THE WINNER

Name: Troupers of Sight and Sound 
Author: Neil Spicer
 
Goals and Beliefs:
     Originally, members of the Troupers were simple bards or storytellers 
that journeyed from village to village offering entertainment for a night's 
lodging and perhaps some food.  They made their way across the countryside, 
riding a 'circuit' so each village could receive an equal share of their 
time without becoming a burden to them.  As banditry became more common, 
these entertainers came together for mutual defense.  They found that these 
groups could provide a higher level of diversion for audiences.  Entire 
villages would turn out to welcome them and they discovered more profit 
could be had this way, so they expanded their operations into virtually all 
forms of entertainment.
     Today, they include: playwrights, actors, singers, artists, gamblers, 
stage-magicians, ringmasters, and dozens of other carnival or sideshow 
workers.  Their attractions run from live performances of plays, concerts, 
and circus events to more complicated demonstrations of amazing mutations, 
Ancient entertainment artifacts, and elaborate sporting events.  Some of 
these diversions can be elegantly artistic while others are brutally 
dangerous.
     Troupers are careful about which forms of entertainment they introduce 
to a village and know to tailor their attractions to the tastes of their 
audience.  For instance, a caravan arriving in a region where mutants are 
frowned upon will immediately hide anyone in their ranks with outwardly 
visible mutations.  In regions where such oddities are prized, they will 
proudly display them as a featured attraction.  "The customer is always 
right." is a favorite saying among Troupers, as well as the occasional 
opinion that, "A fool should be parted from his money in the most 
interesting way possible..."
     This philosophy causes Troupers to be rather free-spirited and 
rebellious at times.  Although they are incredibly protective and respectful 
of one another, they do not react well to outside authority.  They never 
actively seek conflict but sometimes find themselves in situations where 
they may unexpectedly break the law.  This is why they set up shop on the 
outskirts of town, so their customers are certain to come to them.  And, 
even if one of their members does visit the town and cause trouble, the 
entire troupe cannot be held responsible.  Not all Troupers travel in such 
large groups however, and some maintain the solitary life of a bard or 
similar entertainer.
     Traditional:  Most Troupers have an element of con-artistry about them, 
doing everything they can to take advantage of someone.  Even so, they are 
very careful not to antagonize the villagers since it will reflect poorly on 
the next Trouper to come through town.  They make sure that their 
performances are large and loud in order to keep the audience coming back 
and they constantly update their "acts" to keep things fresh.
     Fundamentalists:  Some Troupers cling to the old beliefs of keeping 
their performances small and centered on quality as opposed to quantity or 
garish displays.  These entertainers also police themselves much better than 
larger caravans, rarely landing in trouble.

Organization:
     Typically, Troupers live in caravans that have either temporarily 
settled into the suburbs of a small- to medium-sized town, or are on their 
way to such a place.  Sometimes, they travel individually, but always in a 
group that moves around a lot.  They all live a nomadic lifestyle, 
completely dependent upon the money their performances generate.
     The internal politics of individual troupes can be as diverse as the 
people that join them.  Anyone can become a Trouper...and the more exotic, 
the better.  After all, if a member attracts attention in some way, it can 
only lead to better business.  In addition, the more flamboyant and 
charismatic people rise faster within their ranks.  Caravan masters have 
attained the most important post, but extremely talented performers who 
travel alone have been known to achieve a 'cult' following.  All members 
maintain contact with a caravan master that sponsors them.  They are 
expected to discuss new towns within a "circuit", dangerous communities that 
must be avoided, and the trading of new songs, stories, or entertainment 
artifacts.

Symbol:
     Each member keeps his own personal symbol to signify what kind of 
entertainment he provides (e.g., the masks of Comedy and Tragedy for an 
actor), but the universally recognized image associated with a Trouper is a 
multicolored scarf.

Benefits:
     All Troupers are guaranteed a warm welcome in almost any society, and 
can expect free lodging and meals as long as they provide entertainment to 
the community during their stay.  Ancient artifacts that provide a new form 
of entertainment are greatly rewarded if turned over to the alliance.

Restrictions:
     Troupers are expected to maintain a 'circuit' and regularly visit a 
number of towns in order to keep the business in demand for all members.  
They are also expected to forward information to other Troupers and aid them 
when in need.

