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Post by Sentar(Spade) on Nov 1, 2013 6:13:30 GMT
Here is where you can submit your faction for approval from there we can work on getting you set up in the world. We are going to be using the faction guide from Pazio as to how we have them work and interact, a faction will have NPCs within it to give it more depth. Please give all the details such as one from the Faction Guide here is an example.
Most people of Avistan and northern Garund view the Aspis Consortium as just another trade syndicate, albeit possibly the largest and one neither controlled by a specific state entity nor bound within any single nation’s borders. Aspis employs a vast pool of hired mercenaries and local labor eager to earn Consortium coin, and their business certainly enriches many. Clients and employees alike are puppets for the Consortium’s agents and merchant lords, earning them considerable good will and oftentimes a blind eye turned to other, darker rumors.
GOAL: Profit above all Morals, laws, loyalties, and national boundaries fall by the wayside in the name of wealth. The Aspis Consortium acts superficially like many other merchant and trade cabals, but unlike them, it actively manipulates the market and its patrons to achieve its vast wealth. From the lowest dock worker who cares for nothing save for earning his promised pay, to the soldier of fortune willing to spill blood for coin, the Consortium’s masters rely on the supreme power of human greed to further even darker aims.
Alignment: ne
Aspis Consortium members are in it for themselves and their own profit. But they realize that by working within the Consortium’s loose framework and increasing its profit, they enrich themselves, even if they must be the tools of their superiors at times, while likewise using their inferiors as ignorant puppets. Members will do anything in the name of monetary profit, from slave trading and smuggling to market manipulation by extreme means such as engineering crop failure, causing plague, sinking ships to lower availability of imported goods, and obtaining exclusive development and import rights by any means necessary (including wiping out indigenous natives who prove uncooperative).
Leader The Aspis Patrons each have their own personal goals, which they attempt to keep secret from their fellows; of course, they all ultimately work toward an unknown goal at the direction of the Aspis Prophet, the enigmatic and possibly inhuman person manipulating them all. The three Patrons living in Westcrown who are likely to interact with immediate underlings are Arvemis the Benighted (NE male half-fiend human sorcerer 8), Muriel Azphitra (LE female human cleric of Zon-Kuthon 7), and Kara Thistlecauldron (NE female bleachling gnome alchemist 8).
good class choices
Fighter, Rogue, Sorcerer, Wizard
challenging class choices
Cleric (of a good deity), Druid, Paladin
headquaRteRs
The Aspis Consortium maintains powerful centers of inf luence regionally in areas of interest and exploitation (such the Mwangi port of Bloodcove and Magnimar in Varisia). However, the strongest of these power centers is found in the city where the Aspis Consortium was first founded—the old Chelish capital of Westcrown. This branch shifts the location of its meetings more than any other branch; locations vary between heavily warded mansions, crypts, and even private rooms at inns.
Joining
The Consortium has many hirelings, but becoming an actual employee or member of the organization requires dedication and talent—a common laborer gains none of the benefits of this faction other than the daily silver of his wage. Unusual folk (such as adventurers) can join after proving themselves in specialized missions.gaining PRestigeAchieving goals that lead to profit, access to resources, or the elimination of competitors is the key to gaining status in the Consortium.
Resources
The Aspis Consortium has money, and given that its members are spread across much of Avistan and Garund, it can count on ready assistance from either formal members or locally hired muscle, even in remote regions. It has access to raw and manufactured goods from those distant places as well, often for much cheaper costs and in more abundant supply than the market typically supports. As Aspis agents tap into markets in corners of the globe barely known to most nations and only tentatively explored by groups such as the Pathfinders, they often have exclusive access to resources found there.
1 CPA: Arrange overland or ocean-going transport from Avistan to the Mwangi port of Bloodcove or the Sargavan port of Eleder.
