This is a proposal for a new PC-run faction. Putting together this faction and am building it through the wiki and examples. Let me know if I missed something!
Requirements:
Designated Leader: Llyr Llywelyn
Leadership: 50 (Competent)
Related Faction Skills:
Intelligence: 250 (Grandmaster)
Research: 155 (Master)
Psychology: 120 (Expert)
Rhetoric: 80 (Expert)
Faction Name: Assembly of the Abyss
History of any previous involvements (if any): None.
Starting Tier: 5
Current/Starting Members:
Llyr Llywelyn - Founder/Magister
Assembly of the Abyss
Headquarters: Viden
Overview
A new faction, Assembly of the Abyss (also referred to as: Aota or A.A.) isn't a name recognized by the ordinary layman, but it has become a whispered name among the underground networks between spies, diplomats, criminals, and most notably... mages. Focused on all things pertaining to magic, Assembly of the Abyss is a relatively secret order of those with sparks attached to them. The intelligence portion of this faction keeps track of the global nature of how magic is being perceived, persecuted, and treated among the various cities of Idalos. If a mage is able to contact the A.A. for help, the faction will use everything in its power to rescue that mage from persecution and bring them sanctuary.
Formation
Formed by the archmage, Llyr Llywelyn, he has recorded and goes by the name of Llywelyn for purposes of the A.A. As founder, he has taken on the mantle of Magister within the faction itself, and as of Ymiden 720, he oversees the standards for the members who wish to establish certain positions within the expanding faction.
Headquarters
Assembly of the Abyss has a headquarters that is mostly secret, and hides behind a front-facing hotel business located in the cliff-face of Viden.
Players can choose to take up residence within the faction's headquarters in Viden, accommodations are equal to the PC's wealth tier in the form of a hotel room/suite.
A Note on Sparkless Members
Non-mage members are accepted into the Assembly of the Abyss, usually in support capacity whether through administration or intelligence means. In fact, there is active recruitment of sympathetic sparkless members to provide aid through safe houses, courier work, and being informants.
Benefits
Upon joining the Assembly of the Abyss, directions to the headquarters and instructions of how to communicate with the local contact is given to the member.
One of the main benefits of joining the Assembly of the Abyss is that at certain ranks, members receive privileges to access the knowledge and information of the faction as a whole. This is compiled in a Faction Knowledge list, that members can submit skill and non-skill knowledge to grow. In order to make use of the first two, the member must visit the HQ to do so.
There are three classifications for Faction Knowledge/Research.
Assembly Library Knowledge/Research: This is common, uncommon, and rare knowledge about topics to do with magic, study, research, etc. This includes any grimoires or journals, as well. Knowledge can be member-submitted, as well, to be included in the library - and members can make use of any knowledge listed. Basic understanding of magic, Immortals, history, politics, etc. can be found here. If it is common enough knowledge, it doesn't have to be listed - but if it's on the rarer side, please reference the faction knowledge list.
Assembly Archive Knowledge/Research: This is rare and specific knowledge to do with the faction's ambitions and research itself. The sort of things that only members know are found here. This includes research notes, minor intelligence dossiers about certain figures, location descriptions, artifact discussions, and so on. To know anything in the Archive, it must be listed in the faction knowledge list.
Assembly Secret Knowledge/Research: This is the type of knowledge that isn't written down, and must be shared face-to-face between higher ranking members. Almost all individual-based knowledge is kept at this level, as well as extremely dangerous and forbidden knowledge that hasn't been included in the library or archives due to their possible impact.
Points per Thread
2 points for Basic Threads. This is where the PC is on Abyss-related business, whatever that means for their division and rank.
4 points for Moderate Threads. This is where the PC does something a little more challenging, whether helping to rescue a possible member, gain dangerous information, or assist a rather unhinged alchemist (as examples).
6 points for High Risk Threads. This is where the PC is dealing with a situation that might result in severe injury or even death.
