Population Group

GHOUL Werewolf Packs

  • Status of Organization: Active
  • Active Membership: 200
  • Where Based and Areas of Influence: GHOUL
  • Leadership: A council of the leaders of each pack, whom answer to the GHOUL Council
  • Legal Status: Most of them are in good legal standing.
  • Distinguishing Marks: --
  • Known Enemies: Werewolf hunters, couple of small groups that remain in Ramsalon
  • Known Allies:

    Founding origin

    When GHOUL was founded werecreatures were some of the beings that were taken in under their protection. Especially greatful many of these people have become a kind of foundation of the city and its people. They now all work to ensure that they will make the best out of GHOUL and ensure they never experience once again the turmoil and death that happened in Ramsalon ages ago.

    Werewolves have been at the forefront of this.

    Organization structure

    Each pack is more like a small extended family, often no larger then 10 members at a time.

    The packs do come together to form a larger organization in order to help ensure each pack can thrive and is protected. They often share resources and will fight together as needed. Sometimes conflicts between packs do happen, but they may request another pack send someone in to help sort things out. Though some conflicts are a bit more severe, and other packs not involved will stay out of it.

    While most of the packs are loyal to GHOUL and are law abiding, they will not turn over other packs which may not be as in the up and up unless their actions become severe enough to threaten the rest of them.

    Each pack governs themselves for the most part, however there is an overarching council of pack leaders which helps bridge the Council of GHOUL and their packs as a whole. They also often make decisions and declare actions should something arise that is too large for one pack to handle or is a threat to all of them.

    Current projects / Interests:

    Membership related information:

      How to join

      In order to join a werewolf pack of GHOUL one must be in good standing with the packs. They must prove themselves to be dedicated to their cause.

      When one reaches 10 reputation they will receive an invitation from the pack willing to take them in and make them a member. But they will not be turned.

      Once the member has become established with the pack they will be judged and then be offered the opportunity to start the process to be turned into a werewolf if they so desire.

      • This process is a petition to the Council of GHOUL for approval to turn a new werewolf.

      • The one wanting to be turned needs to be in good legal standing with GHOUL and have 20 rep with the werewolf packs

      • If the member meets those, then a mini scene will be done where a representative of the Council fills them in on the laws regarding their soon to be status (this also serves to make sure the player is informed of IC expectations and risks)

      • Once they agree to the laws and swear fealty to GHOUL and the pack, they will then be infected with the werewolf condition.

      Any benefits of membership

      Members of a werewolf pack have some access to the protection and resources the packs have to offer.
      Players can access these by doing scenes and rolling to see what will apply to the situation they are trying to invoke them for.

      Once they reach a good standing with the packs they will have the chance to be turned if desired.

      How to maintain membership and obligations

        Doing things that help promote and protect the interests of the packs.
        Performing tasks for the pack when called upon.
        Following the rules set in place by the packs.

        Rules:
        You do not turn anyone without approval of the pack
        The pack comes first, their needs are your needs
        You protect your packmates, don't do anything that puts them in danger

      How to leave (if you can)

        Leaving a pack can be rather messy, even more so with some of the past issues with Ramsalon tainting things.
        If one has grown unhappy with the pack they are in, they may petition another pack to take them instead. Of which the pack leads will make and agreement on something to trade for the transfer.

        If wanting to leave all packs together, one must declare their intent to go solo to the Council of GHOUL and the packs in writing.
        However someone will occasionally keep an eye on the former member to ensure no trouble will come back their way.

        One can also just cut off contact with them, however over time someone will come looking for them to ensure they are behaving and won't be causing any kind of trouble to fall upon the packs.

      How to get kicked out and any punishments incurred

        Disobey the rules put in place by the packs and GHOUL.
        Depending on the severity of infraction will determine the type of punishment. A small infraction will likely lead to just being exiled from all packs, a more severe infraction could lead to prison or even death.

        Cause too much trouble in Ramsalon
        Due to the history with Ramsalon, it is very easy for a werewolf pack face harsh legal repercussions should one of their own be found making trouble. This will lead to being exiled from the packs, leaving the member to face the consequences on their own, and possibly even turning the former member in to face punishment from the Ramsalon government in order to make amends and prevent any further harm to the packs.
        Those consequences/punishments will be depending on the severity of the trouble/laws broken.