10 TPA: Acquire the Bronze rank and a bronze Consortium badge.
10 TPA, 1 CPA: Intercept a caravan (or other mundane, ground-based transportation) or cargo ship at a specific location, seizing the goods and hiding them nearby. Add 1 CPA to the cost to spare the lives of the victims. If multiple agents are interested in the same shipment, whoever spends the most CPA ends up in control of it.
asPis consoRtiuM
1 Aspis Consortium
10 TPA, 3 CPA: Teleport three people to Bloodcove, Corentyn, Egorian, Eleder, or Westcrown (+1 CPA per additional person). Arranging this may take 1–2 days, as the NPC caster may not be immediately available. Increase the cost by 3 CPA for same-day teleportation.
10 TPA, 3 CPA: Hire a specialist (any NPC whose level is equal to half of the PC’s) for 1 week. Most Consortium agents use these specialists as bodyguards, as team leaders on typical missions, or to intimidate people who do not respond to simple threats made by thugs. In many cases, these specialists end up as cohorts or long-term employees of the hiring agent (in fact, some are lieutenants to Silver agents doing a little mercenary work on the side).
10 TPA, 3+ CPA: Arrange the disassembly and safe transportation of a magic item to a Consortium-controlled location. Powerful items may cost more CPA to disassemble. Attempts to rebuild the item are not always successful (see the Disassemble Magic Item feat in the Appendix), so this process is normally used only for contraband items that must be smuggled to another location.
4 CPA: Arrange overland or river passage deep into the Mwangi Expanse, including obtaining a map (of varying quality) of the local terrain, appropriate survival gear for that area, and 4 weeks’ worth of water and rations.
10 TPA, 10 CPA: Hire a master specialist (any NPC whose level is equal to the PC’s) for 1 week. Many Consortium agents use these master specialists as bodyguards, team leaders on very dangerous missions, assassins targeting particularly troublesome officials, and so on.
15 TPA, 5 CPA: Arrange a local market problem, such as a food shortage or the market being f looded with a particular commodity, affecting a settlement no larger than a large town. Increase the cost by +5 CPA to affect a larger settlement.
20 TPA, 20 CPA: Acquire the Silver rank and a silver Consortium badge. The character selects one location (typically a settlement at least the size of a small city) as his base of operations and gains a +2 bonus on Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility) checks regarding that location and its trade interactions (this bonus can stack with the +4 bonus on one check listed on page 55). The character now reports to a Gold agent (who may be in the city or in another location). He can give orders to any lower-ranked Consortium agent in his base of operations, even those reporting to other Silvers (though abusing this ability can lower his TPA if it interferes too much with the Consortium’s plans there). He may live a wealthy or extravagant life at half the normal cost (see page 405 of the Pathfinder RPG Core Rulebook). The character may also hire bodyguards (see page 54) at half the normal gp or CPA cost. Each time the character purchases this benefit, he gains another location as a base of operations and gains these benefits there.
30 CPA: Gain one dose of sun orchid elixir, most likely stolen directly from one of Thuvia’s caravans transporting it to the capital for sale.
50 TPA, 50 CPA: Acquire the Gold rank and a gold Consortium badge. The character selects one large location (such as a country) or up to four smaller locations (as described in the Silver rank entry) as his area of control. He gains a +4 bonus on Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility) checks regarding that area and its trade interactions; this bonus stacks with his Silver agent bonus on these skills (if any) for a location and can stack with the +4 bonus on one check listed on page 55). Alternatively, if the agent is already a Silver agent and has four or more bases of operations, he can spend 10 CPA points to upgrade his rank to Gold rather than purchasing that rank all at once.
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Azx
Knight of The New Order
I'M BACK BABY!
Posts: 136
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Post by Azx on Nov 1, 2013 14:20:38 GMT
Factions just got a whole lot more complicated! Also, FIRST SUB FACTION WHICH IS ALSO THE FIRST PLAYER MADE GUILD REQUEST!
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Azx
Knight of The New Order
I'M BACK BABY!
