Vaxian Organizations

Vaxian Organizations

Elven Outpost (organization)

  • Status of Organization: Active
  • Active Membership: Around 800
  • Where Based and Areas of Influence South Woods of the Ramsalon Forest the Outpost is known through the city of Ramsalon as well as the Elven Alliance whom founded it.
  • Leadership: The outpost belongs to the Elven Alliance, but it operates on its own. Current Acting Commander is Captain Tsona for the moment as Commander La'Tissa Minerven has been poisoned and unable continue to command. The Commander answers to the Elven Alliance Council.
  • Legal Status: The outpost is in good legal standing with the Elven Alliance and region it resides in.
  • Distinguishing Marks:
  • Known Enemies: The Blaze
  • Known Allies: city of Ramsalon, the Druids of the ramsalon forest and region

    Founding Origin and History
    When the Elven Alliance had formally separated from the Elven Nation and began to establishing themselves, they needed areas where they could help promote their ideals and manage relationships with non elven governments. At this time the Ramsalon Wood Clan a member of the Elven Alliance was solidifying an alliance with the Vaxian Empire and the people of its capital city of Ramsalon. This made having some kind of elven embassy near the city a key political move in helping promote the Elven Alliance's goals. Thus it was decided to build an embassy for the Elven Alliance in the Ramsalon Forest.

    The idea for this embassy was to have a neutral territory where members of the Elven Alliance and the people of Ramsalon to meet, learn about each others cultures, and to have a place the leadership of the Elven Alliance Clans and the Vaxian Empire could talk and arrange projects. The Ramsalon Wood Clan oversaw much of the embassy project as they were the local clan while other clans in the Elven Alliance sent what people they could spare.

    Construction for the embassy had begun months before the events that developed into the Second Orc War Then as the war begun the need for a more military type institution was seen. The Ramsalon Wood Clan convinced the Elven Alliance to make the change, and so the plans for an embassy was changed to the outpost and more aimed on meeting the military needs of the Elven Alliance clans forces in the area and those of Ramsalon. Even the river was diverted so it could act like a moat around the Outpost.

    During the Orc War people of Ramsalon and members of the Elven Alliance fought here together as a first line again the Orcish Tribe that was attacking (3002). When a rogue prince tried to take control of the Wood Clan back through force, the people of Ramsalon came to Lagolace’s aid and defended the outpost from his forces (3004).

    For a while the Ramsalon Wood Clan was in charge of the Outpost as it served more military needs, though once conflict in the region had settled down there was plans to begin converting the outpost more into the original embassy idea. The other Elven Alliance clans began sending more people to help the transition and recently it has been completed. Though it still maintains much of its military capabilities.

    Now the Outpost is completely self governed answering only to the Elven Alliance Council and is working to help protect the northern peninsula area. It also serves as a sort of neutral ground from the Elven Alliance and their diplomatic relations with people such as the Mage Guild the Shi Inkahan Empire and the city of Ramsalon.

    The Outpost used to have good diplomatic relations with the Vaxian Empire however just before the Naga Nori War the Elven Alliance Council forbade the Outpost from interfering in the war itself. It was during this time as well the Council removed the former leadership and had appointed a new Commander. Rumor is the former leadership was needed for some political matters going on with the Ramsalon Wood Clan.

    The Outpost remained neutral during the war but offered support for citizens in the form of healing and food as it could when the conflict was over. However their neutrality has caused some Ramsalon citizens to become a little bitter towards them, especially as there is some speculation that the Outpost may have helped Vaxian Empire sympathizers during that time. It has definitely complicated things and the Elven Alliance has been trying to figure out how the Outpost can help repair some waning relationships.

    Organization structure
    The Elven Alliance Council oversees the major decisions made in regards to the Outpost. Who leads it, and the rules and laws that Govern the outpost. There are plans for the future that once things truly settle in the aftermath of the Naga Nori War that the Outpost will be able to elect their own leadership.

    There is a single Commander that oversees the operations Outpost as a whole. They are in charge of all the military units that are based there as well, and the Outpost's own security forces.

    The Outpost Guard are tasked with the immediate protection of the Outpost and the road to Ramsalon. They have the most basic training and do not go too far from the Outpost, with the one exception being if they are on the road that goes to Ramsalon. The Oustpost Guard Superior is the officer in charge of the guard units that protect the Outpost.

