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Sanctums & Factions

Through play, it is entirely possible to create a player-led faction. There are no sim run factions. 

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There is no minimum required to start your faction beyond having someone else also interested. Staff will happily create a section on discord for you to coordinate and attract others interested in similar play. 

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You do not need a Sanctum to be a faction, Sanctums are rewards for factions that have established and encouraged roleplay.

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This page explains both the rules regarding Sanctums as well as the methods and requirements to create one.

Sanctums, Lairs & Hideouts

Prerequisites

In order for a group to gain such a space the following must be true:

  • Minimum of Three PC's acting as IC/OOC leads of the group. All three should be consistently active on sim/discord. * 

  • Extended Multi Month RP with staff knowledge in building and establishing the group and its Sanctum. This is not something a pre-established group from elsewhere can step in and establish immediately; groups must be integrated into the Lore and Setting of Callisto.

  • Intention to use these spaces to build further RP. Hiding out for insular in-group only RP in the location will be grounds for dissolution. This will only happen after warnings and discussion.

  • Prim allotment availability. In world assets will only be made available as prim allotments allow. Any person or group interested in pursuing this course should contact the Admin team early in the process so we can adjust prim use appropriately.

** 1 (or more) of these leads may be waived with use of established NPC entities with appropriate storyline interactions.​

Location OOC Rules & Prim Allotments

In-World Site will be designed by an admin (typically Aimee) with collaboration with group leads.

 

Pending availability a small prim allotment to one or more leads will be made available to customize the space. Size and complexity of the build will depend upon prim availability and activity. More active locations may grow as we make prims more available for those RP areas.

Core Benefits

All Sanctums maintain a baseline of the following benefits.

  • Residential Space: Limited living space repped in-world with IC space to house most of the group as needed.

  • Servitors: Hearth Fae, Automatons, Human Thralls, shadowy things from beyond the stars regardless of form all serve the function of maintaining the sanctum and handling the day to day affairs of the group.

  • Ritual Space: According to the nature of the sanctum a secure and protected space to conduct ritual magics.

  • Improved Warding: Varying levels of protection are erected over areas of the sanctum. The grounds may merely alert key group members of intrusion while the secure areas will when active deny passage or strike out at interlopers. These Wards unlike those erected through normal means may be whitelisted (particularly for group members or members of sufficient standing) as well as allow temporary access when invited in by group members.

Advanced Benefits

Based on Rank, one or more of the following benefits may be available to a sanctum.

  • Aetheric Stores: Built on ley lines or with integral aethertech batteries, perhaps storing the prayers of the faithful, the Sanctum and therefore the group has access to a stockpile of Aetheric power to utilize when members need to recharge or to power ritual magic.

  • Guardians: Beyond mere servitors there are combat capable NPCs available to protect the sanctum in attacks. Guardians can not be deployed beyond the sanctum's boundaries.

  • Isolation: The Sanctum is somehow removed from the easily traversed paths of the island and isolated making it difficult to even reach no less breach the wards of the sanctum.

  • Master Wards: The strength and breadth of the wards on the sanctum are nearly unassailable. Prohibitions against various magical effects, Activatable wards based on conditions and the will of the group leads, and more can be used to enhance the wards on the sanctum. Details of the wards will be detailed with staff for adjudication but little will defeat such ward s strength and none can match the flexibility.

  • Seat of Power: The adage goes do not face a sorcerer in their seat of power. This benefit grants enhanced power to group lead’s magic and perhaps abilities while on the grounds of the Sanctum. Pre-cast effects can be triggered for a variety of uses and protections woven into the firmament of the place can be utilized against interlopers at the command of the sanctum’s masters.

  • Transit Hub: The sanctum has access to some unusual means of transport allowing safe(mostly) swift travel nearly anywhere on earth and perhaps to realms beyond.

  • Hidden: Unlike Isolation this Sanctum is not necessarily hard to reach (though it may be) but it is difficult to find. Hidden behind illusion or behind a facade the sanctum is unassuming and difficult to follow people to. Even those who have visited may have difficulty retracing their steps to return.

  • Temporal Flux: time flows differently inside the sanctum hours or days inside may be years outside. This might allow for LIMITED time lapse for healing or ritual/enchantment/research but would primarily allow for events in the Sanctum not to have to align with timelines outside.

Group Advancement and Sanctum Ranks

Sanctums can advance similarly to powers. Ranked 1-3) All sanctums gain the base benefits plus 1 for rank one sanctum, 2 more (three total) for rank two sanctum, and 3 more (six total) for rank 3 sanctum.

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Advancement is storyline driven and should represent the RP investment in the new benefits to be gained. Extended RP bolstering wards or erecting a grand glamor to gain the related benefit for instance. Advancement is less restrictive than initial group formation but is also tied to RP activity generated by the group. Holding parties, engaging in power struggles, abducting victims etc bear more weight than insular in group RP that excludes non group members.

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