Posts: 136
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Post by Azx on Nov 1, 2013 17:05:18 GMT
The Thorns (Faction)
In Calis the Rosy Order has made great progress in repairing the spiritual wounds caused by the cataclysm that has been deemed "the shift". But speeches and generosity wont help everyone. Before the shift, Calis had a criminal underground that roots ran deeper than any known organization before it, and it only got worse afterward. Organized crime is on the rise and someone needs to take a stand against it! And so the Thorns were reformed. Otherwise seen as unnecessary violence the Thorns now work extensively to "weed" the unwanted crime from the city. The Thorns pride themselves in their ability to take down foes without bloodshed, but even the most compassionate member is ready to kill at any given moment. The tenets by which all Thorns are to live by and be judged by are as follows: 1. The spilling of Innocent blood is prohibited. 2. The use of non-Lethal force is to be used at times unless given authorization to do otherwise. (To be continued)
Goals: To remove the corruption and crime from Calis and eliminate all threats to the church. The Thorns constantly ready and without rest. They work around the clock to remove the vileness from their great and noble city. Even though each one is a trained killer they don't set out to commit bloodshed, for everyone deserves a second chance.
Alignment: Lawful Good, Lawful Neutral and Neutral Although the Thorns only work for the betterment of their city and advancement of their church, they don't sit around an wait for an opponent to make a move then defend, no they weed out the "disease" and burn the roots. They take mercy on most humanoids and don't kill innocents but they have been known to go too far and complete missions by any means possible.
Leader: The Crimson Thorn The true name of the Leader of the Thorns is unknown to all but his most trusted advisors and the reasons for this secrecy is just as discrete. He makes appearances every now and then but not a single hair can be seen under his robes and mask. Good Class Choices: Although the Thorns accept anyone who can pass their trials and will conform to their creeds stealthier classes are preferred. (Bards, Rangers, Rouges, Inquisitors, Ninja)
Challenging Class Choices: In a stealth based faction you will get many bad looks for giving away the parties location by having clinky armor or no ability to stay out of sight. (Fighters, Paladins, Anti-Paladins, Cavalier, Samurai)
Headquarters: The Thorns' headquarters entrance is located somewhere within the walls of the Rosy Orders Cathedral and is connected to a series of catacombs and the sewers under the city. The Headquarters isn't much but a glorified hole in the ground, at least from general observation, but they have safe houses and cells all over the city.
Joining: To join the Thorns you have to either be invited or seek them out, neither of which are easy to achieve. But that's just half of it, then you have to go through multiple trials and be approved by the Council. Their aren't any prerequisites but the ability to use a non-damaging weapon (eg a Sap) does improve your helpfulness to the Thorns
Gaining Prestige: Gaining prestige within the Thorns is quite easy. As long as you uphold the Tenets and due as you're told. Completing missions and acquiring valuable information are easy ways of gaining prestige. However, breaking the Tenets will invoke distrust within the order and can have your prestige removed!
Resources: As a sister faction to the Rosy Order the Thorns don't have any resources of their own but they do have a residential building for their members and a couple of safe houses. The Rosy Order does keep a small armory stalked though and an adept member can request any number of useful objects from it.
CPA +1 For successfully completing a mission or hit with fewer than three quarters of the opponents (Minimum 1) dying. CPA +2 For successfully completing a mission or hit with no opponents dying. CPA +1 For successfully completing a mission or hit where lethal force is authorized by the quest giver. CPA +3 For successfully completing a raid on a medium sized cell of a criminal organization. CPA +2 For each subdued criminal of importance for the Thorns to interrogate or hold captive. CPA +4 For successfully completing a raid on a large or larger cell or headquarters of a criminal organization. CPA -1 For any encounter while on Thorns business that ends in a Thorn killing an innocent
CPA 1 Gain knowledge and access to at least one safe house or cell and a signet ring. TPA 10 CPA 1 Gain knowledge and access to all safe houses and cells within one district. TPA 10 CPA 2 Gain apprenticeship with at least an adept. TPA 15 CPA 5 Gain customary Rosewood Armor TPA 20 CPA 5 Gain the ability to lead a group of lesser members. TPA 20 CPA 10 Gain knowledge of the Thorns headquarters. TPA 30 CPA 5 Gain complete trust from all Faction members. TPA 30 CPA 30 Gain 1 deniable request a week of the Thorns armory. TPA 50 CPA 50 Gain membership into the Council of the Thorn.
