. A character with an affiliation  score of 30 or higher attains the most prestigious title.

Executive Powers: Executive powers are wielded by the affiliation’s leadership, generally those members with an affiliation score of at least 30. 


Interacting with Affiliations

Capital: An affiliation starts play with capital equal to its scale. Capital represents different types of assets for different affiliation types. A fighting company has its capital invested in soldiers, armor, weapons, and transport, while a cabal has its capital invested in wondrous items, spellbooks, bound demon servants, and political secrets. Capital is an abstract number that can be "loosely" tied to the tiers of play, and rarity of equipment and magic items. (See GP limit in the table above) In cases where the assets of an affiliation matter, they can be assumed to be (Capital x gold piece limit). This represents what the affiliation can muster in a relatively short time, not its total wealth.

Violence Check: When an affiliation attempts to do something using bullyboys, bludgeons, or battles, a violence check (1d20 + violence bonus) is made. Fighting companies, governments, and tribes have violence bonuses equal to 1/2 their scale. All other types of affiliations have violence bonuses equal to 1/4 their scale. 

Espionage Check: An affiliation’s attempts to sneak around, gather information, and infiltrate opponents are all summed up using espionage checks (1d20 + espionage bonus). Cabals, spy rings, and thieves guilds have espionage bonuses equal to 1/2 their scale. All other types of affiliations have espionage bonuses equal to 1/4 their scale.

Negotiation Check: Convincing arguments, delicate engagements, and subtle (perhaps even magical) manipulation are the province of an affiliation’s negotiation checks (1d20 + negotiation bonus). Businesses, colleges, druid circles, and temples have negotiation bonuses equal to 1/2 their scale. All other types of affiliations have negotiation bonuses equal to 1/4 their scale.

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Faction attitudes about other factions

See also: Неизвестно, Неизвестно, Неизвестно, Неизвестно (and Неизвестно)

What the rows below think of these  

Lords’ Alliance

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Order of the Gauntlet

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Harpers

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Zhentarim

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K8gok3TP3wcjN86Xv3OSiw4UaiZ6sglEjNnn160cjyAu6oRJJS0UZEkDzS-zIVfcmZXRyR0S7TRttmH8A982H8Sx9PcGRZfyFmapEl-bPj1DNsG7kXiZtiP1cQK4wQnh0CZBDzI8

We do what is needed to keep law and order across the lands of the alliance

Think they are better than everyone, not realistic, not supportive of those who must lead

Don’t trust anyone, so why trust them? Unclear when support or work against

Useful mercenaries for hire when needed, but costs high and always grabbing own power

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Put the power of the city lords above the well-being of the people and creatures of the lands

We punish and stand against Evil in all forms and defend those who are Good

Allies in the cause, but can do more harm than good with their aggression and self-empowering

Absent morals/ethics, power, glory, money by any means. Thieves, spies, assassins.

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A stabilizing force, but acting first in the interests of the dictators and despots

Have the right goals, but believe they can just wait around and respond to threats

We are the first & last line of defense vs. those who seek to destroy our world

Their own interests come first, and their goals are corrupt. Darkhold well-named.

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Keep them afraid and short-handed so they must keep us legit and well-paid by their lords

Deluded holy fanatics  with goals based on a soft world of sunshine and rainbows 

Rivals if not enemies, do not even try to provide a message or service in the open

There must always be a top power, we have the focus and means to be that

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