Please note: these numbers are +2 if the threads are collaborative with another PC.
Rank System
There are three subdivisions for ranks in the A.A.: The Pyramid, The Sphere, and The Cube.
However, everyone starts in the same spot at the base of The Pyramid and has to progress through into the other divisions.
Ranks are displayed through collar pins that can either be worn on the collar, cufflinks, or as earrings. These take the design of geometric shapes, and often are unnoticeable to those who aren't familiar with the Assembly. For those who are familiar, though, they will be able to recognize the rank of the person they are talking to.
Outside of the ranks are the uninitiated who aren't official members, but who know about the Assembly and are considering membership; these are called students among the faction.
Starting Division: The Pyramid
First Rank: Neophyte I
Every new member begins as a Neophyte, specifically a Neophyte-One.
Requirements
On the path to the next rank, is Neophyte-Two.
Requirements:
Pyramid is for those who wish to deal with the Mental/Mind nature of work, often providing psychiatric care to distressed mages or people influenced by magic. This can often also be where researchers focus their attention, contributing by teaching their knowledge to lower rank members.
Sphere is for those who wish to deal with the Intelligence nature of work, operating through informants and contact networks on a global basis and helping run safe houses and operations to assist those in need.
Cube is for those who wish to deal with the Administration nature of work, often making sure that knowledge and information is recorded and safely archived for future use in case of faction dissolution.
A member may pick ONE of the following paths, and they can submit consideration for lateral moves but cannot double rewards when doing so (except for switching to the appropriate pins).
Second Rank: Pyramid I
Requirements:
Requirements:
Requirements:
Third Rank
Upon reaching the Third Rank, members are required to place a more permanent sign of loyalty to the faction.
Pyramid II
Requirements
Requirements
Requirements
Upon achieving Fourth Rank, then a second tattoo is paired in a mirrored position with the first. This time of an open eye. It is at this rank when members are inducted to certain secrets of the faction that they were not privy to, before. Often, for most, this is when they first meet the Founder directly as he tends to like to visit to give the next set of pins and oversee the tattoo.
This is also when certain titles are given to members that don't simply correspond to the shapes.
Pyramid III: Adept
Requirements
Requirements
Requirements
Upon achieving Fifth Rank, the character is considered highly trusted among the faction and deserving of respect from all who recognize the ranks. They will often be included to recieve what is known as "The Envelope" which is a networked intelligence dossier sent to the higher faction members to keep them informed of events and related matters on a global scale.
Pyramid IV: Master
Requirements
Requirements
Requirements
Upon achieving Sixth Rank, the character is considered not only trusted, but a leader among their division. They can make faction decisions for regions they are familiar with; as well as include information in "The Envelope" to communicate with the other higher ranking members.
These ranks tend to get a third tattoo of their division's shape, but it is not required.
Pyramid V: Magus
Requirements
Requirements
Requirements
The last rank, upon achieving Seventh Rank, the character is referred to as a Magister, no matter their division. They are included in an IC meeting that takes place once a Cycle that discusses the direction of the faction, and any changes to be made to the structure, etc. What this rank looks like may shift and change, depending on the PCs involved in this rank.
Magister (Pyramid, Sphere, Cube)
Requirements
Gems are separate from the Rank System. After the First Rank, they can be earned regardless of what division or rank, and symbolize certain specialties among the faction to communicate a member's knowledge quickly.
These are most often placed in the pins in some minor fashion, though at the higher ranks, the chosen gems are often prominently worn in various ways such as with rings, earrings, necklaces, etc.
