Organizations (Greyhawk Action)

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Acadamae

The premier school of Wizardry in Ahlissa, Academae is divided into branches and strongly encourages specialization in its students. The most powerful branch is Summoning, but there are a total of eight branches. Seeing, Induction, Wards, Lies, Shaping, Charms, and Whispers.

Objectives: Maintain Acadamae as the premier school of wizardry. Produce powerful graduates, new spells, and magic items. Collect lore. Maintain discipline and pride amongst allumae.

Contacts: Access to important wizard jobs, spells, training, and lore. Very high prestige in Ahlissa, a master of Acadamae is as important as a landed lord.

Power: 34, Summoning 33, Seeing 24, Induction 31, Wards 28, Lies 29, Shaping 30, Charms 30, Whispers 32.

Korvosan Government

With a dual status as the capital of Ahrissa and a chartered city, Korvosa stands in two worlds, both ancient. One is the feudal world of Great Kingdom feudalism. The other is the charter of a semi-independent city jealous of its every right and privilege. The two clash in the government of city and country. Described here is the city government. Parallel to it is the country government with a feudal hierarchy. Both city and country have the king as their final authority, but the king is also only the first among equals in both cases.

Objective: To make the city and state grow and prosper under a strict regime.

Contacts: Formal hierarchy within each branch of government as well as informal status and respect among citizens of good standing.

Power: The city as such has a power of 37, as rich and powerful as a major nation. The various branches are described separately. The kingdom as a whole has a Power of 39.

Arbiters

More than judges, the arbiters also have legislative oversight. Any declaration the king makes must first face review from the arbiters. The main task of arbiters, however, is to try criminal cases and settle civil disputes. Depending on the gravity of the crime, as many as nine arbiters might try a single case (they always try cases in odd-numbered groups to eliminate stalemates). For most crimes and for all civil disputes, though, a single arbiter oversees the proceedings. His judgment carries the authority of the city’s leader.

Objective: To maintain law and tradition.

Contacts: Arbiters can count on support of the City Guard and their arbitation is law and carries enormous weight in Korvosa.

Power: 28. No arbiter has a Rank less than 18, but they do have assistants.

Sable Company

Hippogriff-mounted marines in defense of the skies and waters of Korvosa. Shipboard raids and airborne threats fall under the jurisdiction of the black-clad Sable Company, and its members offer aerial and amphibious support to Korvosan Guard operations. First by tradition, and later by an addendum to the city’s charter, the Sable Company does not answer to the king. Instead, the commandant of the Sable Company reports directly to the Seneschal of Castle Korvosa who. The Sable Company works closely with the Korvosan Guard and relies on its ties with that group to coordinate efforts with the Hellknights and Acadamae (neither of which the Sable Company gets along with).

Objective: Maintain the company in style and fulfill its duties.

Contacts: Very well regarded by citizens and highly prioritized for supplies.

Power: 34. The captain of the company has a Rank around 30, but the actual leader is the Senechal of Castle Korvosa. No member can have a Rank less than 14. Members are recruited amongst nobility and the elite of the city guard; it is not unheard of to giveup a comission in the city guard to join the Sable Company as a private.

Seekers

Aka Pathfinders.

A large, informal network of sages and treasure-hunters, the Seekers exist all across the Flanaess and beyond, but each branch of the organization, indeed each member, is quite independent and allowed a lot of lassitude. Members are, however, obliged to keep a journal and this journal belongs to the Seekers.

Objectives: Discover and hoard lore. Brag about discoveries and enrich members.

Contacts: Provides information and acts as an organizer of expeditions and a channel to sell loot.

Power: Worldwide 36. Sandpoint chapter (Perrenland): 33, Sasserine Chapter (Amedia Jungle) 29, Karlstad chapter (Ahlissa) 23.