    The Hunters are largely soldiers, especially archers, they have more training then the Outpost Guard. They patrol the North and South Woods and are charged with not only helping protect the Outpost but the Ramsalon Wood Clan and other villages scattered in the forest. The Hunter Superior is the officer in charge of the Hunters at the Outpost.

    The Watchers are specially trained forces and are charged with helping protect the forest as a whole. Many of them may also serve as spies if needed. The Watcher Superior is the officer in charge of the Watchers at the Outpost. Scouts also report to the Watcher Superior.

    Scouts serve as messengers between the Outpost and all the active patrols, as well as performing more quick and routine patrols for information gathering. They are grouped with the Watchers and often work with them, though they are not as well trained.

    The Chief Trade Officer oversees the commerce for the Outpost. They manage the businesses and trade that operates within the Outpost and trades the Outpost may make.
    Anyone may come to the outpost to trade and sell their wares. Those who have land within the outpost may sell their land to another shop owner so that he may build a store in their place.

    The Community Manager oversees the community growth, civilian needs, education, and housing development within the Outpost.

    Then there is just the Outpost civilian residents, in time the civilian membership has grown as more opportunities for business and trade has arisen. As well as families of military members seeking to be close to their loved ones.

    Current projects / Interests:

    Membership related information:

      How to join:
      Any member of a clan belonging to the Elven Alliance may request to be stationed at the Outpost. There they will be put into whatever unit is close to what they use to serve in or which ever one they requested.
      Others may join by talking to the immediate relevant leadership in charge of the unit they are interested in, or by moving into the Outpost.

      Any benefits of membership
      Becoming a part of or being involved the Outpost may prove helpful for any political and military careers for members of clans in the Elven Alliance. For some it is about finding a new home where they think they may be able to make a difference or just looking for change.

      How to maintain membership and obligations:
      Be a law abiding citizen. For those assigned to a military or security unit, they will need to perform the duties expected of them when in service.

      How to leave (if you can):
      At any time if someone wants to stop living at the Outpost they may move out. For those serving in a military or security unit they may request a transfer out back to their clan or where else they came from, or apply for retirement.

      How to get kicked out and any punishments incurred:
      Break the laws of the Outpost, and even then it depends on the severity of the crime.
      Punishments will range from being removed from any position held, being fined, or even banished. If the person being punished belongs to a clan in the Elven Alliance that person may be returned to their clan to let them handle it. The same goes for a citizen of Ramsalon.

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    Children of the Infinite Memory

    Children of the Infinite Memory

    • Active Membership: 20
    • Where Based: Ramsalon
    • Leadership: Caiaphas
    • Distinguishing Marks: A black masquerade mask with golden flecks around the eyes, like rays from a drawing of the sun, and the Inkahani character for "infinity" on the brow.

    History
    The Children of the Infinite Memory are cultists formed around an initial chance encounter with a powerful spiritus mage named Caiaphas, who convinced them he was a demon from a dark world, come to claim Vaxia for his own. He promised them great power if they assisted him in the endeavor, pointedly recruiting alchemists and practitioners of the forbidden magicks, notably blood magic and spiritus magic.

    Philosophy
    The Children of the Infinite Memory worship Caiaphas as a sort of dark god, calling him "The Infinite Memory" for his ability to possess others, and the fact that none of them has seen his corporeal form. They have been led to believe that he is coming to claim the world and subjugate all in it, and that in helping him, they will be granted places of great power to rule over all who survive.

    Beliefs as to the exact nature of the Infinite Memory or his plane of origin differ from member to member within the organization. Some consider him a "lord of hell," a dimension of unending, personalized punishment, while others feel he originates from the Void an endless expanse of pure nothingness. The 'demon' himself has never confirmed any one philosophy, telling any followers who ask that the answer itself would be enough to drive them literally mad.

    Encounters
    The Children of the Infinite Memory have been encountered twice: once in the forests outside Ramsalon, and again in Manida Memorial Hospice in the Beth Bow region of the city.

    In the forest, they were making ritualistic sacrifices in the marshes, leading up to the attempted (but thwarted) sacrifice of a soldier of the Elven Alliance kidnapped from the outpost. All members there encountered were slain in the course of rescuing the elven scout, with the last being briefly possessed by Caiaphas himself before biting off and swallowing his own tongue.

