Thank you for your interest!
OK, I've got 'em transferred over from my laptop. Here's my draft re-writes
of a few of the Dyvers metaorgs, into the newer format (as per Greyhawk City
metaorgs). You'll note that the Constabulary is unfinished, but I'll pop it
in anyway. Feel free to comment on 'em all!
Please note there are occasional references to metaorgs you've never heard
of (such as the Dragonkin) - these are ones I'm just making up for my home
game group (draft ideas for these new metaorgs are in another document, not
posted here below).
:)Bronwyn
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Joining Multiple Metaorgs
Multiple metaorg membership is assumed to dilute the commitment, time,
money, and resources the character offers their group. For example, the
military is regarded as a career, and you're expected to devote the majority
of your time to it, not dabble in other causes. Religious service times may
clash, for members of multiple churches.
Characters may be simultaneous members of up to one civil or military, one
racial, and one religious metaorg with no penalties unless otherwise noted.
Half breeds (½ orcs and ½ elves) may join up to two racial metaorgs with no
penalties unless otherwise noted. You may not otherwise be a member of more
than one racial metaorg, unless otherwise noted (such as the exception for
the Dragonkin metaorg).
-10 accumulative affiliation score modifiers apply to/from civil and
military metaorgs for characters joining multiple metaorgs outside the above
allowed allotment, unless otherwise noted.
-5 accumulative affiliation score modifiers apply to/from religious metaorgs
for characters joining multiple metaorgs outside the above allowed
allotment, unless otherwise noted.
When in doubt, apply the lower affiliation score penalty.
Example 1: A character holds membership in one civil, one military, and one
religious metaorg. They won't be penalized for the religious metaorg
membership plus one of the civil or military memberships, but being
simultaneously a member of a civil and military metaorg attracts a -10
penalty, applied to both. A -5 penalty is applied to the religious
membership.
Example 2: An overly devout character holds membership in 4 religious
metaorgs plus one civil metaorg. The first religious membership attracts no
penalty, and neither does the civil metaorg, but the next three churches do;
a -5 penalty per metaorg. All four religious metaorgs plus the civil metaorg
suffer a -15 penalty (3 x -5).
Example 3: A character is a member of both the Pit Fighters Guild and the
Circle of Crimson Stone, both civil organizations. Special exemptions apply
in this case, and instead of the usual -10 penalty to both organizations, no
affiliation point penalties apply.
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Pit Fighters Guild
Symbol: Crossed trident and sword.
Background, Goals and Dreams: To win fame, renown, patronage and lots of
money through successful fights and wagering.
Members: New fighters in the guild must spend an influence point to be
sponsored in their first Pit fight. Members that leave the guild may join
again, but must rebuild their reputation starting at the lowest tier.
Type: Civil - Guild
Membership Interactions: No affiliation penalties for joining the Circle of
Crimson Stone. -5 affiliation penalty with Dyvers Constabulary. Headliners
are encouraged to join the Circle of Crimson Stone.
Criterion Affiliation Score Modifier
Character Level +1 / 2 levels
BAB +5 or higher +1
BAB +10 or higher +2
Per fighter bonus feat slot +1 / feat
Per winning pit fight +1/victory
Can cast arcane or divine spells -4
Per 2 ranks Perform or Intimidate +1
Per 2 fights lost -1 / 2 losses
Affiliation Score Title: Benefits and Duties
3 or lower Hanger on with no benefits. Learning the Ropes.
4-10 Combatant: Pit Weapons, Pit Fighter.
11-20 Steady: Fans. +1 to Intimidate &/or Perform.
21-29 Contender: Admirers. 50GP/year income from wagers/patronage.
30 or higher Headliner: Patrons. 200GP/year income from wagers/patronage.
Explanation of Benefits
Learning the Ropes: Must adhere to all rules of the pit: no magic that is
not contained in weapons, no spellcasting, no killing, quarter is granted if
asked by the opponent or ordered by the regulator of the ring.
Fans: Free standard upkeep in Dyvers.
Admirers: Free rich upkeep in Dyvers.
Patrons: Free luxury upkeep in Dyvers.
Pit Weapons: Access to Bladed Gauntlets, Chain-and-Dagger, Fullblade, Maul,
and Large-sized weapons from the PHB.
Pit Fighter: Membership in this organization satisfies the special
requirement for Invisible Blade. -2 to all Diplomacy checks with the Dyvers
Constabulary.
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Circle of the Crimson Stone
Symbol: Crimson Circle.
Background, Goals and Dreams: To win fame, renown, patronage and lots of
money through successful fights and wagering.
Members: New fighters in the guild must spend a year in the Pit Fighters'
Guild, or other region's similar guild, or be sponsored by a patron (access
through a module). Members that quit the Circle are considered a threat to
the security of the organization; they are hunted down by the other members
and slain.
Type: Civil - Guild
Membership Interactions: No affiliation penalties for joining the Pit
Fighters Guild. -5 affiliation penalty with Dyvers Constabulary.
Criterion Affiliation Score Modifier
Character Level +1 / 2 levels
BAB +5 or higher +1
BAB +10 or higher +2
Per fighter bonus feat slot +1 / feat
Per winning circle fight +1/victory
Headliner in the Pit Fighters Guild +2
Per 2 ranks Perform or Intimidate +1
Per 2 fights lost -1 / 2 losses
Good alignment -10
BAB less than +5 -5
Affiliation Score Title: Benefits and Duties
3 or lower Hanger on with no benefits. Learning the Ropes.
4-10 Combatant: Circle Weapons, Circle Fighter.
11-20 Bruiser: 200GP/year income from wagers/patronage. +1 to Intimidate
&/or Perform.
