Organization

Organization

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.

  • Categories

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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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    Chakkatama

    Chakkatama

    • Status of Organization: Active
    • Active Membership: A few hundred to a thousand
    • Where Based and Areas of Influence: Red Dragon Mountains in Shi Inkahan
    • Leadership: TBD
    • Legal Status:
    • Distinguishing Marks:
    • Known Enemies:
    • Known Allies:

    As the neth clans in the Red Dragon Mountain chain grew, many more threats presented themselves. To keep fighting between the Nethar clans the leaders had met and decided to form a group that would select individuals from each of the clans to form an order of warriors to help protect the best interests of the nethar clans and take on some of the more strange enemies to come their way such as strange and mutated creatures, called oni, at their frontlines.

    With the recent expansion and changes within the Shi Inkan empire, the Chakkatama find themselves looking outward into the world to discover new ways to fight their old enemies.

    Not unlike an order of paladins or knights, members of the Chakkatama (translated roughly to Ignited Souls) have to be fully committed to their cause, holding values of honor, bravery, and fearlessness in highest regard. As with their society in general, they are organized in a strictly militaristic fashion, eschewing the typical matriarchal hierarchy of other Nethar and placing the most value on individual merit.

    Aspirants to the order of the Chakkatama are accepted only if they have proved to be outstanding examples of their societal values, as well as highly capable in battle. Whether that's with magic or physical might, they don't discriminate. After a period of serving as initiates, individuals deemed ready by the council of three generals are allowed to undergo the process by which one truly becomes part of the order. This is not to be taken lightly, as it involves taking on attributes of the oni in order to become better suited to fighting them.

    Chakka-no-higi (ignition ceremony) is an event sacred to the order. The initiate must find and capture the oni they wish to join with, and results are not guaranteed. If the initiate ends up too changed, or changed in ways that disqualify them from being in the order, they are killed. Successful rituals leave the initiate physically altered, taking on attributes from the oni, as well as imparting an ability (or multiple, depending on the level of success) from the subject to better help fight against them. (These abilities must be reflected as a skill(s) on the character sheet.)

    If they make it through the ordeal, the initiate is then considered a full member of the Chakkatama. They're considered special forces, often the first on site for battle. Chakkatama members are generally treated with reverence and respect, though there is some underlying controversy among the general population of these Nethar concerning them. It is hard for some to reconcile their long fight against the enemy with the fact that these warriors now share some of their attributes.

    It is rare for a member to leave the order on their own, but if they wish to leave they surrender any item bearing the order's insignia and then undergo a small ritual which seals away their memories of the order's secrets. This is to protect the order should a former member get captured.

    Should a member violate the values of the order and their clans then they shall be expelled, usual left in the heart of the land of witches with no armor, weapons, supplies, and their magic sealed so they can not use it. Some situations the order may execute the offending member.

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    Shi Inkahan Nobility

    any and all nobility a part of the Shi Inkahan Empire
    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

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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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    0

    Orbital Independents

    • Status of Organization: - Active
    • Active Membership: - 12,000
    • Where Based and Areas of Influence: - New Domai Near Orbit
    • Leadership: - Congress of New Domai
    • Legal Status: - Recognized sovereign nation
    • Distinguishing Marks: - Emblem: An unembellished golden circle
    • Known Enemies: - None (although relations are tense with the Treatise Body)
    • Known Allies: - None

    A group of independent groups bound together in orbit around the idea that the Treatise Body should not govern all of surviving humanity. The Independents strongly value personal liberty, but also have tight rules to safeguard their citizens against violations of liberty. The culture has strong military leanings, with most citizens trained in weapons, engineering or medical needs from an early age. Membership in the militia is mandatory for citizenship, as everyone capable must serve to defend themselves and their neighbors.

    While not openly hostile to the Treatise Body, the Independents are heavily distrustful of the TB administration and military and do not allow them on or near New Domai.

    Trade and Law on New Domai
    The Independents do not use nor accept credits - all trade is based around a recognized value of goods or services provided and a carefully regulated IOU system based on a standard legal boilerplate public to all those living or trading on New Domai.

    The value of goods or services is estimated by the current estimated need, supply (of the good or the people who can perform the service), cost of acquisition or time spent learning the skill, all magnified by the reputation of the person trading the good or service. Reliability and trust are thus their own commodities, and honing a good reputation on New Domai (either as a citizen or as a regular trader) makes your goods and services worth more in trade.

    When someone comes up short in a trade, they have the option to take out an IOU using the station's standard binding contract. No one with an outstanding IOU can leave New Domai, however, so those who aren't citizens and don't want to become permanent residents would be wise not to ask for more than they have to give.

