MEMBERSHIP

Membership in organizations runs the gamut of possibilities. Some are easier to join than guilds, and others are more diffi cult to fi nd (let alone join) than even the most discriminating noble house. Because of their comparatively narrow focus, the spectrum of organizations is vast, with an equally vast array of membership expectations and requirements.

JOINING AN ORGANIZATION

Generally speaking, joining an organization is the hardest part of being a member. Unlike guilds, which tend to maintain very high profi les, most organizations operate either quietly or in complete secrecy. For many prospective members, attracting an organization’s attention is more important than actively petitioning for membership; some organizations induct new members only by invitation. How a given organization solicits or inducts new members depends on its precise nature. A political action committee with headquarters on the main thoroughfare is likely to draw new members off the street, whereas a secret society determined to overthrow the current government is in serious trouble if complete strangers can come calling about joining up.

As a rule, finding a point of contact for a particular organization requires a base DC 15 Gather Information or Knowledge (local) check. This check is modified by the nature of the organization sought: a fairly open organization, such as a political action group, might require only the base DC 15, whereas a truly secret society, such as a band of revolutionaries, might require a DC 25 check. Some organizations are so well hidden that the seeker must suss out clues through investigation and adventuring before even attempting the check (DC 30 or higher). As with guilds, a successful check reveals additional information about the organization, such as membership requirements, operating procedures, and so on.

Most organizations don’t have the standardized class or skill requirements that guilds do. An organization’s entry requirements depend on the nature of its work. Some require only oaths of loyalty or signatures on membership forms, while others demand proof of true loyalty or sacrifice, often in the form of blood (their own or another’s), money, or magic items. Some organizations demand nothing from new members, preferring to let time determine just how worthwhile an individual is.

Although organizations don’t generally gain the bulk of their operating capital from membership fees and dues, some still ask for money, either up front or on a regular basis. As a rule, if an organization requires an entrance fee of more than 25 gp from a new member, it does not demand any regular dues thereafter (though specific circumstances might demand fi nancial contributions). If the organization does not require an entrance fee, but still wants to collect revenue from its members on a monthly basis (a rare occurrence), such dues generally don’t exceed 5 gp per level.

BENEFITS OF MEMBERSHIP

Though each organization is unique, most organizations of a certain type have a standard set of benefi ts available to every member. As with guilds, these benefits vary, but the following information serves as a good default.

Most organizations of sufficient size have chapterhouses, which include barracks, stables, and a kitchen, guaranteeing members food and a safe place to sleep when they are in need. In the case of an organization without a chapterhouse, members are expected to host fellow members in need, either by paying for a room at a local inn or by offering their own abodes. They are not usually required to do so any more frequently than two nights per month.

Organizations are nothing if not active. Most have tasks to accomplish, for which they invariably rely on their members. When an organization asks a member to complete a task or go on a mission, it usually funds the effort fully, providing equipment and expenses its leaders deem suffi cient for the task. The total value of this assistance never exceeds the normal amount owned by a 6th-level NPC (DMG 127) or an NPC of one level lower than the PCs’ level, whichever is smaller. Most organizations expect their members to return equipment when the mission is concluded.

Fellow members of a given organization come to one another’s assistance. The initial attitude of a fellow member is always one step closer to helpful than his normal starting attitude. Additionally, a character gains a +2 circumstance bonus on Diplomacy and Gather Information checks made when dealing with a fellow organization member.

Every member gains one contact specific to his organization when he first joins; furthermore, gaining additional contacts within his organization is easier than ooking for contacts in other social circles. If a new would-be contact belongs to the character’s organization, his or her starting attitude need only be friendly rather than helpful. In addition, a PC who belongs to an organization can maintain one extra contact (for a total of Cha bonus +1 instead of Cha bonus), provided the bonus contact is also a fellow member.

Particularly active members gain additional benefits, depending on the type of organization. As with guilds, these benefits require the PC to possess the Favored feat (page 61).

DRAWBACKS OF MEMBERSHIP

The primary drawback of most organizations is that they require a substantial investment of time and energy on the part of their members. Unlike guilds, which typically don’t care what their members do so long as they pay their dues on time and don’t cause trouble, organizations have a vested interest in their members’ activities.

Like guilds, many organizations also have enemies among other city factions, including guilds, houses, and rival organizations. The starting attitude of any rival of the PC’s organization is one step closer to hostile than normal, assuming the rival knows that the PC is somehow affiliated.

Organizations are less public about their activities than either guilds or houses, and few want their secrets to become common knowledge. Members are expected to uphold certain codes of conduct, which vary from group to group but almost always involve keeping quiet about the lives and affairs of fellow members. Those who betray such secrets are expelled from the organization—or worse. In some cases, select nonmembers (such as a trusted member’s closest companions) might be allowed to learn of the member’s allegiances, but such informality always requires special dispensation from a superior in the organization. Any problems arising from a companion’s loose lips are the member’s sole responsibility.

An individual who is expelled from an organization faces a number of different consequences, depending on the nature of both the expulsion and the organization. At a bare minimum, an ex-member immediately loses all benefits gained from membership in the organization, and from the Favored feat if applicable. If an individual was expelled for failing to serve the organization as expected, or due to the actions of a companion, all attitudes of organization members toward him return to normal. If the expulsion came about as a result of betrayal, the attitudes of organization members move one step closer to hostile than they would otherwise. Some organizations, particularly criminal groups and religious sects, enact sterner punishments for betrayal.

Expulsion from an organization is almost always permanent. Whereas a guild usually allows an ex-member to buy his way back in repeatedly (if at ever-increasing cost), most organizations won’t readmit an expelled member for any price.


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