OTHER ENTRIES

Name: NATO
Author: Rachel Strange      
Goals and Beliefs: To reestablish contact with the lunar base through use of planetside communications systems.
Organisation:NATO is made up of autonomous communities working over shortwave networks
Symbol: A profile of a radio telescope, secret recognition is "..we have a visitor..Dr Banner"
Benefits: Membership is rewarded with tech III or better education. If the member is really lucky education may lead to a complete tech IV college education.
Restriction: Membership is restricted to purestrain humans of INT +14. Members are REQUIRED to bring back EVERY piece of electronic equipment found. High tech weapons are assigned to members but not by the member herself.

Name: Friends of the Earth (Eco-Freaks)
Author: Brian Judt
                
Goals and Beliefs: This group's legends hold that they were founded by an Ancient named Yunabomrr.  They claim that the Social Wars and the Final War were really the Earth Mother overthrowing the Ancients' "anti-natural ways of life."
	They believe that: Technology and Civilization are a sacrilege (Evil); Nature is sacred (Good); The world "must be allowed to return to an Edenic state"; This process should be forced upon the reluctant; Artifacts should be destroyed; Vegetation, beasts, and sentients are equal in importance; Everybody's natural way of life is a subsistence existence; Sentient beings are usually destructive to the environment; civilization threatens the world with intolerable stresses, born just exactly from knowledge and technology.
	They want: instant ecological perfection (meaning a return to the Garden of Eden); to be in control; and to remake society according to their political philosophy.
	The Friends of the Earth oppose: electricity, mining, metal tools, animal husbandry or domestication, eating meat, technological progress, farming, harvesting, and any sort of weeding.  They do not appreciate anything that may reduce the naturalness of nature.  They consider "Programmers", "Restorationists", "Seekers", and any Examiner to be their enemies.
	The moderates (Earth Friends) encourage the "back-to-nature" life, so that a person's "environmental impact is minimized or reduced".  They are traditional conservationists (be kind to animals, support good stewardship of the earth, &c).  They are also anti-development, anti-progress, anti-technology, anti-established institutions and anti-wealth.  They use Stone Age tools (TL 1) and are nomads.  They may use some non-metallic tools when in extreme peril.  Any carnivore-based mutant wishing to join must be a Moderate, since Radicals insist on a vegetarian diet.
	Radicals (Eco-Freaks) hold that sentience is a defect which should be eliminated.  Tool-makers "are an infection of Mother Earth," and must be vigorously sought out and destroyed.  Tool-using societies must be kept strictly penned within their current geographical limits.  They seek to develop a society totally devoid of industry and technology.  They hold tenaciously to every last bit of Earth Friend beliefs, however unreasonable.  They often denounce each other for "not caring enough about Mother Earth."  Radicals are always TL 0; only the extremely desperate will use a Stone Age item.  But they will never do so if they might get caught by another member.  Communities located near Eco-Freaks have found that they will go berserk if a metal plow is placed out in full view.

Organization: The various groups of Eco-Freaks consider other groups to be somehow only "half-trying members".  When two groups meet, there is a time of conflict while they determine which side will dominate.  Within each group there is a distinct "pecking order."  The members all know who is boss, and its will is enforced.

Symbol: A green pine branch set in a circle of blue stones.

Benefits: Members never have to worry about bodily survival in the wilds.  They can always (just barely) keep body and soul together.  This is a "background" ability that the GM must adjudicate, not something that can have dice rolled for it.  Somehow they can always find food, heal wounds, find shelter from bad weather, &c.

Restrictions: Members may not use most kinds of equipment (see above).  They must immediately destroy any Artifacts they find.

Notes: Humanoids and Mutated Animals with the "humanoid characteristics" mutation who join are unquestionably second-class citizens, because "they must pay the debts of their inheritance."  (PSH are made to pay for their inheritance-debts with their life.)
	Earth Friend territories tend to be vast, trackless, untamed wildernesses; they really do practice what they preach!  Conversely, they claim all wilderness lands as theirs.  They will try to hinder exploration parties and dispute the right to claim new lands.
	Some instances exist where a carnivore takes over a Radical faction and institutes a rule of terror, killing and eating anybody who is not ideologically pure (or quick enough to become a yes-being).
	A few members will live in towns near the alliance's territory.  They are activist, adversarial, punitive, and coercive.  They will threaten to use force at the drop of a hat.   (This is usually intimidation, but can mean actual violence.)  Members are distinguished by a vocal do-good mentality and a strong sense of elitism.  They do NOT accept that other people can learn from experience; outsiders must be corrected from the error of their ways ... by the Earth Friends, of course!

