Hall of Honour Featured

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Aramax
February 12, 2015
Hits: 1811
Comments: 5
Ideas: 0
Votes: 3 / 4.000000
Nekkid    Society/ Organizations  (Artistic/Performance)   (World Wide)

Performance art in Refuge Beneath the Waves

Aramax
February 12, 2015
Hits: 1542
Comments: 3
Ideas: 0
Votes: 1 / 3.000000
Daughters of Kalleum    Society/ Organizations  (Ethnic/Cultural)   (World Wide)

A 100 word sub-culture/cult for Refuge Beneath the Waves

Aramax
February 12, 2015
Hits: 1692
Comments: 6
Ideas: 0
Votes: 2 / 3.000000
BND Movement and sub-culture    Society/ Organizations  (Artistic/Performance)   (World Wide)

A 100ish word musical styling sub-culture in Refuge Beneath the Waves

Aramax
February 8, 2015
Hits: 1488
Comments: 4
Ideas: 0
Votes: 3 / 4.333333
Machinama, a cult in Refuge Beneath the Waves    Society/ Organizations  (Religious)   (World Wide)

"Machine is all

Machine is Mother

Machine is Father

Machine is God'

Aramax
February 7, 2015
Hits: 1424
Comments: 2
Ideas: 0
Votes: 2 / 4.000000
Machinama, a cult in Refuge Beneath the Waves    Society/ Organizations  (Mystical)   (Trans World)

Cult of EXTREMELY Done

"Machine is all

Machine is Mother

Machine is Father

Machine is God'

Morte
February 4, 2015
Hits: 1431
Comments: 8
Ideas: 1
Votes: 4 / 3.500000
The Light and His Lady    Society/ Organizations  (Mystical)   (World Wide)

"Few left know these Secrets. And those who do must Be careful. Those in Power will Silence Us if They knew!"

First Keeper Solaron Calo

MysticMoon
January 7, 2015
Hits: 1590
Comments: 7
Ideas: 0
No votes
The Holy Hovercraft of The Ice Bears    Society/ Organizations  (Religious)   (World Wide)

Among the ranks of the white wastes and the endless seas of Plincy roam the hovercraft of the infamous religious mercenaries, Isbjörnarna. The side of each craft is emblazoned with the logo of a striking polar bear: claws extended and fangs bared.

Scrasamax
January 3, 2015
Hits: 2834
Comments: 3
Ideas: 1
Votes: 3 / 4.166667
The Anunnaki    Society/ Organizations  (Political)   (Trans World)

The Anunnaki are a secret society in the Cosmic Era

Tusserk
October 16, 2014
Hits: 1748
Comments: 8
Ideas: 0
Votes: 5 / 5.000000
The Residents of Oldport    Society/ Organizations  (Combative)   (Local)

The dead rise up each night to honor the contract that gives them independence as they defend the shores of Oldport and the rest of Copslin Vale.

Scrasamax
September 6, 2014
Hits: 1993
Comments: 4
Ideas: 0
Votes: 3 / 4.333333
Imbrian Culture    Society/ Organizations  (Ethnic/Cultural)   (Trans World)

The legacies of a pre-human civilization in the Cosmic Era

Scrasamax
September 5, 2014
Hits: 1930
Comments: 1
Ideas: 0
Votes: 1 / 4.500000
Glassenheim Foundation    Society/ Organizations  (Knowledge/Lore)   (Trans World)

The Glassenheim Foundation is a relict of the Petroleum Era, a technological hold out and a holder of terrible secrets.

Scrasamax
July 28, 2014
Hits: 1575
Comments: 3
Ideas: 0
Votes: 3 / 4.166667
228th Federation Infantry Battalion    Society/ Organizations  (Combative)   (Area)

The 228th Mountain Lion battalion faced a situation not entirely unlike General Custer some 500 years before. Like Custer's men, the 228th was almost completely destroyed, despite their laser cannons and drop ships.

Nobody
July 20, 2014
Hits: 2982
Comments: 5
Ideas: 0
Votes: 5 / 4.400000
Temple Order: Kord    Society/ Organizations  (Religious)   (Area)

Kord's Temples are the arena's of the world. They draw spectators and contestants alike from across the world.


This is part of my series on deity organizations. Each organization is unique, fully built, well thought out, and adaptable to any campaign setting.

Nobody
July 12, 2014
Hits: 1534
Comments: 4
Ideas: 0
Votes: 4 / 4.750000
Temple Order: Vecna    Society/ Organizations  (Religious)   (Area)

Vecna's Order is both reviled, and revered. They trade in secrets and forbidden knowledge.

This is part of my series on deity organizations. Each organization is unique, fully built, well thought out, and adaptable to any campaign setting.

Maggot
March 26, 2014
Hits: 1876
Comments: 5
Ideas: 0
Votes: 3 / 4.500000
The Warriors of Jove    Society/ Organizations  (Mystical)   (Local)

''Rrrbit! Rrrbit! Great Jove has found you unworthy, human! Now prepare to die !''

Ifar
February 23, 2014
Hits: 1451
Comments: 3
Ideas: 0
Votes: 2 / 1.750000
The NUSSR    Society/ Organizations  (Political)   (Trans World)

A systemic power during the galactic war

Scrasamax
February 18, 2014
Hits: 2746
Comments: 6
Ideas: 0
Votes: 4 / 4.625000
The Brotherhood of the Land of Nod    Society/ Organizations  (Criminal/Espionage)   (Area)

And Cain went out from the presence of the LORD, and dwelt in the land of Nod, on the east of Eden.

Scrasamax
January 22, 2014
Hits: 1629
Comments: 5
Ideas: 0
Votes: 4 / 4.375000
Fleabirds    Society/ Organizations  (Travelers)   (Area)

The Fleabirds are a group of people indigenous to North America who have rejected the collectivism and sedentary lifestyle inherent in the Cosmic Era. Rather than living in the gleaming arcologies, steaming geofronts, or the great heaps of the urban rims and favelas. Rather, they live in caravans that travel the countryside of the continent.

MysticMoon
January 20, 2014
Hits: 1566
Comments: 3
Ideas: 0
Votes: 2 / 4.250000
Monks of the Bearded Moon    Society/ Organizations  (Mystical)   (Regional)

There are three things, each sacred and bearded: Moon, Monks, and Moss. All connected. Tied together by the Monks of the Bearded Moon, an old order of healers, mystics, bearers of the secret knowledge, and inheritors of the Bearded Moon's gifts. Theirs is a sect full of mystery and bound by ritual.

Scrasamax
January 6, 2014
Hits: 1689
Comments: 4
Ideas: 0
Votes: 3 / 4.000000
Prosperity Christian Convention    Society/ Organizations  (Religious)   (Trans World)

The PCC is the second largest religion in the Atlantic Federation.

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Random Idea Seed View All Idea Seeds

       By: Iain

In the middle of an unimportant combat with some bandits a burst of wild magic transforms all of the PCs and their opponents in to random animals and monsters. They retain their intelligence (though not, of course, the ability of speech). They can either carry on the combat in their new forms, panic, or otherwise react how they see best. After about an hour, they return, unharmed, to their normal form.

Ideas  ( Plots ) | February 13, 2004 | View | UpVote 1xp


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