01 / Organizations
One ordinary membership
Players can join one player society or one faction. Creating a society or joining a new organization cannot combine those two slots. Extra memberships inherited from older saves are preserved until left. Leaving one does not open another slot while a different membership remains.
A preserved membership can be selected for commands and communications. Selection also matters to deployment and operatives. It is not a way to bypass new-membership limits.
society select <name>- Select an eligible preserved membership.
society info- Read organization information.
ssay <message>- Communicate with the selected organization's alliance.
02 / Organizations
Founding is limited
Each character can successfully create only one society ever. Leaving or disbanding it does not reset that history. A failed creation attempt does not count. Older saves begin tracking this history from the change rather than inventing missing historical records.
03 / Organizations
Your organization and the wider conflict
Player societies share one society category. Worship and opposition to higher powers are separate relationships rather than different society types. A new society begins without a higher-power affiliation.
Sanctuary and other services cost resources. Named roster members count towards service costs even when inactive. Keep that obligation in mind when inviting characters who may not return.
Source notes c5dfe60
Repository edition reviewed 2026-09-19. The running game may differ.