    Surveillance and Scheduling
    Surveillance is ever-present on New Domai in the form of highly visible cameras and armed security personnel. Nevertheless, as a reclaimed derelict, there are nooks and crannies the remain unsupervised, at least by the public cameras.

    To help manage limited space and resources, avoid crowding and help with security, every citizen receives a daily schedule sent to their datapad. Citizen datapads receive a special chip to provide this schedule and other vital updates. Anyone can choose to remove or tamper with this chip, but doing so immediately revokes their citizen status and any rights and privileges associated with it.

    Parliament
    The government of New Domai is a small council called Parliament with an unknown number of members and no clear named leader. Parliament acts as the foreign face of the Independents, staying out of the affairs of its citizens and focusing its efforts on protecting them from foreign threats.

    The list of known members is made up of dishonorably discharged former military personnel and known terrorists, all from the southern territories. All that's known about their motivations as a group is that they value the independence of New Domai and heavily distrust the Treatise Body.

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    Membership Size: 
    25
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    25
    Material Strength: 
    45
    Economic Influence: 
    25

    Coalition Intelligence and Defense

    The special forces division of the Southern Coalition military, CID handles specialized operations, whether covert tactical assignments, especially dangerous missions or any need that requires a small, highly-trained unit rather than a large, blunt military force.

    CID agents often specialize in areas like sniper training, cyber warfare, chemical warfare and precision demolitions, though anyone with the skill, discipline and inclination to undertake CID's specialized operations is welcome to apply for membership.

    • Status of Organization: - Active as part of the Southern Coalition military
    • Active Membership: - 500
    • Where Based and Areas of Influence: - Station Prime
    • Leadership: - Naomi Harker
    • Legal Status: - Officially sanctioned military organization
    • Distinguishing Marks: - Black pants and shirt, CID badge. No rank insignia.
    • Known Enemies: - Belham Enforcers (Formerly), The Desert Coyotes The Crowned
    • Known Allies: - Treatise Body Administration
    • Organization structure: CID follows a military hierarchy
    • Current projects: Planetary intelligence, tracking Crowned movements, ferreting out anti-Treatise-Body movements within the Station Prime populace

    Membership Information

    • How to join: Apply and undergo a rigorous recruitment encounter with a ranked CID official
    • Benefits of membership: Access to special missions unique to CID talents
    • How to maintain membership: Meet your objectives, take initiative to find and respond to new threats
    • How to leave: A CID member can 'retire' from CID service at any point. They can even return to active service with the Treatise Body Military or Southern Coalition Fleet after doing so. Retiring from CID typically means you will not be eligible for CID service in the future.
    • How to get kicked out: Refuse to go on assignments, endanger the mission, continually fail to meet objectives, overstep your authority. All lead to dishonorable discharge from CID and typically all military service.
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    Membership Size: 
    5
    Diplomatic Influence: 
    25
    Material Strength: 
    70
    Economic Influence: 
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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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    This organization does NOT have goals
    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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    10
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    40
    Material Strength: 
    25
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    25

    Ramsalon Mountain Orcs

    The Ramsalon Mountains has long been home to a scattering of orcish clans. They largely subsist on hunting game and gardening, though several of the clans have a history of raiding passing caravans or Traveller settlements, in part what they need the easy way, in part because they feel any non-orc in the mountain is a trespasser.

    After the events of the Orc Wars (the orc armies from Ghuungador steamrolling the mountain Orcs into service, and then the reprisal from the Ramsalon/Elven Alliance reducing their homes to burning rubble), the remaining clans of orcs have banded together under a pact of non-aggression, hoping to establish themselves in the region and, over time, perhaps become a genuine nation respected by their neighbors as an equal and, perhaps, an ally.

    They are led by a representative council of elders - one from each of the original clans. They have a strong emphasis on cultural traditions, not wanting their history and rituals to die out with their people hovering so close to extinction.

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    Rivernale Caravan

    Status of Organization: Active
    Active Membership: a couple hundred
    Where Based and Areas of Influence: No single area, they travel around the world. But they are rather well known and influential among many Travellers
    Leadership: Reginald Rivernale
    Legal Status: they are on amicable terms with most legal systems
    Distinguishing Marks: a C and F stylistically rendered in the shape of a bird that kind of looks like a cross between a crane and peacock.
    Known Enemies:
    Known Allies:

    The Rivernale Carvan is the real name of a traveling carnival/circus known to the world as the Carnivale de Fantastique (non travellers that have not earned at least 10 rep will only know this name). They are a group of travellers that is actually a constellation of a of a few traveller caravans, with the Rivernale Caravan at its core.

