I have a set of factions whose special skills/spells/abilities/whatever I need to develop. I'll see if I can capture enough detail here to get meaningful feedback without being to verbose. I have the basic structure of each faction down (ranks, primarily), but just need to say what the benefit of applying for that rank is. Ranks are available generally by holding the previous rank and gaining enough renown to hold the rank.
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Boz Koom: Usually operate as deathmongers (people who assist the dying in passing over) or proprietors of astral dens, wherein they provide psychoactive substances to let people astral travel for a time. They are ideologically opposed to undead and believe consciousness to be a curse in need of a cure (voluntarily sought). Rank 1 can create a shelf stable goodberry; Rank 2 can bind the dead to the grave. I need to work out three more ranks.
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Cutties: The swords for hire of the underworld factions. Run of the mill mercs, really, but they hire to anyone who can pay.
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Deacons: Preservers of peace and order in the underworld. They're often associated with churches and help the poor, seek justice, etc.
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Hundun: Wild people of the undertunnels. They lay claim to the tunnels as their ancestral home and believe it has been colonized. Know the ways of the undertunnels and can navigate them better than the average city-dweller.
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Qarash Syndicate: Part mercenary outfit, part intelligence organization, part smuggling operation, all outsider-funded. Serves as a foil to the other factions.
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Speidere: Quintessential information brokers, THE spy network of the underworld. They are nobody's friends, ever, but that means you can trust them in specific ways.
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Stringers: Smugglers, usually of alchemical components, magical reagents, and drugs. Also builders and tinkers and potion makers.
Each has 5 ranks. The ranks should confer increasingly useful things...

