Verumese Factions & Factionless Rules in Verum | World Anvil

Verumese Factions & Factionless Rules

Factions are organizations in Verum run by players and important NPCs. These Factions are run through a Democratic player-based hierarchy and provide a structure to the world through which players can interact. Each of these Factions are unique entities within the world, and can be read about HERE. All characters who wish to join or interact with a Faction and its members must abide by these rules.  

General Rules:

  • At Character Creation, players may choose a Faction. This Faction may provide starting equipment, unique items, and other character bonuses.
  • Players may alternatively choose to be Factionless, which will grant them benefits unavailable to those who start in a Faction.
  • Players may only be part of one Faction at a time.
  • In order to change Factions, a player must first leave their current Faction. Doing so causes a few things to happen, covered in Leaving a Faction.
  • Members of a Faction must uphold a Faction’s Tenets, any Characters who do not do so may be removed against their will.
  • A character can always be removed by a DM should it be deemed necessary.
    • If a character is found to be breaking the Faction rules, or their Faction’s Tenets, the players may vote for the removal of a member through a 2/3 (rounded down) vote.

Being Factionless:

Whether at Character Creation, or afterwards through the desertion of a Faction, a Character may become Factionless. Having this denomination can provide a player with certain benefits, though doing so forfeits any benefits being in a Faction may provide.  

If Factionless at Character Creation a player receives these benefits:

  • 1 Skill Proficiency of your choice
  • 1 Tool Proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless you are of that class.
  • 1 extra Downtime day and 1 extra Crafting day should any of those two resources be awarded during the update stream.
  • Downtime and Crafting days are elaborated on in Downtime & Trading Rules and Crafting Rules.

If a Character becomes Factionless after Character Creation they gain these benefits:

  • 1 extra Downtime day and 1 extra Crafting day should any of those two resources be awarded during the update stream.
When Factionless, there are responsibilities a player must undertake in order to progress through Verum’s Leveling system. Factionless players do not have the benefits of a Faction to provide them with things like Mission Priority or Chapter Master Scheduling (Both of which are discussed below).   Factionless players must Schedule themselves for in-game sessions. They can do this through the #Player-Scheduling text channel available through Discord, or by following these instructions.  
  • Head to the document linked HERE, and view the “Pending Games” sheet located at the bottom of the screen.
  • In this document, there are a number of sessions that will take place in the next week. Once you have decided which you would like to participate in, fill out the form linked HERE and submit yourself for scheduling.
  • Later in the week, the schedule will be finalized, and a schedule will be posted in the Player-Scheduling Channel.
  • The player is then responsible for attending the game they are placed in, based on their preferred games submitted through the form.

Being In A Faction:

Being in a Faction grants players certain benefits unavailable elsewhere such as starting equipment, unique items, and other character bonuses unavailable through any other means. These benefits are separated into three categories.  

The benefits provided by Factions are:

  • Starting Benefits
    • These are provided to those who join Factions at character creation. They are powerful items, abilities, and boons which differ from Faction to Faction, and are present on their respective pages on World Anvil.
  • General Benefits
    • These are attribute cap increases (This allows ability scores to be pushed past their default cap of 20, but do not provide additional ability score points themselves.), skill proficiencies, or tool proficiencies granted to members of a Faction when they join. These differ from Faction to Faction, and are present on their respective pages on World Anvil.
  • Scheduling Benefits
    • This is an often unseen but incredibly important aspect of Factions. Every week when the in-game session schedule is created, Factions can receive Priority on certain missions.
    • Priority on a mission guarantees that a certain Faction will be able to send one of their members on that mission.
If you are in a Faction, you still must schedule yourself for games in the Player-Scheduling Channel.

Joining a Faction:

There are several ways a player can approach joining a Faction. The first, and easiest manner to do so is at Character Creation. The second is for a character to begin Factionless and join a Faction after Character Creation. The third and final method of joining a Faction is to switch from one Faction to another. Each of these methods have important rules attached to them. In the event that multiple players wish to join a Faction and there are not enough slots for all, older character submissions take priority.

