Post by Alina Rybalka on Nov 3, 2020 23:28:38 GMT -5
[attr=class,cs-top groupcolor]
[attr=class,cs-body groupcolor]
“Never Again.”
[attr=class,char-name]Kerch Kozaks
“Never Again.”
[attr=class,cs-main]
Primary Goal: The long term goal of the current leader of the Kozaks is to make Huntsmen irrelevant and in so doing weaken the grip of the Council significantly. By creating strong and self-sufficient communities across the country and providing nongovernmental assistance to those who are willing to take it, and proving to the kingdom that a world without Huntsmen was possible a wildly different and more equitable Mistralian society could take root. Providing the keys to their own destiny to communities will make them much less reliant on outside help, and vastly reduce the effectiveness of the extortion racket that the Council heads in the long term as soon as people realize they’re simply not needed anymore. Information on specific rank structure/roles can be found here.
Public Goal: Retrain, rearm, and retake the Ground District via the volunteer Iron Wolves, and take back Kerch. The Council has long abandoned the Ground District, which has fallen into being the slums of the city due to lack of maintenance and care. They have also failed to provide any plan to retake the City of Kerch from the massive Grimm infestation following the attack and have left the refugees high and dry in the meantime.
Meeting Place: Weekly public meetings are held in Kerch Square in the heart of their several neighborhood restoration effort in the heart of the Ground District where they bought and are in the process of rebuilding streets of abandoned or broken down buildings. These are town hall style meetings with very open discussions and opinions, and many social matters are resolved via vote.
Weekly Iron Wolves meetings are held in the Barracks and are only open to those in the volunteer security forces. These are military style meetings with the leader of the volunteer forces having final say as leader.
How They Operate: Huntsmen didn’t always exist in Mistral, and before their establishment humanity had to come up with their own way of dealing with the omnipresent threat of the Grimm. Some communities had rigid social structures and a strong warrior class, but the tradition of the Kozaks was to make sure that every member of their community was trained enough to at least survive long enough for reinforcements to arrive.
This modern incarnation of the idea attempts to follow the same spirit. People with unlocked auras consist of a much higher percentage of the population, and there is biweekly training open to all citizens on how to control and maintain their auras in the community. The organization itself can be considered semi-military and semi-democratic, with functions such as security and law enforcement being conducted by volunteers who receive additional training and resources at the cost of having to follow the structure put in place for those functions. Those not serving in the volunteer forces are largely left to their own devices and given a stipend for them to anything they wish with and given freedom to do almost anything they want.
Those in the volunteer forces, styled the Iron Wolves, all have their auras unlocked at a minimum and skew to be younger and more eager to prove themselves. Quick to react to problems and quick to call for backup, these volunteers are about as subtle as a box of anvils falling down the stairs. There is strength in numbers, and their training has conditioned them to call for backup at the slightest indication of trouble and to provide constant updates on their location to others. There are many fledging groups in the Ground District, and some are unhappy enough at the attempt to restore critical functions to the area as a threat to their survival and react with violence. Rarely starting the fight, but ending it by throwing more people at it until they win is roughly the initial game plan for the average volunteer.
Weaknesses (Faction Only): There is a long standing theory that the leader of any group will pass on some of their traits to their subordinates if exposed for long enough, and that has already started happening. The Iron Wolves are first to the scene, but that’s another phrasing for doing the least planning before going there and being forced to figure out what to do on the fly. They swarm to a conflict location, but that means that they often overcommit resources to a single incident. Subtle movements are next to impossible due to the emphasis on protecting their personnel, which makes sneaking around them easier than it otherwise would be.
They also have a heavy initial focus in physical security, and thus are not self-sufficient when it comes to resources and have to coordinate efforts with many other groups in order to meet basic needs. This bartering system is fragile, especially because neighboring groups are rightfully suspicious of a new faction popping up in the middle of nowhere with a much more militarized appearance than anyone else in the area.
Forbidden Actions: Theft from the poor. Essentials such as shelter, food, water, and a small stipend on top of that are given to every member of the community. Go to the Cloud District and do that shit, don’t kick already downtrodden people while they’re down. This is punished much more harshly than the rest of the city as a result of public disgust with this behavior.
Dishonesty. There are some in the group that want to completely shed their old identity and start anew, and that is completely fine. A clean slate does not stay clean, however, and every member’s actions reflect on the community and the project they are working towards as a whole. Lying is beneath a Kozak, and many would bristle at the very idea that someone would accuse them of it. The baseline for making informed decisions are people telling the truth, and as a result this is another thing that is punished much more harshly than the rest of the city due to going so strongly against societal norms.
Total XP Spent:
Kerch - B Rank (1410RP total)
Ground District -- E Rank (180RP total)
Alina Rybalka -- 835RP (180 Ground, 655 Kerch)
Sienna -- 614RP (614 Kerch)
Russet Bruin -- 142RP (142 Kerch)
White Nights Festival Event Reward -- 38RP (Wind District Influence unlocked)
Timeskip aftermath -- Wind District removed, Ground District RP altered to Kerch RP. Wind District RP altered to Ground District minus the 38RP event reward from White Nights Festival.