Gem Rewards
Gem I: 5 threads. At least 3 must be where PC has contributed / worked with alchemy potions. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has contributed / worked with alchemy potions. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has contributed / worked with alchemy potions. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CARNELIAN - Politics
Gem I: 5 threads. At least 3 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CITRINE - Research
Gem I: 5 threads. At least 3 must be where PC has researched / added new knowledge to the Assembly's stored records. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has researched / added new knowledge to the Assembly's stored records. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has researched / added new knowledge to the Assembly's stored records. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
EMERALD - Financial
Gem I: 5 threads. At least 3 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
SAPPHIRE - Immortal/Mortalborn Magic
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
LAPIS LAZULI - Magic
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CHAROITE - Dreamwalking
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
Overview
A new faction, Assembly of the Abyss (also referred to as: Aota or A.A.) isn't a name recognized by the ordinary layman, but it has become a whispered name among the underground networks between spies, diplomats, criminals, and most notably... mages. Focused on all things pertaining to magic, Assembly of the Abyss is a relatively secret order of those with sparks attached to them. The intelligence portion of this faction keeps track of the global nature of how magic is being perceived, persecuted, and treated among the various cities of Idalos. If a mage is able to contact the A.A. for help, the faction will use everything in its power to rescue that mage from persecution and bring them sanctuary.
Formation
Formed by the archmage, Llyr Llywelyn, he has recorded and goes by the name of Llywelyn for purposes of the A.A. As founder, he has taken on the mantle of Magister within the faction itself, and as of Ymiden 720, he oversees the standards for the members who wish to establish certain positions within the expanding faction.
Headquarters
Assembly of the Abyss has a headquarters that is mostly secret, and hides behind a front-facing hotel business located in the cliff-face of Viden.
Players can choose to take up residence within the faction's headquarters in Viden, accommodations are equal to the PC's wealth tier in the form of a hotel room/suite.
A Note on Sparkless Members
Non-mage members are accepted into the Assembly of the Abyss, usually in support capacity whether through administration or intelligence means. In fact, there is active recruitment of sympathetic sparkless members to provide aid through safe houses, courier work, and being informants.
Benefits
Upon joining the Assembly of the Abyss, directions to the headquarters and instructions of how to communicate with the local contact is given to the member.
- Everyone joining the faction starts at the rank of Neophyte, and can contribute to increase through the ranks.
- Members are invited to visit the Viden headquarters and attend a private lecture about sparks and how they impact mages (non-mage members can also attend to learn more).
- Mage members have access to free sessions of psychiatric therapy, as well as free lessons to practice their domain abilities.
- Dreamwalkers are frequently encouraged to attend free group sessions to discuss Emea and related research.
- Alchemists who join are offered mages blood for their work, as long as they provide the Assembly with potions and a percentage of their earnings.
One of the main benefits of joining the Assembly of the Abyss is that at certain ranks, members receive privileges to access the knowledge and information of the faction as a whole. This is compiled in a Faction Knowledge list, that members can submit skill and non-skill knowledge to grow. In order to make use of the first two, the member must visit the HQ to do so.
There are three classifications for Faction Knowledge/Research.
Assembly Library Knowledge/Research: This is common, uncommon, and rare knowledge about topics to do with magic, study, research, etc. This includes any grimoires or journals, as well. Knowledge can be member-submitted, as well, to be included in the library - and members can make use of any knowledge listed. Basic understanding of magic, Immortals, history, politics, etc. can be found here. If it is common enough knowledge, it doesn't have to be listed - but if it's on the rarer side, please reference the faction knowledge list.
Assembly Archive Knowledge/Research: This is rare and specific knowledge to do with the faction's ambitions and research itself. The sort of things that only members know are found here. This includes research notes, minor intelligence dossiers about certain figures, location descriptions, artifact discussions, and so on. To know anything in the Archive, it must be listed in the faction knowledge list.
Assembly Secret Knowledge/Research: This is the type of knowledge that isn't written down, and must be shared face-to-face between higher ranking members. Almost all individual-based knowledge is kept at this level, as well as extremely dangerous and forbidden knowledge that hasn't been included in the library or archives due to their possible impact.