In Order to Join a Faction:

  • The player informs a Dungeon Master with a Political tag that they wish to join a Faction, by pinging Political in the Discord.
  • The Dungeon Master then informs the Chapter Master of this development.
  • The player’s Discord tags are changed to reflect this change.

Joining at Character Creation:

  • Players gain access to the Starter benefits of a Faction
  • Players gain access to the General benefits of a Faction

Joining after Character Creation:

To join a Faction, players must not be on the 2 weeks of no play cooldown (1 week if the player was the target of a Faction’s Embassy’s Reach). Shackled Legion members that have finished their sentence are not subjected to this cooldown.   As Factionless:
  • Players gain access to the General benefits of a Faction
As a Member of another Faction:
  • Players become Factionless during their ‘no play’ cooldown.
  • Players gain access to the General benefits of a Faction
The moment you join, you can choose to pay a 400gp buy-in to receive the Faction’s starter equipment, this can only be chosen when you first join. It should be noted that in order to join a Faction at Character Creation, that Character may not break that Faction’s Tenants

Leaving a Faction:

Players may leave a Faction that they are a part of at any time and for any reason. However, leaving a Faction will incur consequences. In order to leave a Faction, a player must take some specific steps.

In Order to Leave a Faction:

  • The player informs their Chapter Master, OOC, that they are leaving the Faction.
  • This Chapter Master then informs a Dungeon Master of this development.
  • The player’s Discord tags are changed to reflect this change.
  • When leaving a Faction, please refer to your Faction's page for the exit clause and what items that you must return to your Faction. This is a meta/mechanical rule, and it is not one that is In Character.

As a result of Leaving a Faction:

  • This player may not participate in session play for 2 weeks of real time, for which time they are Factionless.
    • If the player is Embassy’s reached into a new Faction, they instead only receive 1 week of no play cooldown, deducting days spent Factionless after leaving their old Faction if applicable. They remain Factionless for this period of time, though they may enter their new Faction’s chat.
  • This player loses whatever standing they may have had with the Faction previously.
  • All loyalty benefits are lost.
As an exception, Hiatus members automatically leave their Faction but don’t get leaving penalties.

Faction States

Sometimes, Factions can be inflicted with states that alter or change their abilities. These changes can be for better or for worse, and are often brought about by the Factions themselves as a result of roleplay, or great powers in the world.

Prosperity:

Prosperity means that, for various reasons dependent on in-character reasons, a Faction is flourishing. Depending on the nature of what caused the Faction to be in prosperity, they will be granted certain benefits.
  • These benefits are currently undefined.

Turmoil:

Sometimes, a Faction can be placed in a state known as Turmoil. This state can be inflicted through several means, the most common being that a Faction lacks a Chapter Master. When in Turmoil, a Faction loses a lot of its power and incurs a few other conditions.
  • This Faction loses mission priority, meaning created missions will no longer provide guaranteed slots to its members.
  • Members may leave the Faction freely, avoiding the 2 weeks of real time penalty they would otherwise incur when leaving a Faction.
  • If in turmoil for long enough, the Faction has a risk of being completely destroyed.

War:

In dire circumstances, Factions can decide to go to War. This state is typically brought about in dire situations and has a few effects.
  • All of the Factions involved are immediately considered to be in Turmoil.
  • Only the Chapter Masters may ultimately decide to go to war with another Faction. It should be noted that War does not necessarily mean bloodshed in this term, but rather that the two Factions are actively competing against each other, for one reason or another.
  • Factions at war cannot progress their Agendas.

Faction Statuses

Open:

Anyone may rp at any time!  

Neutral:

Only those who are members of the Faction, allies of the Faction, and the Factionless may RP here.  

Defensive:

Only those who are members of the Faction and allies of the Faction may RP here.  

Restricted:

Only those who are members of the Faction or invited by the Chapter Master may RP here.  

Closed:

Only those who are members of the Faction are allowed to rp here.

The Faction Hierarchy

As stated previously Factions are Player run organizations, and as such there are certain positions and responsibilities in Factions that must be fulfilled by players. The holders of these positions are all Democratically elected by a Faction’s membership. These positions, their responsibilities, and how they come to power are as follows. The Factionless of course do not have access to any of these positions, responsibilities, or powers.