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    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    200
    Diplomatic Influence: 
    50
    Material Strength: 
    50
    Economic Influence: 
    50

    Candenordian Druid Council

  • Status of Organization: - Active, Ancient. The Druids of Candenord are as old as the continent itself.
  • Active Membership: - 50-80
  • Where Based and Areas of Influence: - Near major regional urban centers; among or within key terrain (such as tallest mountain, regional forest, etc. within a given region)
  • Leadership: - The Council holds simple majority votes on common issues. The last presumed leader, Vashal Mas'harin, died over 400 years ago.
  • Legal Status: - Full legal standing.
  • Distinguishing Marks: - None
  • Known Enemies: - None known
  • Known Allies: - None known

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin: The Candenordian Druid Council came about as a result of the various early species on the continent becoming attuned to their often hostile environment; eventually, several entities gained affinities for nature magic, shape-shifting, and elementalism that allowed them mastery over the wilds. Those they stayed among then revered them, and heeded their sage advice in learning how to live with their environment. Membership grew with the population, and spread accordingly as governors, Ambassadors and guides.

    • Organization structure: Each Druid heads their own local spiral - a nod to the persistent change and movement that comes with living on Candenord. Each spiral is left to deal with its internal issues independently. In cases where one spiral's events could affect another one or more other spirals, then those concerned will band together until the issue is resolved. In cases where the whole continent is involved, then a meeting may be summoned. It takes about two weeks for the Druid Council, once summoned, to reach the agreed-upon meeting spot. Where there is no summoned meeting, they instead meet at Masgrow at the summer solstice, or Belrun at the Winter Solstice Such meetings ensure that each Spiral is capably handling its area, its residents, and its wilds.

    • Current projects / Interests: What news comes out from the ships that arrive to Ramsalon from the east tells of issues keeping the fringes of semi-established cities, towns, and settlements free from animal and plant incursion. Beyond keeping the wilds at bay, the Council concerns itself with ensuring a balanced approach between urban dwellers and the natural order. Recycling and repurposing, where feasible in terms of the setting, are encouraged to reduce waste and reliance on obtaining more resources. Magic, for the most part, is regarded as the prime source of such things as fire, instead of resorting to burning coal or wood for warmth, or water to hydrate crops rather than divert streams or create irrigation.

    • Notable Personalities: Jamus Vazshal (Masgrow Spiral); Ilyara Sha'Valani'eliyen (Belrun Spiral); Wareish Milstarek (Corpis Port Spiral)

    Candenordian Druid Council

    The Candenordian Druid Council is the association of esteemed and chosen leaders of spirals spanning the entire continent, and make up the governing body that confers on matters of natural importance. They are also the Ambassadors to each of the major cities, providing council, guidance, and judgement to ensure the protection of nature from the ravages of humanoids, while at the same time protecting the habitations from looming natural threats. They also act as protectors and escorts to those that migrate constantly across the continent, helping find or provide food in sustainable manners. In a way, they ensure a more strict sort of balance between the urbanizing tendencies of the humanoids and the harsh and unforgiving environment around them. The Council meets twice a year, or, in dire emergencies when summoned by any of their number. Unlike their Vaxian counterparts, the Council's members are expected to be among the people of Candenord, available to assist and oversee as needed. As spirals may change, evolve, and expand or shrink, the size of the Council adapts accordingly, and so it is difficult to pin an exact number on them at any given time.

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    Northern Republics

    The Northern Republics are a conglomeration of the northern nations and protectorates. Relations within the Republics are tense, as most if not all northern nations at one point warred with one another. Many of the larger nations also warred with and attempted to expand into the southern reaches.

    Despite the term "Republics," many of the members of the Northern Republics follow different governance models - it was simply the most common form of governance among the nations at the time the loose alliance was formed, as well as the governance of the largest among them: Bolvintia

    • Status of Organization: - Active
    • Active Membership: - 15 nations, roughly 70,000 people (not counting planetary refugees)
    • Where Based and Areas of Influence: - Station Prime
    • Leadership: - A board of 30 members, two from each member nation. Three nations are given 'chairman' status on an annual rotation and act as checks and balances between the three of them.
    • Legal Status: - Officially recognized political alliance and governing body
    • Distinguishing Marks: - A 15-point star
    • Known Enemies: - Southern Coalition (Formerly), The Galanor Underground Resistance The Desert Coyotes The Crowned
    • Known Allies: - Treatise Body Administration Southern Coalition
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    Membership Size: 
    70
    Diplomatic Influence: 
    100
    Material Strength: 
    70
    Economic Influence: 
    140

