Professional Org

Victory City Orc Gangs and Groups

Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
If you have any information that you think can go into this article please post it here:
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  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

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

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

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    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Ramsalon Gamblers

    Gamblers (either cards, dice, mini horses, or otherwise)

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the [[Locations]] pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate [[Notable Characters and NPCs]] page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

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

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

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    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    100
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Ramsalon Escorts

    Ramsalon escorts (Emerald Eyes and Orchid staff, among others)

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the [[Locations]] pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate [[Notable Characters and NPCs]] page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

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

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Ramsalon Writers

    Ramsalon writers - includes writers of any kind and avid readers

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the [[Locations]] pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate [[Notable Characters and NPCs]] page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

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

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    The Outguard

    Status of Organization - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
    Active Membership - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
    Where Based and Areas of Influence - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Posting Template - Locations pages where possible.
    Leadership - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
    Legal Status - in short are they wanted criminals anywhere or not.
    Distinguishing Marks - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
    Known Enemies - any other groups that have it out for this one or enemies if applicable.
    Known Allies - any groups that work with this one or have formal peaceful type agreements with if applicable.
    The next section should be a details and history part. This section should contain such information like:

    Founding origin
    Organization structure
    Current projects / Interests
    Membership related information:
    How to join
    Any benefits of membership
    How to maintain membership and obligations
    How to leave (if you can)
    How to get kicked out and any punishments incurred

    The Outguard

    The group known commonly as *The Outguard* calls themselves the Order of the White Falcon, and they are sometimes called *The Falcons* as well. These men and women are selfless souls who want to protect Ish-Lavin and the free people who live and work in their beloved city of white stone. But these are largely rangers. They love the wild and prefer it to the city, usually working and living outside its borders. The primary guildhall is in the East Hills near Ish Lavin set in the side of a tall bluff, a camouflaged cave entrance that opens into a comfortable set of rooms. There are bedrooms, a communal cooking room right in front with an opening to the hills above for the smoke, and several other rooms for conferencing and the like. The Outguard also has smaller stations in other outlying areas, such as the base of the distant mountains and in the Northern Forest on the south edge, close to the city. Not surprisingly, the White Falcons also own a few of the prized white falcons themselves. The enormous and noble birds are excellent steeds and are used only by their most elite warriors.

    Categories

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    This organization does NOT have goals
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    The Spoonbenders Guild

    This establishment is the modest home of the Spoonbenders' Guild. It is a guild for psionicists, or "psions" as they tend to call themselves. They are sometimes also called mentalists or mind mages. The term "spoonbender" has also been used and was only slightly derogatory; the guild founder, Mason Reedfall, decided to adopt the name for the guild and wear it as a badge, having a sense of humor.

    The guild itself is of simple stone construction, well-built but not extraordinary. The three-story structure once housed the offices of a now-defunct merchant company and the gray stones still bear an aging seal of the old company, a yellow sun logo with fading yellow words curving over it reading "Far Sun Trading Co."

    The place is being renovated, but it's habitable. The first floor is an entry lobby and holds office space and a small public library, something of a poor cousin to the Mage Guild of Ramsalon (which Mason broke from to start the Spoonbenders). The basement rooms hold more sensitive tomes and the vault, though the current vault is the old merchant company vault. The psions are working on putting in a more secure replacement, though the merchants certainly had a sturdy vault to begin with.

    The second and third floors are being used for housing for resident psions. The second floor has a particularly nice common room in the center for lounging, conversing, and studying. They have four large aquariums and several maintenance-free silk plants. Both the second and third floor rooms all have balconies. The front rooms are the preferred rooms, being slightly larger and having better balcony views. Three identical "master" bedrooms used to be large offices for the merchant company owners on the third floor, all with great city views from the balconies. Mason is currently renovating one of these for himself.

    People walking in off the street are encouraged to stop by, ask questions, or schedule a time to be tested for latent talent if they'd like. Known psions with interest are encouraged to apply for membership and will be slated for interviews.

    While not as flashy as the Mage Guild of Ramsalon, Mason has enough funding to ensure a reasonable chance of success and this space has fantastic "old world" charm and warmth to it.

    Categories
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    This organization does NOT have goals
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    0
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    The Dreamweavers

    The Dreamweavers

    • Status of Organization - Active

    • Active Membership - 15

    • Where Based and Areas of Influence - Nomadic around the Vaxian Content

    • Leadership - There is no leader. Each member is given equal say, and each member is encouraged to follow their own path and judgements. Though should a problem arise the whole group will meet to discuss what action to take.

    • Legal Status - Mostly Neutral. They are considered criminals where their talents have been deemed as such.

    • Distinguishing Marks - A tattoo of tapestry that becomes unraveled and fades.

    • Known Enemies - TBD

    • Known Allies - TBD

    They are an organization of people that had come together in some rather trying times, all connected by the similar services they provided and a need to survive.