Elections:

Whenever a leading role in a Faction must be filled, it is done through an election. Elections are held in Faction Rp Channels, and are typically run by a Dungeon Master. These elections take place normally over the course of a day in order to allow for as many members of the Faction to offer themselves up for positions, and vote for their constituents. Elections follow this format:
  • A spot opens up either through the previous holder of the position stepping down, or dying.
  • A Dungeon Master will inform the Faction the spot needs to be filled.
  • Faction members submit themselves into the running for the position.
  • Votes are given publically in the Faction Rp Channel, and tallied. If some members want it to be private they may request it to the Political DM in charge of the election. They must also be open for at least one week to give enough time for people to participate.
  • Whichever candidate receives the most votes takes the position.
If there is an out-of-character abuse of power from an elected official, they will be removed from their position immediately without questions asked.

Chapter Master:

Chapter Masters are the elected leaders of a Faction. This position is the highest form of leadership a player can achieve at this time, and as such it comes with several very important responsibilities.   Chapter Masters are given certain in game powers to denote their status:
  • +5 Maximum Hit Points for as long as they hold the position.
A Chapter Master must:
  • Keep track of their Faction member’s availability for in-game sessions.
  • Decide every month what region of Kalkatesh to give their Faction members extra scheduling priority for.
  • Decide whether the Faction is Open, Neutral, or Closed relating to Rp.
    • Open - Anyone may rp at any time!
    • Neutral - Only those who are members of the Faction and the Factionless may Rp here.
    • Closed - Only those who are members of the Faction are allowed to rp here.
  • Arrange meetings of their Faction members in character.
  • Act as a tiebreaker when voting on Agendas for the Faction.
  • Act as a liaison and the voice of the Faction, towards the higher ups within (if available.) or in relations with other Factions.
  • Submit Faction Agendas
  • Submit Faction research proposals
  • Submit Special Agenda proposals
  • Represent themselves as the example of the best way to serve that Faction, the reflection of its ideals.
It should be noted that the election of a Chapter Master is controlled entirely by the members of that Faction. If someone holding the position of Chapter Master is not performing well enough members may call for a motion of no confidence. This is a vote to decide whether or not the person in question keeps the position, and said person cannot participate in it. With 2/3 (rounded down) of votes, the person will be forced to step down and the position will open. The Chapter Master may try to kick out an individual If they deem he or she is not fit to be a member. For this they may call for a censure motion, if 2/3 (rounded down) of votes support this, the individual will be kicked from the Faction.

Quartermaster:

The Quartermaster is responsible for managing the Faction Bank, which is an ability available to Factions explained later on. The position of Quartermaster is awarded through an election, and as such is a servant of the Faction’s best interests.   Quartermasters are given certain in game powers to denote their status:
  • +5 Maximum Hit Points for as long as they hold the position.
A Quartermaster Must:
  • Monitoring and upkeep of the Faction’s Bank.
  • Ensure the validity of the Faction’s Bank.
  • Report discrepancies in the ledger immediately to Banking DMs.
It is up to the Quartermaster to manage how he permits and interacts with his Faction members, he decides who has which permission level. Quartermasters are held personally accountable for any discrepancies and will be punished as such. Only the Quartermaster has access to the Discord #banking channel. It should be noted that the election of a Quartermaster is controlled entirely by the members of that Faction. If someone holding the position of Quartermaster is not performing well enough members may call for a motion of no confidence. This is a vote to decide whether or not the person in question keeps the position, and said person cannot participate in it. With 2/3 (rounded down) of votes, the person will be forced to step down and the position will open.