Name: Masters of Mechanics (MotorMasters or simply MotorHeads, also commonly known as GearHeads)
Author: Moses Wildermuth 

Goals and Beliefs:  MotorHeads advocate and support the widespread use of motorized transportation.  They feel that motorized transportation is the best way to explore and tame the far flung reaches of Gamma Terra.  There is a great debate brewing among the Traditionalists who wish to keep the knowledge of vehicle repair a guarded secret and the new breed of Reformists who wish to make the knowledge more open to the public.  Membership is generally open to all, but PSH's naturally tend to excel.

Organization:  They will establish universities in any city that will accept their presence and provide a suitable location.  In return, the professors and students are usually bound to repair the city's vehicles for free.  Generally, MotorHeads repair ground transportation, however, this service may also extend to  simple robot locomotion and small aircraft.    Once established, the universities act as training and recruitment centers, as well as organizational headquarters, and offer placement services for graduates.  The coursework will vary slightly from one university to another, depending on the vehicles known to be owned by the local governments in the area. 

Internally, the organization of the university is rather ritualized, routine and rote learning methods combined with hands on training. still dominated by the Traditionalists.  Students at Traditional universities are sworn to secrecy.  They must swear to the sacred names of Ford, Chevy and Pontiac, never to reveal the lessons learned to any one outside of the alliance.  

MotorHeads are loosely organized based on many subtle factors, such as- university(s) attended, teaching ability, skill with tools, age and experience, etc.  The deans will generally keep in contact with each other via long range communication devices(such as Ham Radio or similar setup), regardless of the political affiliation of the host cities.  The exception to this can be during time of war between two cities, where communications amongst MotorHeads may be interpreted as a security risk. 

They will typically become emotionally involved with the machines that they work on, especially if they personally own the vehicle.  It is never wise to insult a MotorHead's personal vehicle or question the way he performs his maintenance or repairs.  This can be difficult for non-members to understand, but to the MotorHead, his personal vehicle almost becomes a living creature and an extension of themselves simultaneously.  In this way, MotorHeads can be seen as spiritual.  Almost all MotorHeads will refer to their vehicles as a "she".

Currently, the top deans and professors from the best schools have designed plans to create primitive fossil fuel and steam driven vehicles.  Some deans also propose mass production of Hot Air Balloons and  Dirigibles.  Together they are looking for suitable sites and financing to build facilities to finish development and begin production of  new, relatively inexpensive vehicles.

Symbol:  MotorHeads will always wear a toolkit, usually in the form of a belt.  While attending classes, or working, many also wear dark blue jumpsuits with their names and name of their university stitched on a patch over the left breast.  These jumpsuits are usually covered in grease, oil and other strong smelling fluids.  They will usually have at least one clean jumpsuit that they will wear to periodic organizational meetings.

Benefits: The most obvious benefit to being a member of the MotorHeads is greatly improved  skill in motor vehicle repair.  The GM must determine the exact nature of this benefit, however, in general, they should be able to repair basic ground vehicles in half the normal time or with much less difficulty (given available parts), and they could also have basic/general knowledge of robot and aircraft repair and knowledge of other vehicles in possession of their university's host city.  They will get a 10% discount on parts needed for their own personal vehicle at any university.

Restrictions: Many graduates will be placed in smaller towns along the trade route to repair passing motorized vehicles as necessary.  These small shops, are commonly known as garages and the MotorHeads working in the garages are referred to as Shadetree Mechanics, as much of the work is done outside under a tree.  Government vehicles are serviced for free of course, while foreign government vehicles and those few private citizens who own a vehicle will be charged royally for the service.  These garages can be great sources of income for the Alliance depending on the amount of traffic along the road.  

Other graduates will simply remain at the university, continuing their studies, and becoming teachers and professors, in the hopes of one day becoming the dean of their own university.  These MotorHeads are known as Professional Mechanics.

Still a third, smaller group(The PC types) are given a basic toolkit, weapons and other supplies, and are sent out into the world to explore new territories.  They are known as Field Mechanics.  The primary goal of these MotorHeads is to act as ambassadors in the outlands, repairing old vehicles or farm equipment, for instance, and helping the common folk overcome their fear of motor vehicles.  They are required to make periodic reports to the Alliance detailing their activities whenever they are in a city with a university.  These interviews will focus on ruins or wildlands explored, new cities or towns  discovered, vehicles encountered, location of vehicle parts or bodies, and other information  of this nature.  At times, the Alliance may call upon the Field Mechanic to find and retrieve a specific part for a specific vehicle using this information or information provided by other Field Mechanics.  

