© 2019 Aetherwatch Society
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MODUS OPERANDI
OUR PURPOSE

Welcome, one and all, to the Aetherwatch Society. Whether you be old blood or fresh meat, understand that it can be intimidating to cross the threshold from the average to the insane. Beautiful plants will seem suddenly alien, and the knowledge you acquire here may drive you past the edge of what most men would consider bearable. And yet, you see value in this... you see the potential, as well as the danger, that such knowledge can bring. And so it is our duty, nay, our passion to bring that power under control and understudy... such that we may one day learn to make it safe.

To the public, we are a group of Aetheric Redressers, offering a collection of magical consultation and assistance services. People come to our door with problems of the spooky and arcane variety, and it is our job to help deliver them to a place of safety and relative comfort. Our staff of qualified mages will assist in removing any dangers, while our talented medics will be there to heal wounds, and diagnose curses of the more physical variety. Occasionally we even open ourselves to some forms of magically enhanced entertainment.

But in the dark? We are a group of magically inclined individuals, tended towards the deepest layers of secrecy. The creepy creatures and rare Relics we come across on our missions aren't always obliterated... we capture them. Study them. Make them our own, and ensure that no evil mind can come to use them ever again. If this means containment, we shall store them in our Arcane Reliquary. If it means obliteration... then more specific means must be researched. Regardless, we keep the underside of our Society in the dark. It takes a special kind of talent to maintain such an operation, and a mind not sensitive to the horrors and vile things that pour shadow from the corners of the world. If you have such a mind... then read on. And learn of the ways in which the Aetherwatch Society recruits its loyal Midnighters.

OUR RANKS

To further help diversify our members, and hold certain that our secrets are kept, we have installed titles of loyalty into the ranks of our Society.

Recruit: the members kept in the dark as to the Society's true nature. Perhaps you work for us as a mild-mannered employee, or perhaps you found your way here through our dark, but efficient reputation. Regardless, Recruits differ from a servant or citizen, as they possess the potential to become something greater. However, even the most talented arcane specialist will start off as an Recruit, for the rank is placed as a matter of trust. Recruits must take the time to prove both their trustworthiness and their basic abilities. This may be done through groundskeeping of the Observatory, restocking and maintaining our facilities, and frequently coming to company meetings and events. If successful, they may soon find themselves extended a mysterious invitation. Recruits do not possess clearance to the Vault.

 

Initiate: the crucial period in which notable Recruits are invited to come and prove their desire and dedication to The Society; an initiation. Initiates are those Recruits who experience this in-between period, and will remain this rank until three Trials are completed. Initiates do not possess clearance to the Vault.

Midnighter: our trusted members, and the passionate lifeblood of our secret Society. Becoming a Midnighter is no small feat; time, talent, and a handful of trials are required before one eventually gains access to the wider library of knowledge we are able to provide. Midnighters are each equipped with a special Relic of their own and may prove their worth further in their upkeep of its maintenance and research. From this rank and above, members are additionally expected to network and perform research and maintenance to any unassigned relics or facilities of the Vault. Midnighters possess Blue clearance to the Vault [Floors 10 - 5].(edited)

Watcher: among the Midnighters, there are those who strive to reach further into the void of knowledge and understanding than others. Through consistent passion, responsibility, and mental stability, the Watchers are a rank of member within the Society with a higher degree of responsibility, the ability to become a Mentor towards new Midnighters, and a more perilous level of danger to their job. However, in exchange, nearly a full level of access is permitted to the Society's normally restricted knowledge pool. Watchers possess Red clearance to the Vault [Floors 10 - 3].

Founding Circle: when the Aetherwatch Society was first founded, it was eight members who stood to build it. These are the members of the Founding Circle; although they mostly possess the same responsibilities as a Watcher, they hold relative authority over the more dangerous facilities of the Society. That is, next to the Seers. Members of the Circle possess Purple clearance to the Vault [Floors 10 - 1].

The Seers: among the Founding Circle are the two most trusted, magically talented individuals among them. They are the leaders of the Aetherwacth Society; the Netherseer and the Skyseer. They hold absolute power within these walls, as well as the responsibility of making the decisions on what to do with the most controversial aspects of the Society. The Seers possess Unrestricted Access to the Vault [Floors 10 - 0].

BECOMING A MIDNIGHTER

The journey from Initiate to Midnighter will have started without most people's knowledge. Simply working within the company walls, learning of our ways, and coming to enjoy one's time here are a delicate, important part of the process. One cannot be forced to join a Society they fear, after all. However, after that short period of probation, when the sun begins to set, and their mind begins to stir with terrifying thoughts of the unknown... the Initiate will receive their Summons.

They will be brought somewhere secure; somewhere private. Should the Initiate accept, and endure this first trial... they will proceed to their training. Being assigned Mentor, the Initiate will have someone to help them through this difficult time of transition, to help in easing their body and soul into a realm not suited for most. A second trial will be conducted during this time... and should the Initiate make it past all of that? Their third, and final trial, meant to provide a Proof of their magical knowledge and prowess, will commence. Only after this is all complete will the Initiate be assigned the prestigious role of Midnighter.

Upon completion of all ceremonies, rituals, and trials, the Initiate's Mentor will no longer be responsible for the Initiate, unless they otherwise seek to maintain the relationship. The Initiate will be assigned an Adviser from among the Founding Circle. This Adviser will, essentially, be the member's boss. Members may come to their adviser with issues and concerns and will report to that Adviser for most of their assigned duties. Advisers are responsible for keeping their assigned members in check and on-duty, as well, but are less hands-on than a Mentor.

