Go Back   Play by Post > Network > Aelyria > Plane of the Material > Aelyrian Empire > Principality of Prime > Aelyria Prime


Reply
 
LinkBack Thread Tools Display Modes
Old June 23, 2007, 11:50 PM   #1 (permalink)
Words Reveal Soul
 
Gossamer's Avatar
 
Join Date: Jan 2007
Location: Zinn'Sunn
Posts: 4,968
Gossamer is a glorious SuperheroGossamer is a glorious SuperheroGossamer is a glorious SuperheroGossamer is a glorious Superhero
Total Awards: 7
Wikiwyrm Patron Vanguard Chronicler Realmcrafter 
[Faction] The Plaza Underground

THE PLAZA UNDERGROUND

Statistics of Plaza Underground (P.U.)

Current Base:
Alleria Prime

Founder:
Syn Dikat & his 4 Protectors

Known Leaders of the Underground
Current Title – Name of Leader (Rank)
Leader of the Underground – Syn Dikat (The Boss)
Administrator – Freya Paul (Protector)
Chief Tactician - Duncan Fialgir (Protector)
Chief Trainer - Henri Workerton (Protector)

Mission & Vision:
Control all activities, Underground and above.
Honor and glory to those without love.
Distribute the wealth! Riches to build our moor!
Our grip of power, extend even to the poor.

Motto:
Distribute the Wealth (in our terms)

Income:
Profit from Alcohol
‘Donations’ from various sources to keep them safe
‘Membership’ Fee
‘Questing’ Fee

General Information
Plaza Underground, P.U. for short, was formed several hundred eras ago by the current boss, Syn Dikat, and his four protectors. The five had once being in another thief faction which was now extinct, after P.U. had removed them from the scene 3 Eras after forming. It was their first major feat.

As time flows, the Underground evolved. From a small-time faction, to an army that pledges no loyalty to any empire, to now, a power strong enough to devastate a small town from within.

Plaza Underground is the hub for organized crime, sending groups or individuals depending on needs and nature of the work. Subterfuge, riots, assassinations, arson, target protection, the client name it, the Underground provides, with a cost. One may had classified the Underground as a band of Mercenaries that would do anything for gold, and such classification, would be quite accurate for the modern time Underground.

Joining the Underground
To join, there are many terms and conditions to fulfill, but to those that prefer not to listen to all the terms and conditions, all those were summarized to 3 words. ’Prove your worth.’

Many people, thieves included, knew the existence of the Plaza Underground, but it was a common knowledge that it was disbanded after a combined raid by the military. In many minds, the Plaza Underground is a famous historical faction, and the Tavern in Prime was created by a money minded person, making use of its name.

One normally gets to know about the Underground by 2 methods. First, smugglers, nobles wanting rare artifacts, certain peaceful factions wanting their peace and the rich and desperate people, are approached by a ‘diplomat’ of the Underground. The second method is a method only the strong willed and one who wishes to find a thief guild within Prime would find the Underground. As one ‘donation’ from within the Palace had requested that the Underground to ‘control’ the thieves of Prime, no other thievery factions had known to survive for more than a season.

Knowing of the Underground is the first step, finding them is the second, followed by a quest to prove their worth. Those worthy are then accepted and they are to choose one of the two paths of the Underground, and no regrets after one had chosen.

Jargon & Terms used by the Underground
Home – The Plaza Underground.
Questing Fee – The percentage taken by the Underground whenever a member completes the quest.
Membership Fee – A token sum to be paid at the end of every season
Entrefee – A one time fee of 500 crowns upon being proven worthy of the Underground.
Quespay – The payment received when a quest is completed. Opposite of questing fee.
More to come…

Rank and Advancement
All of the Underground follows one of the two main paths in their journey as a thief, and within each main path, there are multiple minor path which they are to follow. There are just two rules in advancements. Your personal Merits and No regrets after you have chosen.

Below is a quick chart before the main


Path of the Skull
This is the usual route of advancement for most members.

Rookie – Beginning members of the Underground. A free basic training on weapons and a free thievery arts training on trade would be given by their mentors. (The so called free training is actually paid up front - 500 Crowns)
Rights:
Quespay: 13%
Free Weapon Training to Beginner
Free Thievery Arts Training to Apprentice
Room: Training Grounds Only
A common living quarters located within Prime
Quests up to Grade F
A Mentor
10 Crowns/Cycle

Promotions to Rogue:
100 Brightening of Loyal Service
Accumulated 50 Merit
Completion of the 2 Free Trainings
Approval by Mentor

Rogue – A rogue is one approved by their mentor, and had taken the Oath of Honor, and the Oath of Loyalty to Sir Dikat. (Though the rogue have no idea who this Sir is.)

Rights:
Quespay: 29%
Room: Relaxation Corner & Training Grounds.
A common living quarters located within Prime
Quests up to Grade C
A Mentor
20 Crowns/Cycle

Promotions to Shadow Walker OR Mercenary:
Four Seasons of Loyal Service
Accumulated 150 Merit
Complete Level 3 of any Thievery Skills
Complete Level 2 of any Weapon Skills
Approval by Mentor

Shadow Walker – One that walks in the Shadow. Literally. These people have quest restrictions, but are the only group in this path that is paid salary.