    The hospice was an elaborate ruse created to capitalize on the destitution following the Inkahani Invasion of the city. With housing, schooling and food for the homeless in the area, the hospice seemed like a boon, which was precisely what the cultists were counting on. During the night, their members would take blood samples and inject strange alchemical drugs into many of the sleeping boarders. Said boarders began to report strange nightmares, but the in-hospice clinic naturally assured them is was merely a result of trauma suffered during the invasion and succeeding months.

    In secret, in a laboratory in the sewer access behind the hospice building, the members of the Infinite Memory were working on using the blood and dreams of their patrons to conjure and bind spirits and raw spirit energy to the area. What final purpose their experiments had has yet to be revealed.

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    Rams Head Gang

    The Ram's Head Gang

    • Active Membership: 60
    • Where Based: Ramsalon
    • Leadership: Able Dawson
    • Distinguishing Marks: A white armband with a ram's head icon in black ink

    History
    The Ram's Head gang were founded shortly after the Inkahani Invasion of Ramsalon. With the destruction left behind both by the invading army, but moreso by the Vaxian Empire's own leadership, the situation in the city was rough, food was short, many were out of work and still more were out of home.

    Able Dawson, a talented weaponsmith operating out of the Wayward Ho (until it was razed by the automatons), blamed the forces of Shi Inkahan for the situation of the city and its destitute citizens, and considered their continued presence in Ramsalon to be an insult and a danger. Having lost all three of his sons fighting to repel the invaders, Dawson went looking for a chance to take revenge, but found himself limited as both an old man and a simple smith.

    So it was that he and his young apprentices collectively founded a gang in order to strike back against the Inkahani still entrenched in the city. With the Inkahani army too intimidating a force for them to reckon with, the forming Ram's Head group began to take their vengeance on the citizens of Shinkantown despite the fact that most of them arrived well before the invasion, and many were actually born in Ramsalon.

    Despite the thuggish behavior of the group, bullying the young, elderly or weak in packs larger than their victims, they somehow escaped the overall notice of the town guard and their Inkahani counterparts through the use of surprisingly subtle tactics and clever movements throughout the city.

    The group was finally exposed the day its members attacked a cart delivering bread and other foodstuffs to the edge of the Shinkantown district. Attacking a handful of Vaxian guards and their Inkahani military chaperone, the gangers announced their presence to all those passing by, decrying both the Inkahani citizens of Ramsalon and any who would seek to aid them. They were defeated and the guards rescued without any genuine incident, but the encounter alerted the guards to their presence in the city, and their other raids and thuggery stopped for a time as a result.

    True Leadership
    Over the course of several encounters with small groups of Ram's Head thugs, some individuals within the city came to believe that the leadership behind the organization was not the simple smith whose wares had been recovered from the bread cart raid, but an altogether more sinister force: a powerful spiritus mage named Caiaphas known to be able to possess others for extended periods of time.

    While unconfirmed, the rumor would explain the gang's creative means of staying unnoticed long enough to grow in number. What greater purpose could be behind the control, or what interest had drawn the 'body-hopper' to Dawson and his thugs originally, remains unknown.

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    Tribe of the Half Moon

    Tribe of the Half Moon

    The Tribe of the Half Moon was a group of people from the south-east of the Vaxian Continent near what would become Muratori, shortly after the Cataclysm.

    Kane Foraiya inherited the leadership of the Half Moon Tribe from his father, and used them as the basis of the army with which he would conquer most of the continent. After their conquering days were over, many of them settled in the new city of Ramsalon along with people from all of Kane's conquests. The name is now only a historical curiosity.

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    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.

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    25
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    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
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    GHOUL Militia

    GHOUL Militia

    The GHOUL Militia is the military and police force of the city-state of GHOUL

    History
    The Militia was founded by Dr. Aureant within a year of GHOUL's inception. He immediately passed control of the organization over to the werewolf Urzu Orben. A few years later, Aureant also founded GHOUL University (now run by Eao White), primarily to train new mages for the Militia.