Ambassador:

This character may be sent on diplomatic missions and handles the public face of the Faction. These characters may show up as guest stars on update streams.   Ambassadors are given certain in game powers to denote their status:
  • +5 Maximum Hit Points for as long as they hold the position. (Known as the Embassy’s Constitution)
An Ambassador Must
  • Make sure the Faction members adhere to and uphold the tenets of their Faction whenever possible.
  • Represent the Faction on diplomatic missions (special RP events and update streams)
  • Present themselves as Ambassador at every opportunity
The Embassy’s Reach   Ambassadors get the ability to extend a special invite to one other player; this invite needs to be IC and either accepted or rejected immediately.
  • This can be done once per OOC month (30 days).
  • If they choose a Factionless member, then that member is granted the starting equipment with no buy-in.
  • If they choose a member that is in a Faction, then the mandatory 2 weeks penalty of play in which the character must remain Factionless, is reduced to 1 week.
  • If the Ambassador of the Night Guard invites a player, they may undergo the Crimson Crucible after character creation. This counts toward their one attempt.
The Diplomatic Tenets   The Ambassador is responsible for reprimanding Faction members that fail to uphold the tenets of the Faction and reporting transgressions to the CM. Ambassadors are held at a higher standard than other Faction members and may be penalized for misrepresenting their Faction. Only the Ambassador and Chapter Master may message Political Dungeon Masters about their Factions, to further their Faction’s goals. It should be noted that the election of an Ambassador is controlled entirely by the members of that Faction. If someone holding the position of Ambassador is not performing well enough members may call for a motion of no confidence. This is a vote to decide whether or not the person in question keeps the position, and said person cannot participate in it. With 2/3 (rounded down) of votes, the person will be forced to step down and the position will open. (DM NOTE: A Dungeon Master that believes that an Ambassador has broken a tenet, should message a Political DM the details who will then decide the repercussions for this.)

Faction Abilities

Agendas:

An Agenda is a cooperative objective Faction members may undertake. It is achieved through persistent allocation of resources over an extended period of time. Faction members can spend Downtime Days to progress towards achieving an Agenda that will benefit their Faction.   How it Works
  • An Agenda details what needs to be done in order to achieve it, and what is rewarded when it is achieved.
  • A Chapter Master decides on an Agenda from the list of available options and submits a Faction Agenda Form.
  • An Agenda DM approves each Faction Agenda form.
How it is Achieved:   A Faction will need to dedicate the amount of downtime days the Agenda requires to progress it until it is achieved, in compliance with this formula:   Downtime days to complete = Faction size on form submission * Agenda Difficulty Level(DL) (Downtime days required to complete an Agenda are always rounded up)   How it can Fail:   Basic Agendas cannot fail, but if they are not consistently progressed they deteriorate, 1d4 days for each week the Agenda did not progress.   Special Agendas have a possibility of failing outright.   The end Result:   An Agenda results with a Faction reward that can provide either temporary or permanent bonuses. Upon an Agenda’s completion, the Agenda DMs will perform the necessary actions to implement its rewards, whether they be permanent or temporary.   How it is Regulated:   The DM role responsible for this system’s integrity are the Agenda DMs. They are the regulatory force behind this system.   Special limitations:
  • Faction Agendas are solitary. No cooperative Agenda progression between Factions is available at this time.
  • Only one Agenda can be progressed at a time.
  • In order to prevent massive spikes in power from Factions who have more resources or members, a limit has been placed on how quickly Agendas can be achieved.
    • Agendas cannot be completed in a single update stream time progression, if an Agenda’s Downtime Day requirement is met before 2 update stream’s time progressions have passed, it will be achieved on the 2nd.
  • In the Event where a player commits DTDs for an Agenda and then leaves the Faction before the Agenda is achieved, an Agenda DM must be informed.

List of possible Agendas:

Recruitment.

  DL: 4   Reward: The Faction maximum player slots is increased by 2.
  • This stacks.

Get Consumables Crafting Materials.

  DL: 3 / 4 / 6   Reward:   DL 3: Common reagent bundle ((Common and Minor Uncommon reagents))   DL 4: Uncommon reagent bundle ((Uncommon and Major Uncommon reagents))   DL 6: Rare reagent bundle ((Minor Rare and Rare reagents))   When the Agenda is submitted the submitter must select Potion or Poison in Declaration of Intent. The choice will be the category of reagent rolled. When completed a dice of a size equal to the number of respective reagents of the bundle rarity of the chosen category. The dice result is the reagent type that is obtained. Afterwards the Agenda DM rolls a d6 + Faction Members + Half Faction Size (Rounded down) to determine the amount of reagents obtained. These reagents are added directly into the Faction Bank.
  • This Agenda is repeatable.