Points per Thread
2 points for Basic Threads. This is where the PC is on Abyss-related business, whatever that means for their division and rank.
4 points for Moderate Threads. This is where the PC does something a little more challenging, whether helping to rescue a possible member, gain dangerous information, or assist a rather unhinged alchemist (as examples).
6 points for High Risk Threads. This is where the PC is dealing with a situation that might result in severe injury or even death.
Please note: these numbers are +2 if the threads are collaborative with another PC.
Rank System
There are three subdivisions for ranks in the A.A.: The Pyramid, The Sphere, and The Cube.
However, everyone starts in the same spot at the base of The Pyramid and has to progress through into the other divisions.
Ranks are displayed through collar pins that can either be worn on the collar, cufflinks, or as earrings. These take the design of geometric shapes, and often are unnoticeable to those who aren't familiar with the Assembly. For those who are familiar, though, they will be able to recognize the rank of the person they are talking to.
Outside of the ranks are the uninitiated who aren't official members, but who know about the Assembly and are considering membership; these are called students among the faction.
Starting Division: The Pyramid
First Rank: Neophyte I
Every new member begins as a Neophyte, specifically a Neophyte-One.
Requirements
- Anyone may join the Assembly of the Abyss.
- 10 renown
- free scribe kit / supplies.
- a room at the Viden headquarters (if claimed).
- a single equilateral triangle pin, that has a small black dot in the very center, in either silver or gold metal.
- you are part of a network of three, the others are (non-mage, not-marked, and not dreamwalkers) city NPCs. These are your contacts and informants. Your relationship with the NPCs will be determined by RP.
- if you get in trouble due to something related to magic, you can call on the Assembly to help you - either through rescue or through legal representation (or both).
- must undertake basic training at the Assembly headquarters before progressing. This is illustrated by one thread where you are in a lecture and / or learning situation.
On the path to the next rank, is Neophyte-Two.
Requirements:
- Must have completed Basic Training.
- 15 points required.
- 5 renown.
- a second equilateral triangle pin, that has a small black dot in the very center, in either silver or gold metal - making it a pair with the first.
- You are assigned a mentor who will train you. Please submit this as a City NPC. This training is free. They are not part of your group.
- If an arcana mentor, make sure to make them a mage mentor so they can train you in the relevant skills.
- Access to the Assembly Library. PC can access books and scrolls to do with uncommon and rare topics, but only in the physical location of the Viden headquarters.
- You must complete one thread where you provide something of value to the Assembly - your PC will not be allowed to work in the field alone, so take along the NPCs for any dealings.
Pyramid is for those who wish to deal with the Mental/Mind nature of work, often providing psychiatric care to distressed mages or people influenced by magic. This can often also be where researchers focus their attention, contributing by teaching their knowledge to lower rank members.
Sphere is for those who wish to deal with the Intelligence nature of work, operating through informants and contact networks on a global basis and helping run safe houses and operations to assist those in need.
Cube is for those who wish to deal with the Administration nature of work, often making sure that knowledge and information is recorded and safely archived for future use in case of faction dissolution.
A member may pick ONE of the following paths, and they can submit consideration for lateral moves but cannot double rewards when doing so (except for switching to the appropriate pins).
Second Rank: Pyramid I
Requirements:
- 30 points required.
- 10 renown
- A pair of collar pins in a cage 2D design of a pyramid, either in silver or gold metal.
- Access to the Assembly HQ Laboratories. PC can access equipment and information freely here.
- Access to drugs/medicine, quality matches Wealth Tier of Faction, specifically for use in any sessions where it is required.
- You are required to undertake one thread per cycle where you either run a psychiatric session or contribute research to the Assembly archives.
Requirements:
- 30 points required.
- 10 renown
- A pair of collar pins in lined design of a 2D sphere, either in silver or gold metal.
- Access to the Assembly HQ Laboratories. PC can access equipment and information freely here.
- One Courier NPC who can be used to send messages or packages for the PC.
