Organizations are the true power of society – the ability to confederate with like-minded individuals and achieve something greater that one’s own ability, perhaps something that will last beyond one’s own lifetime.  Many powerful Organizations exist in the world, each with their own range and influence.  Characters may become members of these Organizations, trading autonomy for authority and resources.

Organization Types 

Organizations come in four types, each with their own advantages and approaches.

Military Organizations

Military Organizations get and maintain power through force of arms, and are most commonly found as the Noble Houses that rule various regions of the world.  Military powers may be as small as a single family of landless Knights serving a noble lord, a mercenary company, local brigands, or as powerful as the royal lines of Hestralia, or the Imperial family.

MERCHANT Organizations

Merchant Organizations wield their power through finance and trade, and are usually in the form of Guilds.  Small commercial powers may be a local market trade Guild, while larger ones can be found as international powers such as the National Hestralia company.

Outlaw Organizations

Outlaw Organizations are criminal enterprises that get and keep power through subversive or exploitative means.  Outlaw groups can be found in the form of local gangs, or more established groups of Thieves’ Guilds.  Larger outlaw groups may rise to international power, such as insurgent groups vying to overthrow established powers, such as the Highlander rebels that resist Rogalian rule in Dunland, or networks of spies or assassins.  Many of the most powerful Outlaw groups are not well-known, as befits the shadowy nature of their work.

Scholarly Organizations
Scholarly Organizations establish themselves around tradition and learning, and often wield great informal influence over aspects of daily life.  The most well-known Scholarly group, the Church of Mankind, has offices and agents nearly everywhere in the world, while maintaining smaller local chapters in the form of local cults.  Despite their name, the Magician Guilds are also primarily a Scholarly group, their resources bent toward the acquisition and distribution of specialized knowledge.  

The Church and the Magician Guilds vie for control of the same resources – the expectations and natural belief of the public.  As the people rely more on magic instead of faith to solve their problems, the Church’s control wanes, just as areas where the Church holds great sway see Magicians shunned for their arts.  


Hybrid Organizations

Some Organizations have more than one type.  For instance, a local Outlaw gang may branch out and maintain a force of brigands that raid isolated towns, taking aspects of a Military Organization.  Similarly, a mercenary group may begin as a Merchant group and branch out to a Military one, or vice versa.  The Mage Guilds are often as much a Merchant power as they are a Scholarly one, while the Air Guild has aspects of an Outlaw Organization.  An Organization can pay a cost in Influence, discussed below, to add a secondary template.

Organizations may only ever have one extra Template, which costs 10 Influence to start, and they add 5 extra Influence to the cost of Agents for each Tier of a second kind that the Organization has.

Influence And Agents

Organizations gain power over time by accumulating Influence.  Influence acts similarly to Experience Points, but for an Organization.  Different advantages can be purchased for an Organization using Influence, and its power can grow over time.  Every kind of Organization grants its members a specific task that can be used to earn an Achievement.  These can be turned into Influence, and then belong to the Organization.  Some Organization types (Military and Scholarly) allow another kind of Achievement to be used for Influence.  Any character can give an Organization influence, but only Officers may spend it.

The power of an Organization comes from the its members.  Characters within the Organization that fulfill special roles are called Agents, and they each have a unique ability.  Different types of Organizations have different Agents, and the abilities that they grant give them their unique advantages in the world.  Some Agents can be given Influence to increase their effect, and some special Agents require Influence in order to perform their action.  Establishing new Agents costs Influence, and the cost to attract them is based on the Organization’s Tier.  An Agent may only take its action once per Chapter.  If an Organization needs to use an Agent’s action more than once at a time, it must have more than one Agent of that type.

Influence can also be traded between Organizations, and thus can be used as a form of currency between powerful groups.  A noble may demand Influence in exchange for their family’s protection to a local Blacksmith’s Guild, or a Guild might instead ask Influence from a noble to form a patron-client relationship in exchange for access to their services at a favorable rate.  Transfers of Influence between Organizations is at a 2-to-1 ratio, unless they have formed a Formal Tie, public to all.  In this case, Influence is a frictionless 1-to-1 exchange.    Creating a Formal Tie costs 1 Influence per Tier, per side of the tie.  For instance a Tier 1 and Tier 3 Organization creating a tie would need to spend 1 and 3 Influence, respectively.  