Is this better? Also, the Rosy Order now refers to the religion more than an actual faction now.
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Alkier Mar
Blackwater Pirate
A man of curiosity and discovery
Posts: 132
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Post by Alkier Mar on Nov 1, 2013 17:24:03 GMT
Name: Curiosi-Venale
Goal: To explore uncharted territory and find secrets untold. Curiosity drives them to become cartographers and explorers in this virgin world. Curiosi-Venale, aka The Forerunners, take there jobs to the extreme as they search for the untold. They sell maps of newly explored regions at a high price and are hired out to explore specific regions. Their expertise is desired for any new ruins that have yet to be explored. They offer information that few yet know and will continue to scout ahead until there is nothing left of the frontier. Alignment: The Forerunners have an open alignment policy though most of the higher ups are neutral. Their hopes are to find what can be used in their new world and be the first to the profit. Leaders: The Forerunners are lead by council of five nobles. Their access to resources grant them their place just as an Oligarchy would assume. Though they rarely do any exploring instead working upon the sale of information and dispensing resources. Good Class Choices: Almost All Challenging Classes: Very few classes find it hard to get a place due to the needed expertise across many mediums. Headquarters: Curiosi-Venale's council have a meeting hall put together but most members live their lives in their own homes. If new commissions come in all viable groups are called to the hall and are given a choice to enter a running to be chosen by the council. The Council then must chose which group may best be suited for going or even chose multiple groups. Joining: To become a Forerunner you simply must apply. If you are able to chart maps or properly scout territory you are considered a skilled member and it is easier to get chosen for new missions. The opinion of members are irrelevant unless you are skilled or have proven your usefulness. The only prerequisite is curiosity and a desire for discovery. Resources: The Curiosi-Venale are a fairly new group thrown together by those who wish to find out what they can about this new world. Their resources are limited but there are five noble families backing them, leading to at least a bit of wealth to be expended.
1 TPA: When in the Grand Lodge library, gain a +5 circumstance bonus on one Knowledge check. The check takes 1 hour, reflecting the need to reference the appropriate materials. This bonus does not stack with the +4 bonus on one check listed on page 55.
1 CPA: Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook, or any spell the GM feels is common in the world) from the Grand Lodge library into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs.
5 TPA, 1 CPA: Become familiar with an uncommon or rare spell (at the GM’s discretion) from the Grand Lodge library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows the character to gain access to bard or sorcerer spells from sources other than the Pathfinder RPG Core Rulebook without having to do spell search or find a copy of the spell while adventuring).
5 TPA, 1 CPA: Exchange one character trait taken at character creation for a new Pathfinder Society trait (see the Appendix). The character must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need to be from the same category as the trait it replaces.
5 TPA, 5+ CPA: Gain a contact in a particular city. The character can consult with the contact for local gossip, news, and advice; this benefit grants the character a +2 bonus on Diplomacy checks to gather information, Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks regarding the contact’s city made within that city. The character must wait 24 hours for the contact to provide the desired information. For an additional 10 CPA, the bonus from the contact increases to +4. A character may have contacts in multiple cities, but multiple contacts in the same city provide no extra benefit. If the contact dies, the character can spend CPA to find a replacement contact.
10 TPA: Purchase faction spellcasting (see the Appendix) at 1 CPA less than normal (minimum 1).
15 TPA, 2 CPA: Access a special section of the Grand Lodge library for 1 week and gain a +10 circumstance bonus on any one Knowledge check. This bonus does not stack with the +4 bonus on one check listed on page 55.