Name: Green Hands (Herbalists)
Author: Derek Holand  

Goals and Beliefs: Herbalists are people who use and study plants. They
usually just are interested in plants, sentient or not, and their
environment. A large number use herbalism to help heal others, but a few
use them to control others via natural drugs.

Organisation: Herbalists are a loose grouping of people, who stay in
contact because of their interests. Certain cells may be large, like a
hospital run by white and green hands, but most are just single people.
Those that use drugs are usually made up of 4-8 people, as to tend the
field or greenhouse where the plants are growing.

Symbol: Sugar Maple Leaf and White Oak Leaf 

Benefits: Information. If a green hand finds an new plant, he or she can
get assistance in identification from other 'hands. Also, those who use
medicinal herbs can resupply from other 'hands in times of need.

Restriction: No information on plants may be destroyed. If a herbalist
does, he or she gets removed from the alliance. Also the wanton
destruction of a large number of plants will get a green hand removed.

Name:    The Bureau
Author: Kerry Jordan   

Goals and Beliefs:
    The Bureau is rumored to have been around since before the Shadow
Years, although no one can be certain.  It is an organization
dedicated to the enforcement of law and order.  Law and order are
amorphous terms in the Knighted States, so essentially, the Bureau
functions as a body of trained mercenaries that only work for the
government of an area or large organization that protects its citizens
or members.  Even a government with very restrictive laws placed
on its citizens' freedoms or severe penalties for the breaking of laws
can hire the Bureau.  The only governments or organizations with whom
the Bureau will not work are those that disrupt society (i.e.,
follow aggressive war policies), condone slavery, or control their
citizens or members with the use of narcotics.  Bureau members are
generally hired to act as guards, investigate crimes, hunt fugitives,
and train others in these functions.  The Bureau will not accept an
assignment in which its members are used as executioners or
"enforcers" (i.e., used to establish/consolidate a power base through
force).  Once accepted, the Bureau will attempt to fulfill not only
the letter but the intent behind a contract; however, a contract may
be cancelled or only the enumerated contractual obligations fulfilled
if significant objections arise during a mission (for example, if an
employer with-holds important information).

Organization:
    The highest office within the Bureau is the Director.  Beneath the
Bureau Director are Division Directors, one for each of the six Bureau
regional divisions located throughout the Knighted States.  These
regional divisions are divided into sections, which in turn are
divided into units.  All active members of the Bureau are known as
agents, and any group of agents assigned to a task and containing more 
than four members is referred to as a Task Force.  Division
headquarters, and occasionally sectional headquarters, are large
fortifications or fortified villages (in order to both protect agents
and their families).
    The Bureau Director is elected by the six Division Directors once
every five years, with tie votes being decided by the Bureau Director.  
A Bureau Director is limited to three terms in office.  The Division
Director office and all other positions within the organization are
assigned by personnel in higher offices based on merit.

Symbol:
    Upon successful completion of their training, all agents are given 
silver badges engraved with the initials, F.B.I.  The origin of these
initials is lost to time, but they are believed to have been part of
the organization since its inception, perhaps even the initials of its
founder.

Benefits:
    Upon joining the Bureau, an agent is provided with housing, food,
medical attention when needed, and a weekly monetary allotment for
himself and his family.  Additionally, new members must complete a
training program that includes weapon training, basic investigation
techniques, and security training.  Any supplies necessary for an
assigned mission are provided by the Bureau, and an agent may call
upon the Bureau for any needed assistance (such as information on
local history, technology, mutations, previous missions, or notable
persons).

Restrictions:
    All agents are expected to act with honor and dignity.
Additionally, they may not accept any mission not approved by the
Bureau.  Any equipment or payment received during a mission must be
turned over to the Bureau.  A written mission summary must also be
provided for the Bureau's records after the mission's completion.

Name: Librarians, AKA Record Keepers
Author: Robert Crichton     
        
Goals and Beliefs: The Librarians believe that the accumulation and
distribution of knowledge are the highest goals that any society can
reach for. They will go to great lengths to acquire unique or rare books
or artifacts, often hiring outsiders to accomplish difficult retrievals.
They are often mistaken for Archivists or Restorationists, but differ
from both of these groups in major respects. It should be noted that
they do not believe in the free distribution of knowledge. 'Customers'
must pay for access to any but the most available information, with fees
ranging from a few coins for 'public' information (i.e. a local map, a
book on carpentry), to years of service for more esoteric or valuable
information (i.e. Tech manual for Powered Armor, details on the
allergies of Kamodos). 'Internal' Library information, such as details
of communication systems or defenses, is never sold.

