Professional Documents
Culture Documents
Any little home brew rules/items/classes you wish to add (critical hit deck, 3rd
party book, etc)
What sort of themes are you looking for? (War, intrigue, mystery, adventure, high
fantasy, etc)
What are some things you are and aren’t comfortable with?
Are there any gods? And if so who? What are they a god of?
Character questions
Now look at your previous listings and add a few twists here and there, and look
at your friends listings and add a twist to two of them.
1 theme
There was:
God
Race
An artifact or magic item.
Spell
Fantastic location
Dungeon
Kingdom
City or town
Game or sport
Specific people
Inn
Historical Event
Faction or Organization
Quest
Monster
Trap
Treasure
Plane
Encounter
Wilderness location
Wild card
And then I've got a sport written down, but that may have been like a free space
Introductory Paragraph
Physical Description
Names
Racial Traits
Subraces
Introduction
Ability score increases
Age
Alignment
Size
Speed
Other traits
Languages
Name:
Style of government:
Leader:
Overall Association:
Other notable figures:
Goals:
Size:
Economy:
Loyalty:
Stability:
Control DC:
Unrest:
Treasury:
Consumption:
Fame:
Infamy:
Edicts:
Settlements :
Name
Capability
Culture
Defense
Law
Supply
Notable Assets
Notable locations
Notable NPCs
Vassals/Sovereigns:
Racial preference:
Major imports:
Major exports:
System of laws:
Outlawed:
Allowed:
Diversity:
Economic status: (imports / exports)
Relations :
-5 to +5 these influence social opinions
Culture:
History:
Improvements:
Notable Buildings:
Notable locations:
Notable Assets:
Notable Liabilities:
Name
Association
Goals
Major Figures
Type
Alignment
Size
Member Population
Resources
Demographics
Racial Demographics
Power: The Church of Pelor wields religious and magical power in the nation, and is constantly
expanding its ranks
Current Agenda: increase number of followers (spread the word of Pelor), build more churches, rid
the land of darkness (send out clerics on adventures)
Armies
Society
Location
● weather
● landscape
Food
Clothes
Culture
Games
Resources
Building materials
People
● sub groups
Rites culturally
● laws
● Passages
● Government
Professions
Education
Castes
Stereotypes
Interactions with others
Military
Magic
Religion
Artifacts
Gods
● powers
Followers
Avatar
Wonder
Shrines
Sacred Laws
Sacred Rites
Threat
Epitaph
Domain
Relations with other gods
Looks
● symbol
● Appearance
● Face
● Eyes
● Voice
Organizations
Morals
Beliefs
Misc:
Writing a secession
Take your time and write it slowly
Go somewhere cool
Talk/interact to someone or something interesting
Learn Something New
Fight Something
And get a reward be it coin, allies, resources, lore, magic, etc
Use Subversion
3-5 each
interesting Npcs to talk to
encounters or Things to fight
Interesting Places to explore
3 sub elements and twists. (Minor npcs, rooms/places, minions, dangers, traps,
setbacks, and of course treasures and boons)
3 paragraphs of expected story, dialogue, and descriptions.
I normally put some random tables together, or adapt one's I have already made.
Most of my game is ran off random tables. Sometimes I roll on these before a
session so I know what to expect, and sometimes I just pick things off them
before a session. Otherwise I just roll during the session. I have tables for all
sorts of things.
I then jot down some NPC's, a couple of locations, and then a list of potential
hooks. I try to keep it simple.
If there are encounters that I know they will come up against, or have a good
idea of what their plans are, I will prep accordingly, and if they are in a dungeon
or somewhere more contained I usually prep battlemaps etc.
I use random encounters, and I have a list of random 'story' encounters as well.
These have been fleshed out and are ready to drop into the game at any point. I
also put together a few thematic battlemaps based on their location.
As for the wider story, I have notes on the overall plot, and notes on the BBEG's
ambitions, what the main baddies are trying to achieve, and where they are at
with their plans. I then have a list of things that will happen in the future based of
this and drop them into game as the narrative dictates.
Once you stop prepping so much you are forced to ad-lib, and once you get the
hang of ad-libbing things become easier. So basically, I have a random table
engine, current location/mission notes, and wider plot notes. Everything is
stitched together during the session as needed.