    Organization
    The militia includes both warriors and mages. The warriors are largely trained by Nethar soldiers provided by Benedict Maliö, while the mages are primarily taught at the University. The Militia's organization and combat philosophy borrow principles from Orcish, Nethar, Vaxian, and Shinkan armies.
    Most commonly, the soldiers of the Militia will patrol GHOUL in squads of six to twelve, led by a serjeant. Most squads will include at least one mage, and occasionally (especially on scouting missions) a squad will include a LanCorian soldier, able to communicate with a LanCorian dispatcher telepathically at long distances.
    The Militia does not have jurisdiction in Paras'kezrai. The Nethar city is patrolled by the soldiers of House Malio.

      Ranks
      The rank system of the GHOUL Militia is very simple, and the chain of command is quite short. This leads to promotion opportunities being quite rare, and it falls to medals and other official recognition to provide extra distinction and authority. This rank structure is largely cribbed from the Nethar and Orcish systems.
        1) Privates are grunt troops with little authority, except to a limited extent over non-military citizens. (Privates roughly correspond to the NATO ranks of private/seaman/airman, corporal, or police officer, in our world.)

        2) Serjeants have more experience and more authority. Individuals with military, police, or general survival experience from other sources will sometimes enter the Militia as Serjeants. Serjeants most often lead squads of six to twelve privates, though they can also be assigned to other duties too important to be left to mere grunts. (Serjeants correspond to the ranks between sergeant and warrant officer, or police detective or sergeant.)

        3) Lieutenants have earned significant authority, and generally command a company of 50-150 soldiers. (Lieutenants correspond to NATO ranks between lieutenant/ensign and colonel/commander, the Roman rank of centurion, or the police ranks of lieutenant or captain.)

        • While the title of Knights Protector of GHOUL is not an official rank and carries little weight and few command responsibilities or privileges, it does allow a Knight to issue orders (within reason, and as long as they don't conflict with any other orders) to anyone of Lieutenant rank or below.
        • The commanding officer of a naval vessel (usually a Lieutenant, though Serjeants frequently command smaller vessels), outranking everyone except the Captain of his regiment while on board his own ship, is referred to as the ship's Master. A regiment's flagship generally bears a Master who attends to the disposition of the ship itself, as with any other ship, as well as the regiment's Captain, who attends to the disposition of the entire fleet.

        Captain is the highest rank below the leader of the entire Militia. There are usually seven to fourteen individuals of this rank at any given time. Each Captain commands a corps or or regiment of 500-1000 soldiers. In GHOUL, a regiment is a unit of generalized generic soldiers, while a corps is a unit with more specialized skills and training (for example, the Intelligence Corps) which may lend out specialist soldiers to other units (see "Regiments and Corps", below). The term "Captain" is used in an archaic (and Tolkien-esque) sense of "one who stands at the head of others". (Captain roughly corresponds to the NATO ranks of colonel, one- to five-star general or the Roman tribunus.)

          All Apostles and members of the Ruling Council have the authority to command any Militia soldiers and officers, though the orders of the three specific Council members listed below always take precedence. (On the rare occasion when Apostles and Councilmembers actually lead soldiers in battle, this corresponds roughly to the Roman rank of legate, the senator in command of a legion.)

        5) The leader of the Militia as a whole is the Apostle of the Militia, currently the werewolf Urzu Orben, who commands all the roughly 10,000 soldiers of the Militia. (This roughly corresponds to the American Chairman of the Joint Chiefs of Staff or NATO six-star general or admiral.)

        6) Queen Anne as ruler of GHOUL in general, is also the commander-in-chief of the city-state's armed forces, and can issue orders to anyone. (This corresponds to almost any head of state in our world.)

          Regent Lilyanne rules in the Queen's name and with the Queen's authority until Anne comes of age.

      Regiments and Corps
      The highest divisions of GHOUL's organization, each commanded by a Captain, are as follows:

      • The prestigious Queen's First Regiment, consisting of the Militia's finest soldiers.
      • The Second Regiment Sharks, consisting of the Militia's finest sailors and marines.
      • Two to nine other regiments are subject to reorganization as recruitment numbers change. Generally about a third of these regiments are naval units and the rest are ground soldiers, though there may be some mixed units as well. Each regiment described with a number and a nickname.
      • The Mage Corps, to which most dedicated spellcasters in the Militia belong, loaned out to other Regiments and Corps on short- or long-term assignments.
      • The Intelligence Corps, which handles spy work and propaganda.
      • The Forensic Corps, which handles criminal investigations in GHOUL.