    Gargorian Colonists

    The Gargorian Colonists are a combination of two related cultural groups; descendants of the Gargorian ship which crash-landed south of the Great Desert fifty years ago, and a group of refugees who resettled to Sirian in 3 CE. Additionally, the Gargorian population has been increased by a number of human immigrants, who consider themselves to be Gargorian Colonists by either Marriage or naturalization. Gargorians are genetically identical to humans, and capable of interbreeding. However, due to cultural differences, Gargorians consider themselves a different species, and there remain mild levels of xenophobia in the community.

    The planet Gargoria was until recently part of the greater Juren empire, but Juren power is waning. As a consequence, Gargoria was invaded by a hostile neighbor, the Mutarens. The resulting conflict drove several thousand refugees to Sirian, aboard the Southern Coalition Fleet

    Despite initial suspicion, the Gargorians have integrated well into the hubbub of Sirian politics. They have maintained strong independence from nearby political blocs, which reduced friction with the Rohearn. Meanwhile, trade, especially of their advanced bioengineering technologies, formed strong bonds with their neighbors, the Desert Clans and the Dalhan.

    The dominant native Gargorian culture includes a spiritual philosophy, Shinism, which believes that one’s Shin, or soul, is part of the greater whole of the world. This philosophy focuses on the interconnection of one with one’s surroundings and the environment as a whole, and finding harmony in knowing one’s place (and avoiding being where one is not meant to be). This philosophy incorporates a type of photoluminescent bacteria, shaino, which is believed to represent the spiritual flow of the environment. Historically, Shinism pushed native Gargonians to shun high-industry in favor of technological and economic development that had a lower impact on the environment (including bioengineering and information technology). Shinism’s great modern conflict is whether Gargonians Colonists are in the place they are intended to be, and if so, how integrating with the human cultures is improving or disrupting that harmony. Shinism is less popular among second-generation Gargonians Colonists, who are more likely to adopt Sirian traditions.

    Until recently, the majority of Gargorians lived in the Gargorian Colony, in the shadow of the Cularen Hills south of the Great Desert. During their fifty years of residing there, the Gargonians worked on their crash-landed ship, and accumulated additional resources and technology to construct additional craft. This was a closely held secret until the Inferno. The Gargonians were not directly attacked by The Crowned and within a week, almost the entirety of the Gargonian Colony left the planet and went into orbit. The Gargonians are working to establish a more permanent orbital home, but many are choosing instead to live in existing human colonies. The Gargonians are members and strong contributors of the Treatise Body.

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    This organization does NOT have goals
    Membership Size: 
    10
    Diplomatic Influence: 
    40
    Material Strength: 
    25
    Economic Influence: 
    25

    Sirian Desert Clans

    The Desert Clans (sometimes called "Clansfolk" or "Clanspeople") are a loosely allied group of independent nomadic collectives surviving in the Great Desert in the south traditionally. Familiar with the harsh, resource-poor environment, the Clansfolk have a reputation for ingenuity in the face of adversity. Once rivals engaged in regular conflict, the Clans were brought together under a common banner and established themselves as a joint nation for their own defense and prosperity. While they make large-scale decisions collaboratively, the Clansfolk otherwise insist on independent Clan governance and equal recognition of their varied traditions so that no one clan ever vanishes into the blended identity of the whole.

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    This organization does NOT have goals
    Membership Size: 
    35
    Diplomatic Influence: 
    50
    Material Strength: 
    50
    Economic Influence: 
    25

    Pinnacle Populace

    The citizenry of the floating Mecha City were once entirely artificial digital and robotic persons, unrecognized as a legitimate nation or people by any other political entity. During The Inferno, when the city offered digitization as a safety net against death (or worse) to the refugees, Mecha City gained recognition by many as a city of saviors.

    When the city and it's mixed digital populace came under attack, the Treatise Body negotiated a tense alliance and provided timely military support. That alliance has remained in the wake of the city's newfound safety, and a beneficial information trade agreement has been orchestrated to strengthen ties.

    While no one rules Mecha City, the so-called 'Mecha King,' named by his former adversaries in Belham, maintains the server hardware and acts as the chief diplomat for the populace. As a biological lifeform, the Mecha King often has an easier time interacting with human politicians than the somewhat more off-putting digital persons of the city.

