Books

Arcanum Ranks

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Initiate
To become an initiate, two Journeymen must recommend them for initiation at the Seasonal Council. An initiate must swear the Oath of the Artisan before the court. They must give up all of their possessions and astral project onto an untouched world to prove their mettle. Their Advisor may project ephemerally to guide them but cannot physically intervene. An initiate's duties include protecting the realm, investigating the Monolith, discovering untouched worlds, and gathering resources for the Arcanum.
Journeyman
Journeymen have proven themselves in the magical arts and are capable of traversing hostile worlds. To become a Journeyman, two Advisors must vouch for them at the Seasonal Council. They are granted access to the Historical Archives, Crystal Mines, and other privileges. Their duties include infiltrating the Monolith, recruiting members, and doing high-level crafting for the Arcanum.
Advisor
Becoming an Advisor requires an achievement as difficult as crafting a new kind of artifact. Advancement is granted when a majority of Advisors support the candidate at the Seasonal Council. Advisors are granted access to the Restricted Archives, Lower Arcanum Chambers, and other privileges. Their duties include promoting members, negotiating inter-world trade deals and treaties, and shielding worlds.