Orgs

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There are many organizations on Eldritch MUSH which characters and NPCs may be affiliated with. Some of these operate Topside, some Underground, and some span both. Teams are typically connected to an organization. Where teams are player-created, orgs are staff-created and written into the theme of the game. These are, by no means, all the orgs in the city. For example, the Eldritch Police Department and City Council do not have writeups. These will be added as players make characters involved in them. Players are always welcome to make suggestions for new orgs.



Contents

The Cabal

The Undead in Eldritch are a rare breed, having actually concentrated in a stronghold of their own called the Sepulcri Magnus in The Unhallowed, and bearing their own form of government. Led by an Overlord, they band together to keep the Watcher's Council and other hunters from wiping them out, and to further their own ends in Eldritch.



The Conclave

Eldritch has forever been a draw to the magical community due to its proximity to magical ley lines. Since the earliest days after the pact was reached, the casters in the area congregated to exchange their thoughts and ideas, seek one another’s aid, and work on creating new spells. They organized in 1810 into the Conclave, and began meeting regularly and exchanging work. After the quake of 1929, the Conclave built the Collegium Arcanum in The Node of the Underground, and began to more actively recruit magic users to their organization, offering training, assistance in research, and access to their massive library as perks.

The Collegium has a council of representatives who speak on the behalf of various magical communities, as well as a Grand Maester who oversees the administration of the Collegium proper.



The Eldritch Wolf Pack

The werewolves of Eldritch, with few exceptions, have bonded together in a pack which runs with other primals in The Rootlands. They assist new lycanthropes in their first changes, and in gaining control of their beast, as well as banding together to protect and guard their territory. They congregate (and some live full time) in The Wolf Den, which is never left undefended.

They are often at odds with the Crescent City Pack to the north and the Clair Eagle Lake Pack near the Trinity Alps to the east.



The Gurgian Monarchy

No one is quite certain how long The Gurgian Hegemony has resided beneath the waters of Arcana Bay, but they know that the group of aquatic demons are ruled by an Emperor and his Consul. The royal family, the Consul, ambassadors, and extended family are part of what is collectively known as the Gurgian Monarchy. These are the movers and shakers among the race, or by human terms, their nobility.



The Hunters Collective

In many cities, hunters are solitary individuals who work on their own terms and refuse to collaborate with each other except under the toughest of circumstances. In Eldritch, the circumstances are always of the "toughest" variety for those who take on the supernatural. As the city is a mecca to the weird and wrong, the hunters in Eldritch have developed a network organization to exchange information, help one another on extreme tasks, and hold the usual pissing contests. There are multiple meeting spots in the city where messages can be left and picked up and subtle ads posted in a hunter's code.

When the heat gets too high on a hunter, the collective has safehouses scattered throughout the city, with medics and those who with the technology or other means to shield them until things blow over or are otherwise resolved.



The Initiative

The Initiative is a highly covert, special-ops section of a top-secret sector of the United States government dedicated specifically to researching, confronting, and dealing with supernatural and paranormal threats nationwide (and some say worldwide). It is a military operation also known to test hybridization on it's soldiers in an effort to make supersoldiers to combat the threat.

Housed in a secret base on the South Jetty known as Area 666 their only partial understanding of what is out there might make them a larger threat to the balance of Eldritch than most.



The Irish Mob

One of the oldest organized crime groups in the US, The Irish Mob has had a presence in the city of Eldritch since the early 19th century. They run much of Harbor's End as their territory, and their rackets focus primarily on illegal gambling and guns for hire. They have several safehouses and meeting places scattered throughout this area of the city. They are often in territory disputes with the various other organized crime organizations in Eldritch, but in times of peace they are frequently leased out to the rest as muscle.



The Italian Mafia

"Italian" Mafia might be a bit of a misnomer, as the Cosa Nosta is actually a Sicilian criminal organization. Having emerged in Siciliy in the late 19th century, it is a loose association of clans or families with a common structure and code of conduct. They engage in various rituals like an Initiation Ceremony which requires a new member to commit murder, and hold to what they refer to as their ten commandments and a code of silence.

