Imperial Sanctum

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.

Dominant Races

The Sanctum recruits any who possess a passion for law and order

Costuming and Archetypes

Sanctum Magistrate, Sanctum Gray Man, Judge Dredd

Politics & NPCs

The Imperial Sanctum is led by The Absence. 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

During the war of the dead, Children of Lilith met in a secret conclave, in a place kept hidden to this day. Each Clan, formerly the get of Caine, sent their ambassadors to create a new government and turn the tide in both the growing global chaos, and the losing of territory to the armies from the east. Upon the end of the summit, the Treaty of Unification was created, binding many Vampire lords and Cities under its banner through ancient pacts. While the ambassadors gave their lives to fuel the magic, through their sacrifice brought the end of strife between these cities and allowed for civilization to be born anew.

In the first years of the New Age and the breakout of the third World War, those who would become the Unification Proclamation knew that mankind teetered on the brink of extinction. Believing that mankind’s own volatile natures could simply no longer be risked, they created a new arm of the law: The Sanctum; whose sole task was to seek out and eradicate the true source of man's inhumanity to man - his ability to feel. Through their findings, they took upon themselves the burden of not feeling, or influenced by emotion. They developed Ecloll. Touted as the great nepenthe, the glue of their great societies, Salve and Salvation, it delivered humanity from pathos, from sorrow, the deepest chasms of melancholy and hate. With it, they anesthetized grief, annihilated jealousy, and obliterated rage.

Fueled by Elcoll and supported by the Contract of Unification, the culture of the Unification Proclamation was one built on civility and restraint, law and order. It held itself as a last bastion of order in the kingdom of Dischordia, focused on the preservation of mankind and their greater united purpose. It diminished the role of the individual and subdued human emotions to preserve their sanity in the seventh age. The Sanctum’s unfeeling judges, juries, and executioners, ruthlessly enforced the laws of the Treaty and Unification cities.

The Sanctum was widely feared and despised for their ruthless enforcement of the laws of the Unification Proclamation. Even minor transgressions were punished with death by incineration. Many questioned the place for such rigid and unwavering order within the chaotic kingdom of Dischordia, but the Sanctum and the Unification persisted.

A New Unification, A New Sanctum

Throughout the Surveyor’s Era, the Unification Proclamation was wrought with internal struggles over the seat of power left vacant by Hal Morgan’s departure. Rife with infighting, backstabbing, and spies from Lazarus’ Empire, and still suffering it's poor reputation from the Foundation Era, many other domains began sizing up Unification as a target for conquest. One faction within the domain, led by Dorian Osbourne and his lord, Dietrich Mercer, discovered that the power binding the Unification Proclamation together was backed by Baali infernalist magic. Dorian Osbourne, a Sanctum magistrate in service to one of the contenders, gained the support of the Absence for his lord, and brought to bear the full strength of the law to gain advantage over their rivals. Through sabotaging their rivals and allying with both the Sanctum and the Inquisition of the Empyrean Dysambigua, their coup was successful. They were able to destroy the Contract of Unification and released the nobles of Unification from their ties to Lazarus’ Council of the Stars, and throwing Lazarus’ Empire into chaos.

However, occupied as they were with internal struggles, Unification was unable to fulfill their responsibility as surveyors. Although forced to fold into another domain as a result, they were in a position to decide the victor of the Surveyor’s challenge. In a close race between Aranta-Shadur and Empyrean Dysambigua, whichever domain gained the Unification would gain the advantage. Ultimately, after extensive negotiations, Mercer choose to join under the Empyrean Dysambigua. Together they rid the two kingdoms of demonic influence and forged a new path of enlightenment, reason and the last safe haven of humanity, free from the demonic influence which had pervaded it since its inception.

This struggle reshaped not only that domain, but the Sanctum as well. In recognition for their aid, Dorian utilized the political clout that Empyrean Dysambigua had gained during the Surveyor’s Court to convince the Voice of Balor to elevate the Sanctum to the position of Imperial Magistrates, to serve the entirety of the kingdom of Dischordia. As ruthless as they were, their efficiency could not be denied.

War of Aether

The Imperial Sanctum began insinuating itself in every domain to enforce Imperial Law across Dischodia. The infamous Sanctum masks still served as their badge of office, preventing them from being swayed by mercy, or influenced by anger or rage. When the war began, the Absence and his magistrates were among those on the front lines, their masks allowing them to resist the horrors and temptations of the Aether to which even the most stalwart Dischordian warriors would succumb. They defended every domain as they had sworn to do, and they were the most eager to hunt down deserters and defectors.

Treaty of Maelstrom's Rebuke

In the aftermath of the cataclysm which ended the war, exactly one year after the events which marked its beginning, representatives from Dischordia and Lazarus met in Vancouver to solidify a treaty to bring an end to the hostilities and negotiate terms for a lasting peace. Diplomats from every kingdom were sent to witness the treaty, but each hoped to see their own agenda reflected in the final document. The Treaty detailed the terms of the ceasefire, returning of prisoners of war and withdrawal of troops from occupied territories, but also contained several initiatives designed to further specific agenda.