20 TPA: Gain free passage on caravans and merchant vessels that are friendly to the Pathfinder Society.
20 TPA: Purchase any magic item worth up to 10,000 gp value from a Pathfinder lodge at a 10% discount.
20 TPA, 1+ CPA: Access a hidden cache of supplies in a wilderness area. These supplies consist of survival gear such as dried food, clean water, spare weapons, rope, sunrods, spell components, and other nonmagical equipment listed in the Pathfinder RPG Core Rulebook. Spending CPA on this resource represents finding a cache within 2d6 ×10 minutes from the character’s current location; the character does not need to plan ahead for this cache or know of its existence (it is, in effect, a plot device for acquiring emergency items). A typical cache contains up to 375 gp worth of these goods, and many times they are found near sites the Pathfinders planned to explore at some point. This resource always incurs the +5 CPA increase for being outside of community of at least 5,000 people.
40 TPA, 1 CPA: Gain a reputation is a famous and successful Pathfinder. The character is in effect a celebrity adventurer and is well known in several countries (though whether this is fame or infamy depends on the history and personality of the character). This reputation grants the character a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with someone who knows of her fame. Many Pathfinders with this level of prestige go on to become venture-captains
(though the Decemvirate selects venture-captains based on qualities other than prestige).
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Azx
Knight of The New Order
I'M BACK BABY!
Posts: 136
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Post by Azx on Nov 1, 2013 17:33:02 GMT
And the Factions come rolling in... I wonder where that Beggars guild is...
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Post by Twilight Magistrate Datenshi on Nov 1, 2013 18:47:54 GMT
Beggar's Guild
The beggar's guild is a collection of seemingly poor individuals, who have monopolized the skill of begging in Calis. They are unnoticed by everyone within the city, for the simple fact that they are beggars, and no one ever pays attention to them. But they pay attention to everything.
Goal: Gather Information
The Beggars are largely ignored by the general populace, which allows them to freely listen in on any conversation taking place in the city. While the officials may be looking out for a spy, or someone following them, they never pay attention to a beggar they are walking past. The beggars are also able to piece together information from pieces heard by multiple different beggars, in order to better benefit from it.
Alignment: Neutral
The beggars are completely impartial. They may or may not provide information to an individual for a price. However, they are already quite wealthy from their begging. While it may not seem like it, their operation nets them a substantial income from the tourists and merchants that come into the city. Each drops a few coins into a beggar's hand, and by the end of the day, the total sum is rather substantial. Yet the beggars still wear fake warts and rags, to appear as expected from a beggar.
Leader: Unknown Needs a leader
Good Classes to Choices: Rogue, Ninja, Bard, Fighter
Challenging Classes Choices: Paladin, Cleric (Lawful good)
Joining: One can only join the beggar's guild by receiving an invite from the leader of the guild. However, most in the city do not even know of their existence.
Gaining Prestige: Providing valuable information, dealing with threats to the guild, and occasional official favors are all ways of gaining trust of the Beggar's Guild.
Resources: The guild knows more about the inner workings of the city, and the latest news and gossip than anyone. If you absolutely must have certain information, starting from the schedule of the city guard, and ending with who a baron's daughter is marrying, the Beggar's guild is the best choice to procure the information... as long as you can make it worth their time. Then put in resources with these, benefits.
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Post by ceraton on Nov 1, 2013 19:54:38 GMT
The Underground Men of the Art of Dark Arcane Magic(Sub-Faction):
Goal: -The goal is to gather those who secretly worship and use the necromantic and evocative dark arts.
Alignment: Lawful Evil, Lawful Neutral, True Neutral, and a little bit of Neutral Evil
Leader: -The leader is unknown. They say he lives in the far dark areas of the sewers where he secretly studies the dark arcane magic. They say you can't find him because when you pursue the dark parts of the sewer then you come back to where you started.
Good Classes to Choices: -Wizard, Sorceror, and Cleric
Challenging Classes Choices: -Anything that shoots a bow and swings a sword.
Headquarters: -Sewers.
Joining: -The only way to know if you have joined is when you receive a letter with the black hand-print and some harsh scribbled words saying "We Know". And the letter reeks of burnt flesh.
Resources: -The members of the dark arcane magicks have a small control over the library of magic.