- You are required to undertake one thread per cycle where you contribute intelligence to the Assembly.
Requirements:
- 30 points required.
- 10 renown
- A pair of collar pins in lined design of a 2D cube, either in silver or gold metal.
- Access to the Assembly HQ Laboratories. PC can access equipment and information freely here.
- Access to the Assembly HQ Archives. PC can access any found research and knowledge submitted to the faction here.
- You are required to undertake one thread per cycle where you help maintain the administration of the Assembly.
Third Rank
Upon reaching the Third Rank, members are required to place a more permanent sign of loyalty to the faction.
Pyramid II
Requirements
- 50 points
- A small scarification tattoo of a closed eye that is pale (rather than black ink) and placed in hidden spots such as inner thigh, behind the knee, can also be on ankles.
- At least one thread where your PC has meaningfully contributed to the Assembly.
- 10 renown
- A more elaborate set of pyramid pins (one upside down pyramid overlaid on the other), in silver, gold, or onyx.
- One item with a 1-use-per-season minor enchantment - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to write a thread of your character visiting the Viden HQ in person, if they haven't already.
Requirements
- 50 points
- A small scarification tattoo of a closed eye that is pale (rather than black ink) and placed in hidden spots such as inner thigh, behind the knee, can also be on ankles.
- At least one thread where your PC has meaningfully contributed to the Assembly.
- 10 renown
- A more elaborate set of sphere pins (overlaid on the other), in silver, gold, or onyx.
- One item with a 1-use-per-season minor enchantment - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to write a thread of your character visiting the Viden HQ in person, if they haven't already.
Requirements
- 50 points
- A small scarification tattoo of a closed eye that is pale (rather than black ink) and placed in hidden spots such as inner thigh, behind the knee, can also be on ankles.
- At least one thread where your PC has meaningfully contributed to the Assembly.
- 10 renown
- A more elaborate set of cube pins (overlaid on the other), in silver, gold, or onyx.
- One item with a single use minor enchantment - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to write a thread of your character visiting the Viden HQ in person, if they haven't already.
Upon achieving Fourth Rank, then a second tattoo is paired in a mirrored position with the first. This time of an open eye. It is at this rank when members are inducted to certain secrets of the faction that they were not privy to, before. Often, for most, this is when they first meet the Founder directly as he tends to like to visit to give the next set of pins and oversee the tattoo.
This is also when certain titles are given to members that don't simply correspond to the shapes.
Pyramid III: Adept
Requirements
- 60 points
- A small scarification tattoo of an open eye that is pale (rather than black ink) and placed in a mirrored position to the previous closed eye tattoo.
- At least one thread where your PC has meaningfully contributed to the Assembly, whether through research, information, or service.
- 20 renown
- An elaborate set of pyramid pins (one upside down pyramid overlaid on the other), in silver, gold, or onyx with a gemstone of personal choice in the center of the design (as long as it isn't one of the Gems below, unless earned). A matching chain is also provided, and encouraged to be worn with them on the collar in some fashion.
- One Letter of Recommendation (or Forged Document) that will somehow advance the character's research or ambitions.
- Access to the Assembly HQ Archives. PC can access any found research and knowledge submitted to the faction here.
- Upon receiving the second tattoo, you are required to contribute all knowledge and research to the Abyss. Refusal to do this will result in possible expulsion or demotion, depending on RP.
Requirements
- 60 points
- A small scarification tattoo of an open eye that is pale (rather than black ink) and placed in a mirrored position to the previous closed eye tattoo.
- At least one thread where your PC has meaningfully contributed to the Assembly, whether through research, information, or service.
- 20 renown
- An elaborate set of sphere pins (one upside down pyramid overlaid on the other), in silver, gold, or onyx with a gemstone of personal choice in the center of the design (as long as it isn't one of the Gems below, unless earned). A matching chain is also provided, and encouraged to be worn with them on the collar in some fashion.