Rights:
Quespay: 32%
Room: All except the Room of the Cross
A common living quarters located within Prime
Quests up to Grade A
Allowed to purchase: One Skull Insignia
Salary of 35 Crowns per Cycle

Special Restrictions:
They are not allowed to do Quest ‘stamped’ OPEN

Promotions to Skull Maestro:
Accumulated 1000 Merit
Learned at least Three level 2 Thievery Arts
Approval from at least 2 Leaders in the Underground.

Mercenary – A standard troop for hire. Normally, those that do not want to be over bounded to the Underground would choose this path. Mercenary are graded by their accumulated Merit.

Rights:
Quespay: 80%
Room: All except the Maze and the Room of the Cross
Allowed to purchase: Sword Insignia
Any Quests
30 Crowns/Cycle

Special Restrictions:
They are not allowed to do Quest ‘stamped’ Restricted

No Promotional Chances. Between Mercenaries, group may be formed, and leaders might be chosen.

Skull Maestro – Only the cream of the skull’s path ever reaches this title.

Rights:
Quespay: 55%
Room: All except the Room of the Cross
All Quests
Allowed to purchase: Two Skull Insignia
Salary of 100 Crowns per Cycle
Allowed to Mentor, up to 3 students
80 Crowns/Cycle + 20 Crowns/Cycle for every student

Special Restrictions:
They are not allowed to do Quest ‘stamped’ OPEN

No Promotional Chances.

Route to the Underground
One in three new comers is offered this path. The member will be initiated by swearing loyalty to the faction Plaza Underground and to Sir Dikat.

Thief – The first rank under this route. A free basic training on weapons and a free thievery arts training on trade would be given by their mentors. (The so called free training is actually paid up front - 500 Crowns)

Rights:
Quespay: 7%
Room: Training Grounds & The Maze Only
A common living quarters located within Prime
Free Dagger Training to Beginner
Free Stealth Training to Apprentice
Grade G Quest only
A Mentor
10 Crowns/Cycle

Promotions to Acolyte:
100 Brightening of Loyal Service
Accumulated 50 Merit
Completion of the 2 Free Trainings
Approval by Mentor

Acolyte – At this stage, Acolytes will first be made to choose one of the five specialist path. Usually, the Acolyte choice is respected, unless the Mentor finds that the Acolyte would not be able to do well in the chosen path.

Path that can be chosen from: Robber, Assassin, Diplomat, Guide, Saboteur.

Rights:
Quespay: 7%
Room: Training Grounds & The Maze Only
A common living quarters located within Prime
Free Dagger Training to Second Level
Free Training to Apprentice related to the path they would chose
Free Stealth Training to Second Level
Grade E Quest only
A Mentor
15 Crowns/Cycle

Promotions to Dark (name):
200 Brightening of Loyal Service
Accumulated 400 Merit
Completion of the 3 Free Trainings
Completion of a special quest related to their path
Approval by Mentor

At the next level on, substitute (name) with the path they chose.

Dark (name) – The beginning stage of their specialist training.

Rights:
Quespay: 13%
Room: Training Grounds & The Maze Only
A common living quarters located within Prime
Up to Grade C Quest, at approval of their Mentor.
Free Training of any one skill (Total will gain 4 exp) related to their path. To Justify.
Allowed to purchase: Dagger Insignia & Specialist Badge
A Mentor
25 Crowns/Cycle

Promotions to Underground (name):
4 Seasons of Loyal Service
Accumulated 1000 Merit
Completion of their Free Training
Completion of a special quest related to their path
Approval by Mentor

Underground (name) – Full fledged specialist.

Rights:
Quespay: 23%
Room: Training Grounds & The Maze Only
A common living quarters located within Prime
Up to Grade B Quest
Free Training of any one skill (Total will gain 4 exp) related to their path. To Justify.
Allowed to purchase: Crossed Dagger Insignia & Specialist Badge
Salary: 20 Crowns per cycle
A Mentor
50 Crowns/Cycle

Promotions to (name) Maestro:
Accumulated 4000 Merit
Completion of their Free Training
Completion of a special quest related to their path
Approval by Mentor

(name) Maestro – One of the rarest rank ever achieved within the Underground, and he/she will be considered to be the closest aide to any Protectors. Mentors of the Underground

Rights:
Quespay: 50%
Room: No entry to the Room of the Cross Only
A common living quarters located within Prime
Up to Grade A Quest
Free Training of any one skill (Total will gain 4 exp) related to their path. To Justify.
Allowed to purchase: Dagger in Skull Insignia & Specialist Badge
Salary: 30 Crowns per cycle
Can mentor another up to 3 students
100 Crowns/Cycle + 20 Crowns/Cycle for each student

Promotions to Protector (2 Ways):
Either
Accumulated 20000 Merit
Completion of their Free Training
Mentor at least 25 Students till they are to be freed from a Mentor
Approval from 2 Protectors
OR
Completion of their Free Training
Approval from the Boss

Protector– Currently, only 4 protectors are known. They are the closest person to the Boss, and are the leaders of the Underground. A truly good Specialist Maestro will one day seat in this position. A rare Skull Maestro might have the chance too.

