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 Post subject: Organisation Project
PostPosted: Fri Oct 28, 2011 1:21 pm 
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Here are some organisations or power groups within the setting. These can be anything from merchant guilds, cults or temples, secret societies, political alliances, essentially they are groups of people with influence, resources and a goal.

Again, player contributions, opinions, questions and comments all welcome.

For these, credit to Thelonius Gant:

Name: The Shapers

Description: An organisation comprised of several Old World cultures and species that are altering the lands surrounding Verre Zon in order to make them more appealing to the colonists.

Purpose: Simply put, the Shapers are trying to make the new world in the old by transforming jungle and swampland into forest and farmland.
They had a great amount of success and there are areas south east of Verre Zon growing old world crops with little problem and they have managed to create to create a fully grown forest in a matter of months.

Resources: Some of Verre Zon's most talent magic users are Shapers. Magically trained humans, Elves and even creatures such as Dryads work within the ranks of the Shapers and their combined talents have proved up to the task of reshaping the world. Their activities are not officially sanctioned by the Conclave but they enjoy a significant amount of financial aid from many of it's members. The Shapers are seen to have a great deal of support among the colonists but they are vehemently opposed by the native people

Leadership: The Shapers are not a tightly organised group with members having a great deal of freedom in their work. There is a council of three that effectively runs the organisation, distributing resources and labour to certain projects, but they claim no real authority over the group. They will investigate incidents of strange phenomena and native attacks but for now it is the belief of the Shapers that the New World is so large they just need to press ahead and get the work started.

The Shapers are currently warning those outside the city to be on the look out for rabid rabbits. The rabbits in question have responded poorly to their introduction into the New World and there have been several incident reported of the rabbits attacking. The Shapers are also stressing that they are being quite serious.

Name: Therum Agnast

Description: Therum Agnast is one of the oldest and most well established groups in the city. Several Conclave representatives are members of the organisation and the group has a great deal of power when it comes to determining Verre Zon's laws

Purpose: Therum Agnast was established by Therosian slavers who feared that Verre Zon's independence would lead to an abolishment of the slave trade. Their actions and influence have been one of the greatest factors in keeping slavery not only legal in the city but also a highly profitable enterprise. Though it's original members were nearly excusively Therosian the group has now extended it's ranks to include Wanilan, Kelladorian and native Verre Zonian slavers.

Resources: The group has an immense amount of wealth and influence in the city due to the nature of it's memberships. Conclave representatives, powerful officials and prominent merchants make up the rank and file of the group and as such they rarely have trouble when it comes to organising support or resources.

Leadership: Ironically, the leader of Therum Agnast are chosen by an election every three years. The weight of one's vote is directly proportional to the members officially recorded number of slaves owned, bought and sold over the previous three years. However in order to prevent one member from monopolising the markets members are now allowed to vote for themselves in the elections. As a result of this members have created certain alliances with other members in order to secure their position within the organisation.

Name: The Vaguery

Description: The Vaguely is a small collection of individuals with specialised talents. A small group operating out of the Old City the Vaguery keeps a rather low profile and keeps all it's activities secret.

Purpose: The Vaguery only purpose is to ensure Verre Zon's survival. They are not a group created by the Conclave but on occasion they have received support from members. The Vaguery monitors all threats to the cities long term survivial and conducts clandestine operations designed to disorganise the enemies of Verre Zon.

Resources: All members of the group have particular talents that allow the Vaguery to carry out it's goal. They have ability to conduct surveillance, construct magical artifices and create weaponry. The organisation itself has very little money but as it rarely finds a problem that can be solved with money this has not been a significant drawback. The Vaguery also has extensive amounts of information on key figures and illegal activities in the city.

Leadership: The Vaguery is led by the seldom seen Henri Autumn. He established the Vaguery and continues to run it till this day. Very little is known about the man beyond the fact he was formerly a governor within the Kelladorian expanse.

These next few groups are my ideas.

Name: Zufluchtorden (Order of Sanctuary), short for Order of Brothers in the Imperial Houses of Sanctuary on the New World.