21-29 Veteran: 300GP/year income from wagers/patronage.
30 or higher Champion: 400GP/year income from wagers/patronage.
Explanation of Benefits
Learning the Ropes: Must adhere to all rules of the circle: no magic once
combat has begun, no quarter asked or given, no speaking with the
constabulary about what happens.
Circle Weapons: Access to the following masterwork exotic weapons:
Khopesh(SS), Manti(AEG), Mighty Whip(AEG), Stump Knife(AEG).
Circle Fighter: Membership in this organization satisfies the special
conditions for Drunken Master, Invisible Blade, and Reaping Mauler. -2 to
all Diplomacy and Bluff checks with the Dyvers Constabulary.
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Sorceror's Guild
Symbol: Dragon's eye.
Background, Goals and Dreams: The gain of sorcerous power and knowledge.
Members: All members must have at least some ability to spontaneously cast
spells without preparation. Members that leave the guild may join again at
the highest level they previously held. There is a one off joining fee of
50GP, and a yearly membership cost of 50GP, payable at the start of the
year. If affiliation score falls below 0 due (or partly due) to abuses of
power or evil acts, you are expelled and banned for life. Yearly membership
cost
Type: Civil - Guild
Membership Interactions: No affiliation penalties for joining the
Dragonkin. -2 affiliation penalty for joining Dweomercrafters Guild.
Criterion Affiliation Score Modifier
Character Level +1 / 2 levels
Can cast 3rd level arcane spells +1
Can cast 5th level arcane spells +2
5 or more ranks of Knowledge (arcana or planes) or Spellcraft +1 each
10 or more ranks of Knowledge (arcana or planes) or Spellcraft +2 each
Donates texts on arcane or planar subjects to the guild valued at 200gp or
more +1 per item/donation, max six/year
Provides a scroll of a 5th level or higher spell for the guild +2 per spell,
max two/year
Abuses power or engages in openly evil acts -5 per incident
Affiliation Score Title: Benefits and Duties
3 or lower Apprentice: Authorised Spellcaster. Yearly dues of 50GP.
4-10 Associate: Guild Library
11-20 Member: Free standard upkeep.
21-29 Master: 10% discount on sorcerous scrolls. Guild Library - Restricted
Section.
30 or higher Inner Circle: Add one spell known, up to your highest level,
per year. Free rich upkeep.
Explanation of Benefits
Authorized Spellcaster: Lawfully permitted to cast spells within the city
limits that do not cause structural damage or inflict bodily harm.
Guild Library: +1 circumstance bonus to Knowledge (Arcana), Knowledge
(Planes) and Spellcraft checks made when using the Dyvers Guild Library
resources. Access to the following mundane items: Blast Pellets (RS),
Thistledown Suit (any) (RW), False Book (AEG), Sparkstone (AEG).
Guild Library - Restricted Section: Total +3 circumstance bonus (doesn't
stack with Guild Library bonus) to Knowledge (Arcana), Knowledge (Planes)
and Spellcraft checks made when using the Dyvers Guild Library resources.
Use of crystal ball and scrying mirror while on premises.
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Dyvers Constabulary
Symbol: Dyvers Coat of Arms, with a crenellated stone wall above and below.
Background, Goals and Dreams: To enforce the law and protect the citizens of
the Free City of Dyvers.
Members: Must join a particular branch of the Constabulary: city guard (dock
walkers), city guard (street walkers), city guard (wall walkers), customs
patrol, or sewer patrol. May not have been convicted of a crime in the Lands
of Dyvers (this requirement may be
fulfilled by a convicted criminal by spending an Influence Point with the
Alliance, Constabulary, Gentry, or Magister or spending 100GP per offence in
appropriate bribes to have the information suppressed). Members that leave
the Constabulary may
rejoin, but must begin again as a Recruit.
Type: Military
Membership Interactions: -5 affiliation penalty with the Alliance, the Pit
Fighters Guild, and the Circle of Crimson Stone.
Criterion Affiliation Score Modifier
Character Level +1 / 2 levels
5 or more ranks of Diplomacy, Gather Info, Knowledge (Local: Velverdyva),
Listen, Sense Motive, or Spot +1 each
10 or more ranks of Diplomacy, Gather Info, Knowledge (Local: Velverdyva),
Listen, Sense Motive, or Spot +2 each
Captures a criminal (CR greater than or equal to your level) +1/4 the
criminal's CR
Completes a mission for the constabulary +1
Chaotic alignment -10
Lawful alignment +2
Affiliation Score Title: Benefits and Duties
3 or lower Recruit: Upholds the Law. Pay of 50GP/year. Basic Manacles
4-10 Constable: Walks the Beat.
11-20 Sergeant: In the Name of the Law
21-29 Lieutenant:
30 or higher Captain: I am the Law!
Explanation of Benefits
Upholds the Law: -2 to all Diplomacy and Bluff checks with the Alliance,
Circle of Crimson Stone, the Pit Fighters Guild, Dyvers Dweomercrafters
Guild, Dyvers Vermin and Pest Contractors. +2 to all Diplomacy checks with
other Military guild members, and the Dyvers Cartographers and
Archaeologists Guild. May levy fines on the spot to lawbreakers.
Basic manacles: Begins adventures with 3 sets of manacles, if didn't already
have them.
Walks the Beat: Gains a +1bonus to Knowledge (Local: Velverdyva), plus a
+1circumstance bonus to Gather Information checks in Dyvers.
In the Name of the Law:
I am the Law!: You have an open warrant authorized by the Magister to enter
private property in search of evidence or in pursuit of criminals. Of
course, that does not mean powerful people won't bear a grudge if you
violate their privacy.
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