Organizations Submission Guidelines

Organizations covers any unified group, from formal military units to gangs, councils and guilds. Many religions (officially recognized or otherwise) fall into this category.

When creating or editing an Organizations article, please be sure you include the following:

  • 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did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.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:

This to give players an understanding on what to expect from this organization and how to put into into play. The target word count of such articles should aim to be around 1200.





Posting Template - Events

"Major Events" refer to large, site-affecting sagas in the in-character world. Wars, invasions and rebellions are all good examples. They don't have to impact a whole continent, but they are typically larger than a specific session or saga run by an SH for a handful of players. They have a lasting impact on the world itself.

When posting or updating an article about a major event, please be sure to include the following:

  • A timeline of events, including those leading up to the onset. Most wars, for instance, don't spring up out of nothing: if there were factors which led to increased tensions, include those in your timeline.
  • Implications and impact that the event had or has for the larger world. Include notes for both the "scene of the crime," where the event took place, but also any impact it might have had on other nations or elements on a broader scale.

Here is an example Major Events post. Each will be somewhat different, but this should offer a preview of what one should look like:

Inkahani Invasion

The forces of Shi Inkahan launched a coordinated attack on the strongholds of the Vaxian Empire intending to break the stranglehold of the current Vaxian rulership and establish a free state, governed by the people. Their soldiers were directed to do as little harm as possible to those not directly involved in the conflict.


  1. The Oni Wars end - The Oni Wars left Shi Inkahan in something of a fragile state. Cooperative efforts with Vaxian forces exposed the new leadership of Shi Inkahan to their counterparts across the sea, and the method of governance their used, especially in the capital of Ramsalon

  2. The emperor is assassinated - The death of the emperor at the hands of a rival faction within Shi Inkahan left the empire somewhat at war with itself, until the heir was found. With a new, young empress in place, she sought for a way to win the hearts of her people, as well as solidify the empire as a whole to keep it from tearing itself apart from within.

  3. Ish Lavin is sacked - The first salvo in the invasion effort: Ish Lavin was sacked under the veil of a powerful alchemical formula which established a barrier against divination. The Lom Gunji worked to destroy the Iron Navy's ships, moored for repairs in the harbor, while ground forces took the city and immediately worked to destroy the portal gateway that led to Ramsalon.

  4. The ultimatum is delivered - Flyers and posters with the empress' message of liberation appear all over Ramsalon. Some are torn down immediately, but many continue to circulate among the citizenry.

  5. Ramsalon clamps down - Ramsalon's leaders post guards around Shinkantown checking all those going in and out of the region. They claim it's part of a citywide census effort, but many correctly guess that the area has been cordoned off to avoid a mass exodus from those within, others seeking asylum or citizens taking action against the locals at the news of Ish Lavin being sacked. Small riots break out, and the guards and those gathered are assaulted with a semi-harmless alchemical mixture as an act of protest.

  6. Victory City is sacked - A secondary ground force of Inkanani soldiers sneaks into the prison camp of Victory City where the Vaxian Empire has already begun to send political prisoners they feel will cause unrest back in Ramsalon. Planting explosives at the base of the Core Tower and the portal to Ramsalon, the ground forces also arm the local prison populace against their jailors, causing panic and Melee just as the Core Tower collapses, sending magical dust throughout the city, thanks to the Royal Labs installation at its base.

  7. Inkahani forces converge on Ramsalon - As forces march east over Jorkana from Meribor, the island of Argonn is sacked by a smaller precision unit, resulting in the admiral of the Iron Navy being kidnapped and held hostage. Meanwhile, mercenaries from West Grom sack the farmlands outside the city, sending their citizenry fleeing into Ramsalon proper.

  8. The siege of Ramsalon begins - Inkahani forces surround the city, while covert operatives work their way inside the walls through the sewers, planting explosives on the walls and blowing holes in the city's defenses before launching siege weaponry en masse. The first day of the battle sees some of the worst casualties before ground forces swarm in and take the Beth Bow Over the following week, the sections of the city fall one by one, with the Vaxian Empire razing the Wayward Ho to the ground to rob the invaders of supplies and punish local collaborators. The Inkahani army's camps are also sacked, with a focus on destroying their food stores.

  9. The city falls...and burns - With the successful siege of Kanestronia Cathedral the city effectively falls, with its former leadership withdrawing inside of Congreth Kane Castle. They request a parlay, and local citizens who participated in the siege on the side of the invaders are sent as envoy by the Inkahani Emperor himself. What they find is a last-minute gambit on behalf of the old leadership, who left behind a mechanical dummy to parlay while they escape clandestinely, setting off coordinated explosives under several Royal Labs facilities to cause catastrophic damage to the city on their way out.


With the Vaxian Empire's capital now a free state, a tentative sense of democracy has arisen in the wake of the invasion. Many of the guard not directly active in the defense of the city remain active in trying to keep the peace. The Vaxian Empire's efforts to destroy the port and the Empress' Army's supplies, combined with the invaders' burning of Jorkanan farmlands to cut off the Iron Army's supplies in the case of a lengthy siege, have created a food shortage, which is leading to further tensions.