Solidify the ranks.

  DL: 3   Reward: The Faction is protected from turmoil for 3 update stream time progressions.
  • This does not stack, and this is consumed automatically when turmoil occurs.

Secure our resources.

  DL: 3   Reward: The Faction storage becomes better defended, if it is infiltrated reduce whatever is lost by half rounded down.   i.e. 1 item stolen is not affected, 2 items stolen only 1 is lost, 3 items stolen only 1 is lost…
  • This does not stack, and this is consumed automatically when the storage is attacked.

Faction Forge Imbuement

  DL: 4   Reward: Items submitted into the crafting queue will be imbued with +1 of a damage type chosen when deciding to pursue this Agenda for the next 5 update stream time progressions. This only affects items from that timestamp in submission at the time the item is submitted. Damage types are as listed: Acid, Fire, Cold, Lightning, Poison, Thunder.
  • This effect does stack.
  • This only affects new items, and has no effect on item upgrades.

Specialize against the foe

  DL: 4   Reward: Faction members gain an additional +3 to damage, when fighting the enemy type selected when choosing this Agenda to pursue.   Enemy types are as listed: Aberration, Beast, Construct, Giant, Humanoid, Monstrosity ,Ooze, Plant, Undead   This effect lasts for the duration of any mission that starts or has a session within 3 update stream time progressions.   Completing this Agenda again before the effect expires resets the duration if the same enemy type is chosen.   Choosing a different enemy type and completing this Agenda before the effect expires resets the duration and replaces the previous enemy type.
  • This effect does not stack.

Improve our political standing

DL: 5   Reward: Faction members earn an additional 10% gold from mission reward on missions in 1 region selected when choosing this Agenda to pursue.
  • This effect does stack but doesn’t apply to enemies, or characters the party turns into enemies.

Treasure Hunting

DL: 3 / 4 / 6   Tier 1, tier 2, and tier 3 are currently open. You unlock tier 2 by having 5 tier 2 members in your Faction with loyalty, and tier 3 by having 5 tier 3 members in your Faction with at least 2 loyalty.   Reward:   Tier 1/DL3 Gold equivalent to 60 x [Faction members] x 2d10 for storage in Faction Bank   Tier 2/DL4 Gold equivalent to 100 x [Faction members] x 2d10 for storage in Faction Bank   Tier 3/DL 6 Gold equivalent to 170 x [Faction members] x 2d10 for storage in Faction Bank
  • This Agenda is repeatable.

Improve starting equipment

DL: 3   Reward: Adds a starting equipment choices for new players that join the Faction. They may choose 3 items from this list: 3x Health Potion, 2x Bandoliers, Pole of Collapsing (Non-Magical), Antitoxin, 2 empty vials, Bullseye Lantern, Smokestick, Net, Hourglass.
  • This Agenda can only be completed once.
  • Upon completion, Faction members that have already received starting equipment, may choose 3 items from the list as well.
    • Smoke Stick. As an action you can pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. This item is a 1 time use.
    • Pole of Collapsing. While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Specialized Defense

DL: 3   Reward: Faction members gain DR 2 when receiving damage of the damage type selected when this Agenda is submitted.   Damage Types: Acid, Astral, Cold, Fire, Force, Lightning, Necrotic, Poison, Primal, Psychic, Radiant, Thunder.
  • This effect does not stack with itself, but it stacks with other forms of DR.
  • This effect lasts for the duration of any mission that starts or has a session within 2 update stream progressions.
  • Completing this Agenda before the effect expires resets the duration if the same damage type is chosen.
  • Choosing a different damage type before the effect expires resets the duration and replaces the previous damage type.