      Headquarters
      The Militia has its headquarters in Mount Fang, which is largely given over to barracks and training areas. A commanding officer (often Urzu Orben or one of his captains), a metamage, and a LanCorian dispatcher can be found in the command center at all times. The metamage on duty frequently scans GHOUL for signs of holy magic or other extra-suspicious magical activity (during the war with the Followers of Light the scanning was constant, and all instances of teleportation were investigated as well as holy magic. Since the end of the war, the scanning is no longer constant). Teleportation mages are also usually on hand to transport VIPs to and from Iskrania

    Uniform
    The uniform was designed by Dr. Aureant and a number of Nethar and LanCorian tailors. It varies depending on the race of the individual to whom it is issued and the conditions in which it will be worn - Militiamen serving in Iskrania wear heavier coats in the winter and lighter clothes in the summer than those serving in GHOUL, where it is the same comfortable temperature all year 'round. The standard uniform largely consists of black leather in various combinations.

    Uniforms are custom-tailored (a necessity as the Militia includes betentacled Lom Gunji among other things), but wearing them is not mandatory. That would go somewhat against the egalitarian principles of GHOUL, not to mention it would be very uncomfortable for transformed Werebeasts Militiamen are allowed to wear as much or as little of the uniform as they'd like, but they are strongly encouraged to wear as much of it as possible.

    However, all Militia soldiers are required to display rank and company insignia, GHOUL's arms, and the emblem of the Militia at all times when on duty.

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    Human Rights Faction

    Human Rights Faction

    • 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 - South Congreth
    • Leadership - Council of Six
    • Distinguishing Marks - A red armband.

    The Human Rights Faction (HRF) was a major movement in Ramsalon at shortly after the Darkest Night They blamed non-humans for the devastation of the Darkest Night, and wanted to expel all Elves and other non-humans from the city, or otherwise subjugate or eliminate them. They were driven underground, but were never actually destroyed, and the sentiments they expressed have seen a slight resurgence recently, with the government's deportation of "unwanted" races to GHOUL

    A Brief Introduction To The HRF
    The Human Rights Faction was one of the most recent political parties to rise in the wake of the Darkest Night. As far as the mass populous of Ramsalon is concerned, they were a racist group, prone to violence and hatred in order to get their way in the world. Most notably the HRF were responsible for making South Congreth a 'Humans Only' zone, unlike any other area of Ramsalon, this area was as the title implies, for only those of the human race. Various Half-Elves and ancient elves that had proved themselves loyal to the citizens of Congreth had been allowed to stay there, but for the most part, South Congreth was human territory, and non-humans wandering about the streets there often found themselves targets for attacks.

    The non-human population that was expelled from South Congreth for a few months was forced to live in hastily erected refuge camps, this forced the government of Ramsalon to put pressure on the leaders of the HRF to get up some kind of housing so that they would not have to deal with the scum that was ejected from the shanty. Group housing was swiftly erected so that any conflict between the HRF and the government of Ramsalon would be avoided, and the non-humans now live in North Congreth. Bottleneck Way splits the two portions of Congreth almost down the middle, though what is being done in North Congreth is not being monitored or cared for by the leaders of the HRF.

    The HRF was rumored to be ran by a council of six humans, though no one has seen or heard of these six ever being in the same place at the same time, that is the rumor. The two most known and voiced leaders were Lairus and Veeshan. The HRF was called a fad, but was not the case. Already a small government was formed, and the population of South Congreth is becoming united. Schools had been built, shelters for the homeless and food banks. At the time that was really all that was known of the HRF. They made their headquarters in a building deep inside of South Congreth, and Lairus and Veeshan would often be found talking and drinking in Slim's Ale Shack.

    The Council Of Six
    Through rumors and various investigative and prying means, the six leading members of the HRF had been identified.

      Lairus: A dark paladin in the flesh. Once shimmering white armor is now tainted with an unholy darkness. Occasional glimpses of white are seen, but it is at best described as viewing a white sheet through a black bottle. He is a solid man, standing about six feet tall, his armor covers his entire body, his helmet is the image of a perfect human face. A black cloak is thrown about his shoulders at all times, as is the armor always on his body. He comes from a land to the west, where exactly no one quite knows, he is not truly an evil man, simply a greedy and power hungry man. His story is a simple one; betrayed by the church, later sent to die on a solo mission for his god, he rebuked his faith and refused to perform the task set before him. Found by a greater power months later he was put into service as leader of the forces of a rogue Dentalius.

