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CYCLE 120Current time: Apr 03 2025, 09:45 PM


The Organization
The Organization*
Offline
The Organization*
132 POSTS ʡ 525
Male 79 Cycles
Norway Rat Dark

#1


Underworld - Protection - Loyalty


____________


The Organization will be a group of Gembound aiming to provide certain... services and supplies throughout the caves. Looking for questionable substances, such as hallucinogens or deadly poisons? They're your guys. Need protection for your marketplace? Look no further. Someone causing you trouble, and you need them dealt with? Let's have a chat...

...Of course, everything has a price.

This is a rehash of a prior concept which was never brought to fruition.

Roles

I. The Director
Arranges and organizes the Organization and its actions. Makes decisions, guides recruitment and activity in the group.

II. Enforcers
The muscle of the group. Bodyguards, brutes, and sometimes killers. Provided Craftsmens' services in exchange for protection.

III. Agents
Those sent out who are not outright fighters. This includes spies, scouts, gatherers, and messengers.

IV. Craftsmen & Merchants
These members experiment with, refine, and create toxins and hallucinogens, weapons and armor or literally anything else, either for or under the protection of The Organization. Provided protection by Enforcers in exchange for their goods.

Rules

I. Our business is our business. We do not discuss our business with outsiders.
II. We do not do anything that is bad for business. We are not out to make enemies.
III. If someone wishes to make an enemy of us, we destroy them.
IV. Betrayal is the ultimate sin. Loyalty to the Organization comes above all else. We are family.

Purpose

To create a well-protected, thriving group with close connections throughout the caves, with a focus on commerce. The Organization must be well-informed, ready to act to protect its interests and members, and effective when it does so. Business contacts established throughout the cave ensure that the Organization isn't anyone's enemy--and if one is made, swift and brutal retaliation will warn everyone that the Organization isn't a good enemy to have.

Activities

1. Enforcers will be recruited and trained, and loyalty rewarded.
2. Craftsmen will be offered a place, and protection. Many will be encouraged, and paid, to provide certain specific necessary services. Anyone who can create weapons and armor, or gather and refine poisons and recreational drugs or alcoholic drinks, will be prized.
3. A form of currency must be created, and used for purchase and selling. Buying food, drink, the aid of enforcers, gemstones, armor, and weapons should all be doable through the intermediate currency. This puts power in the Organization's hands.
4. Rewards will be offered to Agents, too: members who, while not Enforcers or Craftsmen, can still gather information, run deliveries and messages, or spy for the "family."

OOC: What Does The Organization Offer?

Character development, primarily, in a seedy underworld-type group. Got a beefy bruiser and no home for them? Craftsmen with nothing going on? Traders who'd like to gather up in a marketplace and trade goods, but who might do best under outside protection? Anyone who can work as a scout, spy, gossip, messenger and so on, but who doesn't fit in the existing groups? Craftsmen who work as blacksmith, armorers, or poison-makers?

If any of these ideas sparks inspiration in you, feel free to make a character to join us!

For roleplay, I'd like to get a character-driven currency up and running. Maybe minted mineral/metal chips like coins (made from old armor scraps, so a limited resource), or gem pieces created with Gem Summon, or actual stone, etc. Down the road this group might well be willing to invest in other advancements for prosperity's sake--medical knowledge, a form of written communication, and more. There's also potential conflict roleplay with other groups that step on The Organization's toes--either by harassing our members, or trying to edge in as competition.

If the group becomes large enough, the Organization could also offer protection--for a cost--to outside vendors and the like. Members will be expected to follow the in-character rules on an IC level, as well as show reasonable obedience and loyalty. Punishment is likely to be very simple but brutal in nature--a beating, murder, etc. This group's members will be expected to take real IC consequences from dangerous or foolish actions. Starting a fight with a larger, higher-ranking member is likely to result in a good thrashing by the higher-ups. Betrayal, well... If you want to have your character betray, they should be open to character death. We're going for danger, here, and a good strong sense of dark fun.

 
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Inactive
Offline
Inactive
252 POSTS ʡ 5
Female 119 Cycles
White Trinoceros Shafaer

#2
well well well.....

evil brute momma is at your service. Would definitely need someone to talk her over the pros and cons and she does have a past experience of sketchy groups going wrong so she would have a very strong opinion on things buuut....

I think "bad for business" rule would win her over >:)


 
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Life finds a way
Life found a way
Offline
Inactive
94 POSTS ʡ 35
Female 84 Cycles
Raptor Gortie

#3
I don't know why but I can really see Catalyst working for this? So hi! She's not much of a fighter but she'd love to help!

I also have [url=/member.php?action=profile&uid=1018]Mayngo[/url] and [url=/member.php?action=profile&uid=1206]Styx[/url]! Both are survivors of the first Trial of Hydra. Mayngo is a fighter, and a protector, and Styx is very much the same, but also a teacher and kind of a dick tbh, he holds grudges and likes to sabotage people he doesn't like. I also have [url=/member.php?action=profile&uid=1087]Calypso[/url] who may fit? She's a roguish archetype, sneaky and likes looking for and nabbing things










 
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