Official organizations within the world of Playground use a combination of rules for Organizations and Guilds from the Dungeon Master's Guide II and the rules for Affiliations in the Player's Handbook II.

Organization Scale
ScaleScope of InfluenceExamples
1InsignificantNeighborhoodLocal bakery
2LimitedOne or Two NeighborhoodsStreet thugs, neighborhood watch
3MinorPortion of a City/RegionLocal chapel, small nomadic tribe
4LocalPortion of a City/RegionTrading post, local bank
5InfluentialSmall City/RegionColosseum, pirates
6CitywideLarge City/RegionCity watch, large tribe
7ProvincialCity and all immediately surrounding landsUniversity, local tyrant
8Regional, smallInfluence over two or three cities and surrounding landsSmall religious sects, druid circles
9Regional, largeComplete control over two or three cities and surrounding landsFortresses, religious groups
10Multiregional, smallLarge areas, such as an entire desert or mountain rangeLarge religious sects, small nations, Chosen of Sand
11Multiregional, largeInfluence in several regions / several cities across a continentSmall religions, pirate fleet, established knightly order
12ExpansiveMany regions/most cities of a continentLarge guild, Lodge Luminous
13InternationalSeveral nations/most of a continentInternational organizations, large religions
14Continental, smallControl of a large portion of a continentLarge kingdoms, empires
15Continental, largeComplete control of a continentLarge empires
16IntercontinentalComplete control of large portions of several continentsVast empires
17GlobalGlobalWorldwide influence, The Grin
18PlanarInfluence across an entire planeDeities, large kingdoms of outsiders
19MultiplanarMultiple planesDemon/Devil armies
20OmnipresentAll planes/MultiverseDivine pantheons
Name: The name of the organization.
Brief Description: A good description of the organization is necessary to get a quick feel for the group without needing to read the entire entry. Two or three sentences should suffice, but feel free to include more if desired. Please try to limit this to a short paragraph of 4 to 6 sentences at the most.

Philosophy: What the organization believes or exists to accomplish. Its reason for existing and for doing what it does. The philosophy is the high reaching ultimate goals of the organization, whatever they may be. This determines the "Type" of the organization: Arcane (mages’ guild), Criminal (thieves guild), Government (the Council of Glasken), Mercantile (business), Mercenary (barbarian clan), Naturalist (druid circle, TheTravelersGuild The Traveler's Guild), Performer (bardic troupe), Psionic (LodgeLuminous Lodge Luminous), Religious (ChosenOfSand Chosen of Sand), or Scholastic (university, SchoolOfTheTranscendentOrder School Of The Transcendent Order).

Organization Lore: The main goals of the organization as well as the "real" reasons a character would join, such as a free place to sleep or access to information gathered by a spy network. It's probably best to format this in "standard lore format," i.e. DC 10, DC 15, DC 20, and DC 30 sections revealing ever more detailed and secret information.

Leadership: A brief description of the character or elite group who runs the organization.

Symbol: The logo of the organization, if any.

Size: The size and/or area of influence of the organization. It is measured on the scale in the sidebar.

Associated Classes: Classes associated with the organization. These are the classes most often found in or accepted by the organization. Please select no more than four.

Entry Requirements: The requirements necessary to become a member of the organization. Generally, organizations, unlike prestige classes, are open to members of all, or almost all, levels. Generally, organizations require some level of competence in whatever field they espouse and/or a small quest to prove loyalty and dedication.

Dues: Dues or tribute collected by the organization. Can be in the form of money, goods, or required actions, pilgrimages, or daily prayers. Basically anything can be accepted as dues; however, dues are generally expected to be approximately in balance with the benefits given by an organization and are almost always a recurring event.

Benefits: The specific benefits associated with being a member of the guild. Upon joining, a member is entitled to all benefits listed here, unless a prerequisite is listed as well. Benefits are only available to active members who have paid all dues. Failure to pay dues or live up to any other rules of the organization immediately revokes all benefits of the organization for that character.

Associated Skills: Up to six skills that are associated with the organization's goals and abilities. These are generally class skills of the Associated Classes.

Favored in Guild Feat Benefit: This is the benefit given by the Feats#FavoredInGuild Favored in Guild feat as determined by organization type. It is not necessary to list this if the organization type is specifically mentioned, unless it differs from the standard list associated with the feat.

Sample Contact: A sample contact within the guild. See "Contacts" in DMGII p153.
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