    • Status of Organization: - Active
    • Active Membership: - 1 (Biological) + 400,000 (Digitized humans) + 600,000 (A.I.)
    • Where Based and Areas of Influence: - Mecha City
    • Leadership: - The Mecha King (figurehead), anarchistic governance
    • Legal Status: - Recognized sovereign nation
    • Distinguishing Marks: - None
    • Known Enemies: - Belham (Formerly), The Crowned
    • Known Allies: - Treatise Body Administration Station Prime Populace
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    This organization does NOT have goals
    Membership Size: 
    200
    Diplomatic Influence: 
    25
    Material Strength: 
    100
    Economic Influence: 
    50

    Station Prime Visual Artists

    Station Prime's artists that work with just visual mediums - ceramics, drawing, painting, sculpture, printmaking, design, crafts, photography, video, filmmaking and architecture. Also includes digital forms and graphic design.

    • Status of Organization: - Active
    • Active Membership: - Thousands
    • Where Based and Areas of Influence: - Sirian Planet Near Orbit
    • Leadership: - None
    • Legal Status: - Legal
    • Distinguishing Marks: - None
    • Known Enemies: - None
    • Known Allies: - None
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    This organization does NOT have goals
    Membership Size: 
    50
    Diplomatic Influence: 
    15
    Material Strength: 
    5
    Economic Influence: 
    15

    Station Prime Performing Artists

    Station primes performing artists - singers, rappers, musicians, dancers, actors, and anyone that uses their voices and movement of body to make art and/or entertain.

    • Status of Organization: - Active
    • Active Membership: - Thousands
    • Where Based and Areas of Influence: - Sirian Planet Near Orbit
    • Leadership: - None
    • Legal Status: - Legal
    • Distinguishing Marks: - None
    • Known Enemies: - None
    • Known Allies: - None
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    This organization does NOT have goals
    Membership Size: 
    50
    Diplomatic Influence: 
    15
    Material Strength: 
    5
    Economic Influence: 
    15

    Ramsalon Fashion

    Status of Organization: General Reputation Group
    Active Membership: At least a few thousand
    Where Based and Areas of Influence: Ramsalon and immediate area
    Leadership: None - as a general reputation group this is a reflection of a section of the population of the area that is involved in fashion, creating fashion and textiles, or enjoy keeping up with such information instead of a formally organized group.

    Ramsalon Fashion is for General Reputation for the part of the Ramsalon population that is into the trends of styles of clothing, ornaments and textiles, as well as the creation of styles of clothing and textiles.

    Earning reputation with this group reflects a characters influence on the fashion scene through either creating styles of clothing, textiles, or help promoting certain fashion trends.

    To earn reputation a character can craft clothing, or ornaments to be worn. Characters can also earn reputation by helping promote styles of clothing , or working with their favored tailors, seamstresses, jewelry makers in order to promote their crafting.

    To enter the scene there are no requirements other then taking an interest in trying to earn the reputation.

    A character can leave the scene at any time by simply stopping any activity to earn them reputation with this group.

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    This organization does NOT have goals
    Membership Size: 
    25
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    Material Strength: 
    25
    Economic Influence: 
    25

    Ramsalon Visual Artists

    Ramsalon's visual artists - ie those that work in ceramics, drawing, painting, sculpture, printmaking, design, crafts, and architecture

    Status of Organization: General Reputation Group
    Active Membership: At least a few thousand
    Where Based and Areas of Influence: Ramsalon and the immediate surrounding area.
    Leadership: None - as a general reputation group this is a reflection of a section of the population of the area that is involved in the visual arts or enjoy keeping up with such information instead of a formally organized group.

    Ramsalon's visual artists is for general reputation for the part of the Ramsalon population that is into the visual arts, be it being a performer or just really enjoys that scene and finds ways to be involved with the visual artists.

    Earning reputation with this group reflects a character's influence on the visual art scene in Ramsalon. This can be done by being a visual artist and work on sharing and promoting their art, or working with a visual artist to promote their work and the artist and helping them out where they can.

    To enter the scene there are no other requirements then being a visual artist, or someone helping one, in essence taking an interest in the scene and work on earning reputation within the population group.

    A character can leave the scene at any time by stopping any action to earn reputation with the group.

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    This organization does NOT have goals
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    0
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    0
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    0

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