Just rename/color the old cults from the faction guide.
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Post by not just as planned on Nov 2, 2013 1:13:17 GMT
you know, I've been sitting here for an hour deciding if i wanted to post this or not... decided i might as well go for it and it'l get the boot later if it isn't ok... its a little dark, but i can always edit that out... Knights Of The Knightmare "Here We Stand, We are The first line, We suffer, we take the arrows, we take the stones, we even take Damnation, all for you, for the people, for a world where no one has to cry, where no one has to suffer, and so We will fight for a better world, because We Believe" The knights of the Knightmare are a faction surrounded in mystery, they are considered neutral, because when they are spoken of, it is very rare that people can agree on if they are good or evil. they do both Good, and what others would perceive as Evil, but they know better than the world, and so they take the slings and arrows of the populace, because they know in their hearts that this is for their sake. there are very few among their upper ranks, because very few are capable of their level of faith in their actions, even when doing they Know will possibly make the People hate them, things others would consider evil because they know not the Truth. they believe the world is best left out from their actions and their Motives, as a result, they will rarely explain WHY they did something, other then what is slowly turning into their motto "because I Believe" Goals: to make a better world, one where "no one will have to cry, and no one will suffer" Alignment: N, alignments such as good and evil may find trouble agreeing with the Knights of the Knightmare at times, because they are expected to be able to commit Acts of Pure evil AND good. they are expected to be willing to suffer eternally for their actions, even if it was by order. Leader: The Leader of the Knights of the Knightmare, is known as the Dream Chaser, and there is not just one Dream Chaser, there are three. all Three of them are extraordinarily powerful diviners of what has not yet come to past. When a Dream Chaser Dies, his Spirit is Preserved and Placed in a New host from within the Order. Only a Knight who has completed "The Right Of Tears", and is Willing can be chosen. and when done so, his soul will be bonded to that of the Dream Chaser, resulting in The Dream Chasers not being a single entity, but a collective conscious of many. this Sacrifice devoid the Host of all Emotion but those Of sorrow, a Dream Chaser can Never experience joy or anything Happy. this is there Burden, for their Cause, A Better World. A Legend floating around says that the first soul of each Dream chaser was an Archon of Truth. Good Class Choices: Magus, Fighter, Ninja, Samuri, Sorcerers, and gunslingers all make good class choices for this order. Challenging Class Choices: Paladins, Anti-Paladins, and good and evil clerics may find a hard time in this order, due to the nature of the assignments given to the order members. Joining: they allow anyone they deem useful to become an initiate, under the condition they forsake their previous life, and put the Order first in all aspects of your life. however only Someone who completes the "Rite of Tears" can become a true member of the order. this is an especially Dark Tradition they use to weed out the unfaithful. it involves the killing of an infant. if the initiate cannot complete this order, then a Full-member will complete it, usually make them watch, and that initiate can never advance to a full-member. any child Marked to Die has been foreseen to commit some form of incredible evil in the future, but this is not told to the initiate, ever, even after the Rite is over. the Conditions of this tradition are only known to the Dream Chasers. however a lot of initiates don't wish to advance, because full-fledged members are asked to do things just as bad if not worse frequently. but they do it nonetheless, because at that point, this is there life, they believe. Initiates and Members alike Cannot Fail, they will do anything and everything they can to complete their task. and will readily accept or demand penances for failure, the greatest of which is known as the "The Final Tear", the details of this Practice are unknown, all that is known as no one has ever survived it, and no one has ever regretted it. the legends say it is the ultimate proof of your belief, your will, and your power. Gaining Prestige:Gaining prestige is a very simple matter, doing things that would better the world. such as Aiding the Downtrodden, or removing evil(with or without violence). while you don't receive AS much prestige for it, bailing other members out of trouble and/or helping them with there missions can get you some reputation among the other members. Resources: they have no true Resources, other then knowlegde of what will be should they fail. as a result, there Initiates and Champions are Extremely Skilled combatants(the higher ups being borderline legendary), but there numbers also contain many Artisans from all blocks of life, so there funding is very rarely low. they also have been known to take Bounties approved by the order, they will also take Guard jobs(be it a person or a location) if the order deems it worthy of guarding. as there organization is very similar to a Religion, they usually willing to assist each other Free of Charge, and due to this support the order is very self-stable. becides the standard stuff, could it be possible for people to spend Rep to possibly talk to the Dream Chasers and get a Reading? (learn the results of an action they might take) i don't think i did a good enough job conveying this, so ill just put this little disclaimer on the bottom... Normally they just outright kill true Evil(like evil outsiders, undead, supernatural evil, ect) however that is not there immediate solution to a problem, they will occasionally pull someone out of power or something akin to that, if that's all it takes.