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Story Points (keep it a sentence to a paragraph for each point)
——————————————————————
Story progression
—————————————————————
Notes
NPCS guide
Name
Need (more immediate)
Desire (long term goals)
Enemy
Ally
Passion
Occupation
History
Object
Appearance
Talent
Mannerism
Interaction with others
Useful Knowledge
Personality traits
Ideal
Bond
Flaw
Rumors
Secret
https://www.kassoon.com/dnd/npc-generator/
http://www.npcgenerator.com
Encounter Guide
Use kobold fight club, sly flourish, random generators, and DONT be afraid to
reskin a monster. Steal battle maps
Which nation
1-5
Duke Dregonnovitch of Avanil
6-11
12-18
The villians
The Yutt
The outcast
The Ruhmari
Economic 1-3
Military 4-6
Political 7-10
Religious 11-13
Legal 14-17
Arcane -18-19
Other -20
Economic issues
Trade deal
Embargo
Awful trade deal
Persuasion
Cancel a deal with someone else
Family
Military issues
Military access
Bandits
War
Alliance
Family
Political issues
Espionage
Hunt
Seduction
Marriage
Persuasion
Rulership
Intrigue
Family
Religious issues
Heresy
Arcane
Miracles
Conversion
Secret conversion
Family
Theology
Legal issues
Access
Murder
Theft
Crime
Disputes
Family
Arcane issues
Sources
Research
Resources
Other arcane affairs
Wizards
Family
Other issues
Events
Technology
Hunting
Carousing
Family
Scholarship
d100 books containing magical spells and techniques for characters to read and
learn during downtime
Inspired by an old Dragon Magazine article, I made a d100 list of tomes for
characters to find and what they can learn from them.
Zoom Level
Before quitting your full-time job to prepare a triple-digit cast of named
characters, consider the "zoom level" of the campaign arc you're working with,
and how each NPC plays into that specific level.
The Zoom Level of your game can be roughly described as the people and
groups most directly involved with the party's current goals. While a political
campaign may span entire kingdoms and dimensions over its lifetime, simulating
every NPC's reaction to every event and turning all those knobs at once will
quickly become tiring. For this reason, it's important to introduce the players to
those they will be interacting with on a regular basis, plus one or two major
players from other factions one step outside the current zoom level. Not only
does this simplify the game for you, but it makes the NPCs and all their
interactions and desires more digestible for your players. I'm sure we've all sat
down to watch a beloved TV series only to be bombarded with dozens of named
characters whose screen time barely correlates to their importance to the story.
In order for your players to comprehend their opponents and begin to plan how to
manipulate them, you want to have as few names and relationships to remember
as possible.
To give an example of how a zoom level works, let's imagine a Thieves Guild
campaign. Starting out as a lowly squad of thugs, the players are largely
uninterested in the major noble houses of the city when they still need to
consider how to move up the ranks in the guild. Focusing on their direct superiors
and competitors within the guild would be Zoom Level 1. After being promoted to
a higher position, they are likely going to be in contact with the top leadership
and may have drawn the eye of some of the noble houses' liaisons at Zoom
Level 2. Later on in the campaign, after climbing the ranks to guild leader, the
goings-on of the low level thugs becomes less and less important, and the dukes
and duchesses of the noble houses take center stage at Zoom Level 3.
Impetus
Most groups of people are usually happy with the status quo. Rocking the boat is
dangerous and generally unprofitable. After factions and zoom level have been
established, next is to consider what I call "the impetus". What has changed or is
about to change in the landscape that causes these factions to be at odds with
each other? While a mustache-twirling Saturday morning cartoon villain that
wants to do evil for evil's sake makes sense for a game where conflicts are
resolved by punching people until they're sleepy, a political game thrives on
nuance and moral ambiguity. The impetus to your game should be all about
power.
Whether it's magical, civic, or personal, power is what drives ambitious people to
conflict. The impetus can be something as simple as a contested succession
when a monarch dies to as complicated as the slow unfolding of a decades long
scheme to establish a new government. It could be a magic artifact that could
give someone the advantage in a territorial war or a simple set of mundane robes
that grant the wearer ceremonial political power.
Regardless what you decide kick-starts the campaign, always be sure to
consider how the players may attempt to deal with whatever is causing the
conflict. If it's an artifact, you don't want the game to come to a screeching halt
just because they obtained it, and now you have to deus ex machina it out of
their hands. If a certain nobleman is the crux of all the enemy's machinations,
you don't want credits to roll because of a stray crossbow bolt.