The Inkahani Army has remained entrenched in the city, helping to rebuild, keep the peace and generally establish a free and healthy state before they return to their homeland. Certain groups within the city have blamed the Inkahani for the food shortage and destruction left by their own leaders, and have begun to lash out at anyone of Inkahani heritage, whether or not they had any part in the siege or were just immigrants who landed well before it ever began.





Locations and Chatroom Submission Guidelines

Location and Chatroom Submission Guidelines

Before any location or rp chatroom is created - check to make sure there is not already something in place that can work before creating something completely new. We want to avoid location information getting too out of control and end up with a ton of small or minor location articles which can overload someone trying to get more information. At any time we can expand our location info so things can be added in as a supplemental material to something that already exists if it fits. The more we can group stuff the better we can keep it streamlined and easy to read.

A location is considered to be a political or population center kind of entity (a nation, city, settlement etc.). This is also what we use to guide our wiki set up in regards to location. We start with our geography article which describes the geographic layout of the setting and then we group locations up by their political borders. This is to help players have an idea of the laws and cultures they may experience during their play in locations.

Geographical features like continents or mountain ranges belong under the geography article for the setting and aren't part of the location tree and ideally shouldn't be used as chatroom locations if a more appropriate location room exists because players are then unclear on what legal environment they're in.

Creating RPG chatrooms
A RP room is not a location unto itself - but rather a way for players to play their character in a location. Some locations may have one or more RP rooms and not every location is going to have a RP room all the time.

The way our RP rooms work is that after a year of no activity the room will be automatically archived and the room removed. Should that room be needed once more then it can be recreated easily. This especially fantastic for things like slow posting if you do not want to tie up a very popular RP room, another room for the exact same location can be created for the purpose of a slow post or to accommodate more RP in general.

RP rooms are tied to locations by means of the wiki - that is where the information and description of the setting locations are held. This enables us to have just one write up for the location and then have as many RP rooms as needed to handle the activity IC. Therefore a created RP room has to be tied to an existing location.

Player characters have a personal room created for them upon their approval - these are flagged as private rooms meaning they will not show up in the search and are meant for more private and personal type rps as well as the usual. A character's personal room can also be in any location the player chooses them to be as these rooms are not tied to any parent location. This is to enable the most flexibility a player may need for any kind of private rp they may do on their character. Therefor if the player ever ‘upgrades’ their character's living situation the player can just describe the new location anyway they want, or if their character is out traveling and needs a private space in other locations of the world.
In order to keep chat room bloat down there is a rule of one personal/private room per character.

A RP chatroom can not cross settings.

Before considering a new RP chatroom for a location check and see if there are any alternative rooms already that are not in use. Minor locations will use previously established chat rooms of the major location they are tied with, unless RP activity for that location increases enough to require another chat room.
Major locations may start off with just one chat room until acitivity increases to need more rooms to handle the IC activity.

There is no need to create a room if there are already enough options to handle the IC activity.

Creating a Location
Locations are not RP chat rooms, but rather a setting fixture - the background of which our characters play in. With that we want to keep location information streamlined and in the wiki. Location information is what everyone uses to get an idea of the environment they are playing in. Therefore there are more requirements involved in making a location. However there are two types of locations: Minor and Major, in order to meet the needs that may come up in the game as some locations are more like backdrops for a scene and others are more in-depth as they tend to have more of a noticeable impact.

Minor Locations
These are considered to be like backdrops. Places that may be come up with for a session, etc, small towns/villages, businesses, ruins, etc - basically areas that really do not have a huge impact on the setting at large. Such locations do not differ from the near by Major locations and therefore may use much of the same information, especially major governance. From there only enough information is needed to get idea of where it is (Region and climate), general population size and any major things that differ from the nearby major locations - just enough info for that scene really. Minor locations must be tied with the nearest Major location. In the future a minor location may get expanded due to IC organic growth.

Major Locations
These are locations that tend to have a more noticeable impact on the setting. These places also tend to be ‘hot spots’ for role play in general. Therefore more in depth information is needed it help players have an idea on what to expect when they play in that environment.


Word Count: Between 1,000 to 2,000 words

Description: Layout and basic description of the location which should also include the following:

  • Region - where the location sits on the geographical map and political borders it is in if applicable.

  • Climate - an approximation of what players can expect from seasonal weather

  • Population Estimation - doesn't have to be exact, just a relative estimation to give the idea on how crowded the location may be.

  • Governance
    • type of government - how do they rule the place (if the government exists as an organization, link the article)
    • relevant npcs to government (can link to the NPC wiki article if they have one)
    • any special laws/punishments that are not already covered in linked articles
  • Notable businesses/organizations within - link to wiki article if they have one
    • basically whom are the longest established and most successful
    • relevant npcs to those businesses/organizations
  • Notable features to the location
    • ‘special’ places
    • if there is a prevalent religion, associated structures
    • notable ruins (if any)

      This can also include links to cities and towns if the location is a place like a nation. Really it is about anything that players may need to consider or reference in their play, or even want to play tourist on their characters. Things to explore!

  • Notable Events/History - link to any relevant wiki articles if they exist.
    • major happenings/historical events
    • any major conflicts that happened in or nearby
    • major holidays/celebrations

      Anything that helped shaped the location, and help players get an idea of the history of the place and what the people of the location celebrate and observe.

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