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Bismuth Ascension Grounds

Systema Delenda Est

Bismuth Ascension Grounds is a remote advancement complex on Akea where Raine and Leese undertake the System’s Bismuth trial. Isolated on a mesa and sealed behind a barrier that excludes nearly everyone outside a narrow rank range, the Grounds transform promotion into a sequence of controlled combat tests. They are also a revealing threshold in the wider conflict: as the sisters arrive, the System announces a Crusade against Cato, placing their private effort to become stronger beside the System’s expanding response to its enemy.

Location and Access

Bismuth Ascension Grounds stands on a remote mesa on Akea, away from any town and enclosed by a glowing dome. The boundary cannot be crossed by anyone below Peak Platinum or above Low Bismuth, making the site a deliberately narrow passage between ranks rather than an ordinary dungeon or public settlement. Raine and Leese choose it precisely because they are not yet ready to risk the more advanced Ascension Grounds of the inner worlds. Although those inner sites are said to be easier and better, the sisters understand that, as unaffiliated Platinums, they would not be welcome there without direct clan backing; even after advancement, they would remain vulnerable to Azoths and Alums.

The approach is made through the Nexus portal from their room, with the sisters traveling under cover identities because there are few Sydeans elsewhere in the System and most outsiders would not recognize their species. Raine’s sensory capelet gives her an advantage against possible assassins, allowing her to observe the surroundings more effectively than those who depend only on perception Skills. The Grounds therefore function as both refuge and exposure point: the remote setting limits casual interference, but the journey itself takes the sisters through a hostile System in which identity and rank carry immediate political consequences.

Architecture and Trial Mechanism

Inside the dome are four circular metal frames, each associated with a rank: copper, silver, gold, and platinum. A pillar stands at the center of the space, surrounded by the frames. When Raine and Leese approach, two pedestals rise from the ground, each bearing a slot marked with the symbol found on the Estate Tokens they received at Platinum. They insert the tokens, activating the copper frame and generating a portal. The arrangement makes the Grounds resemble a machine for staged progression, with each portal representing a successive gate rather than a single undifferentiated challenge.

The first stage identifies itself as the Bismuth Ascension Grounds: Copper Trial. Skill and equipment strength are restricted to Copper, and each participant must choose four Skills while all others are locked for the duration. The restriction is important because it temporarily strips away the sisters’ higher-rank advantages without removing their experience, coordination, or specialized equipment. The System attempts to make the trial a test of foundational competence; Raine and Leese instead enter it with knowledge shaped by Cato’s preparations and by combat experience far beyond what the trial’s designers appear to anticipate.

The trial awards no ordinary essence or loot after its first stage. Its immediate reward is a single token that opens the Silver trial, preserving the Grounds’ logic of sequential advancement. Progress is therefore represented materially through tokens and portals, while the larger reward remains the possibility of rank elevation. The location turns advancement into an externally administered process: participants do not simply become stronger, but must pass through a chain of permissions, restrictions, and tests imposed by the System.

Combat and Escalation

The Copper Trial begins with waves of enemies in a blazing desert landscape. Raine and Leese cut through the initial attackers so efficiently that the corpses melt into the sand before they can accumulate around them. The first sequence culminates in an enormous scorpion-like guardian that erupts from beneath the dunes and shakes the ground with its emergence. They destroy it within seconds and remain uninjured and essentially unwearied.

The subsequent waves vary in form rather than radically increasing in difficulty. Hook-beaked birds replace the scorpions, followed by monsters armed with pikes and spiked balls, stone golems, and sand elementals. Each enemy type requires a different tactical response, but the sisters must make those adaptations while using only the small set of Skills permitted by the trial. The structure is plainly educational from the System’s perspective: it tests whether a candidate can change methods while operating under severe limits. Raine recognizes that the enemies are meant to teach distinct lessons, yet the sisters’ prior experience and Cato’s combat algorithms leave them able to meet the exercises with analytical confidence rather than desperation.

The ease of the first stage becomes its own form of evidence. Raine doubts that the entire Ascension trial will remain so simple, but the Copper Trial shows that the System’s standard challenges were not designed for what Cato has given them. Leese consequently wonders whether other Earthers have found the trials equally easy, or easier. Their exchange identifies a crucial contrast between ordinary System users and those shaped by Cato’s interventions: the same rules and restrictions can produce radically different experiences depending on the preparation, knowledge, and technology brought into them.

The Crusade at the Threshold

The activation of the Grounds coincides with a System-wide warning. Only moments after Raine and Leese use their tokens, the System announces that an enemy has been spotted on a distant world and calls those willing to fight to Haekos to destroy the invader. The notification is identified as a Crusade, a divine version of the Grand Quest whose scope may continue expanding until Alum, or perhaps beyond. Muar learns that such a quest is extraordinarily rare and treats it as a major charge, while the sisters hear enough of its reputation to understand that the summons is likely spreading across a vast region, possibly from the frontier to the Core Worlds.

The timing gives the Grounds a double significance. The sisters are entering a private, rank-limited trial to prepare themselves, while the System simultaneously mobilizes its divine defenders against Cato. Raine and Leese decide not to answer the Crusade. Cato can deal with the gods, they reason, whereas their own immediate task is to become stronger and prepare the way. Their refusal does not mean the quest is harmless. The wider narrative shows that the Crusade acts as a great attractor, drawing people away from their local objectives and toward the conflict with Cato.

Systemic Significance

The Bismuth Ascension Grounds embody the System’s promise of orderly advancement: a candidate receives a rank, selects permitted Skills, defeats increasingly varied opponents, and receives the token needed for the next gate. Yet the Grounds also expose the coercive structure beneath that promise. The System supplies direction, reward, and motivation, but it binds advancement to rules that determine what participants may use, where they may go, and which challenges they must accept.

Cato’s perspective clarifies why this machinery matters. The System’s rewards can make killing feel euphoric, and its quests do more than offer suggestions: their goals are written into System reality, creating a path of least resistance that can become a form of compulsion. Small quests scatter people through personal objectives, but the Crusade pulls them toward a shared military purpose. The Ascension Grounds thus stand at the intersection of reward engineering and resistance. Raine and Leese exploit the trial’s structure to advance, even as their deliberate decision to ignore the Crusade demonstrates that preparation and agency can still exist within the System’s pressure.