An adventurer is often defined by his Association. An Association is a group of like-minded adventurers who band together for a particular purpose. Some Associations are very informal; a private investigator and his close acquaintances may be one such example, whilst other Associations, such as the various military orders are more formal.
An Association is important because it defines what your adventurer is expected to do during a typical adventure, and therefore highlights skills that your adventurer would find most useful (see Skills for details). Some associations have suggested Privileges and Assets. These must be purchased normally with Build points and, unless the Gamesmaster decrees otherwise, the adventurers are not obligated to take them. Privileges or assets freely available to the entire group are noted in the association descriptions.
Though there can literally be thousands of small organizations, clubs, organizations and orders across the lands of Faerun, these are a few which have earned a certain amount of universal recognition. Below each description is a list of skills, privileges and assets we recommend you take to make the most of your association.
The Harpers Club - Hailing back to the earliest days of Faerun, the Harper's, as they were previously known, were a rag-tag network of adventurers, magicians and entertainers. They were as likely to play a flute or drum as wield a rapier or dagger. Their charter has not changed: to be a force for good, maintain balance between order and chaos, and preserve the old tales and stories of old. This last part has made them very unpopular with the Aluminat and others who would very much like certain things forgotten. But the Harper's Club has earned the respect and loyalty of many low to medium working class folk as they regale their audiences with stories, preserve family history or defend the weak and innocent. There are even stories about assassinations, espionage and infiltration at the highest levels of government. Though secretive, their clubhouses are known as places of sanctuary for even non club members. Though many consider this a philanthropic and social club, they still largely attract musicians, orators, entertainers and even adventurers who seek to find and protect truth, and defend the individual over the collective.
Suggested Skills: Act, Bull, Dance, Etiquette, Instrument, History
Association Privileges: Private Club Membership
Order of the Forever Empress - Highly trained warriors on horseback, the Winged Lancers are a terrifying force which exact lethal justice in the city of Newhaven and beyond. Patrolling roads and securing farmlands, the Order acts as guards, militia units and independent police forces. But the Lancers are zealous and loyal to the house of the Forever Empress. The lengths they will go to protect and defend have made the secretive military order scrutinized and distrusted in certain circles.
Suggested Skills: Archery, Animal Handling, Firearms, Perception, Politics, Riding, Specialist Weapon, Swordplay
Association Privileges: Hero
Association Assets: Horse
The Legion - Historians tell of the great battles the Legion has fought. They tell of the bravery and honor, but other reports tell of the heinous acts of terror which failed to differentiate them from common beasts. Despite the sordid past, they have become an advocacy for remembering the good and venerating the positive aspects of their order. Some fair minded folks would even say they are generous and humanitarian. Though it's not seen as a badge of honor to have served with the Legion, there is no doubt in the minds of all that a Legion man is not to be trifled. They operate by a code of iron, disciplined in many arts of warfare and knowledge, and are savage when the need arises. Their symbols are a blood red rose on a signet ring or on the pommel of an ornate dagger all Legion members carry on their person once they become a full legion member. Despite using technology, they are hesitant to embrace all new inventions and most definitely outspoken on the misuse of magic.
Suggested Skills: Athletics, Demolition, Dodge, Firearms, Fisticuffs, General Knowledge, History, Might, Specialist Weapon, Survival, Swordplay, Tracking
Association Privilege: Military Commission
Association Assets: Stalwart Friends
The Secret Society of the Telegraph - Up and down the coast, the telegraph wires stretch from one end of the Sword Coast, from North to South, expanding into new territory daily. Information travels faster then light thanks to the magically infused wires and relay stations with carry news, gossip and the latest information to the cities throughout Faerun. There is little that goes on that the operators do not know. It was for this reason that the Secret Society of the Telegraph was founded. Association with the Society is secret and nobody actually knows if it truly exists. But their secrets, and the knowledge the share along the telegraph wires, remain with them alone.
Suggested Skills: Conversation, Engineer, General Knowledge, Lore, Politics, Telegraphy
Association Asset: Stalwart Friends
The Black Hand - A organized criminal element across Faerun, the Black Hand is rumored to have a hand in everything from extortion, blackmail, kidnapping and murders. Ruthless as they are efficient, the elusive organization operates in small cells or single assets who work in the lower classes and blend into the masses. Their goals seem to be purely greed and desire for power, but there are times that their interests ally with others. Its rumored that they operate by a certain code, even to the extent of warning their target with a scrap of cloth with a black hand burned into the surface. It does little good, since the target often disappears or shows up in the morgue a few days later.
Suggested Skills: Bull, Blunt Weapons, Disguise, Firearms, Fisticuffs, Improvised Weapons, Sewer Lore, Swordplay
Association Assets: Contact
The Lorieth Wanderers - A famous adventuring guild with world renowned fame, their chapter houses span the length and breadth of Faerun where a warm meal, clothing and weapons are readily available to its members. The most famous of these houses is in Newhaven, and is called the Manor. Sparring grounds, a tavern, warehouses, an exclusive set of shops and a collection of retired warriors, mages and scoundrel's who now train new initiates are available to members. The nature of the group made it a very competitive and coveted position to have amongst the other guilds. In fact, membership has dwindled as they only admit new members once a year and only after completing some fantastic feat which will further advance the guild as a whole.
