Groups

Groups are a bit different than bands. Once a band grows large enough in power and number they have the option to become a group. Which, in simple terms, is a band that has been recognized and given favor to by Essentia Mortis. Being a part of a group can come with benefits and perks but in order to keep a group within the favor of Essentia the group must have a fairly active member base alongside some type of impression amongst the afterlife.

Groups may be browsed in the Groups board of the Wiki! But if your band is eligible to become an officiated group you will need to go through the process of activating it as such. These details are outlined below.


Overview

Quick Details
  • Mechanic initiated to encourage socialization and purpose for characters. Bringing in the oldschool "herd" feel of all equine sites past and present but without the presets to stick to our goal to be an extensible world for plug and play.

  • Characters cannot be apart of more than one group at a time. They can mingle with as many bands as they would like, or are allowed to by leadership, but only one officiated group allowed at a time.

  • Groups must have at least 5 active members across the site to maintain stability or they will fade back to being simply a band. We base the "active" term on IC post count where at least those individuals make one post each per month.

  • There can only be three active groups at any given time. Should a new group wish to appear they must be able to overcome the activity of the least active group currently running. This action falls under "takeover", more details below.
Enticing Benefits
  • Groups can be run by a single individual or up to three individuals.

  • A unique home territory within the Ethereal Reach designed by the group leader(s) and brought to life by Essentia Mortis.

  • Group members have the ability to interact in private threads within their home territory.

  • Safety from chaos while within the borders of their territory. While NPC's may still make their presence known something keeps them from being naughty.

  • Bonus stat points for up to three tiers of ranks plus leader(s). For example the leader(s) can choose to allow fighters to have an extra strength point or two.

  • Groups have a bank all of their own that can be used for group purposes. Whether that is paying fighters, healers, or initiating some type of payment to outsiders for goods.

Please note that both the activity and amount of groups numbers will fluctuate based on site activity and active character counts. We will do our best to make sure these maintain realistically achievable numbers.


Formation

All groups start as bands and must have a foundation as a band that has built itself up in time. This means that before you can request a group be made the band must have at least two months of activity collecting members, making a name for themselves, and ensuring the band meets the required active members baseline. If any band members are apart of an already formed group their activity will not count towards formation unless they pledge their allegience to this band by removing themselves from the opposing group.

Initiate the request by filling out this form.


Additional Details

Stat Bonuses & Using Them

Group leader(s) choose the bonus stats and where they can be allocated when forming the group. These choices cannot be changed later on!

Leader(s)

Leaders can have up to four bonus stat points to be used wherever they wish and does not have to be the same for each individual leader.

Ranks

Three ranks can be declared to have bonus stat points implemented towards specific stats. Each rank is allowed two bonus stat points in either one or two stat types.

Examples
  1. For a fighting rank you may wish to give both stat bonus points to strength but you could instead give one point to strength and one point to endurance.

  2. Healers will often use magic to heal which means you'll probably want to give their two extra points to endurance which is the only foundation stat used in magic rolls.

Bonus stats are not automatic which means players will need to make the necessary adjustments to the characters bonus stat fields (either upon formation, joining, or promotion) while also recording these changes in development logs. This also means that if a character loses their rank (leader or otherwise) that it must be recorded immediately.


Group Bank

On the first day of each out of character month groups earn 50ℊ per group member.

It is up to group leaders, or helpful members of the group, to keep up with the groups bank records via the Wiki! Additionally group gold is treated as manual income which means when the group decides to dispurse this gold please fill out the appropriate form here.


Takeovers

Unlike bands, which cannot be taken from a band leader, groups can be taken by: force, succession, or any other planned/unplanned event creativity deems necessary.

A character that wishes to initiate a forceful takeover must fight their way to the top by succeeding in an altercation with the leader. In the case there are multiple leaders, and the character wishes to be a solitary leader, then each leader must be brought down through altercation successfully.

No matter the type of takeover changes are allowed if all current leaders agree upon said changes. Groups may be rebranded, gifted a whole new territory, force out members, restructure, etc.


Wars

Things happen, tensions rise sometimes, and that is okay because we all love a little spice. A group can go to war with another group, or even a band, at any time over anything they wish but wars are conducted by the choices of leadership; group members cannot initiate wars themselves.

Setup

To keep things simple wars are conducted through one on one fights between group/band members but players of leaders will need to choose the fighting characters and where the battlefield is.

Additionally, an equal amount of characters per side must be chosen for the battlefield, and their players must be willing to participate. Players of leaders can chat amongst themselves about deciding which characters go against others but if peaceful negotiation is not working the management team will prepare randomized choices via a generator online.

1x1 Altercations

Due to the nature of wars, and their impending outcome, these altercations will be set via a fixed amount of rounds with a one week timer between posts.

Details
  • 6 rounds which is a total of 6 posts per fighter in the thread.

  • After each post a one week timer is set, if an individual does not respond in that time frame a forfeiture is initiated.

The character with the highest amount of successful hits wins. If both characters have equal hits then the one with the least amount of damage (highest health) will take winner.

Outcome

Wars are initiated for a reason. Whatever that reason is there must be an outcome chosen by each side that will be delivered to the winning side.

Outcomes can be anything, including the dissolve of the opposing group. Outcomes do not have to be expressly agreed upon and can be a secret until the war is over! This keeps things spicy and we're okay with that.


If leadership of an opposing group/band decides to decline war then a one on one with said leader may be initated without SCD. Should the instigator succeed the opposing characters entire group/band will be dissolved (even if there are multiple leaders). Declining war is not really an option unless they are willing to roll the dice themselves for their reign.


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