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

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.
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.
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.
Faction attitudes about other factions
See also: Неизвестно, Неизвестно, Неизвестно, Неизвестно (and Неизвестно)
What the rows below think of these → | Lords’ Alliance | Order of the Gauntlet | Harpers | Zhentarim |
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 | |
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. | |
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. | |
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 |