Institutions

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.

  • Operating Focus: The key reason for its existence.
  • Operating Motto/Principle: If it could be summed up, what is the guiding ideal?
  • Favored Emblem/Symbol:
  • Favored Avatar/Representative: Details of the office/entity or costume which represents an entity in symbolic manifestation for the organization; during Ceremony & Ritual, during social and political gatherings, etc.

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.

  • Omnipresent Representation: Nearly every place (small towns, villages, steadings, etc.) within their Reach, has some member of the community (member or functionary) that provide services and act as political agents.
  • Omnipresent Observation: Nearly every place (small towns, villages, steadings, etc.) within their Reach, has some member of the community which relays information to the institution.

Institution Operational Focus

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.

Custodial Focus

The caretakers of items, ideas, or practices.

Organizing Focus

Directing social position and efforts of members.

Mandate Focus

All efforts channeled to bring about a specified socio-political change.

Expectations & Obligations

Observances

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.


  • Events: Venerated festivals and milestone celebrations
  • Places: Venerated locations, natural manifestations, and Pilgrimage sites

    EX: Trivial Offering when passing through/over [subject]…
  • Dates/Days: Venerated times of the year, recurring days of celebration or rest
  • Times: Venerated period of a day, week, month, season, or year in a cycle
  • Life: Venerated plants, animals, monsters, and entities
  • Forms: Venerated colors, shapes, material (minerals, fabric, etc.)
  • Works: Venerated documents, books, jobs/activities
  • Items: Venerated utensils, tools, machines, clothes, armaments
    • Armor/Defenses:
    • Weapon/Offenses:

Offerings

[Institution Authority/Patron/Principal] accepts specific mundane (monetary value or service) and Mystic Offerings. Offerings may be optional or required, but do not return any direct monetary gain.

  • Tithe %: All Wealth/Property Liquid Wealth Only
  • Trivial: [Tithe %] +

    Required > Annual Monthly Weekly Daily
  • Average:
  • Major:
  • Extraordinary:

Institution Establishment Example

Settlement/Edifice Name

Services: ***** | Comforts: ***** | Friendliness: ***** | Law/Order: *****

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