Some Agents may also generate Resources, usually access to money or other fluid advantages. Resources acts exactly like Influence, and can be used to accumulate new Agents or pay additional costs, but cannot be traded outside of the Organization.

Cities and AGENt SLOTS

Agents require a base of operations to work from, and each world city provides room for some Agents to operate, but the capacity is not unlimited.  Each kind of Organization competes for a certain scarce resource, be it market share, fresh recruits, criminal activity, or public opinion, and there is only so much to go around.  Every city has a number of Agent Slots of each category equal to the amount of Districts that it has.  For instance, a city with 3 Districts (a modest-sized town) has room for 3 Military Agents, 3 Commercial Agents, 3 Scholarly Agent, and 3 Outlaw Agents. 
Agents are full characters like any other, and may be harassed, blackmailed, killed, cooperated with, or befriended as other characters are able.  In order to acquire their own Agents, an up and coming Organization may need to find a way to remove those that already exist.  Agents can only operate in their own cities, and effects they produce occur in the local area, though there are abilities that allow Agents to be moved to other theaters to perform their effect there.
Player characters may also act as Agents, and perform the same effects as Non-Player Agents.  Agents require a specific Room be built and then Staffed by the Agent, whether player or non-player, and a Player Character may perform their action by spending a Downtime.  Acquiring an Agent in a distant city requires an additional Influence be spent to establish their operating location.
(Read more about Cities, Rooms and Staffing)

Organizational Tiers

As an organization gains power, they gain access to new and more powerful Agents, and thus new opportunities to continue to gain more control over the world, but scale comes at a cost.  Larger and more established Organizations become burdened by bureaucracy and bloat, becoming more difficult to manage.  Agents cost significantly more Influence to attract and install, and at higher Tiers, the Organization has an Influence overhead to maintain its position.  

For this reason, many Organizations form relationships with smaller Organizations of a lower Tier, balancing their trust or control over them with the autonomy they have as a separate entity.  For example, a powerful crime lord may permit a smaller gang to perform the smuggling operations in the area, establishing a Smuggler at their lower cost, but demand use of their services when asked.  These relationships may be a Formal Tie, known to all, in order to easily exchange Influence, or might be informal to maintain a public distance.

Tier 1

Tier 1 Organizations are purely local and do not have Agents.  The members are then entirely Player Characters, but they have the ability to accumulate Influence and eventually become more powerful.  

Tier 2

Tier 2 Organizations may acquire Agents, paying 5 Influence for each one.  They are usually a local power, extracting some benefit out of the local theater.

Tier 3

Tier 3 Organizations acquire Agents for 10 Influence.  They are usually the local authority within a given class of Organizations, and exert a dominating effect over lesser Organizations of their type , while vying for power with Organizations of other types, and may have some regional control.  This is common for Noble Houses of the Graf rank, powerful legal or illicit guilds, or a local diocese.

Tier 4

Tier 4 Organizations acquire Agents for 15 Influence.  These are regional powers that have spread their authority over several cities, such as nobles of the Duke rank.  Each Chapter, Tier 4 Organizations must pay 1 Influence or lose an Agent.

Tier 5 

Tier 5 Organizations acquire Agents for 20 Influence.   These are world powers, and usually have many lower Tier Organizations under their control.  Herzogs, Kings, the Church, Mage Guilds, and other world powers fall into this category.  Each Chapter, Tier 5 Organizations must pay 5 Influence or lose an Agent.

The first change in Tiers from Tier 1 to Tier 2 Organization happens for a cost of 10 Influence, and they automatically gain their first Agent for this cost.  Tier 2 Organizations get a public entry in the Scriptorium which lists the Organization’s known story and Agents.  

