Organizations
"Me and this army."
Background
Organizations got their start in the DMG II where they were presented as a suggestion of something players could join with a few samples, and then some expanded development for specific guild organizations.
A variant on this, affiliations, was offered in the PHB II.
The original version received a bunch of expansion in Cityscape, with Houses, Churches, and Organizations added to Guilds. (Yes, it made Organization type Organizations. Ever consider the concept of a Warforged Scout Scout?)
Eberron of course took the concept of a House to an extreme, and the Cityscape versions are scaled down from the Dragonmarked Houses.
Organizations are at the heart of Power of Faerun.
Affiliations feature in several later splat books.
It seems WotC could never figure out exactly what to do with the concept, even splitting it in two directions, and heading nowhere fast with either.
I've noted previously that Affiliations don't seem to work for me, despite having written a few for Living Greyhawk, so I chose to concentrate on the organization concept. The following are my revised format notes trying to present an overall structure.
(Variant) Flavor Text
Power Groups
Groups are divided into five power types based on how they work to benefit their members.
Groups are further divided into four structure types based on who they work to benefit.
Groups may have two possible modifiers to their mode of operations.
There is considerable cross-over in all of these classifications. They define the primary goals of the group. Each group may use methods of the other types of groups to advance their goals.
There is also considerable cross-over within the function of the groups. A House may be part of Organization which operates within a Guild. An Organization may control a number Guilds.
Power Type
Political
A Political organization has as its main method of aggrandizement seeking and employing political power. The members are rulers, executives, legislators, and judges. Raw mundane power is their means and ends.
Political organizations frequently use Military organizations to enforce their will. They use Mercantile organizations to fund their programs. They use Social organizations to control those they rule. They use Mystical organizations for raw magical power.
Mercantile
A Mercantile organization has money as its main method of advancing itself. The members are merchants lords and guildmasters. Pure economic power is their means and ends.
Mercantile organizations use Political organizations to secure favorable laws. They use Military organizations to safeguard their wealth. They use Social organizations to gain new markets. They use Mystical organizations to access additional goods and even further markets.
Mystical
A Mystical organization has magical power as its means and ends. The members are generally arcane casters seeking to break the rules of reality.
Mystical organizations tend not to care too much about other organizations because once they reach a certain level of power they just don't need them - anything those organizations can do can be done magically. Still, Magical organizations often have Guild and Social organizations as an interface to keep outsiders from annoying them in the middle of experiments. Because of the power they have, Magical organizations are often subject to internal factions, and may wind up involved with Political and Military organizations.
Social
A Social organization works to influence society for its advantage. Most Fantasy Religions function as Social organizations, but it also includes Guilds operating in service and entertainment jobs.
Social organizations may use or transform into Political organizations when their influence spreads far enough. Social organizations may operate through Mercantile organizations to spread their influence. Social organizations may decide not to wait to convince people and operate Military Organizations to force compliance with their programs. Social organizations are more than willing to use the powers provided by Mystical organizations, but have a tendency to become distracted by the pursuit of pure power when they do so.
Military
A Military organization exists to fight. Usually that includes a focus on surviving, but there are some fanatical, even suicidal, groups that don't care as long as they get to fight. They fight for many reasons, but direct, personal, fighting is their common defining characteristic.
Military organizations are frequently employed by all other types of organizations. A Military organization may wind up ruling a region and operate a Political organization. An army travels on its stomach, and a Military organization may set up a wholly owned Guild to provide for logistics. A Military organization can often find purpose, or at least diversion, through Social organizations. A Military organization will almost always look to take advantage of the creations of a Mystical organization.
Structure Type
Houses
A House is generally a closed family group that exists for the advancement and aggrandizement of its members. The methods used may vary, but they only means to the end of making the House itself more important.
While a traditional House consists only of blood relatives, many cultures recognize those who marry into the House as full members. Likewise some cultures have a tradition of full adoption into a House. This can eventually extend until the line between a House and an adventuring party is obscured out of existence. Generally speaking, a House should refer to those who are blood relatives, with some leeway for spouses and adopted members.
Houses typically work through other groups: a Mercantile House will control one or more Guilds; a Mystic House may control a Fantasy Religion; a Military House will sponsor Mercanary Companies. The outsiders with the most direct connection to a House are the clients that the House is a patron to. These clients may generally be considered an Organization with a specific purpose to aggrandize the House.
Guilds
A Guild is generally a business organization that exists for the profit of its members. The business may vary, but the goal is profit.
