05/31/2023
Introducing: Amnesty Cooperatives!
With the help of Archivist David Young, Amnesty now has the capability to give supplies to our player driven ventures for benefits in the coming seasons. With the proper application of supplies not only can we ensure Amnesty will avoid starvation or squalor, we can make sure our cooperative ventures can help prepare us for the next season.
In order to make a cooperative you must have at least two players, one of which MUST be a homesteader who will take the role of quartermaster in your organization, and a design for what makes the organization function and what it looks like. What do they wear? What do they do? What benefit do they provide to the community? How do people join? What does the hierarchy look like? What dangers does the cooperative face? What weaknesses do they have? What enemies may they have? What do people say about the cooperative in the shadows? The more detailed you can be, the better. Feel free to embellish your answers a bit. This will help staff to create more of the world of amnesty around you, as we will be seeding NPCs who are also from your cooperative, to represent the other members of town who have signed up to help your efforts. Also consider the cooperative nature of what you are trying to do when detailing your hierarchy, you are all players working together to make this thing function and should let that collaborative nature guide your hand when fleshing out what leadership looks like for your group.
Try to answer each question, or talk with staff to flesh out the details. The resources required and mechanical benefit will be picked by staff but with YOUR feedback.
Example Format:
Name: The Amnesty Rangers
Quartermaster: TBD (there might be consequences for this later if left empty…)
Uniform: Flannels or shirtless or anywhere in between- informal.
Job: to scout the badlands for resources and threats to amnesty, to find recent city exiles and bring them to shelter.
Membership: Mostly members are outlanders and gunslingers, but they don't discriminate for help with others when in a bind. To join someone must find a senior ranger and complete three trials- scouting the land, marksmanship under duress, living on the land outside the walls.
Hierarchy: those who live longer than the others are senior rangers. Everyone else is just a ranger.
Dangers: threats from the badlands finding them on their own
Weaknesses: solitude and weariness
Enemies: The One that Chases comes for rangers who live too long all on their own.
Rumors and legends: They say a ranger will only ever die alone. And that rangers will choose to walk out into the unknown when they become too old to scout and hunt, never to return.
FOR STAFF ONLY:
Resources required: 5 food.
Mechanical benefit: at least one ranger NPC will give amnesty prior warning of a threat yet to reveal itself the next weekend, and with intel about an opportunity to collect new resources.