Expectations
Another important thing to establish early on in your political campaign is the
expectations of your player characters with regards to violence and crime. It's
very rare that an archetypal paladin who swears never to tell a lie, always acts
with honor and dignity, and demands the same of their allies thrives in a political
game. As alluded to earlier, politics often occupies the grey areas of morality and
legality. A goody two-shoes tattletale character is more likely to be an obstruction
rather than an interesting exploration of being a beacon of light in the darkness.
By the same token, one of the things that are preventing the players from
resolving their conflict through open violence is usually the local law
enforcement. Murdering Mr. Douchebag McNobleman may be the morally right
thing to do or advance the party's goals, but if the town guard is in McNobleman's
pocket, then any overt actions that may impede his goals are likely to be dealt
with by putting the party in chains. For this reason, you should make liberal use
of "Your character would know that..." when describing the penalty for
transgressing certain lines they're more willing to cross in a murderhobo type
game.
All that being said, political games shouldn't be all back-alley deals and fake
smiles. Most TTRPGs' rules are built on combat. Sword-swinging and
gun-slinging are integral parts of the play experience; however, you will likely be
doing a lot less of it. That meas a few things to consider when designing your
campaign. Adventuring days will be much shorter, and the typical resource drain
much less impactful than in a dungeon crawl. In order to keep combat interesting
and relevant, that usually means upping the lethality of combat. Each combat
should also be much more meaningful than rolling on a random encounter table,
with the events that occur having a greater impact on the overarching events.
Plot? What plot?
You may notice how I didn't say the word plot once during this article, and there's
a very good reason for that. While the overall "story" of a political campaign may
share similarities to a classic adventure plot, it differs greatly in a very important
way. The players are much more of a driver of the direction of the game, and the
way the goals and priorities of the people around them shift and adapt to
changing circumstances is the "plot". This doesn't mean that the NPCs don't get
to plan ahead, but having any sort of pre-determined script robs the players of a
lot of agency they have over the world and people around them.
Much of the fun of political games comes from the party making waves in the
interpersonal landscape of their zoom level and watching how their actions ripple
out. As the party completes objectives and impacts the world around them, take
a moment to examine how each NPC at their zoom level would react. Do their
objectives change? Does this cause their attitude towards the party to shift? If
negatively, perhaps they are willing to become more antagonistic and give you
the opportunity to set up combat encounters. Perhaps they are more friendly and
approach the party with jobs or help.
While I'm certain each of these topics could spawn a discussion of its own, I'll
leave it there for now. If you have any further questions about how to run a
political game, leave a comment and I'll be happy to help you hash it out.
et me begin with a disclaimer: this is simply a guide; there is no right or wrong way to build a political
intrigue campaign. The following is just an outline of how I run this type of campaign, but ultimately
a DM must do whatever works best for him/her and their players. The following steps don’t need to
be completed exactly in the order I prescribe; this is just the method that works best for me.
Let’s start by creating nation-states. I start by choosing how many nations I want there to be. This
number can be any that you choose; I usually go with 5-6. I would say the least amount you could
have for a good political intrigue campaign would be 3. Remember that the more nations you have,
the more complex and dynamic relationships will exist between nations. Now I have to make the
nation come alive by giving it details. Decide on important details such as style of government, major
imports/exports, system of laws (if any), diversity of constituents and status of economy. Let’s
explore each of those categories a little more.
Style of government: You can choose any style of government you want, but you need to determine
who is the leader of governing body of the nation: who makes the decisions? Next, determine their
goals. Write out a few short term and long-term goals that the leader(s) want to accomplish, and
then detail how they plan to accomplish these goals. Do they favor or discriminate against certain
races or groups of people? Determining what drives the governing force of a nation is important for
when nations begin to interact.
Major imports/exports: When determining what the major imports/exports of a nation are, keep in
mind the nation’s geographic location. Geographic location can give an indication to the type of
goods a nation can produce itself, and the kind of resources a nation would lack. These details will
be important as some nations may have a resource others will need, and trade between those
nations would be a natural occurrence.
System of laws: What code of conduct is expected of a member of each particular nation? What
offences are considered criminal; what offenses are tolerated? Remember that not all nations, even
neighboring nations, will have similar law systems. Differing law systems between nations can
create moral dilemmas for your players and make your world seem diverse and alive.
Diversity of constituents: What is the racial make-up of each nation? Are any races more prevalent or
nonexistent? This detail can help you when populating cities later on.
Status of economy: Is the nation wealthy or in economic decline? The answer to this question will
determine the amount of trade flow and the general size of the army: more money can pay for more
soldiers. The status of the economy should be reflected in the towns/cities in the nation; they can be
well maintained, rundown or somewhere in between.