Worldly Standing

  DL: 8   Reward: You have spent time and effort to increase the known standing of your Faction across all of Kalkatesh. It has not gone unnoticed by those that hold few, if any, connection to organizations across the continent. And they have been intrigued enough to offer their services to you, for a price. You gain access to the following list of purchasable VINPCs. Only one VINPC can be purchased at a time, and if one is purchased they are not available to any other Faction. You can dismiss a VINPC, but if you do you must wait until two update streams pass before you may purchase the services of another. When Purchasing a VINPC the Faction's Chapter Master or Ambassador must ping trading and ping Agenda in #trading-log-and-consumables with the requisite gold on their Character Sheet. For the Upkeep, the Quartermaster will ping Agenda in the banking channel on the update stream.
  • This Agenda is not repeatable.
VINPC List: Click here to see the List :)

Faction Tool Empowerment

  DL: 10   The Tools of your Faction can be improved, and you have chosen to do so with care and pride. You seek out someone with the skill and knowledge with which to empower them. On selection of this Agenda choose a tool kit from the list of tools(Below) that is in your Faction Bank. On completion that tool kit is made into a +1 kit, and bound to the Faction rather than the player. Any Faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the Bank for the purpose of the magic item limit. This Agenda is repeatable choosing a new tool each time.   List of Tools:
  • Alchemist’s Supplies
  • Brewer’s Supplies
  • Calligrapher's Supplies
  • Carpenter’s Tools
  • Cartographer’s Tools
  • Cobbler’s Tools
  • Cook’s Utensils
  • Disguise Kit
  • Forgery Kit
  • Glassblower’s Tools
  • Herbalism Kit
  • Jeweler’s Tools
  • Leatherworker’s Tools
  • Mason’s Tools
  • Navigator's Tools
  • Painter’s Tools
  • Poisoner's Kit
  • Potter’s Tools
  • Smith’s Tools
  • Tinker’s Tools
  • Weaver’s Tools
  • Woodcarver’s Tools

Special Agendas

  At certain points, Special Agendas will become available for Factions to complete or be proposed by Chapter Masters. These Agendas work like any other Agenda in regards to their completion, though once completed they may unlock special rewards. These rewards include, though are not limited to: Faction upgrades, loyalty upgrades, and special missions. Special Agendas cannot be rewarded immediately only on an update stream by Arcadum.   All current Special Agendas can be found HERE.  

Loyalty:

  Loyalty is a system that can reward Faction members for staying in a Faction while supporting it, and can reward the Faction itself with specific benefits. This system has a direct correlation with Agendas.   What it is:
  • A set of incentives to motivate players to remain in the Faction.
  • A cumulative Faction currency, which can be used to unlock Faction upgrades.
How is it gained:   A Faction member gains a loyalty level after he/she has been in the Faction whilst it achieved an Agenda.   How is it lost:   If a member leaves a Faction/dies/retires all of his/her loyalty levels are lost and the amount of loyalty the Faction has is reduced by the amount the player had.   How does it work:
  • Faction achieves an Agenda and its members receive loyalty levels.
  • Faction members update their character sheet with their loyalty levels.
  • The Agenda DM updates the character list with the loyalty increase to the Faction.
  • The stat listing sheet has a field that calculates how many loyalty points each Faction has. When a player leaves the Faction or dies, the amount of loyalty he had is subtracted from the Faction loyalty level pool.
  • The bonuses obtained by loyalty are capped at 5 loyalty. The loyalty will still increase but the bonuses will not increase beyond 5.
What is it worth:   Loyalty to the Faction rewards a player with loyalty levels. Each loyalty levels rewards the player with:
  • A salary increase from downtime day jobs of 5 gold
  • +1 increase to HP
  • Loyalty unlocks special Faction related bonuses, feats, classes and items.
  • Loyalty levels accumulate and unlock certain upgrades when a Faction has enough loyalty between its members, kind of like reaching waypoints in a progress bar.
  • Loyalty and Loyalty Benefits are granted when you complete a Long Rest.