Once an Organization has reached this level, they increase their Tier automatically as they increase in Agents.  When an Organization has enough Agents they automatically raise a Tier.  Organizations require 5 Agents for Rank 3, 15 Agents for Rank 4, and 30 Agents for Rank 5.  Likewise Organizations that lose enough Agents fall back a Tier, though they do not lose existing Agents of higher Tier than their Organization.  Organizations seeking to expand find that available territory to install their Agents for control is as much an impediment as the Influence required to recruit them.

Positions in the Organization

Members of Organizations come in three positions – Members, Officers and Leader.
Ordinary members enjoy the benefits and adhere to the restrictions of being in the Organization in whatever form the group determines for its members.  Beyond that, on an individual basis Members are able to earn specific Agents of their Organization as Allies.  Members may spend Achievements related to their Organization (discussed below) at a rate of one Influence per Agent’s Tier to earn them as an Ally.  Allies will take their ordinary action on the Member’s behalf, so long as the Leader hasn’t ordered them to take another action.  Connections earned this way can’t be removed by the Leader of the Organization.
Officers of an Organization, as designated by the Leader, may spend the group’s Influence, either to trade it to others, invest it into new Agents, or pay action costs.  As well, they can be assigned Agents as Allies by the Leader’s authority to help them accomplish their goals.  Some groups, such as Houses of Nobility, automatically designate their Officers by blood, and all members of the noble family are Officers.  Others designate Officer status at a specific individual rank, such as the rank of Bishop in the Church, or Master in a Magician Guild, while still others designate it less formally.
The Organization’s sole Leader is given every Agent of the Organization as an Ally automatically and has control over what Agents take what actions.  They designate Officers and gainsay other uses of the Organization’s Agents.

Military Organizations

Tier 1

 Military Organizations are unusual in that they may only earn Achievements through Knights and Warlords via the Oath or Boast of Triumph, and thus have a more difficult time getting and retaining Influence than other Organizations.  Smaller Tier military Organizations usually exist as a Formal Tie to larger ones, acting as Knights or Warlords under a greater banner, such as a family of Knights serving a powerful regional noble house. 

Tier 2

Specialist Commanders

Specialist Commanders help take charge of local Warfare operations.  When Staffing the Command Post building, they allow a Garissoned Force to perform a special function in Warfare.  Garrisoned Forces will take any special actions listed until they run out of Movement.
Specialist Commanders are unusual in that they are not stationed into Chambers in a Manor, Castle or Palace as other Military Agents are.  Instead, they station a Command Post structure in the field.  This allows them to manage matters of Warfare without affecting the political situation within a city.  Because of this, they do not count toward a Military Organization’s Agent total.
Specialist Commanders that belong to one’s Organization and are not already deployed can also be brought to the local Theater for the cost of 5 Requisition as an alternative option to having them as an Ally.


A Captain allows a Garrisoned Force to return here after any Order. 


An Outrider continually scouts all Provinces in a two Province Range.


A Warden allows a Garrisoned Force to Attack all unknown forces that enter their Surveillance range, then immediately return to the Command Post without entering that Province.


A Tactician allows a Garrisoned Force to leave their post for an Attack Order, and gain an Edge on that Attack.


A Strategist makes all Supply Lines unable to be broken or raided in a two Province range.


Aides-de-Camp are assistants that can be called upon to perform some specific function.  Aides-de-Camp may only be called upon once per Event.


Watch Captain

A Watch Captain passively cancels one Physical Attack on any other Agent or resource within their local Organization.  May be called on to offer a group of soldiers for one Scene.  If additional Influence is paid, the Watch Captain may block one additional Physical Attack per Influence that Chapter.

Master Servant

A Master Servant is a broadly competent servant to manage an important task.  They may also officiate a normal Function, or an Elite Function for 1 Influence.


An Enforcer may, as a Physical Attack, prevent another Agent from acting this Chapter, or take a Muscle Action of strength 5.


A Messenger will deliver a letter or package to any other character in the Organization, even in distant areas.  For 1 Influence, a Messenger may deliver it to any character.


