Structure - Protection - Prosperity
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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.
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.
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.