Faction Loyalty Level:

  A Faction’s total loyalty is determined by the total loyalty level of all of its members. For example, if a Faction has 10 members and each of these members has 1 loyalty level, the Faction has a loyalty level of 10. Below is a list of milestones that give special rewards when that Faction Loyalty Level is reached.   Unlocks list:
  • 15, Downtime - The Faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the Faction gets 3. These can only be used to progress Agendas. These days will be submitted after each update stream.
  • 27, Gold Income - The Faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
  • 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your Faction Bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
  • 41, Armory - The Faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, Faction members buy these at 50% discount, players from other Factions and Factionless buy them at full price and 50% is directed to the Faction coffers. When you RP the purchase with the Quartermaster of a Faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so.
  • In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Economy (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory   Items bought and at what prices   (at)QM
    Then the QM simply Confirms by also putting in how much gold will be added to their Faction Bank.  
  • 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your Faction Bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
  • 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
  • 57, Downtime - The Faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the Faction gets 6. These can only be used to progress Agendas. (replace the previous downtime buff).
  • 66, Medical Ward - The Faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, Faction members buy these at 50% discount, players from other Factions and Factionless buy them at full price and 50% is directed to the Faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the Faction. Non-members and Factionless must RP the purchase of these materials.   If your Faction has access to the Naga Brewery, the medical ward also stocks 1 Clarity Brew, 1 Tranquil Brew, 3 Healer’s Brews, and 3 Reverant Brews each update stream. Faction members buy these at full price, players from other Factions and Factionless buy them at 150% of full price and the extra 50% is directed to the Faction coffers.
  • 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your Faction Bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 88, Gold Income - The Faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
  • 90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your Faction Bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 120, Forward Base 5 - The Faction doubles down on securing its outposts, increasing security and supply to them. This increases the magical item storage capabilities of your Faction Bank by an additional 1. This outpost is not an RPable location, and can be destroyed through certain events. Design links pending.
  • 124, Gold Income - The Faction earns 3500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income Milestone.
  • 130, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 2 players. These days cannot complete research. (replaces the previous research buff).
  • 140, Improved Kennel - The Faction expands its capacity to hold pets and mounts by opening an additional kennel. Each member can now house an additional five Tiny/Small creatures, three Medium creatures, or one Large creature.
  • 150, Downtime - The Faction itself gains downtime days as if it were 3 players, if 3 were awarded to the player base, the Faction gets 9. These can only be used to progress Agendas. (replace the previous downtime buff).
  • 163, Forward Base 6 - The Faction begins expanding its influence outside of its country. You gain an outpost within a country that neighbors the country your Faction resides in. This outpost increases the magical item storage capabilities of your Faction Bank by an additional 2.
  • 220, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 3 players. These days cannot complete research. (replaces the previous research buff).

Banking:

Banking is a system that allows Faction to store gold, items, and special resources in a coordinated, concise system. The system is built on three parts: its rules, Google sheets that will serve as the platform to manage the Faction storage, and a special channel in Discord reserved for Quartermaster duties. This banking system heavily relies on the Quartermaster of a Faction.   Every Faction Bank has several important traits. They are as follows.   Permissions:
  • Level 1 - Can request access to items in the Bank via the Quartermaster.
  • Level 2 - Pre-approved to withdraw and deposit items in the “Gold/ Items /Consumables” Tab, while notifying the Quartermaster.
  • Level 3 - Quartermaster
  Responsibility:
  • Keep items/hold items of a Faction.
  • Community rules
  • Anything the Bank, belongs to the Faction.
  Storage interactions are as follows:
  • Withdraw
    • Level 1 - Form submission -> Quartermaster Approval
    • Level 2 - Form submission -> Automatic
  • Deposit
    • Level 1 - Form submission -> Quartermaster Approval
    • Level 2 - Form submission -> Automatic
  • Usage of special items
  • Form submissions
  • Quartermaster approves using charges of special items
  • Transportation items approved by Quartermaster
How is it tracked:
  • Player form submissions and Quartermaster approval of those, is tracked via Banking DMs.
  • Standardized Google Sheets store the Bank’s vital information.
  Special limitations:
  • The storage is not a prison, no NPC storage allowed.
  • Mounts and other pets are not part of the Faction storage system.
  • A Faction Bank can only hold up to 5 magic items by default.
https://docs.google.com/document/d/1lLVYf9ZQIvJRkFEmWOidCeY7V87X-u95Sl0IyGli-OU/edit

Articles under Verumese Factions & Factionless Rules


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