Faction Summary
The ruthless and efficient Imperial magistrates, the Sanctum, led by the masked individual known only as The Absence, maintains a presence in every domain, enforcing Imperial law. The infamous Sanctum masks serve as their badge of office, and free the Sanctum from all emotion save one: passion for their duty. They cannot be swayed by mercy, nor influenced by anger or rage.
Life in the Domain
The Sanctum is present in every Dischordian domain, so each Sanctum Magistrate's varies. The one constant is order. For those who make their home in Myrum Scathach's domain of Summit, life is very militaristic. Regimented hours, drills, and barracks are facts of life in Summit.
Dominant Races
The Sanctum recruits any who possess a passion for law and order
Paradigm: Any. Akashics, Euthanatos, and Hermetics are the most represented traditions. New World Order and Iteration X are the most common conventions.
Costuming and Archetypes
Sanctum Magistrate, Sanctum Gray Man, Judge Dredd
Politics & NPCs
The Imperial Sanctum is led by The Absence. His left and right hands, the Warden and Vigilance, oversee correction and punishment, respectively. Vigilance is known to be one of the old-guard, an advocate of the Sanctum's roots: punishment-by-incineration. The Warden is known to have a softer touch. Although every Sanctum magistrate is oath-bound in service to the Absence, nearly all serve other lords, and few have sworn fealty to the Absence. Their obligation to justice goes deeper than mere oaths: It is their passion. Any breach of Imperial law or failure to abide by their oaths is punished extremely harshly. A Magistrate's rank in the organization is measured separately from, but is roughly equivalent to, their Dischordian title. Nobles of any domain may be affiliated with the Sanctum to maintain law and order within their domain. Such magistrates still possess a Sanctum mask (see below), but are only afforded access to the full Magistrate network if they are Imperial (Domain Magistrates receive their chosen Domain advantage)
Sanctum Magistrates wear masks which serve as their badge of office and bestow several benefits. (Sanctum players must have a prop for this mask)
- Arcane x 1: Those interacting with the Sanctum wearing their mask have difficulty recalling the Magistrate’s appearance, only the mask.
- Emotional Control: Sanctum Magistrates are not easily confused or swayed. While wearing their mask, Sanctum magistrates gain two additional Willpower and two bonus traits to resist any mental or social challenge that would affect their emotions, trick, or deceive them in any way.
- Ring of Truth: Sanctum Magistrates can often see through lies while wearing their masks. Defeating a target in a social challenge (Investigation vs. Subterfuge), a Magistrate can determine if the last thing the target said was a lie.
The masks also, however, come with some aspects that some might consider to be drawbacks. As far as the Sanctum is concerned, however, these are considered beneficial as well.
- Fanaticism: Sanctum Magistrates are dedicated to their cause. While wearing the mask, their nature and demeanor become “Judge" and "Fanatic” respectively.
- Emotional distance: The darker aspect of their emotional control, Sanctum Magistrates cannot be swayed by pleas of mercy. They gain the negative traits Callous x 3 as long as they wear the mask.
- Bond of Truth: Sanctum Magistrates are bound to the truth, making them entirely incapable of lying while wearing their masks. Clever Magistrates are still capable of speaking incomplete truths.
Historical Information
Contract of Unification
With the outbreak of the Third World War, the lords knew that mankind teetered on the brink of extinction. They felt that mankind's own volatile nature could no longer be risked. During the war of the dead, Children of Lilith met in a secret conclave, in a place kept well-hidden for centuries. Each Clan sent ambassadors to create a new government. They intended to turn the tide in the growing global chaos, and combat the armies from the East. Upon the end of the summit, the delegates signed the Treaty of Unification.
Read more: (Shroud Fall) Unification
The Treaty bound many Vampire lords and Cities into this pact through ancient magics. The ambassadors gave their lives to fuel the magic. Their sacrifice brought the end of strife between these cities, allowing civilization to be born anew. It created a new arm of the law: the Sanctum. Their sole task was to seek out and eradicate the true source of man's inhumanity - his ability to feel. They took upon themselves the burden of not feeling. They developed Ecloll, the great nepenthe, Salve and Salvation. This drug saved humanity from pathos, sorrow, the deep chasms of melancholy and hate. With it, they anesthetized grief, annihilated jealousy, and obliterated rage. The Unification Proclamation built itself on civility and restraint, law and order.
It held itself as a last bastion of order in Balor's chaotic kingdom. They focused on the preservation of mankind and their greater united purpose. It diminished the role of the individual and subdued emotions to preserve their sanity. The Sanctum’s unfeeling judges ruthlessly enforced the laws of the Treaty.
A New Unification, A New Sanctum
Hal Morgan's departure left Unification's seat of power vacant for centuries. As the Surveyor's Court convened, so too did the struggle for control over the domain. While other domains sized up the domain for conquest, it faced its own internal struggles. Unification was rife with infighting, backstabbing, and spies from Lazarus’ Empire. Various factions within the domain struggled for control.
Read more: (Surveyor's Court) Unification
Dietrich Mercer led one of the factions vying for control. He discovered that infernalist magic empowered the Treaty of Unification. He and his vassal, Dorian Osbourne, were able to turn this knowledge to their advantage. By sharing this finding with the New Faith Inquisition, they gained a powerful ally. The backing of the Sanctum tilted the balance of power further in their favor. Osbourne, a Sanctum Magistrate, brought to bear the strength of the law to weaken their rivals. Through sabotage and alliances, their coup was successful, and they destroyed the Contract.
But, Unification was wholly occupied with their internal struggles. They were unable to fulfill their responsibility as surveyors. Their punishment, at the Voice's decree, was to fold into another domain. Yet this placed them in a position to decide the victor of the Surveyor's challenge. Whichever domain gained the most territory would be the victor. The contest was close between Aranta-Shadur and Empyrean Dysambigua. Whichever domain gained the Unification would gain the advantage. After extensive negotiations, Mercer choose to join the Empyrean Dysambigua. Their Inquisitors had aided his victory to claim the Unification. Together they purged the Unification of demonic influence. The domain embarked on a new path of enlightenment, reason, and the last safe haven of humanity.
This struggle reshaped not only that domain, but the Sanctum as well. In recognition for their aid, Dorian persuaded the Voice of Balor to elevate the Sanctum to the position of Imperial Magistrates. There, they would serve the entirety of the kingdom of Dischordia as they had the Unification. As ruthless as they were, their efficiency and effectiveness were undeniable.
War of Aether
Following their new Imperial mandate, the Sanctum began insinuating itself in every domain. The infamous Sanctum masks still served as their badge of office. They remained unswayed by mercy, anger, or rage. When the War of Aether began, the Absence and his magistrates were among those on the front lines. Their masks rendered them resistant to the horrors and temptations of the Aether. They defended every domain as they had sworn to do. But they seemed most eager to hunt down deserters and defectors.
Treaty of Maelstrom's Rebuke
The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.
Treaty of Maelstrom's Rebuke
The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.
Read more: (Treaty of Maelstrom's Rebuke)
In the initial drafting of the Treaty, both parties agreed that the Sanctum should enforce it. They would be responsible for punishing any breaches of the Treaty's terms. The Sanctum did not pursue the authority granted to them, but it was acceptable to them. With the signing of the Treaty, the Sanctum's authority expanded to a global scale.