Organizations

Organizations

Vaxia - General Reputation Groups

*Place holder for the moment for organizing purposes.*

The following are considered general reputation organizations which represent larger groups such as a general population of a city, rather then a more specific group.

These organizations often provide reputation which can come into play in keep track of a character's general reputation and overall notoriety or infamy.

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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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This organization does NOT have goals
Membership Size: 
5
Diplomatic Influence: 
25
Material Strength: 
70
Economic Influence: 
25

Northern Republics

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

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

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

Gargorian Colonists

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

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

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

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

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

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

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.
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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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Travellers

There are many names for the groups of nomadic type of peoples that live their lives in constant travel, it largely depending which region of the world on is in, but the term Traveller is one of more common. Other common terms are roamers, caravanners, and wagoners. These terms are even used in reference to the groups that have come to settle an area and travel no more, though they are also known as ronomers, a term derived from ‘roam no more.’ While many groups travel just the roads of a single region, there are quite a few groups that also venture out upon the seas, and even a few that their paths span the whole globe.

Travellers are best described as being a kind of extended family group that spend their lives traveling, or their ancestors did and they are now settled. These groups are referred to either as caravans (usually preferred by the groups that stay close together) or constellations (usually prefered by those that may have parts split off from time to time). It is entirely possible for a group to be known as both and even switch between the two, but usually they have a preference one way or another. Often the caravan or constellation would be named after the originating family line (this name is often used among other travellers and not usually shared with non travellers) and another name, like a stage name almost that they freely tell the rest of the world, that reflects the kind of work they do or something that holds significance to the group as a whole.

There is no single group of travellers, many with no relation between them whatsoever and many different species to be found among them. They are several different groups many with different origins, and exist in some form all over the world. Some groups have always just been nomadic in nature, while other groups may have been forced into the nomadic lifestyle, others may just have been families migrating to find a new home and new lands and just could never find a place to settle. Each caravan/constellation has their own story.

Religious beliefs of the traveller group depends greatly on the region they favor and the group. It is not uncommon that groups over time adopt parts of regional cultures that the group finds compatiable into their own, with religion (or parts of the religion) being one of the more common.

There are some negative views about travellers, but that is largely due to perception, communication, and trust issues. Travellers do not trust easily (especially depending on their origin). Each group has their own set of trials to put outsiders (non travellers) through for them to earn their trust, especially if an outsider was looking to join their group. Many of the traveller groups do not put much weight on a person’s species - but rather focus on the nature person themselves. Traveller groups are often havens for those that have no where else to go or the unwanted once they earn their place.

Travellers do not put much value into money, it is mostly a means to buy supplies. Wealth for a traveller is often in the form of something they can display and show off. This is especially true if it is a gift from a friend or family member. A thoughtful gift given can (even if it is like the worst macaroni picture ever) mean more to them then a pile of money - as it is a display on how much they are cared form, a physical representation of their family or friend bond.

While there are many different types of nomadic lifestyles, to be considered a traveller the group must have the majority of these characteristics:

    A value and ideal of the expression freedom - travellers often find too many rules or laws constrictive of their freedom and an insult to their common sense (and some even honor). This is also reflected in the fact they have no ties to a homeland, territorial sovereignty, or claim to national sovereignty in any lands they reside (even if settled). They believe in traveling where they will, often paying little heed to political borders and politics (as many believes it also goes against their notion of freedom). Freedom is very important to a traveller.

    A single family acts as the leadership, and the position can be inherited, elected, or appointed. The eldest member of that family is considered the head of the group. At any time if any member of the group feels like the family is failing in their duties they can call for a vote to have the family removed. If the family is removed then the group would host another vote to elect a new family in.

    Elders are respected and often used as council, it is believed with age comes wisdom and that wisdom should be used to help guide the group. Other then that they do not really have social stratification within the group. No one member of the group is seen as being above the others.

    Trust is very important, and the phrase ‘a person is only as good as their word’ has very heavy weight to these groups. If a traveller gives their word they would do something, they will do it. For if they break this word, it will ruin their reputation and show they can not be trusted. This can ruin a traveller, especially if it was done to another traveller, and is often punished. (Note: ‘giving their word’ is not the same thing as a promise, but is considered something much more serious.) Outsiders are generally seen as untrustworthy until proven otherwise, until then a travellers are very cautious of their interactions with non travellers.

    Family bonds are precious to them. This is especially true as most traveller groups are collections of ten to hundreds extended families in a single group. Family is also more than just blood. Many traveller groups do adopt those that earn their trust and place among them, and once that is earned the one adopted is as good as family. Even if a traveller ends up off on their own, they always know they have their family. Even good friends are as good as family.

    Music, Songs and dancing are core to their culture. These groups practice oral traditions (written records are often susceptible to the conditions of traveling easy to lose) and often keep their family history in the form of songs, music and even dances. Such activities also help them express their culture and bring the family together when they have time for leisure. Storytelling and theater are also common to these groups, and many even use it to make their living.

