|Chapter Seven: Rule of Archaea (p.2)|
The Organizations of the Realm
There are many groups and organizations present in the world of Archaea. Organizations are divided into either social groups or lineal groups. Social organizations represent people with shared ideals or tenets and similar politics, goals, and worldviews and can include groups such as an order of knights, a school for mages, a guild for merchants, and a network of thieves. In a different vein, lineal organizations represent hereditary groups or people of a certain blood such as a clan of barbarians, a race of half-human, half-beasts, or a line of seers. Each has its own purposes, promises, and agenda; each has specific requirements and expectations of its members.
Petitions and Promotion
Players must petition for their character to join an organization. A petition is a written explanation of why the character should be allowed to join the organization as well as what the character has to offer the group. The Elder of the Realm may also require a character history to accompany the first petition.
For social organizations, the petition is both literal and figurative in its intent to seek acceptance in a guild, order, school, or group. The petition should be written from the point of view of the character. Petitions may be made directly to the Elder of the Realm or the player may find another player whose character is a member of a group and submit the petition through the other player; the current member would then submit the petition to the Elder of the Realm with any comments or recommendations. It is encouraged that characters gain the recommendations of other characters to augment and support their petitions.
For lineal organizations, the petition is more figurative and represents the character's background, family history, and reasons why he or she is of a particular lineage or bloodline. The player should submit the petition for a lineal organization directly to the Elder of the Realm. However, the recommendations of other characters are still encouraged for added role-playing support.
The petition serves both kinds of organizations as a measure of the character's intent, abilities, and progress. Whether the character is part of a social or lineal organization, they must earn respect, gain knowledge, and demonstrate they are ready for training and deserving of added respect or status in their groups. After initially joining, the player must petition for the character every time he or she gains a rank. The petition must detail the character's major experiences as well as why the character feels ready for promotion. Again, the recommendations from other characters or other members also in the organization are encouraged.
In addition to the petition, the character must have the skills and abilities prerequisites required by the organization. Listed with each organization description are the necessarily skills and abilities required for each level in the organization. Joining a group requires the character to buy the perk Organization. Furthermore, as the character gains in rank in the group, Organization must be bought a second and finally a third time. See Chapter Three for details on Organization.
The character must meet the minimum requirements before he or she can become a member and before he and she can be promoted. Listed with each level are the total points that would be spent to buy the base and least expensive requisites for that rank; the points are calculated for the Discipline best suited for entrance into the organization.
Finally, the character may be sent on a quest or tested to fully earn their promotion. The quest or test often comes at ranks where the character must buy the perk Organization a second or third time. Depending on the current campaign, the needs of the organization, and the abilities of the character, the assigned quest will vary.
The Elder of the Realm must carefully adjudicate the acceptance and promotion of a character in an organization. The Elder of the Realm may refuse the player's petition to join a group even if character has met all the prerequisites. The Elder of the Realm must explain why the petition was refused and what can be done to improve the character's chances for his or her next petition. In addition, if the Elder feels that the character is not living up to the standards of the organization, he or she may suspend or remove the character from the group.
Organizational Tenets and Beliefs
Each organization has a list of codes or tenets or a basic philosophy that must be followed in addition to giving fealty and respect to the organization. The tenets may be a specific list of vows or credos or may simply be a description of basic beliefs, behaviors, or standards. The description of each organization details the group's ethos and lists whatever rules, regulations, or promises required by their members. In return, the organization will reward the character with payment or stipend, adventure opportunities, organizational skills or languages, access to magic and resources, and special personal items. As long as the character continues to act in the interests and spirit of the organization, he or she will rise in esteem and rank and responsibility.
If a character does not live up to the standards of the organization or abuses their position or authority, then the character may lose some or all of their organizational benefits. Furthermore, the organization may take action against the character and prescribe punishment or atonement.
In game, characters may lodge a grievance against a character in an organization. A grievance is a written explanation of what the character has done wrong or how the character has failed to uphold the organization's tenets. The grievance should detail specific actions, specific individuals, and specific repercussions caused by the character in question. Players are also encouraged to gain the corroboration of other characters when submitting a grievance. Grievances should be submitted through an allied organization, through a higher-ranking member of the character in question's organization or directly to the Elder of the Realm.
At each rank in an organization, the player-character gains certain organizational benefits, perks, resources, and special skills or abilities. As long as the character maintains fealty to the organization and follows the codes, tenets, and philosophies outlined by the group, he or she gains and keeps access to the benefits.
The organizational benefits are cumulative for each level. In other words, unless otherwise noted, the benefits gained at a higher level are added to the benefits gained at previous, lower levels. Pay special attention to the organization's description and to the list of benefits for any special details, information, or explanations.
Organizations may offer a character equipment, money, special skills or abilities, and access to group-only information, spells, items, and other resources. Skills and abilities gained as organizational benefits do not count toward character maximums nor do they count toward satisfying organizational requisites.
Organizational items, including enchanted objects, weapons, armor, shields, are considered personal items and cannot be taken, stolen, or used by any other character. See the description of the organization for any details on the nature and use of special organizational items.
The Elder of the Realm must carefully adjudicate the perks and rewards of membership in an organization.
Normally, a character can belong to only one organization. However, the player may decide that the character's history, experience, and circumstances may warrant inclusion in more than one group. The Elder of the Realm must grant the player permission for their character to join multiple organizations. Petitions for each organization must be submitted and must include the reasons why the character is seeking more than one membership.
Generally, a character may gain and maintain up to two memberships. The player must identify the character's primary or preferred organization. Typically, a character can belong to a lineal organization and a social organization. Characters usually cannot belong to two social organizations nor can they belong to two lineal organizations. The descriptions of each organization detail whether or not they allow members to join other groups. Certain organizations may forbid their members from joining other organizations.
Beyond petitioning, the character must meet the requisites of both organizations. Requiste skills and abilities may overlap and apply simultaneously to both groups. Remember skills and abilities gained as organizational benefits do not count toward organizational requisites. Furthermore, the perk Organization must be bought separately for each membership.
For example, if the player wishes their character to be part of the Lesser Animen and a member of Conlan's Band, the character must meet the skills and abilities requirements for each organization and pay for Organization twice (10 points for the Animen and 10 points for the Band).
Once the character is accepted by their organizations, they receive the cumulative benefits of being a member of both groups. Generally, skills and abilities that are significantly different combine or skills and abilities listed as additive combine. However, the character must abide by the wishes and codes of both groups. The character may reach a point during adventuring where he or she will find his or her organizational loyalties at odds. The player must then decide how the character will negotiate the conflict of interests.
The Elder of the Realm must carefully regulate and control the number of characters allowed in multiple organizations. Furthermore, membership beyond two organizations requires superlative explanation and requires strict adjudication by the Elder of the Realm.
Listed below are the social organizations of the realm in alphabetical order. Each group is listed with their descriptions, their tenets and beliefs, their requisites for membership, and any perks or benefits gained by their members.
Listed below are the lineal organizations of the realm in alphabetical order. Each group is listed with their descriptions, their tenets and beliefs, their requisites for membership, and any perks or benefits gained by their members.
The Organization Alliances Chart below reveals the general standing between the various groups. Reading across from left to right, a numeric value (1 to 5) determines whether the Organizations are allied or "sistered" (1), friendly or cooperative (2), neutral (3), distrustful or opposed (4), or hostile or enemies (5).
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