A Scout watches the nearby area and keeps abreast of events.  When called, they can inform their ally of what events may be happening in the next few hours.  During a Downtime, a Scout can perform one Scouting action on a Province.

Tier 3

Tier 3 Military Organizations usually have a noble at their head with the rank of Graf, Count, or regional equivalent, and hold authority over a small region, such as a small city and its nearby towns.  

Military Support

Military Organizations with a Knight Master may take the Levy action in Warfare to demand their peasants take up arms as soldiers.   How effectively they may do so depends on which further Military Support Agents the Organization has.  Requisition Points allow for Levies to take place, and every City can hold a maximum Requisition of 3 times the amount of Districts.  

By default, Levies allow the calling of inexperienced “Green” Spearmen for 1 Requisition point.  Military Support Agents allow Requisition to be spent for more advanced or better trained forces.  Any Officer can call a Levy, spending as many Requisition points as they wish, but they may still only draw Military Supply through their Agents as quickly as the Agents themselves allow.  Knights with the Oath of Protection may call levies from the specific town in their charge.  Cities normally recover 1 Requisition point per Chapter.

Different Warfare Units cost different Military Supply.  Levying with these Supply units produces the appropriate unit.   These Agents may only perform their task with a Levy, and the Supply cannot be held over from Chapter to Chapter.  Military Support Agents may Levy from different cities, as long as the action is simultaneous to produce a Unit.


The Knight Master maintains the military traditions of a Knighthood and organizes the army, allowing the Levy action.  The first Knight Master of the Organization establishes the Order by Imperial Charter, and selects a Valor Skill to form the tradition of the Order.

The Knight Master allows the swearing of new Knights into the Order, which has a cost or benefit associated with it.

The Knight Master may extend their benefits to any Organization that has a Formal Tie to theirs and swears fealty, allowing smaller vassals to be part of the Order.

The Knight Master can add the personally train a unit to add the Valor quality to a Levy, which is required for Special Forces.

A Tier 3 Organization may only ever have one Knight Master at a time.  Tier 5 Organizations do not have a limit.


A Bowyer may spend 1 Requisition Point to add Military Bows to the Levy.  During use, additional Military Bows can be added to the Levy for each Influence point spent.


A Drill Master may spend 1 Requisition Point to add Training to the Levy.  For every additional Training added (beyond any requirements of its Unit Type) the Unit arrives with 1 Battle Experience.  During use, additional Training can be added to the Levy for each Influence point spent.


A Forgemaster may spend 1 Requisition Point to add Military Armor or Military Weaponry to the Levy.   During use, additional Military Armor or Military Weapons can be added to the Levy for each Influence Point spent.


A Stable Master may spend 1 Requisition Point to add Mounts to the Levy.  During use, additional Mounts can be added to the Levy for each Influence Point spent.

Tier 4

Tier 4 Military Organizations usually are headed by a noble with the rank of Marquis, Duke, or local equivalent, and usually have both regional control and their own vassal organizations.


At this Rank, Military operations are usually entrenched and focus on rulership and legacy over conquest.  Diplomatic Agents help support the political ambitions of the Military Organization.

Field Marshal

A Field Marshal increases the Requisition generation of a City by 3 every Chapter, up to the City’s Maximum.


A Dilettante may create a Formal Tie between any willing organization, regardless of location, that lasts 1 Chapter.


A Dignitary automatically defends the Organization from one Social Attack per Chapter.  For additional Influence, the Dignitary may defend against an additional Social Attack per Influence spent that Chapter.


The Ambassador allows any other Agent in the Organization, even if they are elsewhere, to act as if they are present in the local theater for one Chapter.  This also allows them, with permission, to be used on behalf of another Organization with a Formal Tie that has a local presence with the Ambassador.


A Courtier may, as a Social Attack, cause another Organization present in the same area to lose 3 Influence.  

Tier 5

At this final Rank, there is a single Agent, offering the potential to use Military forces to affect global events.