- One complete dossier on any NPC requested (including blackmail-worthy information).
- Access to the Assembly HQ Archives. PC can access any found research and knowledge submitted to the faction here.
- Upon receiving the second tattoo, you are required to contribute all knowledge and research to the Abyss. Refusal to do this will result in possible expulsion or demotion, depending on RP.
Requirements
- 60 points
- A small scarification tattoo of an open eye that is pale (rather than black ink) and placed in a mirrored position to the previous closed eye tattoo.
- At least one thread where your PC has meaningfully contributed to the Assembly, whether through research, information, or service.
- 20 renown
- An elaborate set of cube pins (one upside down pyramid overlaid on the other), in silver, gold, or onyx with a gemstone of personal choice in the center of the design (as long as it isn't one of the Gems below, unless earned). A matching chain is also provided, and encouraged to be worn with them on the collar in some fashion.
- One NPC Assistant to use however the Adept sees fit to help create better efficiency of their time.
- Upon receiving the second tattoo, you are required to contribute all knowledge and research to the Abyss. Refusal to do this will result in possible expulsion or demotion, depending on RP.
Upon achieving Fifth Rank, the character is considered highly trusted among the faction and deserving of respect from all who recognize the ranks. They will often be included to recieve what is known as "The Envelope" which is a networked intelligence dossier sent to the higher faction members to keep them informed of events and related matters on a global scale.
Pyramid IV: Master
Requirements
- 80 points
- At least one thread where your PC has meaningfully contributed to the Assembly, through assisting a lower ranked member.
- 20 renown
- Access to the Secret Knowledge of the Assembly of the Abyss.
- A second matching chain to go with the previous, along with a ring that has a 2D pyramid design set in whatever precious metal matches the pins.
- An item with a minor enchantment on it - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to contribute to the Abyss either two threads to do with your PC's role in the faction, or new knowledge/research granted to the faction per cycle.
- You must mentor at least a Neophyte.
Requirements
- 80 points
- At least one thread where your PC has meaningfully contributed to the Assembly, through assisting a lower ranked member.
- 20 renown
- Access to the Secret Knowledge of the Assembly of the Abyss.
- A second matching chain to go with the previous, along with a ring that has a 2D sphere design set in whatever precious metal matches the pins.
- An item with a minor enchantment on it - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to contribute to the Abyss either two threads to do with your PC's role in the faction, or new knowledge/research granted to the faction per cycle.
- You must mentor at least a Neophyte.
Requirements
- 80 points
- At least one thread where your PC has meaningfully contributed to the Assembly, through assisting a lower ranked member.
- 20 renown
- Access to the Secret Knowledge of the Assembly of the Abyss.
- A second matching chain to go with the previous, along with a ring that has a 2D cube labyrinth design set in whatever precious metal matches the pins.
- An item with a minor enchantment on it - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to contribute to the Abyss either two threads to do with your PC's role in the faction, or new knowledge/research granted to the faction per cycle.
- You must mentor at least a Neophyte.
Upon achieving Sixth Rank, the character is considered not only trusted, but a leader among their division. They can make faction decisions for regions they are familiar with; as well as include information in "The Envelope" to communicate with the other higher ranking members.
These ranks tend to get a third tattoo of their division's shape, but it is not required.
Pyramid V: Magus
Requirements
- 100 points
- At least two threads where your PC has meaningfully contributed to the Assembly.
- 25 renown
- A third matching chain to go with the previous, and a highly elaborate ceremonial set of pins to go along with the previous.
- An echo scroll that is linked to the Founder.
- You are required to undertake two threads per Cycle where you contribute to the Abyss.
- You must contribute some form of information or research to add to the faction's knowledge.
- You must mentor at least a Neophyte.
Requirements
- 100 points
- At least two threads where your PC has meaningfully contributed to the Assembly.