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Post by Abyssal Magistrate Bakrehna on Nov 2, 2013 5:51:36 GMT
The Great Law Of Calis
The Great Law Of Calis, or GLOC for short, is the Justice system of the Great City Of Calis. All the inhabitants of Calis are to abide by it's word, lest they wish to face it's harsh judgement. GLOC is known for delivering swift and unforgiving judgement whenever and wherever it is required. All servants of the law, such as guards, justiciars, hellknights and judges, are part of GLOC and are expected to abide to the laws they enforce. GLOC cares not if you are a noble, beggar, peasant, soldier, black, white, orc or human, you will still face the punishment entitled to you for the crimes you may commit. Jail-time, fines and sometimes even executions are some of the ways GLOC deals with criminals.
GOALS: Law and order. All those who wish to remain inside Calis must abide by the laws of the city, and members of GLOC see it as their duty to do so. Promoting good behaviour is also important, so GLOC members are expected to act swiftly, efficiently, and keep a good profile amongst the populace and be modest. Keeping Calis lawful is what defines GLOC.
ALIGNMENT: LN. Members of GLOC must care little about the reason why someone committed a crime, they are to fulfill their duty even if their personal interests are against it. Disobeying a superior's orders is considered to be failure of duty, thus no proper member of GLOC would even consider it. Judging fair and by the letter is a must, as a peasant who stole an apple to feed his hungry family has still committed theft, and must face punishment for it. However, being a rich noble does not mean you are allowed to physically assault the farmer, as being rich won't keep someone from spending time in jail, or meeting with the executioner's axe. To summarize, GLOC cares little about an individual's personal opinion; What GLOC cares for, is if the law is being upheld.
LEADERSHIP: GLOC is split into many categories that represent a different part of the justice system, however, over all the servants of the law stands Abyssal Executioner Bakrehna, The Hellknight Commander of Calis. In cases where a normal judge could not make a truly fair decision, Bakrehna makes sure that true judgement is witnessed by all. He is the one who enjoys executions and personally executes infamous criminals with his greataxe. Gaining favour with GLOC will eventually lead one to meet with Bakrehna, who would also offer someone the chance to join the ranks of the Hellknights or Justiciars.
Good Class Choices
All classes capable of choosing a LN alignment.
Challenging Class Choices
All classes incapable of being of a LN alignment.
Headquarters
Guard posts, watchtowers, the courts of law, many buildings are under GLOC's command. However, the headquarters, where the Hellknights and Abyssal Executioner reside, is located in the capitol district of Calis.
Joining
Joining GLOC is easier said than done. Those who wish to be simple guardsmen come and go, but those aspiring to be something more undergo many a test and spend much of their time in service of the law. It is expected of them to forsake much in favour of the Law. Seeking the closest guard post is the easiest way to come into contact with a captain of the guard so that one may enter GLOC, or through proper education, one might find themselves part of a judge's group after seeking one's secretary.