The Potentate may spend 10 Levy Points to create one Great Army, used to affect armed conflicts in the global theater.

MERCHANT Organizations

Tier 1

 Tier 1 Merchant Organizations are usually small local Guilds that have formed their first charter with their market’s Master of Coin.  Once they have founded their Group, any member of the Merchant Organization may spend 1 Gold worth of funds per Tier of the Organization to invest into it.  This involves advertising, investments, amenities, and other kinds of development of the business’ acumen to increase the group’s prestige and market authority, and grants the Organization 1 point of Resources.  This is the primary way Merchant Organizations advance their agendas and grow more successful over time.

Tier 2


Assistants are Merchant Agents that help administrate the activities of the Organization.  They are called in to play at events order to help support the business.


Craftsman can be asked to perform a Mass Production action over a Downtime, or be called in to perform one hour of crafting or assembly during an event, elsewhere, if provided the materials.  Each Craftsman has one specific Skill they are competent in.


The Guild Dog is a fierce soldier who acts as a fixer when the Guild needs.


The Shopkeep is a high Temptation character that will attempt to sell goods and services that you provide for one scene.


The Barrister is a literate character with sound knowledge of the law that can review or create Contracts, and has the Legalese Advanced Study.


Experts have mastered specific Skill relevant to the Organization’s interests and know how to teach it well.  They may perform Instruction at a 2 Experience Discount.  This can be performed over the Downtime by also using a Research action on the part of the recipient.


Artisans bolster the actual production of goods and services, acting to support the productive activities of the Organization.


A Master is a highly skilled professional that does profitable work, generating 1 Resources for the Organization.


The Foreman provides 1 Labor per Chapter, and allows the Organization to spend Influence to create more Labor, 1 for 1.


The Taskmaster can arrange Staffing for any 3 Buildings or Rooms that can be Staffed by Merchants.

Sea Captain

The Sea Captain may command one vessel, and when used, take the Travel action toward a specific destination. 


The Loadmaster may pack together relevant individual goods to become a Supply unit of relevant type, for use in large scale operations such as Warfare or City construction.  Loadmasters may create Supply from 50 Common Commodities or 25 Uncommon Commodities. They may also use 100 sets of Medium Armor, or 100 appropriate weapons to make Military Armor, Military Weapons, Military Bows, or Military Firearms respectively.  

Tier 3

Tier 3 Merchant Organizations are usually in command of the most important resource of the local market, or the resource that the market is known for, and able to begin to organize the general commercial activity around their own needs.



A Mentor allows Influence to be spent as Experience Points toward any Merchant Skill when used.  Any number of Influence may be spent this way, but only one Skill Rank at a time may be purchased this way per use.


A Financier works in the abstract markets to buy and sell credit.  Members of the Organization can enter debt arrangements, as per the Leverage Perk, and may pass the debt on to others if they can.


An Expressman ensures that packages, shipments and other critical resources arrive without issue.  Members of the Organization and their personal goods, such as Gathering Skill cargo, caravans, and other shipments are protected from one problem per Chapter than would otherwise delay or lose them.


Tycoon exploits the booms and busts in a local market, generating Resources for every current Reich Commerce unspent at the end of a Chapter.


A Sponsor may turn 3 Resources into 1 Influence, rendering it able to be traded.

Tier 4

Tier 4 Merchant Organizations are vast enterprises that have regional authority in multiple Cities.  Some of these cartels deal with other merchants in partnerships, while others hedge out their competition with tough tactics.



A Caravevneer forms a trade route with another market, and manages trade to and from the two, creating an ongoing trade transaction that occurs once per Chapter at the same rate and inventories.  A Caravaneer can also arrange for a single Agent to be used in some their Theater as if they were local one time, or to transport any number of goods to another city and perform a sale.  Both abilities have a range of 2 Hexes by land travel.


By spending 1 Influence, a Shark may, as a Social Attack, take 3 of another local Organization’s free Resources.


An Investor generates 1 Influence per Chapter that may only be used to give to another Organization.  If it is not given away, it is lost at the end of the Chapter.