Organization: Libraries can be found in most large communities (>1000
population), and wandering groups or single Librarians can be found in
many out of the way places. A request for information can be placed
through any Librarian, anywhere. The wait for 'check-out' will depend on
the obscurity of the information and the remoteness of the requester.
The prices quoted are fair but non-negotiable in value. They are also
not influenced by bargaining or mutation use.

Symbol: A set of reading glasses on a background of an open book. A
common recognition sign is sliding an index finger (or other digit)
along the top of the nose, as though pushing up spectacles.

Benefits: The primary benefit is access to information. This may not be
abused for personal profit! While a member may obtain a map, and use it
to find a treasure, it would be absolutely forbidden to sell the map to
others, unless the proceeds went directly to the Library. Members may
also 'check out' equipment, with the understanding that it WILL be
returned. Almost as important from the standpoint of adventurers, the
Library never forgets. Anyone foolish enough to attack a Librarian in
the performance of his duties is immediately placed high on the 'overdue
list'. This list is posted in public areas, with a bounty listed
appropriate to the offense (and the prowess of the target). Actually
killing a Librarian results in a dead-not-alive bounty. In addition,
anyone knowingly associating with an 'OL' is banned from Library access
until the 'OL' is brought in and any fines paid.

Restrictions: Members must provide copies of all information collected
to the Library. This will require them to keep accurate maps of their
travels, as well as turning in books, computer disks, etc. for
cataloging. Members are absolutely forbidden from destroying books or
other information storage devices, even if copies are already in the
Library. They are also forbidden from harming 'Customers' who are not on
the Overdue List. (This does not preclude self-defense, as attacking a
Librarian automatically places one on the List.) They are also
frequently called upon to seek out specific bits of knowledge, which may
lead to crawling through weeds looking for butterflies, or even
performing allergy tests on giant lizards.

 Held in awe by some and contempt by others, the Library maintains a
stable presence in most communities. Their willingness to sell
information to anyone, regardless of race or social class, frequently
causes friction with local authorities. If asked by a local government,
they will depart that governments borders, and will never provide
information to members of that government again. Attempts to circumvent
this by the uses of agents has invariably failed, even if the agent did
not know he was working for a interdicted government. Governments that
attempt to use force against the Library are placed on the Overdue List,
with bounties high enough to hire several armies.
 Internally, the Library has a strict hierarchy, from the maintenance
personnel and clerks at the bottom to the Administrators at the top.
Every Librarian has the means to communicate with the local branch, and
through them to any other Librarian. They will not use these
communications to pass messages for non-Librarians. They will, however,
use their communication network for non-political emergency messages.
(Plague, fire, Purists, etc.)

 Name: G.R.A.S.S. (Green folk Resistance Army of the Sentient Seed).
 Author: James Collins          
 Goals and Beliefs: G.R.A.S.S. believes that meat intelligences (Pure Strain
 Humans, Humanoids, and Mutant Animals) nearly destroyed the world.
 Individual groups interpret this philosophy differently. G.R.A.S.S. groups
 may be compared to the Knights of Genetic Purity (if intelligent meat is
 exterminated, then the sentient plants will flourish), The Created (meat
 intelligences are inferior, but need not be harmed or destroyed - however,
 pruning away undesirable individuals may be necessary), or The Ranks of the
 Fit (this type of G.R.A.S.S. group may wish to conquer the world and
 established a government where sentient plants rule the inferior races).
 
 Organization: G.R.A.S.S. groups are organized around charismatic leaders
 (each individual leader determines that group's focus). Depending on the
 leader (and its doctrine), a group may operate openly or secretly.
 
 Symbol: Each G.R.A.S.S. group chooses a symbol based upon their doctrine 
 and
 their leadership. A group lead by an intelligent oak might choose an acorn
 or oak leaf as their symbol. Symbol recognition is usually limited to the
 area (and infrequently, the nearby areas) that a group operates within.
 
 Benefits: Knowledge is freely shared among members of an individual
 G.R.A.S.S. group. As such, members of G.R.A.S.S. have access to a wide
 variety of "vegetables" (a slang term that indicates a skilled G.R.A.S.S.
 member).
 
 Restrictions: Most members of G.R.A.S.S. are sentient plants. If meat
 intelligences are allowed to participate (a group that was similar to The
 Ranks of the Fit might allow such members), they will never attain the
 leadership of a G.R.A.S.S. group.