The next major step in creating a political intrigue campaign is to determine the starting
relationships between nations. What alliances exist, if any, between nations? Is there any open
warfare between any nations? Do any nations have a history of war with other nations? Basically,
determine how the state of relations between nations is at the start of the campaign. In addition, I
like to create a diplomacy stat for each nation. The number I use is between -20 to 20 and indicates
how much a nation is inclined to be helpful or hinder another nation. So, each nation would have a
diplomacy score for each other nation. This number is not static and can change when nations reach
new trade agreements, sign treaties or have a border skirmish. This number is used to determine the
attitude nations have against each other when having diplomatic relations.
Another important step I take, which is optional, is to create an ongoing timeline. I usually keep the
timeline short-term, as the events on it can change depending on player actions. Basically, the
timeline indicates events that will happen (assassinations, treaties, declarations of war, etc.) unless
the players intervene. I believe a timeline like this makes the world feel organic and makes player’s
decisions matter.
The next step is to detail out each nation a little more in depth. First, we need to detail out the
families and organizations with power in the nation. This includes guilds, noble families, wealthy
merchants, church organizations and ruling families. Each of these entities needs to be detailed out.
Who is the leader? How much power do they wield? What kind of power do they wield (military,
wealth, religious, royalty)? What allies/enemies do they have? What is their agenda (motives, needs)?
Can they be bought? Keep in mind that these organizations are going to be some of the major
groups the players interact with during the campaign, so they need to be fairly fleshed out. Next, you
need to determine where these entities are located. Are they all in the capital city or spread
throughout the nation?
Finally, you just need to flesh out the rest of your world. Populate it with plot hooks, NPCs and
interesting locations. Hope this guide helps you create a political intrigue campaign both you and
your players will enjoy.
We’ve looked at theory, now let’s make a practical example. I’m going to make three for this example:
Name: Galvia
Goals: free trade with Lidone (extend trade agreement), monopoly on ship building (control market
on lumber/recruit finest shipwrights), exert supremacy of the church (isolate/falsely accuse heretics
of crimes).
Racial preference: No preference
System of laws:
Diversity: All races are welcome and mingle here, Humans/Elves most prevalent.
Name: Lidone
Goals: free trade with everyone (create safe trade routes/create universal trade agreement), build the
world’s largest army (amass more wealth through trades), develop more efficient mining techniques
(fund research in science).
System of laws:
Outlawed: thievery, murder, deserting, treason, drunk in public, corporate sabotage, mining without
permit
Name: Acenda
Goals: conquer the known world (train more troops, build border defenses/better siege engines),
make country run more efficiently (remove religion for society, train troops from young age)
System of laws:
Outlawed: religion, thievery, murder, extortion, heresy, deserting, treason, gambling, drunk in public,
drug use, outsiders carrying weapons into a city
You’ll notice how many of the nation’s imports/exports tie into each other, which is only practical.
Also, the goals of these countries contradict somewhat, which is important to introduce conflict into
the world. Next, I’ll determine the starting relationships between the three nations.
Starting relationship between nations: There is a tentative peace agreement between the three
nations, but nothing in the form of a treaty. There are no trade agreements at this time, only a
case-by-case trade scenario. There is no open warfare at this time, but Acenda has a history of war
with Lidone. Diplomacy statistic for each nation:
You’ll notice how the diplomacy stats for each nation loosely correlate with the initial state of affairs
in the world. Next, I’ll create a short timeline for upcoming events with a note on how the diplomacy
statistic might change after each event (changes will be marked in bold). Note that I scale the
timeline based on in-game days.
Timeline:
2 days (Trade agreement proposed by Lidone, large number of religious people in Acenda publicly
executed)
10 days (Acenda begins building extra border defenses, attempt made to assassinate Lidone’s
leader, Galvia arrests group of men on suspicion of heresy)
Galvia: Lidone (10), Acenda (0)
15 days (Lidone creates taxes on imports, Lidone hires more mercenaries, Galvia creates new law
requiring visitors to attend church, Sorenth declares war on Lidone)
As you may have noticed, the events that transpire will affect each nation's diplomacy with each
other depending on each nation's agenda and values. If a trade agreement is suggested, then
nation's that want more trade will be more favorable; meanwhile others might not care either way. If a
nation's leader is almost killed, then that nation will be suspicious of all the bordering nations. All the
additions and subtractions I made above were completely arbitrary: there is no exact number to
add/subtract every time. The timeline is simply a guide of events to come. Some of the events you
can drop hints of to your party so they have a chance to alter events. However, some events you
might never mention until they happen in an effort to take the party by surprise. The next step would
be to detail out the main components of each city. I will make two example organizations that could
be found in any city.