They run much of Bay View as their territory, and their rackets focus primarily on extortion, drug trafficking, and arms trafficking. They have several safehouses and meeting places scattered throughout this area of the city. They are often in territory disputes with the various other organized crime organizations in Eldritch, but in times of peace they are frequently the providers of drugs to the rest.



The Russian Mafia

Also known as the Red Mob or Bravta, the Russian Mafia has been a presence in Eldritch since the early 1990s. Although they are the "new kids" on the organized crime "block", the fall of the USSR made them extremely powerful very quickly, as they absorbed power and munitions in the chaos that followed.

They run much of Downtown as their territory, and their rackets focus primarily on contract killings, smuggling, and arms trafficking. They have several safehouses and meeting places scattered throughout this area of the city. They are often in territory disputes with the various other organized crime organizations in Eldritch, but in times of peace they are frequently the providers of smuggled goods to the rest.



The Synod

The Synod is the true government of Eldritch. Unknown to the average mundane citizen, it has secret representatives of every major faction, organization, and power above and below the surface of the city, who work together to protect Eldritch. They are housed in the Synod Building in The Node, and the members of the Synod Council are all kept secret, even from each other, along with the identity of The Chairman who presides over it.

The Synod Guard serves to protect the council at all costs, and are hand picked and trained (and rumor has it, possibly brainwashed) to give their lives to maintain the safety and secrecy of the Synod.



The Triads

The underground Chinese secret societies known as the Triads have been around since the Qing Dynasty, but only present in Eldritch since the beginning of the 20th century.

They run much of the East End as their territory, and their rackets focus primarily on contract killings, money laundering, drug trafficking, extortion, and car theft. They have several safehouses and meeting places scattered throughout this area of the city. They are often in territory disputes with the various other organized crime organizations in Eldritch, but in times of peace they are frequently hired to assassinate marks by the rest.



US Navy

The US Navy has a base taking up most of the South Jetty of Eldritch. Boasting destroyers, frigates, cruisers and some smaller ships, they are a primary deployment, repair, and fueling facility for Naval operations in the Pacific.



The Watchers Council

The Watchers Council is the group dedicating to finding, training, and supvervising governing the mystically empowered young girls known as Slayers. They train and maintain operatives, known as Watchers, throughout the world to continue the fight against vampires and demons. Although their HQ is based in London, due to the unique supernatural nature of Eldritch, they have a sub-council installed there to oversee the unusual number of Slayers they require.



Wolfram & Hart

Wolfram & Hart, Attorneys At Law, derive their name from "The Wolf, The Ram, and The Hart", the name of an ancient group of demons. Over time this group, sneaking under the radar of the old ones, gained in power and left this dimension. After they became known on Earth as the Senior Partners to their employees in the Earthly law firm of Wolfram & Hart. The firm maintains offices in every major city in the world, including Eldritch, California.

They tend to represent the worst of humanity, and some demons, in order to further their own interests and make use of their clients. Their Eldritch Headquarters is located in The Nexus.



The Yakuza

One of the largest organized crime groups in the world, the Japanese "violence group" is alive and well in Eldritch. Overseen by a family boss known as a Oyabun, they are run like a combination of military , family, and corporation, with administrators, lieutanents, advisors, accountants, and big and little "brothers". They are very ritualistic, participating in finger cutting as penance, tattooing, and sake sharing ceremonies. The clan located in Eldritch is part of the Yamaguchi-gumi family.

They run much of Eldritch Hills and Seaside as their territories, and their rackets focus primarily on contract killings, money laundering, drug trafficking, extortion, smuggling, and illegal gambling. They have several safehouses and meeting places scattered throughout this area of the city. They are often in territory disputes with the various other organized crime organizations in Eldritch, but in times of peace they are frequently hired to assassinate marks or launder monies by the rest.







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