While a traditional Guild is a trade or craft guild, many societies recognize laborers, civil servants, and other unusual groups as guilds. At a certain point the activities of a guild may become so divergent as to blur into other types of groups. The focus of a guild should remain on making money.
Guilds typically work directly. If they need assistance with a goal they hire another group. Guilds are subject to faction and subversion, and may have internal Houses and Organizations using the Guild to pursue other goals.
Organizations
Organizations are a general catch-all category for any group that does not fit into one of the other three primary categories. An organization has a goal of achieving something other than private aggrandizement or profit. They are groups with long term plans, typically involve changing the power status quo. Some more benign organizations focus on abstracts such as knowledge.
Organizations are typically tools of other Groups, or factions within those Groups seeking to use the Group for other purposes.
Fantasy Religions
A Fantasy Religion has a purpose of seeking the aggrandizement of some entity capable of bestowing divine spells, or, rarely, invocations. These entities may be benign or malign. Some are collective groups - pantheons. They vary widely in size and power. They may be secret or open. They may be orthodox or heterodox. Whatever those qualities, the focus remains on promoting the entity they serve rather than themselves.
Fantasy Religions will often use other Groups to gain power and money to promote their goals. Equally, they are subject to infiltration, subversion, and use by other Groups, seeking to advance their goals or themselves within the Fantasy Religion.
Modifiers
Arts
In some ways an Arts organization is a contradiction in terms of the purpose of an organization as it doesn't really exist to gain anything. Its entire purpose is just to create. Mostly this is some form of visual or auditory art, but it may extend to abstracts of knowledge. Actually doing something with the art or knowledge is irrelevant, it is all about the creation.
Criminal
A Criminal organization exists outside the existing social order. It may merely refuse to obey the rules or be actively dedicated to overthrowing the current society.
The attitudes and methods of Criminal organizations typically place them on the Evil/antagonist end of the campaign scale, but it may rarely include the heroic liberator archetype for PCs. Care should be taken when developing such organizations to avoid confusing them with other types.
Rules
Once you get past all of that fluff to classify your groups, you can sort through the specific rules for them.
Each Structure type has rules on joining, slightly different sets of benefits, and slightly different drawbacks.
The various combinations of Power and Structure type have sets of associated classes, associated skills, and benefits for being Favored that relate to certain feats. Those feats are where things start to break down.
Favored (Ci)/Favored in Guild (DMG II)/Favored in House (ECS)
Rather straightforward, you are well-liked by the powers that be in your organization. The first two versions give you access to some additional benefits depending on the specific type of group you are with. The Eberron-specific version gives you a more open-ended access to calling in "favors", with examples with DCs provided in Dragonmarked. Overall this version winds up significantly more powerful than the other two, but then Cityscape does seem to present Houses as the most important "level" of organization. And it happens that Cityscape doesn't provide any version of Favored benefits for the Houses. It would take some work to adapt, but it seems like a reasonable task if you are developing your campaign to include the concept.
This feat is also noted as being an indicator of "being in a position of influence" in an organization for purposes of the Rulership feat.
Guildmaster
Finally my rant. Guildmaster as written is horrible. You need a guild specific feat, a maxed guild skill, Favored in Guild, and Leadership. And then all of your followers must belong to the same Guild you do. Which of course completely negates a whole section of Power of Faerun. Despite house ruling Epic Leadership away, Power of Faerun forgot to errata or house rule Guildmaster. Also as written, it only applies to Guilds, leaving an absence of other ways to be important in other structure types of groups.
And of course it is the suggested indicator of "being in a position of authority" in an organization for Rulership.
Fortunately, it suggests using the feat as a reward for service to an organization, so it isn't as horrible a feat tax.
I have just rewritten the whole thing to remove the useless restriction. I would also, as I will discuss in my ramblings, make this and a bunch of others just bonus feats.
Special Dispensation
This lets you break local some local laws and get away with. For flavor, it is best treated as yet another bonus feat for meeting campaign goals.
Primary Contact and Extra Contacts
An additional element of the various organization rules are lesser NPCs who aren't followers but provide minor favors for you. In some ways they are an outgrowth of the Eberron version of Favored, building specific NPCs who can provide specific favors, rather than generic, anonymous NPCs who provide ad hoc favors with a suitable DC. Yet another candidate for bonus feats for campaign goals.
There is a Pathfinder specific version of contacts, but it looks close enough to the WotC version to not require elaboration.