[attr=class,title]Faction/Organization Information
Primary Goal: The long term goal of the current leader of the Kozaks is to make Huntsmen irrelevant and in so doing weaken the grip of the Council significantly. By creating strong and self-sufficient communities across the country and providing nongovernmental assistance to those who are willing to take it, and proving to the kingdom that a world without Huntsmen was possible a wildly different and more equitable Mistralian society could take root. Providing the keys to their own destiny to communities will make them much less reliant on outside help, and vastly reduce the effectiveness of the extortion racket that the Council heads in the long term as soon as people realize they’re simply not needed anymore. Information on specific rank structure/roles can be found here.
Public Goal: Retrain, rearm, and retake the Ground District via the volunteer Iron Wolves, and take back Kerch. The Council has long abandoned the Ground District, which has fallen into being the slums of the city due to lack of maintenance and care. They have also failed to provide any plan to retake the City of Kerch from the massive Grimm infestation following the attack and have left the refugees high and dry in the meantime.
Meeting Place: Weekly public meetings are held in Kerch Square in the heart of their several neighborhood restoration effort in the heart of the Ground District where they bought and are in the process of rebuilding streets of abandoned or broken down buildings. These are town hall style meetings with very open discussions and opinions, and many social matters are resolved via vote.
Weekly Iron Wolves meetings are held in the Barracks and are only open to those in the volunteer security forces. These are military style meetings with the leader of the volunteer forces having final say as leader.
How They Operate: Huntsmen didn’t always exist in Mistral, and before their establishment humanity had to come up with their own way of dealing with the omnipresent threat of the Grimm. Some communities had rigid social structures and a strong warrior class, but the tradition of the Kozaks was to make sure that every member of their community was trained enough to at least survive long enough for reinforcements to arrive.
This modern incarnation of the idea attempts to follow the same spirit. People with unlocked auras consist of a much higher percentage of the population, and there is biweekly training open to all citizens on how to control and maintain their auras in the community. The organization itself can be considered semi-military and semi-democratic, with functions such as security and law enforcement being conducted by volunteers who receive additional training and resources at the cost of having to follow the structure put in place for those functions. Those not serving in the volunteer forces are largely left to their own devices and given a stipend for them to anything they wish with and given freedom to do almost anything they want.
Those in the volunteer forces, styled the Iron Wolves, all have their auras unlocked at a minimum and skew to be younger and more eager to prove themselves. Quick to react to problems and quick to call for backup, these volunteers are about as subtle as a box of anvils falling down the stairs. There is strength in numbers, and their training has conditioned them to call for backup at the slightest indication of trouble and to provide constant updates on their location to others. There are many fledging groups in the Ground District, and some are unhappy enough at the attempt to restore critical functions to the area as a threat to their survival and react with violence. Rarely starting the fight, but ending it by throwing more people at it until they win is roughly the initial game plan for the average volunteer.
Weaknesses (Faction Only): There is a long standing theory that the leader of any group will pass on some of their traits to their subordinates if exposed for long enough, and that has already started happening. The Iron Wolves are first to the scene, but that’s another phrasing for doing the least planning before going there and being forced to figure out what to do on the fly. They swarm to a conflict location, but that means that they often overcommit resources to a single incident. Subtle movements are next to impossible due to the emphasis on protecting their personnel, which makes sneaking around them easier than it otherwise would be.
They also have a heavy initial focus in physical security, and thus are not self-sufficient when it comes to resources and have to coordinate efforts with many other groups in order to meet basic needs. This bartering system is fragile, especially because neighboring groups are rightfully suspicious of a new faction popping up in the middle of nowhere with a much more militarized appearance than anyone else in the area.
Forbidden Actions: Theft from the poor. Essentials such as shelter, food, water, and a small stipend on top of that are given to every member of the community. Go to the Cloud District and do that shit, don’t kick already downtrodden people while they’re down. This is punished much more harshly than the rest of the city as a result of public disgust with this behavior.
Dishonesty. There are some in the group that want to completely shed their old identity and start anew, and that is completely fine. A clean slate does not stay clean, however, and every member’s actions reflect on the community and the project they are working towards as a whole. Lying is beneath a Kozak, and many would bristle at the very idea that someone would accuse them of it. The baseline for making informed decisions are people telling the truth, and as a result this is another thing that is punished much more harshly than the rest of the city due to going so strongly against societal norms.
[attr=class,title]Areas of Influence
Total XP Spent:
Kerch - B Rank (1410RP total)
Ground District -- E Rank (180RP total)
[attr=class,title]Contributors
Alina Rybalka -- 835RP (180 Ground, 655 Kerch)
Sienna -- 614RP (614 Kerch)
Russet Bruin -- 142RP (142 Kerch)
White Nights Festival Event Reward -- 38RP (Wind District Influence unlocked)
Timeskip aftermath -- Wind District removed, Ground District RP altered to Kerch RP. Wind District RP altered to Ground District minus the 38RP event reward from White Nights Festival.
[attr=class,cs-bottom groupcolor]
[newclass=.groupcolor]background-color: #f1e8e8 ;[/newclass]
[newclass=.groupcolor .title]color: #afaec0; border-bottom: 1px solid #f1e8e8 ;[/newclass]
[newclass=.groupcolor img ]border: 10px solid #f1e8e8 ;[/newclass]
[newclass=.groupcolor b]color: #f1e8e8 ;[/newclass]