A Paymaster can recruit and manage a group of mercenary forces.  For each Influence spent, the Paymaster can bring 5 Requisition worth of troops to bear with Military Bows, Military Weaponry, Military Armor, or Training.  Once in the theater, they must be given at least one Influence or Resources per Chapter to remain loyal.  If another party transfers more in a single Chapter than your Organization, they switch sides.


A Troubleshooter is an expert at fixing major issues and emergencies.  A Troubleshooter can enact a creative solution to a Filth or Corruption Crisis in the city at the cost of 1 Influence for Mild, 2 for Severe and 3 for Crippling Crises.

Tier 5

At this final Rank, there is a single Agent, offering the potential to use wealth and money to to affect global events.


A Magnate may spend 10 Resources to create one Great Wealth, used to affect events in the global theater.

OUTLAW Organizations

Tier 1

Tier 1 Outlaw Organizations are usually local gangs.   Brokering information, illegal goods, or performing dangerous jobs to accept the risk for people who won’t take some actions themselves, Outlaw groups may earn an Outlaw Achievement whenever they complete an Espionage action, a function of the Streetwise Skill.  As such illicit groups grow in skill and prominence, they take an ever greater hand in events behind the scenes.
Unlike other kinds of Organizations, Outlaw Organizations are secretive by nature and information about their presence and the identities of its members is not readily available to outsiders, only which Agent slots are used or available.  
Unlike other Agents, Outlaw Organizations do not Staff their Outlaw Agents a specific Room.  Outlaw Agents can Staff any building that has the Seedy tag.  Seedy buildings have been co-opted from their original purpose and have their activities turned toward the profit of the Outlaw Organization that now shackles them.  Seedy buildings transfer all but 1 of their Virtues into their equivalent Vice.  Tavern and Cistern Buildings can be Staffed without them being already Seedy, which makes them Seedy at that time.  

Tier 2

Rogues’ Gallery

The everyday operations of Outlaw groups rely on highly skilled specialists that can assist in the delicate operations demanded to find success in a criminal lifestyle.   


The Scoundrel is a Persuasive character who can make the most out of a Crisis by offering a way out for people in trouble.  During a local Crisis, they can convert one Population of another type into Scum.


The Prostitute is a high Temptation character that can be called upon to distract other characters.   In the Downtime, the Prostitute may engage one population of Scum to affect any Neighborhood, Slum, Hellhole, Foreign Quarter or Tavern.  This location becomes Seedy.  For each building affected by this, the Prostitute generates 1 Resources for the Organization per Chapter.


The Burglar is a stealthy lock-picker, skilled in Finesse who can be called upon to help with a burglary, heist, or robbery.  In the Downtime, the Burglar may engage one population of Scum to affect any building that can be Staffed by Merchants.  This location becomes Seedy.  For each building affected by this, the Burglar generates 1 Resources for the Organization per Chapter.

Con Artist

The Con Artist is a high Sincerity character that can fast-talk as needed and has a variety of costumes.  In the Downtime, the Con Artist may engage one population of Scum to affect any building that can be Staffed by Gentry.  This location becomes Seedy.  For each building affected by this, the Con Artist generates 1 Resources for the Organization per Chapter.  The Con Artist may also create 3 Rumors on the Organization’s behalf.


Thugs are highly Intimidating, dangerous characters who can remind others not to cross your Organization.   In the Downtime, the Thug may engage one population of Scum to affect any building that can be Staffed by Peasants.  This location becomes Seedy.  For each building affected by this, the Thug generates 1 Resources for the Organization per Chapter.

Tier 2


Henchmen work behind the scenes to help support criminal activity and exploit the labor of others on behalf of the Organization.


The Smuggler may bring illicit or illegal goods into the city to be sold for a cost.  By default the Smuggler may provide drugs and poisons.  If provided with Influence, the Smuggler may acquire Malifica or heretical objects.  During the Downtime, if given Influence, the Smuggler may bring another Agent from elsewhere into the city to perform their normal actions for 1 Chapter.