- 25 renown
- A third matching chain to go with the previous, and a highly elaborate ceremonial set of pins to go along with the previous.
- An echo scroll that is linked to the Founder.
- You are required to undertake two threads per Cycle where you contribute to the Abyss.
- You must contribute some form of information or research to add to the faction's knowledge.
- You must mentor at least a Neophyte.
Requirements
- 100 points
- At least two threads where your PC has meaningfully contributed to the Assembly.
- 25 renown
- A third matching chain to go with the previous, and a highly elaborate ceremonial set of pins to go along with the previous.
- An echo scroll that is linked to the Founder.
- You are required to undertake two threads per Cycle where you contribute to the Abyss.
- You must contribute some form of information or research to add to the faction's knowledge.
- You must mentor at least a Neophyte.
The last rank, upon achieving Seventh Rank, the character is referred to as a Magister, no matter their division. They are included in an IC meeting that takes place once a Cycle that discusses the direction of the faction, and any changes to be made to the structure, etc. What this rank looks like may shift and change, depending on the PCs involved in this rank.
Magister (Pyramid, Sphere, Cube)
Requirements
- 120 points
- At least two threads where your PC has meaningfully contributed to the Assembly OR in a Major thread (agreed by city prophet) since achieving Magus.
- 25 renown
- A fine embroidered cloak and ceremonial suit of any color/shade that the Magister prefers.
- An item with a moderate enchantment on it - this must be approved via the PSF. It should be related to the Assembly of the Abyss and how your PC works for them.
- You are required to undertake two threads per Cycle where you contribute to the Abyss.
- You must contribute some form of information or research to add to the faction's knowledge.
- You must ICly attend the Cycle's Magister meeting.
Gems are separate from the Rank System. After the First Rank, they can be earned regardless of what division or rank, and symbolize certain specialties among the faction to communicate a member's knowledge quickly.
These are most often placed in the pins in some minor fashion, though at the higher ranks, the chosen gems are often prominently worn in various ways such as with rings, earrings, necklaces, etc.
Gem Rewards
- Gem I: The PC gains 20 renown.
- Gem II: 2 Wealth Points, 20 renown.
- Gem III: An enchanted item with a basic (Favored level for comparison) ability. Must be applied for in the PSF and must be explained in story.
- When a PC achieves Gem III for a second time, the item is a Moderate (roughly Exalted) level.
- When a PC achieves Gem III for a third time, or higher, the item is a Major (roughly Adored) level.
Gem I: 5 threads. At least 3 must be where PC has contributed / worked with alchemy potions. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has contributed / worked with alchemy potions. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has contributed / worked with alchemy potions. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CARNELIAN - Politics
Gem I: 5 threads. At least 3 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has gathered / influenced intelligence regarding politics in a beneficial way for the Assembly. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CITRINE - Research
Gem I: 5 threads. At least 3 must be where PC has researched / added new knowledge to the Assembly's stored records. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has researched / added new knowledge to the Assembly's stored records. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has researched / added new knowledge to the Assembly's stored records. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
EMERALD - Financial
Gem I: 5 threads. At least 3 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has specifically furthered the Assembly's finances either in a business, administrative, or alternate method but resulted in monetary resources for the A.A.. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
SAPPHIRE - Immortal/Mortalborn Magic
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Immortal or Mortalborn magic specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
LAPIS LAZULI - Magic
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Spark-based magic specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.
CHAROITE - Dreamwalking
Gem I: 5 threads. At least 3 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. One must be the PC studying/ learning about the theory and the fifth thread may be either / or of the above.
Gem II: 10 threads. At least 6 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. Two must be the PC studying/ learning about the theory and the final two threads may be either / or of the above.
Gem III: 15 threads. At least 10 must be where PC has either given training, contributed research, or provided therapeutic aid to do with Dreamwalking and Emea specifically. Two must be the PC studying/ learning about the theory and the final three threads may be either / or of the above.