An Institution is an order, organization, sisterhood, church, sect, office, etc. An institution should have some key properties that show its representations in the society it is in. This is its public face and common knowledge – it should be known by, unless noted, all PCs and NPCs (Players and GMs) alike.
Organization/Hierarchy: How is the decision making and chain of command organized?
Reach: The institution has power over a specific area. Within this, the power of the institution is recognized absolutely. See Places/Locations of the Institution for more information on its physical presences.
Most institutions will have all forms of Operational Focus, but will have one overriding focus above all. The institution follows the general mystic template for institutions – custodial, organizing, or mandate.
The caretakers of items, ideas, or practices.
Directing social position and efforts of members.
All efforts channeled to bring about a specified socio-political change.
An institution has, as part of its culture, a set of Observances that help to catalyze and bond its members, a series of important symbols that it regards with great respect and reverence.
Institution: {inst-name} > Primary Services Secondary Services
Type:What you Notice (on arriving): The exterior is very scary.
Hospitalities: Gambling, Drugs, Clubs
Greater Sovereignty
Governance: Three tiers; 1) House Master / 2 x2) House Keeper / 3 x4) House Bracer
Population: 10
Defenses: 10 Guards
Groups: Booze Hounds, Junky Dudes
Commerce: Drugs, Booze