The Fence will take stolen valuables and award Resources. The Fence may also sell recently stolen goods for coin.

Grave Robber

The Grave Robber may dig up interred dead a Graveyard or Necropolis and generate Resources.  This generates a Corpse Heap. 


The Pirate may crew an uncrewed ship with one or more unoccupied population of Scum.  Once they do so, they may up to 3 ships in the region, or 1 specific ship as directed, attempting to take the cargo of the vessel, or the vessel itself for the Organization.


The Bandit will raid trade caravans, gathering shipments and military supply lines that connect to the City.  They will raid 3 of these at random each Chapter, or 1 specific one as directed, and split the take with the Organization.

Tier 3

Tier 3 Outlaw Organizations are powerful groups that have a controlling hand in ongoing affairs, and are usually at least partially entrenched in the running of the City, whether anyone will admit it.



The Assassin will, as a Physical Attack, attempt to kill a single other character in play, or for 1 Influence, murder any other Agent in the city.


The Blackmailer, as a Social Attack, causes any other Agent to take their action on your behalf instead of their normal chain of command.


A Warrenmaster hides the physical operations of the Organization, using graffiti and secret messages to coordinate.  Outlaw Agents from this Organization can Staff any Cistern or Well, or if the city has Sewers, one Agent per District. Additionally, the group can mark 5 areas at Events with their group’s graffiti on any building to mark the entrance to an escape tunnel, using the Ignore sign per the Escape ability (Mobility Skill) if they can touch it. 


During a Downtime, the Arsonist may destroy 1 Building in the City, leaving a ruin.


The Despoiler trucks in sins and perversions, and draws others into their carnival of vice.  They create 1 Influence for every unspent Reich Vice in the region. 

Tier 4

 Tier 4 Outlaw Organizations are able to influence other powers in preparation for greater gains, or to facilitate and profit from the ongoing power struggles of other groups.



As a Social Attack, a Spy can reveal the internal breakdown and members of another Organization, including how much Influence and Resources they currently hold.  Additional Influence may be spent to bypass Social Defenses.


For 1 Influence, as a Social Attack, the Provocateur causes strife between two other Organizations, breaking their Formal Tie.


For 1 Influence, the Agitator may, as a Social Attack, remove 5 Requisition Points from the local City’s total.  If this brings the total below 0, a rebel army is created in the local area.

Dark Wanderer

The Dark Wanderer is spoken of in whispers – a heretic, a vampire, or some other creature of great power that lives on the fringes of society.  They can be called upon to use or share their abilities with the Organization.


A Profiteer generates Resources every time there is a local Crisis, such as a Corruption, Filth, Heresy or Military Crisis – 1 for each grade of severity.  

Tier 5

At this final Rank, there is a single Agent, offering the potential to use espionage to cripple the mighty and disrupt global events.


The Nemesis may spend 10 Influence to create one Great Terror, which can interrupt and cancel events in the Global Theater.

Scholarly Organizations

Tier 1

Tier 1 Scholarly organizations tend to be small coalitions of Magicians or Priests that manage a local area, though some are independent group of scholars, or smaller groups within a larger structure such as the Port Melandir University.  Members of these Organizations may earn a Scholar Achievement for successfully completing an Invention.  Such accomplishments give credence and eminence to the Organization in the eyes of their peers and those who rely on them for authority and wise council.  As well, they may earn Influence from either their member’s Priest Achievements or Magician Achievements, as befits the nature of the group and the Agents it will attract.  
(Read more about Invention)
As most Scholarly Organizations are associated with Magicians or Priests, the appropriate Achievement may also be used within those Organizations in order to generate Influence.

Tier 2


 Scholarly Organizations have many colleagues which can be brought into Events in order to assist in academic matters as necessary.


The Researcher can prepare a report about any non-rare Basic Study, or a rare Basic Study that you provide them the material for,  during a Downtime in order to answer questions next Event.  


An Orator ventures forth to extol the virtues of the Organization and find those who are in need of their services, in order to send others to follow-up later.