      Veeshan: An old and wisened man, obviously a mage by the clothes he wears and the mystic aura that surrounds him. He is the only non-human of the six, however, that is merely in soul, not in body. He looks like a model human, five foot eight, thin and frail looking. His eyes are by far the most odd part about him, due to the fact that they do not exist. Where eyes would be in a man, he has gaping holes, empty sockets that look as fresh a wound. Purple sparks are constantly moving from side to side, and staring into these sockets to long can make a man question if his soul has been lost into the depths. Veeshan comes from a planet in another dimension, in that dimension humanoid's are the weakest and most despised of all races. Winged beasts with the heads of wolves and the talons of eagles dominate and this is why Veeshan is a willing servant to the ways of the HRF. His hatred for non-humans goes far beyond any others, and his power is rivaled by few in the world. He is a man of few words, and due to this fact, little is known about him at all.

      Gunther: The obvious muscle of the HRF leadership. Standing a massive nine feet tall and fitting the frame perfectly. Arms the size of a normal man's waist give him the look of a Grommie champion, the scars that line his body obviously made by both blade and beast, claw marks here, a mace imprint there, the very embodiement of a war-scarred battle veteran. Raised in the West Grom wilderness by only his mother, he was well fed the flesh of bears, wolves and other creatures of the forest, and due to being the only man in the house, he did the work. Cutting logs, trees and cleaning and hunting the animals turned him into the monster of a man he is now. Dumb by any standards, but stronger than a normal squad of guards, he is the perfect tool for the HRF leadership.

      Dailos: As with all groups, there is one who looks notably evil, Dailos fits the bill. A short man with dark features and a darker mind, he is the typical 'evil mage' type. At first glance one would believe he is easily 70 years old, but the way he speaks, and the fire in his eyes might change that initial judgment toward something supernaturally tainted. His story is long, but the thing that has turned him against non-humans is a story not so long. In the monestary which he was put in charge of at a young age, due to the constant dying of others put in charge, he began to form a cult, an offshoot of the official church. Performing strange experiments upon women and children of all races he was soon known as a demon in the land, and a raiding party, mostly elven, came to the monestary. Narrowly escaping death himself, he left the rest of his followers to be slaughtered, and only once the raiders had left did he return. His years of research ruined, he turned his fury on the elven kind, tainting their water, poisoning their pregnancies until one day he was snatched up by the Dentalius, who would turn his hatred of non-humans to its advantage.

      Millendrea: An amazon from the southern regions of the world. Her frame is short, only about five feet tall, but her fiery hair and well muscled form gives on the idea she is most certainly NOT a lady. A telescoping staff is in hand at all times, her fiery red hair pulled back in a braid that reaches down to mid-thigh. She's beautiful by all means, and many men have fallen to the ground with more than their egos bruised. Her homeland is far far from Ramsalon, in the southern jungles seemingly across the planet. When Veeshan and Lairus came across her, she was outnumbered seven to one in a fight against lizardmen and a strange lizard-elf hybrid rarely seen in the world. Her village, high on a rocky cliff, was soon overrun by these beasts, and she and a few others were the only surviving members. Too weak to be of any use to the Dentalius, the others were left to fight for themselves, Millendrea though was chosen, and has been fighting non-human creatures from that day forward

      Xaunth: An obvious martial artist, this is what any person will assume at first glance. He moves low to the ground, bent at both the knees and the waist, how tall he really is none can say, for he is always moving in this low down manner. His clothing is of an odd fabric, one that absorbs the light rather than reflecting, giving him a disadvantage during daylight, but a huge advantage in the darkness. Xaunth is the only true unkown in the equation. He has never been known to utter a word, and is rarely if ever seen in public. His story is shrouded in mystery even to the other five members of the council. He is their spy, their assassin and their eavesdropper. A truly dangerous man, that much is known.