Description: A religious knightly order devoted to Sahkier, the Falcon-god of chivalry, charity and strength. Their membership is overwhelmingly Imperial, other than the occasional convert from the native population within their lands.

Purpose: Help, Defend, Heal. – Motto of the Zufluchtorden.

Protection of Imperial pilgrims and settlers, as well as care for the poor or sick. The Zufluchtorden was established because many Imperials coming to the New World were unable to speak Therosic or any native tongues, and therefore did not benefit from Verre Zon’s public services. In practise the order does not deny aid to non-Imperials if they can give it freely. Their abbeys and castles act as hospitals, schools and shelters while their knights and military brethren ensure the land is safe for Imperials to travel.

Resources: Heavy cavalry and lots of it. As a knightly order the Zufluchtorden includes many skilled and well-equipped fighters. Supporting their army is lands and settlements given by the Conclave. Most Zufluchtorden castles and abbeys are self-sufficient, producing a surplus that allows them to give regular charity to their neighbours and tenants and stock their hospitals with herbal supplies. Finally, the brother chaplains give the order extensive access to Divine magic focusing on healing, blessing & divination.

Leadership: Hochmeister of the Zufluchtorden is elected by a general chapter (representatives from all the monastic houses) from among the Landmeisters (land masters). The current Hochmeister is Gunther von Zertzen. The basic administrative unit is the Komturei, which is administered by a Komtur responsible for the military organisation of the area. A sample Komturei would be Nesting Abbey.

Name: Steel Company.

Description: One of the many Imperial mercenary companies attracted to the New World by the prospect of gold, wealth, and generally being in demand. Employed on a standing contract by a merchant-governor, although alongside a hostile rival company (the Bloody Banner) to play both sides against each other in case there was a coup.

Purpose: To make money with as little danger to the men as possible, followed by building a reputation to make more money with. Plunder, slave camps, and other shady businesses are perfectly welcome. Currently looking tentatively into protection rackets, although needing to look outside Verre Zon for suitable targets. Their immediate goal is to find sources of income that will allow them to leave their current contract that forces them alongside the Bloody Banner.

Resources: Around 500 soldiers, a combination of pikemen, crossbowmen, firearms, a few artillery and greatswords. Decently-equipped, and well-trained. There is also a significant ‘Tross’ (camp followers) who act as support-staff, who help mend equipment or handle animals, and even include some skilled in wound treatment or minor surgery. Most of these are the families of the troops, the Tross is notably free of drug-peddlers or prostitutes as the commander will sell any of those he finds into slavery.

Leadership: Hauptmann Balthazar runs the Steel Company, a ruthless pragmatist and the man directly responsible for their more cruel activities. Despite his cruelty, he cares deeply for the men, and the main motivation behind his willingness to prey on the defenceless is to ensure his men are well-provided for.

Name: Purple Regret.

Description: A Bascilic cult devoted to the spirit of a deceased ruler, in this case a warrior-prince from 150 years ago who led his people to victory and saved Theros from destruction by their enemies, and conquered that enemy in turn… and in doing so earned his place in hell through methods best described as atrocities on an epic scale.

Purpose: To rescue the soul of their deceased ruler from hell and bring it to paradise. They come to the New World hoping that the Ameyatl relative openness towards necromancy and the underworld will provide them the means to save their Basileus’s soul. Note the Purple Regret does not dispute the justice of their master’s punishment, who had exterminated cities and burned down holy places. But to them among the sacrifices he made for Theros were his immortal soul and they will not leave him to suffer.

Resources: Their presence is accepted as a religious cult, with enough land-ownership to fund their regular expenses and keep their members in comfort. The aims of the Purple Regret require extensive necromancy and they have the backing to use it legally, so long as they are discreet. Undead minions include Athanoi soldiers, and ghosts of spies who amass information and blackmail material by possessing bureaucrats which can easily go unnoticed if the ghost doest not exert control (usually they only exert control to create blackmail material).

Leadership: Apasios Tornikes, who served the Basileus 150 years ago, describing his function at the time as ‘writing love letters on behalf of a monster’. Now he is an undead lich, following his master’s example of being damned in the eyes of Sol in order to do what he feels he must.

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