    They are mostly known as weavers of dreams, though what they truly do is pull the memory of an individual into a tangible form of a tapestry.

    However it is not just any kind of tapestry, for any that gaze upon the tapestry can watch the memory playing out from start to finish. If one can focus their concentration enough they can become part of the memory, living it from the position of the person from which the memory came and not knowing it is not their own.

    Each tapestry is completely unique, with its colors and style all determined by the type of memory and the emotions invoked by it.

    The price varies as it depends on the individual, the memory and the Dreamweaver themself. The has to be memory one which is extremely powerful and important to the individual. For the emotional resonance must be exceedingly strong in order for the weave to be effective.
    The Dreamweavers came to be as more regions in the Vaxian Content began adopting policies that was quick to outlaw many kinds of magic related to dealing with the mind. They had become targeted by this when rumor started spreading of their work. Each of them had to flee their homes seeking refuge elsewhere. It happened by chance that the founding members came across one another as they were seeking safety.

    In the hopes that there would be safety and strength in numbers, they all pooled their resources together to ensure each of them and their families would be able to effectively 'disappear' and go into hiding. Eventually this caused them all to become nomadic, as they had found to keep moving was the best way to keep from ever getting caught. Though they never once stopped their trade.

    There are very few that know about them, even less know of their location as it changes often and quickly. However if one is determined enough, and earns a favor from any that does have good ties with the Dreamweavers, they can be given directions in how to seek the Dreamweavers out. This also serves as a series of trials to ensure that those that seek their services mean them no harm.

    Organization structure

    Current projects / Interests

    Membership related information:

      How to join
      Any benefits of membership
      How to maintain membership and obligations
      How to leave (if you can)
      How to get kicked out and any punishments incurred
    [/]
    Categories

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    This organization does NOT have goals
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    15
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    0
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    0
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    0

    Bashumatsu

    Bashumatsu

    The Bashumatsu (lit. "one loved by the dragon") are a group of warrior-monks native to Shi Inkahan. Although they are legendary warriors, the Bashumatsu are sworn to peace, and famed for using their skills only for defense, never for attack, except in extreme cases. This is symbolized by their signature naga musho blades, long swords which are completely blunt except for the very tip. The Bashumatsu are also known for their skill at manipulating ki energy.

    The Bashumatsu's traditional garb includes a red tunic, which represents life, and a wide-brimmed black hat, which represents the cosmos. In their headquarters, the Shimpo Ryu Temple in the Blue Dragon Mountains, the Bashumatsu train for their role as keepers of order, and teach the ways of peace and enlightenment to all who wish to learn.

    The Naga Musho is a type of sword used almost exclusively by the Bashumatsu monks of Shi Inkahan. It is a blade with no edge except on the top, and it is supposed to be used for defense, never for attack, except in extreme cases.

    Despite their pacifism, the Bashumatsu's battle prowess is legendary.

    Categories
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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

    Builder's Guild

    Builder's Guild

    • Active Membership - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
    • Where Based - The location of their headquarters or chief operating area. Multiple locations allowed. Please link to the Locations pages where possible.
    • Leadership - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can. If there is no active leader, or if the leader is a secret, say "None" or "Unknown"
    • Distinguishing Marks - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"

    Three guilds make up a block within the Merchant's Association: The Blacksmiths, The Carpenters, and The Masons. Though they are separate entities, these three guilds support each other in almost all matters concerning them. The have a collective guild symbol: the hammer.

    It is difficult to imagine anything more powerful then these three as almost no building project great or small can happen without their approval. The Other board members often lavish guild heads with gifts and special treatment.

    Categories

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

    Merchant's Association

    Merchant's Association

    • Active Membership - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
    • Where Based - The location of their headquarters or chief operating area. Multiple locations allowed. Please link to the Locations pages where possible.
    • Leadership - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can. If there is no active leader, or if the leader is a secret, say "None" or "Unknown"
    • Distinguishing Marks - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"

    The Merchant's Association is still in it's infancy. It is lead by a council of 12 major guild masters, known as the Board of Kadrass and 89 minor voting members, drawn from all citizens. The Association's day-to-day matters are held within the hands of the Chairman and Director. They schedule meetings, assign task, sign the papers and are the representative of the Association in court. They are also the one that affirms any decisions made by council. The Chairman is thus the leader of the Merchant's Association, while the Director is mainly an employee that runs Trader's Hall.

    The other chairs are open to sponsorship and voting to any citizen that proves he is a good business man, though usually guild sponsorship goes a long way except all the others guilds are no more.
    While the association has many current merchants, industries and guilds within their membership, it is not absolutely required to join. The Association holds no licenses. What members do get is the active support of all other members, through loans, tax exemptions and social contacts. The association also runs an active employment board for job openings with active member businesses and guilds. All non members shopkeepers and traders are simply known as Independents.