A Guardian is a competent fighter who can defend the interests of the Organization, whether a zealot or templar, or a First Circle War Mage.


An Aspirant assists with the performing of spells or rituals by performing the mundane duties associated with it, such as drawing glyphs or preparing chalices. 


A Catechist knows all of the Exoterics and with preparation over the Downtime, can perform Instruction on any of them once per Event.   The Catechist may also participate in Applies Research and answer questions based on Exoteric knowledge.


Academia represents the support system that Scholarly Organizations use to facilitate their ongoing activities.


A Procurator acquires special or rare materials necessary for rituals or spell catalysts (1 item per use, such as a bag of volcanic ash for a Fire Mage Procurator, or a silver rod for a Church Procurator). For an expenditure of Influence, they can acquire more rare components, such as noble blood or saintly relics.


Teaching through aides, a Preceptor can allow any local member of the Organization to Research from the same book or tome during a Chapter.


Through connections, a Scholar may gain temporary access to one non-rare document (arcana, books) for one Chapter.  For an expenditure of Influence, they can require rare documents.


A Scribe may copy one document, such as a Book or Tome, per Chapter. 


An Archivist maintains meticulous records and may provide obscure and specific information to the best of Staff’s ability about any event of public knowledge that has happened in the local Theater.

Tier 3

Tier 3 Scholarly Organizations generally have the ear and support of the local powers that be, and are seen as an essential resource for all manner of things, from public control to good decision making as a matter of course.


DEAN / Abbott

A Dean is a necessary figure to operate a Grand Laboratorium or serve as Abbot for a Monastery.  This facilitates the possibility of Invention.

Chaplain / Battlemage

Chaplains and Battlemages assist armies in Warfare, adding an additional die to Chaos of Battle, and allowing its bonus to go to +3.  They may choose one Force to grant their bonus to per Chapter.


A Librarian can act as Staff for a Librarium, Library or Scriptorium Room in a Magician Tower or Church respectively, which allows those rooms to function.  The Librarian can use the appropriate room to settle their Agent Slot.


A Theorist allows Influence to be spent to add Progress to Invention Initiatives.


A Castigator may assault another Organization as a Social Attack, causing them to have to spend 1 Influence before they can take any active use of an Agent.  Additional attacks of this kind are cumulative.

Tier 4

Tier 4 Scholarly Organizations are important cultural arbiters and are considered authoritative on the right way to behave or to solve problems.  As such they are entrenched in the daily lives of those around them and can wield tremendous social power. 


As most of the world’s Scholarly Organizations are large and powerful, with many local offices and chapters, Authorities are usually the leader of a local group, sent by the greater Organization to oversee matters and support their agents in the field.


An Executor sets the tone of the Organization and determines their overall purpose.  When set to a specific purpose, such as a single Priest Covenant or Magician Role, the local Organization members may gain Influence from their specific Achievement (Such as Mithrihim Achievements, Incinerator Achievements) as well as the normal ones.


An Overseer governs by protecting the group from threats, and is common in areas where there is resistance to their ideas.  The Overseer passively protects the local Organization from one Social or Physical Attack per Chapter.


An Auditor aggressively takes matters into their own hands, and is likely a fearsome figure within the Organization, such as an Inquisitor.  For 1 Influence, the Auditor may wrest control of any Organization that has a Formal Tie to it for One Chapter, able to spend its Influence and use its Agents as its own.


A Celebrant generates Resources for the Organization based on the local level of Reich Orthodoxy or Reich Heresy, selected when the Agent is acquired.


The Ideologue makes powerful allies for the Organization by selectively withholding or granting their endorsement.  If they publicly condone an Organization, any other Organization may give them Influence 1 to 1 as if they had a Formal Tie for one Chapter.

Tier 5

At this final Rank, there is a single Agent, offering the potential to use the Organization’s great access to knowledge and information to affect global events.


The Mastermind may spend 10 Influence to create one Great Knowledge, which can be used to affect outcomes in the Global Theater.