The Ghosts are an Org much in the same way six sprites in a trenchcoat are allowed to see an R-rated movie -- from outward appearances, everything checks out, but under the surface, everyone's competing to be the head.
The original ghosts were a mercenary group from Raelion that was out of the country on an assignment the day of the Midnight Sun. Instead of the war-weary but resolute country they expected upon their return, nothing greeted them but an arcane crater. Donovan Hale, the leader of those first ghosts, swore vengeance for his country and all those who had perished within.
Hale and his ghosts weren't the only Raelish who survived the destruction of their home. Spread across the continent were merchants transporting goods, families on vacations, scientists on sabbaticals, operatives on secret missions, and more. The Raelish people did not die with their land. Hale reached out to his countrymen to bring more to his cause, and the Ghosts grew from a small merc group to a movement.
A Nation Fractured
However, not all who joined with the Ghosts aligned with their goal. Many are like Hale -- hardliners who want to systematically dismantle the systems that led to Raelion's demise (ranging in severity from "disarmament" to "do unto them as they did to us"). Others rally behind Juno Bright, a former priest of the Raelic Church who seeks to use the Ghosts' reach to bring more disenfranchised Raelish back into the fold. A third faction instead follows Calder Marran, who wants to leave the past behind and become a new, independent people without their cultural baggage.
Due to the haphazard way the Ghosts grew, there is no actual hierarchy in the Org. Groups of Ghosts operate independently in "cells" and only coordinate in larger movements when the need calls for it. A cell tends to be part of one of the three factions (Hale, Bright, and Marran), but due to limited resources, it's not uncommon to see some variety of allegiances in a single group.