Power: The Leighton’s hold considerably power in the nation, primarily in the form of their
extraordinary wealth.
Agenda: create safe trade routes (hire mercenaries to eliminate bandits), eliminate merchant
competition (sabotage trade efforts), ensure political power is friendly to cause (monetary
donations)
Power: The Church of Pelor wields religious and magical power in the nation, and is constantly
expanding its ranks
Well, there you have it! Each of these categories can be expanded on even more, and you can have
many more organizations that hold power in your nations. Remember, the amount of detail you need
to put into this outline is totally up to you, so know your own limits!
Guild Secrets:
This article lays out a framework to help you build organizations for your DUNGEONS &
DRAGONS campaign. Using a system similar to the DUNGEON MASTER'S Guide's
town generator, you can craft anything from a tiny boating partnership in the local village
to a sprawling thieves' guild in your favorite metropolis, including the organization type
and size, dominant alignment, resources available, leadership, racial demographics,
and class and level makeup of the entire group.
Step 1: Type
If you haven't already decided on the type of organization you want to create, use Table
1: Organization Types to randomly generate this information.
Step 2: Alignment
The alignment of an organization need not match the dominant alignment of its
community, although many do. If you haven't already selected your organization's
alignment, roll randomly on Table 2 Organization Alignment. Most organizations tend to
be lawful (the most stable of alignments). Some alignments might not match well with
certain organization types (see Table 1: Organization Types for typical alignments), but
that doesn't mean you can't creatively mix these two elements to form a unique
organization.
Lawful Good: A lawful good organization strives to help others, but tempers its
kindness with a devotion to the letter of the law and an attention to detail and policies.
Many centers of learning are lawful good.
Neutral Good: These organizations seek to help those in need, with little regard toward
influencing a community's power structure. Many charitable organizations are neutral
good.
Chaotic Good: An organization of this alignment works tirelessly to protect people from
tyranny. Chaotic good organizations are always trying to do the right thing, but a lack of
communication and forethought often causes plans to fail or members of the group to
work at cross-purposes. Such a group might serve as anything from peaceful protesters
to freedom fighters.
Lawful Neutral: Most lawful neutral organizations exist for their own purposes as much
as for their members. They tend toward bureaucracy and codified regulations, and they
stress the need for order above all else. Many trade guilds are lawful neutral.
True Neutral: Truly neutral organizations care little for the surrounding community,
instead spending their time furthering their own goals. They tend to be the most
welcoming of differing viewpoints. Many arcane guilds are true neutral, respecting each
wizard's right to her own beliefs.
Chaotic Neutral: While most chaotic neutral organizations claim to fight for personal
freedoms and against the encroachment of governmental power, many simply exist to
fight for the sake of creating contention. Chaotic neutral organizations might be groups
of vandals, anarchists, or revolutionaries.
Lawful Evil: A lawful evil organization uses the community's laws and regulations to
their best benefit, furthering their goals at the expense of those less able to exploit such
rules. Perhaps ironically, lawful evil organizations can (and do) exist quite well in
otherwise lawful good societies, simply because they are willing to follow the laws
(unless they can get away with breaking them). Expansionist or monopolistic trade
guilds might be lawful evil.
Neutral Evil: A neutral evil organization looks out for the needs of its members above
all else. Most thieves' guilds are neutral evil.
Chaotic Evil: Such an organization exists solely to help its individual members spread
hatred, destruction, and mayhem. A murder cult is one example of a chaotic evil
organization.
Step 3: Size
Determine how large the organization is and where it is based. If you haven't already
chosen a size based on your campaign needs, roll on Table 3: Organization Size. The
size (Minor, Medium, or Major) will help you determine the organization's member
population.
After determining the relative size of your organization, use the appropriate column on
Table 4: Organization Membership by Town Size to determine the population of your
organization. If you've already decided on the membership size and population, you can
skip this step.
Step 5: Resources
Just like a community, every organization has a gold piece limit to its resources based
on its size and population. The gold piece limit is an indicator of the maximum amount
of money the organization can afford to spend in any given week, on any one item, or in
pursuit of any given objective.