    Rise of the Merchant's Association
    Whatever the political situation between the empires, trade has always managed to survive via a handful of well established Merchants Guilds of Vaxia. The Merchant Guilds maintained roads, half-way stations, sea ports and banks; shipping goods, and storing large bulk items and especially providing vast sum of tariffs, tolls and tax money to the governments, keeping the economic wheel moving.

    Commoners think the merchant classes are harsh and greedy who only concern is to exploit them. The nobles understand they're need, but think of them as moochers and leeches preying on the needs of smaller businesses and guilds while using their riches to assume a faked sense of nobility and refinement. What people don't understand that delivering large goods on a continental scale requires a lot of planning and logistics and the small business do not have the capabilities to provide goods on such a large scale. Yes the merchants buy low and sell high, but they need to live too, though at lot of them are actually ultra-rich.

    The main problem with the Merchant Guilds was they never had any cohesion among themselves. Individual merchants and guilds may partner with others on a limited scale, but they were mostly independent. Small businesses owed no alliances to the guild masters. In fact every trade established it's own guilds, always trying to outdo each other in prestige and number of membership. This proved to fail utterly as the smaller guilds crumpled to the larger ones, destroying entire industries, such as a many mercenary guilds that were established.

    Post Darkest Night
    And Ramsalon the great trading city crumpled. Economics literally stood still for a day and night, as the surviving guild masters and merchants conferred together. Individually, they where ruined, but since each had a good amount of assets diverse elsewhere on the continent, by combining their wealth, they could ride out the storm. And thus the Rise of the Merchant Association, a body of merchants, guild masters and small business owners bought together by disaster and formed out of opportunity.
    The government requiring vast amounts of money and skilled labored for rebuilding suddenly found themselves dealing with a well organized league who weren't competing against each other but established a united front on what they expected for their contributions to the city. The merchant class would not be looked down upon any more. And the empires had no choice but to comply, legitimatizing them as a powerful political force in the new Vaxia. What choice they did have? Everything required money, rebuilding armies, city walls, ports, homes, warehouses etc. Government works were contracted out to the Merchant Association who freely donated many of their resources to rebuilding by demanding equal ownership of everything built. The exception is the military that had to be independent of the checks and balances of the merchants. And boy did they merchants deliver. Trade is being re-established and rebuilding moving at faster then the imagined rate.
    However, all is not well. The merchant association is starting to fraction, as to whom should ultimately lead them. The merchants bicker and debate and lobby each for more power within the Association. And some of their ambitious will not stop there. They believe the Darkest Night is a sign that the regime of the Emperor and General are at an end, and whom better to take the reins of leadership than the influential gentlemen of the Merchant's Association.


    Who they Are

    Current Chairman is

      The Director is Penrose. Human. Reserved. Prone to directness. Keen. Wife. Children all grown up and do not live in Ramsalon. likes game food, chess and Arpaksad Port.
    Of the 12 Board members, 2 seats are unfilled. The current seats are held as follows:
    • Beatrix Al'Hargarran, Shipping Guild
    • Hared Erickson, Port Authority. Family unknown. Far as anyone knows he's a bachelor. Expert fencer. Calculating. Mysterious. Like wine and seafood.
    • Master Sermon, Guild of Scribes and Worded Men. Ancient man. Works at the White Rose University Widower. Two children. A little senile, prone to constant mumbling on a subject. Has to eat mashed foods. poor digestion. can only drink hot liquids.
    • Brokenhammer, Blacksmiths Guild. Dwarf. 8 children, all smiths. Runs the municipal forges. Gruff. Hard. but friendly and down to earth crass humor. Likes Roasted foods, stews and bread. Beers, meads are favorites.
    • Urden Toff, Carpenters Guild. Human. Conservative. Tendency to yell at people for the most minor things. Divorced. three children. Likes home cooking. bland foods. beer.
    • Hammond, Masons Guild. Human. Conservative. Strong. Wife. 3 mistresses. dozens of children both legitment and not. Drunkard, gambler. Pretends to be moral. Likes to eat everything though loves spices.
    • Arron Frost, Brewers Guild. Meticulous. Liberal but very strict. Eats nothing but bland foods so not to destroy his palette. Very selective of what he drinks. only the finest.
    • Master Timmons, Healers and Herbalist. Kind, gentle man who likes way too much paper work. Is not considered the best healer, but is extremely organized and effecient manager. Strict Vegetarian.
    • Unfilled Position (Previously Held by Gioi)
    • Odell, Bard's Guild. Liberal. Artsy. Some claim he's got his heads in the cloud. supports lots of members but does nothing with them. A little self-absorbed but in a charming way. Likes all arts, and prefers chicken.
    • Sylene, Weavers Guild. Only woman on board. Quiet. defers to others. non-confrontational. Puppet to other board members. easily swayed. Likes quiet activities: reading. Likes eggs and cheese. A little red wine.
    • Lady Saffron Brax, Hospitality Guild. Owner of The Last Chance Ramsalon Rest, Green Grape Inn and various shipping businesses
    • Unfilled Position
    Categories

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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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