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Organizations

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Most citizens of [[Chehon]] -- particularly in the city -- are a member of multiple organizations of various sizes; these can very easily number over a dozen for particularly gregarious members of the community.
Most citizens of [[Chehon]] -- particularly in the city -- are a member of multiple organizations of various sizes; these can very easily number over a dozen for particularly gregarious members of the community.
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The '''Guilds''' are of particular note: they have a significant influence on trade and in Chehon's government. It's very rare that new guilds are created, as the title is only granted on an organization if the majority of current guilds agree, and doing so further dilutes the power of the Guilds' representative on the Chehon council.
==Core Organizations==
==Core Organizations==

Latest revision as of 23:35, 20 March 2023

The organizations of Curuoskar are exceptionally diverse, particularly considering the world's small population. However, they typically have a few things in common: they unite people of similar background, beliefs, or occupations; and they provide some level of safety and security for their members.

Most citizens of Chehon -- particularly in the city -- are a member of multiple organizations of various sizes; these can very easily number over a dozen for particularly gregarious members of the community.

The Guilds are of particular note: they have a significant influence on trade and in Chehon's government. It's very rare that new guilds are created, as the title is only granted on an organization if the majority of current guilds agree, and doing so further dilutes the power of the Guilds' representative on the Chehon council.

Contents

Core Organizations

Core organizations are those defined by the wizards as part of the lore and background of the world.

Any organization that is solely responsible for a section of society is a core organization, even if not specifically listed. This includes:

  • All government agencies.
  • All guilds. (e.g.: Thieves' Guild, Mechanics' Guild, etc.)

The following are some examples of core organizations, but the list is not exhaustive:

Layleaux

Chehon

Zone Organizations

Zone organizations are IC organizations centered around a particular public zone. The following are some examples of zone organizations, but the list is not exhaustive:

Layleaux

Chehon

Player Organizations

Player organizations are defined by one or more players. These organizations are usually some sort of backstory element for players' characters, serve as antagonists to drive roleplay, or are actual groups of player characters engaged in organized activities. As these are impossible to track, there is no listing.

While all guilds are Core Organizations, player organizations may still be related to occupations, but must use a name without the word "guild" in it; common replacements are "Union," "Cooperative," "Association," "Club," "Company," and so on. This helps to make it easy to identify which organizations are Core and which are Player.

Policies

General No organization may be a hate group, IC or OOC.
Core Organizations Player characters may be members of Core Organizations (excepting those prohibited under Policy Roleplaying and TinySex), but players can not play a character within the leadership of a Core Organization or meaningfully change the operations of those organizations. These organizations are largely static in purpose, scale, and activity.
Zone Organizations Rules about membership, leadership, and direction in/of Zone Organizations are on a per-zone basis.
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