BECOMING A WATCHER

The Aetherwatch Society appoints the rank of Watcher carefully, as these members possess enough power to potentially unbalance the careful core of what makes our operation safe. However, the safety lies in a Watcher's closeness to the leads. Unlike a Midnighter, fewer rituals and less time is required in order to possess the rank. Those who show dedication, talent, and trust above and beyond our average member may be appointed the role. In this case, Watchers will also be given a more specific job amongst the Society's members, as decided on a case by case basis. Becoming a Watcher requires a minimum of 25, major story-arc events, before the title is considered.

 
BECOMING A MENTOR

When Initiates begin their process of induction, they are assigned a Mentor to keep them company throughout the process. This Mentor is always of rank Watcher or above, and will be acting as both a trainer and a companion to the Initiate, until their Trials are completed. Mentors are chosen on a case-by-case basis, and must give their approval before being given these responsibilities. A Mentor may be as hands-on or hands-off as they desire, so long as they complete their one, specific task: prepare and conduct the Initiate's second Trial. This Trial will act as a midterm for the Initiate, in the middle of their training period, before their final trial. so long as this condition is met, the Mentor is otherwise free to train and guide their Initiate how they see fit.

 

BECOMING AN ADVISOR

Advisers are chosen in the same way Mentors are chosen. However, unlike a Mentor, Advisers are almost entirely hands-off, unless arranged by the Adviser and the member they are overseeing. Advisers are always from the Founding Circle, or above.

FACILITIES

Our Aetherwatch Society is housed within the misty depths of the Shroud. We have taken up home in a building now deemed the Moonlit Observatory, and we run an array of facilities designed to help further us towards our goal:

 

The Moonlit Observatory: our headquarters and most secure location, situated within the depths of the Shroud. Not too hidden, but well guarded and friendly to the outside viewer, this is where we conduct the majority of our business. It is equipped with all necessary facilities, most notably the Observatory after which it is named. The Observatory is used partially for starseeing, but is also kept up for its ability to locate and observe malicious magicks from further away.

 

The Vault: this is the most secure location in the building. A multi-level series of metaphysical chambers, constructed and dedicated to containing and hiding every dangerous tool in our possession. Simply accessing it requires a member to gain permission from the vault's Overseer, Mafrea Oro'ete. One's rank in the facility will, subsequently, determine how far down in levels they may go. The levels proceed from level 10 to level 0, ordering from "least to most need for heavy containment", respectively. To physically access the vault, one requires a special key given only to members of the Society, ranked Midnighter or above.

DAILY OPERATION

Below is a list of common jobs, duties, and tasks required by the Aetherwatch Society in order to simply maintain our daily operations.

 

Maintaining the Relics: the many relics, monsters, and magical goodies we collect for containment and study cannot simply be left within our Vault to rot. Members ranking Midnighter and above must actively take care of these dangerous possessions. For monsters, this includes observation, cleaning, and feeding them. For Relics, they must be cleaned, maintained, and properly re-secured after maintenance. The specifics of these duties vary from subject to subject, with special clipboards and instructional charts being assigned to the containment unit.

 

Servicing the Facilities: perhaps not the most glorious job, but a required one. Many of the public facilities will go untouched, if not under the direct responsibility of a specific member of the Society. Should you notice this, it is recommended you clean up as soon as possible. Dust and grime will attract the void rats, and they are notoriously difficult to dig out of Gridanian Oak flooring.

 

Restocking the Bar and Front Rooms: the face of our Society is important; guests need to feel that we are on top of things, and are capable of keeping our basic facilities stocked up. This is difficult to do if we lack even toilet wipes. Restocking basic supplies in the front rooms, and ensuring our bar is clean and full of stock will keep us looking our best, and ready to serve! If you intend to restock our magical drinks, please consult Jun Akagane for the proper safety procedures.

Cleaning the Stables: we provide accommodations for even the mounts of our members. With this in mind, we need members to clean and maintain these. Refresh their food and water supply, make sure the stables are clean, and add a new pile of greens for the friendly birds to snack on. An unhappy Chocobo is a sick Chocobo, and a sick Chocobo is both a corpse to clean, and an owner to comfort. Therapy bills are not cheap. Keep the stables clean.

 

Refuel and Clean the Airship: we possess some small, but helpful forms of travel in our legally-acquired airships. Members who take these out should ensure they are cleaned, fueled, and that all safety implements are working properly. Engineers are encouraged to provide maintenance when possible, but will be chastised if maintenance is all they work on. We're not pirates here, people.

 

Clinic Operations: our medical clinic is one of the most important facilities our Society can maintain. Being able to raise our reputation through charitable healing while also gaining intel on the local curses and bile is an invaluable cover, and one sorely in need of consistent maintenance. Restocking common medical drugs, changing the sheets on the bed, and making sure all medical stations are properly prepared in case of emergency are only some of the common duties you will be performing. Drug leaks should be reported to Jun Akagane.

OTHER IMPORTANT INFORMATION

The Aetherwatch Society is far too big to be covered in a series of short paragraphs. Here, you will find links to more comprehensive references as to our facilities, currently held relics, code of conduct, and our most updated, general status.

 

Rules: Our Rulebook, the Midnighter's Manual, can be viewed and downloaded using a direct link from #rulebook_and_updates . It contains all mechanical rules for our system, as well as our current code of conduct.

 

What's in the Vault: Relics are the magical items and creatures which our Society seeks to study and protect from the outside world. Our Vault Catalogue is updated live via Google Docs, and can be found in our #rp_resources section, via a pinned message!

 

General Status: The general status of the Aetherwatch Society will be available soon! It will inform members as to the most recent events in the overall state of the Society. You can find the most recent release of this document in our #rp_resources