    Categories

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    This organization does NOT have goals
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    GHOUL LanCorian Clan

    GHOUL LanCorian Clan

    • Status of Organization - Active

    • Active Membership - 50

    • Where Based and Areas of Influence - GHOUL
    • Leadership Coriander Beatrycze Irena

    • Legal Status In good standing with GHOUL and Ramsalon
    • Distinguishing Marks - TBD

    • Known Enemies - TBD

    • Known Allies - TBD

    • Known Alias - Wolfram LanCorian Clan

    Founding origin

    The GHOUL LanCorian Clan is the result of the Ramsalon Lan Corian Clan moving to GHOUL and eventually the Mydaiellan Clan from Ariastan joining them under the GHOUL Corinader.

    The Ramsalon LanCorian Clan was a group of Vampires which until several years ago inhabited Crow Island in Gauntlet Gulf near Wayward Ho Under Coriander Jamas, they antagonized Gaunth and GHOUL several times.

    Aureant later defeated Jamas and then later killed him. In desperation clan had turned a prize-winning pit fighter named Banta and appointed him Coriander, whom was also defeated by Aureant. After have showing his prowess he then convinced the clan to name him their Coriander along with the promise to never make them fight again. To ensure their saftey he moved them to GHOUL.

    Shortly after they had settled in GHOUL, the Coriander of the Mydaiellan Clan, Beatrycze Irena, had appealed to the GHOUL clan to take her clan in. They had found themselves caught in some rough times, becoming targets of the blame for some locals. She sought to have her clan simply join them as part of the extended family and had vowed to relinquish her position of Coriander - surrendering it to the GHOUL Coriander completely. They managed to reach an agreement and thus the Mydaiellan's also became part of the GHOUL LanCorian Clan.

    In 3017 the clan had gathered for a vote as rumors and worries flew high as their former Coriander had not been seen in sometime. With no word or sign from Aureant they declared him to have abandoned his duties and held a new election to name a new Coriander. With her quiet work having gotten her attention in the right circles, Beatrycze Irena won the vote by a fairly large margin.

    The clan as a whole now owns a sizable piece of one of the more affluent housing blocks in GHOUL known as the Benitoite Gardens. This is the current housing and center of operations of the clan.

    Organization structure

    Outside of having a Coriander whom acts as their central leader, they have a kind of loose extended family type of structure.
    Individual households may have a more specific hierarchy the follow, though generally those that tend to have the most power and influence in general are held in a higher regard and status.

    In GHOUL the only member of the clan who can perform the procedure to bring one into the LanCorian legally is the Coriander.

      Corianders
        Jamas - Long-time leader of the Ramsalon LanCorian Clan before antagonizing GHOUL and later being ousted.

        Banta - Was turned and briefly elected protector of the Ramsalon LanCorian Clan after Jamas was ousted.

        Dr. Aureant Malio- After defeating both Jamas and Banta was elected to Coriander. After a long absence he was presumed to have abandoned his duties (in many's mind possibly dead) and replaced when the clan was called to vote.

        Beatrycze Irena - Current - rumor has it that she was turned by Don Julian, and is quite possibly one of the oldest LanCorians today. She was formerly the Coriander of the Mydaiellan Clan that had settle in Ariastan. After merging into the GHOUL clan she took a more advisory role and ensuring the prosperity and well being of her clan.
        Now with Aureant have gone missing and presumed to have abandoned the clan or perhaps worse, she was elected by the GHOUL Clan to now be their current Coriander

      Current projects / Interests
      TBD

      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 HAS goals
    Membership Size: 
    50
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    25
    Material Strength: 
    25
    Economic Influence: 
    25

    Followers of Light

    Followers of Light

    • Status of Organization - Inactive - they were dismantle after their defeat to GHOUL in 3009 though many of the surviving members joined the Servant's of Koso's mercy

    • Active Membership - None

    • Where Based and Areas of Influence - Formerly Iskrania
    • Leadership - Atellus, Hemitz Meitner Kazu Vedu and Ceres Curie

    • Legal Status - Wanted criminals in Iskrania and GHOUL

    • Distinguishing Marks - Nine pointed star/asterisk

    • Known Enemies - GHOUL, Knights of Aleator, Senphara Nox

    • Known Allies
      • History

        In the early 3000s, some members of the Diluculo church felt that they were becoming too lax in their beliefs. They felt they had gone from truly standing for all that was holy to merely becoming more pawns in the polotical power games of Iskrania. In time these members began to congregate on their own. Preaching on how it was only a matter of time for them to return Diluculo to its proper glory and the weapon to purge evil from the world. The movement soon gained momentum, with Atellus, Hemitz Meitner, Kazu Vedu, and Ceres Curie at the front of the moment. Together they organized and led the movement turning it into a full fledge faction of its own calling themselves the Followers of Light

        Under more formal leadership the Followers of Light quickly gained traction, rapidly gaining popularity within Diluculo, evening gaining members from the highest ranks of the church whom was not about to turn away such an opportunity. Soon any of those that would question the dogma of the Followers of Light within Diluculo was ostricized. After a couple of years the Followers of Light had complete control of Diluculo.