    The dead are cremated. Death is considered impure, especially as a dead body is not healthy to keep around for long. Therefore a cremation ceremony is performed to purify the family and group while also one last farewell to the deceased. (the exact ceremony varies from group to group)

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Treatise Body Military

This is the official military force of Station Prime - it is composed of units from all factions within the Treatise Body and is the force that is largely sent on the regular operations to the planet and such by the Station Prime administration.

  • Status of Organization: - Active
  • Active Membership: - 10,500
  • Where Based and Areas of Influence: - Station Prime, Sirian planetary orbit
  • Leadership: - Commander Whit, who answers to the Treatise Body Administration
  • Legal Status: - Legal military organization
  • Distinguishing Marks: - Faint grey symbol of a hawk in flight, worn on the shoulder (field uniform) or breast pocket (formal uniform)
  • Known Enemies: - The Crowned The Desert Coyotes
  • Known Allies: - Mecha City Populace

The Treatise Body Military was forged in the catastrophe of the Inferno, and is primarily made up of southern personnel and technical specialists with northern military might and tactical leadership.

Current priority for the TB military is rescue and recovery operations on the planet's surface. These include rescuing key personnel who will be valuable to the Stations and the TB, recovering key resources from abandoned planetary installations, and fighting back threats endangering remaining survivors.

Secondary priority is as backup to Station security forces in the event of a large-scale domestic event that would require their involvement (like riots or uprisings).

Joining the Treatise Body Military requires being of age (18-59), with a relatively clean legal background and the willingness to volunteer. Members enjoy camaraderie with fellow military personnel, a stipend based on rank and the respect of the Station Prime populace.

Maintaining membership involves following orders and engaging in designated assignments, many of them dangerous and life-threatening.

Leaving the TB Military on good terms simply involves not re-enlisting after the completion of each four-year term. Alternatively, any grievous physical or psychological injury can lead to early dismissal under medical discharge. Abandoning post is considered desertion and a crime within the organization. Simply being a terrible soldier or being unwilling to follow orders can eventually lead to a dishonorable discharge, which often makes it difficult to find future gainful employment and can even lead to negative reputation with the Station Prime populace.

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This organization does NOT have goals
Membership Size: 
25
Diplomatic Influence: 
25
Material Strength: 
140
Economic Influence: 
70

Southern Coalition

The Southern Coalition is the name of organization that was formed when most of the nations in the southern region of the planet joined together. Members include the Dalhan refugees from the various destroyed southern towns, the people of Lake Hope, the Gargorian Colonists the united Desert Clans and a collection of defectors from the Northern Republics

  • Status of Organization: - Active
  • Active Membership: - 3 nations, roughly 80,000 people (not counting planetary refugees)
  • Where Based and Areas of Influence: - Station Prime
  • Leadership: - President Erik Arrami
  • Legal Status: - Officially recognized political organization and governing body
  • Distinguishing Marks: - Blue, gold and pink horizontal stripes of equal height
  • Known Enemies: - Northern Republics (Formerly), The Desert Coyotes The Crowned
  • Known Allies: - Treatise Body Administration Northern Republics
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Has goals: 
This organization does NOT have goals
Membership Size: 
80
Diplomatic Influence: 
80
Material Strength: 
140
Economic Influence: 
60

Southern Coalition Fleet

The space-faring military and exploration force of the Southern Coalition charged with crewing the recovering Zuxian ships, the Kalvania and Extravia for an exploratory mission of discovery, forging new alliances and recovering new technologies to further the Southern Coalition's survival and prominence at home.

After a several-year voyage into deep space, the Fleet is now docked at Station Prime its crew largely folded in with the Southern Coalition military and Treatise Body Military forces.

  • Status of Organization: Operating under the directive of the Treatise Body. Most Fleet crew have been returned to citizen status on the stations. The command structure has been reduced and shifted up deliberately to avoid a power imbalance from the Fleet's return.
  • Active Membership: - Roughly 2000
  • Where Based and Areas of Influence: - Station Prime, the Kalvania and the Extravia (docked)
  • Leadership: - Commander Whit (Fleet Admiral and Station Commander), Alex Whalen (Acting Fleet Commander), Tobias Grayson (Extravia Captain), Valerine Lavelle (Kalvania Captain)
  • Legal Status: - Legal military organization
  • Distinguishing Marks: - Fleet patch, depicting stars, a moon and a jet trail set against a gold background
  • Known Enemies: - Mutaren , Juren Empire
  • Known Allies: - Gargorian Homeworld, Taramar Station, Treatise Body Military

Current Command Roster
Fleetwide
Fleet Admiral: Commander Whit
Fleet Commander: Alex Whalen
Combat Air Wing Director: Argus Guyvan
Combat Air Wing Deputy Director: Hylcion Dall

Kalvania
Captain: Valerine Lavelle
Chief Tactical Officer: Brandon Decker
Chief Engineer: Codelin Brewer

Extravia
Captain: Tobias Grayson
Chief Tactical Officer: Jaret Langston
Chief Engineer: Denny

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Has goals: 
This organization does NOT have goals
Membership Size: 
10
Diplomatic Influence: 
40
Material Strength: 
140
Economic Influence: 
25

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