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.

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

Nobles from every domain feared and despised the Sanctum. Their ruthless enforcement of the Unification's laws was brutal. They punished even minor transgressions with death by incineration. Many questioned if such rigid and unwavering order had a place within Dischordia.

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

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)