Suggested Skills: Athletics, Bull, Survival, Specialist Weapon, Tactics
Association Privileges: Private Club Membership
Association Assets: Income (Upper)
The Cobblestone Club - A loosely-organized cell of like minded agents drawn from all classes, they are united in
their desire for a more egalitarian government and, in the meantime, protect people from injustice, especially when
their ‘crime’ is holding an unpopular political view. The Cobblestone Club takes its name from the stones that dot
the streets, as their classless ‘club’ can only freely meet in darkened alleys or seedy establishments.
Suggested Skills: Athletics, Bull, Conceal, Hide & Sneak, Perception
Association Privileges: Pub Regular – Landlord’s Mate
Association Assets: Bolt-hole
The Order of the Ashen Rose - The Order was formed as a vanguard against supernatural, etheric and monstrous threats. Their legend as infiltrators, spies, detectives and scholars have become something of legend. Many books, schools of thought and development have come directly from their efforts to uncover the old world and search out lost knowledge. Though protective and guarded, the knowledge they have collected has helped safeguard the old world.
Suggested Skills: History, Lore, Language, Streetwise
Association Privileges: Hero
Association Assets: Library (magic, maleficium)
The Havering Household - Led by the middle class couple Nathanael and Susanna Havering, the fortune of which has been made in sea trade. Their connections to the aristocracy came through a strategic marraige and Nathanael's good fortune, a asset he is known to readily utilize at the gambling tables. Calling Susanna a "free spirit" is a polite understatement. She has a taste for the bohemian and has made friends on every level of society. The duo appear to lead a exotic life in both the tabloids and rumor mills. Natrually attracting adventure through no fault of their own, they tend to wield the skills necessary to deal with whatever trouble shows up on their doorstep. Allying yourself with the Havering House includes a house or fashionable city flat for the use of the adventurers, access to Jonathan Havering and his fiance, Selina Tamworth; the family dwarven servant, Patterson Briggs; and the gnome scholar and certified magician, Tobin Charterton. There is never a dull moment working with the Haverings.
Suggested Skills: Conversation, Empathy, Hide & Sneak, Improvised Weapon, Perception, Streetwise
Association Assets: Coach
The Royal Geographical Society - There is nothing that bothers a geographer more than a blank spot on a map, thus the Royal Geographical Society sponsors the expeditions of explorers willing to fill in those blank spots and return with knowledge and relics. Typically, the Society funds an explorer, who then puts together the expedition herself, including the hiring of useful and reliable party members. In most cases the Royal Geographical Society acts as a silent partner, as they usually have no oversight while the adventurers are away on their expeditions. They do demand an honest accounting of the expedition afterwards, though, as well as a share in the spoils. Such spoils are often used to fund future endeavors, with the best pieces going on display in local museums. Adventurers without the private club membership are hired hands and normally not allowed to partake in club benefits and activities.
Suggested Skills: Airborne Riding, Culture, History, Language, Navigation, Pilot (boating)
Association Privileges: Museum Trustee, Private Club Membership
Association Assets: Library (geography)
Willowpin and Associates - Willowpin and Associates is a famous detective agency. Founded by the eccentric master sleuth Thomas Willowpin, there is no city where you cannot find the investigators chasing down leads and solving cases. Their services are available to anyone, rich or poor, aristocrat or workin class. They are even known to take cases bona fida. Each agency is run by one or two detectives and backed by partners. Though a small force, they can always call on the services of other Willowpin agents. Along with solving mysteries, they act as security guards, couriers and extra muscle. Identified by their bowler hats and a shield kept on the inside of their coat (a tree in a circle, with a pin through the center, a shield on the end of the stick pin with a W printed on it), look no further then a Willowpin agent.
Suggested Skills: Conversation, Criminology, Cryptography, Empathy, General Knowledge, Research Association Assets: Contacts, Respectable Boarding House
The Worshipful Order of Horologists - WOH controls all legitimate clockwork construction across much of Faerun. Without their approval, a clockworker is operating outside the law. Think of it as the Guild for inventors. There are strict membership requirements and expected behaviour from its members. There’s also harsh punishment for non-members who try to set up shop. Working for the Order provides a character with a cadre of like-minded individuals to bounce ideas off of, borrow tools from, and help bringing a design to fruition. On the other hand, some members of the Order are roped into works for hire, producing what he’s told to produce, not what he wants. Going it alone has its risks, if the character’s found out, he’ll be run
out of town on a rail. When facing down an angry group of clockworkers, that rail might just be steam powered and very, very fast. However, working outside the Order’s structure provides a freedom to create what he needs when he needs it.
No comments:
Post a Comment