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Factions
FACTIONS
Having existed for over five years, it's only natural that a few factions and organizations have formed during that time. The currently existing factions are listed below. Keep in mind that, for the most part, this information is on an OOC basis only. Your character wouldn't automatically know where a villain faction's secret base is located, for example.
Peacekeepers
Headquarters Location: Central City
Role: The Peacekeepers serve as the official law enforcement agency of the united worlds and realities. Their job is to preserve the sanctity of a world's reality as best they can, provide aid to those in need, and fight the threat of invasion from evil forces. Though they are primarily combat-oriented, there are those who join as diplomats, healers, and even the occasional lawyer or shopkeeper might join if it seems necessary and beneficial.
Rules:
1. As an organization, it is not a peacekeeper's job to interfere in the internal affairs of another world. Peacekeepers are expected to protect worlds from the undue and/or negative influence of external forces. While the members of the Peacekeepers will not be restrained from fighting the battles of their own world, or offering aid to the worlds of others, they cannot do so wearing the emblem of the Peacekeepers, or acting as an elected representative.
2. Respect the laws, religions, and traditions of the other worlds. If they request that you alter your physical reality to fit theirs before visiting, please honor this request.
3. Minimize collateral damage. Avoid injuring civilians whenever possible.
4. If you destroy or damage something, do everything in your power to fix it. A Peacekeeper cleans up after his/her own mess.
5. If you do not label your food in the community refrigerator, it will be thrown out on Friday.
6. Give aid when it is requested. Do not force technology or assistance where it is not wanted, or where it could harm a world's culture.
7. Report unusual or suspicious activity. After completing a mission, please submit an incident report at your earliest opportunity.
8. Don't be afraid to ask for help if you need it.
Science & Development Dispatch Team (SDDT)
Led By: Kit Walker (Informal)
Headquarters Location: Central City
Role: The SDDT's mission is to improve the technology used to travel between worlds. Often the SDDT is the first to explore new worlds to collect data about the geography and inhabitants. They also provide helpful information to people and government bodies, when requested.
Rules:
1. The SDDT does not engage in conflict. Self-defense is permitted, but members of the SDDT should entrust matters of conflict to Peacekeepers or other combat-designated factions.
2. Do not harm the natives of a place where you are assigned to collect data and samples. This includes the flora and fauna.
3. If a world is judged too primitive to benefit from inter-reality travel, or if a world would be put at enormous risk from receiving visitors, it must be removed from the travel network. All data regarding these worlds is considered classified and must not be shared outside of the SDDT.
4. Never navigate a new world alone. You must have at least one other teammate with you to ensure the maximum safety of yourself and others.
5. You are not required to share sensitive information when it is requested. If you feel threatened, or suspicious of someone else's motives concerning their request for knowledge, speak with an authorized SDDT team member before proceeding to share information and records.
6. Be professional and courteous to your fellow teammates.
The Alliance
Headquarters Location: TBD
Role: The Alliance is a loosely organized group of villains, marauders, thieves. Overall they're a fairly chaotic bunch interested in exploiting the possibility of new worlds, whether it's to harvest rare minerals or straight up conquer nations, and they figured it was better to do so in a loosely organized group rather than acting alone and getting stomped by the Peacekeepers. Cooperation isn't guaranteed, but it does have its advantages, and most keep a currency of favors.
Rules:
1. Work out your own problems. If two members don't like each other, tough it out or beat each other up. No one is obligated to play mediator.
2. Don't betray each other. You don't necessarily have to help each other, but traitors will be punished.
3. No romantic relations with Peacekeepers. That's only going to get messy, and confidential information may get leaked.
4. Keep each other's information confidential. You don't want someone else revealing your secret plans? Don't reveal theirs.
5. Communicate. Make reports if other members of the Alliance should be warned of potential hazards and Peacekeeper interference.
6. Potential recruits must undergo a one-month trial period before being officially admitted to The Alliance and given access to our base. If any member has a serious objection (i.e. 'this person is likely a spy', not 'I don't like him wehhhhhh'), the application will be rejected. Feel free to make use of the recruits as your own personal lackeys or accomplices, but they are to be treated as a potential future resource, not a disposable scapegoat.