Rights:
Quespay: 80%
Any Quest
Any house below the value of 15000 Crowns in Prime
Allowed to purchase: Shadow Skull Insignia & any Specialist Badges
Salary: 100 Crowns per cycle
Can mentor another up to 12 students
500 Crowns/Cycle + 25 Crowns/Cycle for each student

They will never wish to promote, as promotion would meant taking over the Boss.

Quests & Merit
It is known that everyone needed Merit to promote, or even to have a say in things. This column shows how Merit are allocated to the quests.

Formula:
Basic Merit (BM) = Total Revenue from Quest x 1.5%
Affected by:
Grade A – C quest, x 200% to BM = Quest Merit (QM)
Grade D – E quest, x 150% to BM = QM
Affected by: (Will be known as Final Merit (FM) after these calculations)
Quest promoting P.U., QM x 0.5. (accumulative)
Quest that does not help P.U., QM x 0.75 (accumulative)
Quest that help P.U. income in another way, QM x 1.5 (accumulative)
Quest with the stamp: ‘OPEN’, QM x 1.2 (accumulative)
Quest with the stamp: ‘Thievery’, QM x 0.8 (accumulative)
Quest with the stamp: ‘Specialist’, QM x 3 (if not done by a specialist, otherwise, no bonus) (accumulative)
Quest dealing against the government bodies, QM x 1.25 (accumulative)
Quest assisting the government bodies, QM x 2 (accumulative)

Disclaimer:
The FM earned, is decided by the formula, upon approval of the Boss or Protector. They may find a certain quest is given too little Merit, or too much Merit, and adjust them accordingly. Lowest Merit per quest: 2 Merit.

Example: A Grade C quest with Open stamp that causes a riot within Prime near the palace worth 10000 crowns.
*(10000 x 1.5%) x 200% x 1.2 {open stamp} x 0.5 (May lead to increase knowledge to P.U) x 1.25 (against government bodies) = 225 Merit.

A Protector thinks that it is too much, he may adjust it to 200 Merit. Thus the FM will become 200 Merit. Decision is final.

Specialist Jobs
Robber – The brute force the caused chaos all around.
Assassin – Locate their target, end it.
Diplomat – The speakers and negotiators.
Guide – Specialized in the Maze, and mapping routes
Saboteur – The hated by all. Stopping productions, movements, and anything they don’t like, but subtly. Specialized Spies

Although they are called specialist, they could still be doing other type jobs, like a Diplomat assassinating another. They are called specialist, as they are trained that way.

Codes of the Underground

Be Loyal to the Underground
Be Loyal to Sir Dikat
Always prove your worth
Only those so-called Man of Justice lie. Be true to yourself, and to the faction.
Steal not, want not… unless it’s a quest, a person agenda against someone, or an order within the Underground

Breaking of these codes will bring the one or more of the following punishments:
Expulsion
A Faction Assassin on your tail
A Quest for your head, arms, or legs, or any combinations of the three

Insignia & Badges
One Skull Insignia – Black background, 1 Silver Skull. Small vertical rectangle worn on the left chest.
Two Skull Insignia – Black background, 2 Silver Skulls one on top of another. Small vertical rectangle worn on the left chest.
Sword Insignia – Black background, 1 red curve sword facing right. Small horizontal rectangle worn on the left arm.
Dagger Insignia – Black background, 1 red dagger facing right. Small horizontal rectangle worn on the left arm.
Crossed Dagger Insignia- Black background, 1 red and 1 silver dagger, making a X, with blades pointing downwards. Small square worn on the left chest.
Dagger in Skull Insignia Black background, 1 red dagger, stabbed and a silver skull from the top. Small square worn on the left chest.
Shadow Skull Insignia – Silver Background, Black Skull. Worn as a cape.
Robber Badge – Black Round badge, and in it a Red Skull
Assassin Badge – Black Round badge, and in it a Red Droplet
Diplomat Badge – Black Round badge, and in it a Red Dove
Guide Badge – Black Round badge, and in it a Red Compass
Saboteur Badge – Simple Black Round badge with the green words: STU.


NPCs: List Coming Soon.

Secrets :

Distrinct: Merchant
Parish: Market
Type of Faction: Criminal
Notability of Location: Secret
Training/Employment Opportunities: Y See above
Can This Faction Be Self Moderated?: By Permission Only
Credits: Alphonsus

__________________

"There's a place that I go that nobody knows. Where the rivers flow and I call it home. And there's no more lies in the darkness there's light.
And nobody cries, there's only butterflies."

Status: New Internet = Back in Action
Gossamer is offline  
Bookmark this Post
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


All times are GMT -5. The time now is 11:46 PM.


 
 

Terms of Use :: Feedback :: Be a Mod

Play by Post ™ Version 3.0.6
Copyright © 1989-2008 Play by Post LLC. All Rights Reserved.
Aelyria ® is a Registered Trademark of Play by Post LLC.