        They were then able to use Diluculo's resources and information to begin the next phase of their plan. Taking on the other churches. They were able to convince a few of Iskrania's syndicates to join their plan with the promise of opportunity to have power and control of the city, as well as opening up what limited magic access there was to the syndicates. With the aide of the syndicates the Follower's of Light were able to bring down Iskrania's city wide magic controlling grid.

        Once it was discover the magic control grid was no longer in operation, all hell broke loose between the other churhes, the syndicates, and zone of mages. The Follower's of Light was able to take advantage of this along with a mix of subterfuge, magical items, and continuing assistances of the syndicates to unseat and take over the territories of Plornim and Veuris They were also to take a portion of Khastenk's territory and resources. Using the infrastructure from these conquests, they swiftly climb a lofty position of power in Iskrania, taking a majority control of the city.

        In 3009 the Followers of Light were defeated by GHOUL. This lead to a dissolvation of the Followers of Light with all their leaders captured, dead or vanished. As part of the negotiations of their surrender to GHOUL the remaining members of the Followers of Light would sign an oath that they would never take up arms against GHOUL again would be allowed to form the Servants of Kosmo's Mercy.

        Doctrine

        The basis of the beliefs of the Follower's of Light was the same as the Church of Diluculo, as they were once a faction of the church before over taking it. They also believed Kosmo was one whom was kind and gentle that used the powers of peace and charm to save their ancestors. Though the Follower's believed fervently that Kosmo was indeed a a perfect god of light, life, holiness, righteousness and goodness.

        The central belief was the idea of achieving an Utopia. If they could vanquish all evil in the world, then Necromos (whom to them was akin to the Devil) would be defeated, and Kosmo would return to the world. He would then bring all the righteous to come rule over the world, where everything would be perfect and the righteous would live forever.

        Kosmo's Laws
        In order to be one of the righteous to live in Utopia one had to follow to the word Kosmo's Laws and to cleanse themselves of sin. The three main laws were one must not practice evil, suffer abominations to live, or allow evil to be practiced upon you. According to them the most common evils/abominations included, but not limited to:

        • Undead of any kind
        • Werebeasts
        • Orcs Goblins Trolls Ogres Giants and, Nethar
        • Constructs of any kind
        • Magic that animates or makes use of deceased beings or parts of the body
        • Magic that affects the mind
        • Magic that makes use of manipulating Time
        • Magic that makes use of shadows
        • Magic which alters the natural state of the body
        • Sex out of wedlock, rape, prostitution
        • Gambling, combat for sport
        • Torture, cruel & unusual punishment (actions done in the name of repenting or cleansing sins was not considered torture or cruel and unusual)
        • Slavery
      • Organization structure

        Grand Bishop - the leader of the Followers of Light.
        Bishop - also known as the High Priests. There was 8 of these at any time and they who ran the cathedrals.
        Priests - same rank as Paladins - referred to as Father or Mother, focus on studying various holy magics or other related magical talents approved by the Bishops and academics
        Paladins - same rank as Priests - primarily focused on physical combat and rooting out evil
        Monks - referred to as Brother or Sister - who did most of the busy work in the Church while working on their training to become a paladin or priest.
        Acolytes - trainees just starting their climb in the ranks.
        Parishioners - civilian participants of the Church.

        Notble Members:

        Grand Bishops

        • Grand Bishop Atellus

        Bishops

        • Bishop Prospero
        • Bishop Sergei Silversmith
        • Bishop Persephone Tussex
        • Bishop Ceres Curie
        • Bishop Kazu Vedu, deceased
        • Bishop Chastity Drayka, deceased
        • Bishop Hemitz Meitner, deceased
        • Two others killed in late Altar and early Vesta of 3009.

        Other Members

    Categories
    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    3
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

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