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Prisons are spacious gold-and-white towers open to the sky, filled with artworks and fountains. Gilded Cage: Everything they take the effort to weave into reality is beautiful.Lady: (hacking into a computer) The Syndicate never upgrades. The Syndicate could easily mechanize said labor, speeding it up and saving on pills.but that would require innovation.
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It offered courses in ancient texts and chromatography, among other things. Extranormal Institute: The Syndicate had at least one school before the Great Betrayal.Or why anyone would prefer the real world to their surreal, static, tiny bubble of an island. Evil Cannot Comprehend Good: They genuinely do not understand why all their attempt to build a "paradise" on the backs of slaves keep failing.Everyone Has Standards: Some of their rules are in place for good reasons- especially the ones meant to prevent demonic possession, which always makes the possessed human's life considerably worse.As an Island breaks down, things get weirder: birds fly backwards, the sky's colour changes abruptly, and random screeching fills the air. Eldritch Location: The Islands they create are invariably lush, beautiful Arcadias, with a few tweaks like "nobody takes Falling Damage" or "here is a gate to outer space".This is to prevent individuals from gaining enough power to threaten the Council, but it means the society has no redundancy: if someone is assassinated or exiled, it will be a long time before anyone replaces them.even if their job was vital. Crippling Overspecialization: Nobody shares an occupation, unless they are specifically rewarded with subordinates for some impressive deed.If they are too young to hold a weapon, they are trained until they can. Child Soldiers: They force everyone belonging to New Night into the military, from the moment they are born.Flirting about such is portrayed as natural and fun for both parties, unlike the real slavery that goes on a stone's throw away. Casual Kink: Their acceptance of healthy BDSM practices is probably the most progressive thing about them.(They caught up, much to the horror of Island 10's inhabitants.) Arch-Enemy: The God Hunters, who the Syndicate fled from after the Great Betrayal.