The gold piece limit noted in Table 4 is for a medium organization. A minor organization
has a gold piece limit of one-half the indicated value, while a major organization has a
gold piece limit of twice the indicated value.
Step 6: Demographics
To effectively use an organization in play, you must know the composition of the
organization. The following guidelines allow you to determine the most common classes
and races represented and the levels of the various members belonging to the group,
from the leader down to the lowest-ranking associates.
Class Demographics
The mix of classes represented in any given organization depends on whether that
group is exclusive (limiting its membership to a single occupation), mixed (with a
dominant class and a small representation of other classes), or integrated (including
members from a wide variety of classes).
You should be able to decide on a primary class based on the type, alignment, and
location of your organization. For instance, most trade-based organizations count
experts as their primary class, while religious organizations number adepts, clerics, and
other divine spellcasters in the majority. Most thieves' guilds are mixed, with the majority
of their members being rogues but with a fair number of experts, warriors, fighters,
bards, and other characters. A typical wizards' academy might be exclusive (limiting its
membership to pure wizards) or mixed (with sorcerers and other arcane casters joining
the assemblage). An adventurer's guild is likely to be highly integrated, with members of
all walks of life. Don't forget to include one or more NPC classes in your demographics,
particularly warriors and experts.
Highest-level Members
Use Table 6 and Table 7 to determine the highest-level character in the primary class of
your organization. Roll the dice indicated for the class that you have determined is
primary, and apply the modifier based on the size of the community found in Table 9.
For secondary and following classes, use Table 8 to determine the highest-level
character based on the town size. For instance, in a small city, the highest-level
character ot the organization's secondary class will be one-half the result derived from
Table 6 or 7, while the highest-level character of the organization's tertiary classes will
be one-fourth the normal result. Characters of other classes will be 1st level.
Note that in any organization, there is a 5% chance that a single member who doesn't
belong to the organization's primary, secondary, or tertiary classes will have a level
equal to (or maybe even higher than) the highest-level character in your organization's
primary class. This character might represent a "wild card" in the organization, a unique
member, or might simply be a fish out of water.
Total Characters of Each Class
Use the following method to determine the levels of all the characters in an organization
of any given class.
If the highest-level character of a given class indicated is 4th level or above, assume
there is one additional character of that class of half that level. If this results in a
character who is 4th level or higher, assume that there are two characters of half that
character's level. Continue until the number of 2nd- or 3rd-level characters is generated
- do not generate 1st-level members in this manner.
After you have determined the number of 2nd- and 3rd-level characters of each class,
divide the remaining population so that it matches the class demographics of the
organization. For instance, if 37% of an organization are rogues, then 37% of the
leftover membership are 1st-level rogues. Repeat for each class present in the
organization.
You can also round out any organization with a few characters of classes not
represented in the organization's typical mix. For instance, even if your thieves' guild
doesn't have a listing for wizards, you can still add one to the membership. Don't forget
to include multiclassed or prestige-classed characters as appropriate.
Note that your final membership numbers - particularly the 1st-level characters of PC
classes - might not match up well with the expected quantity of that class in the
community (as per Chapter 4 DMG). Don't worry too much about this - ultimately, the
DUNGEON MASTER'S Guide's method of determining the number of characters with
PC class levels might be too conservative for your campaign, particularly if you have
many cities and metropolises (which are likely to have large, powerful organizations). If
you need a rationalization, consider the possibility that the organization has drawn a
great number of members from outlying towns and villages. Also, remember that many
low-level characters might belong to more than one organization!
Leader of Organization
The leader of an organization is usually the highest-level character of the primary class.
Roll on Table 10: Organization Leader or select an appropriate character to lead the
group.
Racial Demographics
Most organizations mirror the local racial mix, though exceptions are not uncommon.
Use Table 11: Racial Demographics or select an appropriate racial mix for your
organization.
At this point, all that's left is to breathe life into the framework you've created. Provide
the organization with a name, turn your NPCs into full-fledged characters (with
personalities and backgrounds as appropriate), and link the organization to your
campaign history.
Now's the time to determine other crucial details about the group you've created. Is it a
secretive organization whose existence is known only to its members? Even a craft
guild might pride itself on secrecy and mystery. How hard or easy is it to join the group?
What kind of insignias, code words, pass-phrases, or secret hand-hakes does the group
use? Does the group enjoy support (whether public or private) from local authorities, or
is it a renegade assembly? Is the organization well-respected by the populace, or are its
members social pariahs?
These and other unique facets are what will turn your organizatio
...