    They have a very large collection of animals that is one of the most talked about parts of the Carnivale. Every animal they possess are actually rescues that for one reason or another can not be returned to their habitat. Much care is given to these animals and it shows.

    The other main attraction is the variety of performances they have. Many of the groups that travel with the core caravan bring a variety of musical, singing, and dancing talent from around the world. Then they have one large show where it is a combination of some of the more performing animals along with the performers in a circus like act.

    • Founding origin: In 2934 Arinmel Rivernale grew tired of the smuggler’s life. He had simply lost too much with the death of his first wife and a warning that should he continue, he would lose even more. Not wanting to suffer any more loss Arinmel presented to his family the idea of turning their caravan into something else. Not everyone agreed with giving up what they had built, so he agreed to let them part on friendly terms and handed the reins over to their chosen leader.

      With those that remained he started building a new dream, inspired in part by his eldest son, Reginald, whom favored caring for animals. While pursuing the idea of showing off rescued animals Arinmel had encountered a few smaller traveller caravans that was having trouble protecting themselves and finding work. After talking with their leaders Arinmel had the idea about a loose alliance, they all could travel together and work together until their paths should part. Intrigued by the idea, a couple of them agreed to give it a try.
      Since then the Rivernale Caravan has grown much larger, has been very successful, and gained the trust of more smaller traveller caravans that often travel with them when they can.
      Non travellers mostly know them for their Carnivale and zoo as that is what they show the world.

    • Organization structure: The leading family is still the Rivernale family, with the head currently being Reginald. Working along him are the other leaders of smaller caravans that agree to the terms and join them for a time. These leads are responsible for managing their own groups while contributing to the Rivernale Caravan as a whole.

      No one group is seen as greater as the other, and equal respect is shown to all leads.
      Should a problem arise the leads would meet to discuss, if they can not come to a solution they bring it to a vote among the elders of the groups. If that still does not resolve the problem then it is present to all groups present with the caravan and a vote taken.

    • Current projects / Interests

    • Membership related information:
        How to join:
        If one is a traveller and has a good reputation, they just have to agree to the basic terms to ensure everyone gets along.
        If one is a non traveller - they must earn the trust of the group. This can be done many ways, but the first step is to get in the good graces of some of the members. Once they show they are worthy of being friends, the next step is then to undergo a series of tasks to prove that they are truly worthy of the level of trust needed to join. This takes the form of often being told certain things that the outsider is told precious secrets, as well as doing certain jobs. Then the outsider is tested to see if they will share the secret, double cross the caravan, and how they handle if a job goes very very wrong. If the outsider is able to keep the secrets, resist temptations and try as hard as they can to try and do right by the caravan even when everything is wrong - they have shown they are trustworthy.

        Any benefits of membership:
        The size and success of the Rivernale Caravan ensures a traveller will be rather safe while roaming about and have plenty of chances to earn an income.

        How to maintain membership and obligations:
        Maintain the agreements set out by the caravan, and keep their word. Once a member, you can not share what goes on behind the scenes, keeping personal things private, and work to make sure the group as a whole will continue to be successful.

        How to leave:
        At any time a person can leave (or even a group), so long as they maintain keeping the trust of the group they will still be considered a member, unless that person for whatever reason decides to cut all ties and never return.

        How to get kicked out and any punishments incurred:
        Violating any of the agreements, mistreating any of the groups, breaking one’s word, sharing secrets and violating the trust of the group are the main ways to get kicked out. One of the most common punishments is being shunned, though depending on the situation it may also come with a beating, fingers or toes removed. The most severe kind of those violations may even be met with death.

      Earning and keeping reputation:
      For those interested in keeping a good relationship with the Caravan (even if it is not to join), earning and keeping the reputation with the group can be tricky due to their constant traveling.

      Therefore to keep earning reputation when no one from the group is around to interact with, a character may take the following steps:

      Gift giving is often seen as a form of appreciation of their relationships among travellers. They often prefer their wealth in the form of something that shows their family and friends care for them, rather than actual money. Therefore a thoughtful gift can go a long way in earning the favor of a traveller.

      Another way to earn reputation is to share what the character would believe is useful information with the group.

      A player can create a scene with their character going about finding what they believe would be an excellent gift (either to someone in the caravan or to the caravan as a whole), or them writing down the information they want to tell the Caravan.

      The scene can be a combination of the following details:

      • Locating a particular Travellers group to Help ferry the letter/gift
      • Finding the perfect gift (Rolls are not needed, but if wanted to INT would be used) or crafting the perfect gift
      • Writing a letter if giving information is the goal
      • Haggling with the messenger
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