Resources
GLOC has enough resources to keep it's members motivated in terms of payment, and commands many buildings in the city. In most occasions, guards are expected to wear the equipment they feel most comfortable with, though they are to bring said equipment to the nearest blacksmith and have it modified slightly, so that it may bear the symbol of the guard. Blacksmiths are to immediately fulfill the order free of charge, as they will be paid by GLOC at a later time. However, Blacksmiths are to demand proof of such an order and must thus be presented with a writ provided to the individual in question by the guard captain approving them. Blacksmiths that engrave items with the symbol of the guard without being shown such a writ are to be reported to GLOC, so that they may serve their well-deserved time in jail. In rare occasions, when enforcing the law requires a little bit of extra help, GLOC officials may offer extra equipment, a mount, or other aid to a member of that requires such aid to uphold the law. Items offered in this way are expected to be returned afterwards. On even rarer occasions, such items will be offered as a reward to succesful operatives. Gainning recommendations for a job well done is the main way to gain reputation in GLOC, as well as gaining medals of service.
The following bonuses do not stack.
1 Recommendation: GLOC members gain a +1 bonus to all charisma-related checks when they interact with other members of GLOC. GLOC members also gain a +1 bonus on intimidate checks against Chaotic creatures that have an intelligence score of 3 or higher.
3 Recommendations: GLOC members gain a +2 bonus to all charisma-related checks when they interact with other members of GLOC. GLOC members also gain a +2 bonus on intimidate checks against Chaotic creatures that have an intelligence score of 3 or higher. GLOC members also gain a +1 bonus on sense motive checks to perceive a lie.
5 Recommendations: GLOC members gain a +3 bonus to all charisma-related checks when they interact with other members of GLOC. GLOC members also gain a +3 bonus on intimidate checks against Chaotic creatures that have an intelligence score of 3 or higher.
8 Recommendations: GLOC members gain the 'Medal of Proper Service' and gain the benefit of commanding a squad of two city guards.
10 Recommendations: GLOC members gain a +1 bonus on all saving throws against all spells and effects caused by chaotic creatures.
13 Recommendations: GLOC members gain a +2 bonus on sense motive checks to perceive a lie.
15 Recommendations: GLOC members gain the 'Medal of Greater Service' and gain the benefit of commanding a squad of four city guards. Those interested may also join the ranks of the Justiciars or Hellknights.
18 Recommendations: GLOC members gain permittion to immediately conduct search on a business building for ilegal material or transactions.
20 Recommendations: GLOC members gain permittion to arrest any suspect during crime investigation without proof. However, if the suspect is not found guilty, the GLOC member in question will receive a negative recommendation.
25 Recommendations: GLOC members gain the 'Medal of Ultimate Service' and gain the benefit of becoming captain of the guard. This grants them control of the guard of a specific area inside the city of Calis.
30 Recommendations: GLOC members gain a +2 bonus on all saving throws against all spells and effects caused by chaotic creatures.
40 Recommendations: GLOC members gain the 'Executioner's Finest Medal' and gain free access to all locations in the city without requiring special permittion. They can overule the word of a judge if present in court and can also conduct arrests and investigations of all kinds when they so desire to. They are also granted the ability to conduct executions. However, remaining in such a position is incredibly difficult, as the bearer of this Medal must remain in Calis forever in order to keep it and must not make mistakes in his judgement, or he loses this final recommendation and must regain the Medal. When two GLOC members bearing this Medal come into conflict when it comes to upholding the law, they must take their arguement to the Abyssal Executioner. The one who is found wrong, immediately loses this Medal and must regain it later.
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Post by Magistrate Wizzle on Nov 2, 2013 19:24:10 GMT
<Place holder>
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Post by thestrangesylph on Nov 3, 2013 13:31:26 GMT
Will someone do the Thieves' Guild?
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Azx
Knight of The New Order
I'M BACK BABY!
Posts: 136
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Post by Azx on Nov 3, 2013 16:19:41 GMT
Why not do it yourself?
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Post by thestrangesylph on Nov 3, 2013 17:06:00 GMT
Couldn't design something properly to save my life I'm afraid.That and I thought someone else might want to make it.
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Post by Sentar(Spade) on Nov 3, 2013 20:50:00 GMT
As it seems people have having alot of trouble making factions I'm going to ask that we use the faction guide and you can retailor names and lore about them.
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