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Posted: Wed Oct 08, 2025 10:35 am
The Order of the Sanctified Crusade
Overview
A militant theocratic order exalting human “purity,” sworn to cleanse lands they deem corrupted and to rule as stewards under the Radiant Sun. Also called the Sanctum of Man, they are violently hostile to all non‑humans and openly genocidal toward the Hylarr.
Creed & Identity
Creed: “Only the unshadowed flesh is worthy; only the human hand may steward the world.”
Ethos: supremacist doctrine, lustration rites, oaths, and consecrated violence framed as sacred duty.
Symbols: sunburst sword, obsidian triangle motifs, white mantles with crimson sunbursts; Sun‑Jaguar/Mesoamerican crusader aesthetic.
Origins
Forged in famine, plague, and frontier wars, war‑priests and disillusioned templars unified zealot bands after early border victories, hardening myth into dogma and birthing a crusader state.
Structure
Military: High Marshal in wars; Prior‑Captains command fortress‑monasteries; Sun Tercios (line), Sun‑Jaguar Cohorts (shock), Eagle Runners (scout/courier), Temple Sappers (engineer), River/Sea detachments.
Clergy: Arch‑Prelate and Synod of Purity set doctrine; Chapter Prelates, Priors/Prior‑Captains, Canons, Battle‑Chaplains, Ward‑Deacons, Acolytes.
Inquisition: Iron Inquisition—Grand Inquisitor, Ordo Puritas (bloodlines), Ordo Vigil (heresy), Ordo Excisio (counter‑non‑human ops).
Territory & Seats
Cities: Santa Maria (river hub), San Aurelio (sun mint), Puerto Jaguar (delta port), Soltepéc (shrine‑city), Las Escalinatas (canyon city), Cruz del Amanecer (crossroads).
Bastions: Bastion of the Radiant Sun (Santa Maria), Saint Radiant’s Bastion (training), Jaguar’s Watch (river), Eagle’s Perch (signal), San Obsidiana (ward bells), Sun Gate Bastion (causeway), Redoubt of the Golden Step (pilgrim road), Santa Tormenta (coast).
Coastal Seat: Solmar & Bastion of the Gilded Anchor—naval drydocks, chain‑boom, ward beacons.
Doctrine, Law & Methods
Practice: lustrations, oathbinding, consecration of arms, confession ledgers; pogroms and expulsions against non‑humans and hybrids.
Justice: clerical courts; inquisitorial trials; public tribunals on the Sun Plaza during alarms or schisms.
Propaganda: hymnody, litanies, and chronicles replace “tainted” histories in conquered sites.
Arms & Technology
Runebolt: semi‑automatic Runebolt Cannons (rifled cylinder long‑arms) with bayonet lugs and runic cartridges; Runebolt Culverins as crew‑served siege/naval guns.
Rune‑Blessed Arms: sun‑blessed blades, ward‑bound shields, consecrated polearms, hallowed bows; pavise tower shields with etched maxims.
Armor: hardened studded scale‑leather, sun‑linked chain mail, feather‑crest sallet helms.
Military Doctrine
Formations: Sun Tercio squares (shield/spear with crossbows/atlatls), Jaguar Vanguards (shock), Eagle Runners (flankers), Pyramid Redoubts and “Sun Step” siege towers.
Navy: Gilded Anchor galleons (flag), Sun Caravels (escort), Jaguar Brigantines (raider), Eagle Cutters (scout); culverin volleys, dismast‑and‑rake tactics, beacon‑guided night maneuvers.
Economy & Currency
Mint: San Aurelio, Soltepéc, Solmar, and traveling dies; anti‑counterfeit wards and mint marks.
Currency: the Sol—single legal tender; exchanges and tithes are reckoned only in Sols.
Relations
Hylarr: declared existential foe; rhetoric and operations target their eradication.
Other Non‑humans: policies of subjugation, exile, or extermination by perceived “corruption.”
Human Powers: some fund the Order as bulwarks; others ban them for fear of pogroms and coups.
Human Dissenters: humans who reject the Order’s creed are branded “corrupted” and subjected to forced penance, coerced conversion, or purges.
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Posted: Wed Oct 08, 2025 12:16 pm
Order Command & Clergy
A reference for the Order’s military leadership and its ecclesiastical hierarchy.
High Leadership
Military High Command
High Marshal of the Sanctified Host: supreme commander in times of crusade; issues theater mandates, appoints or removes Prior‑Captains, and sets overall campaign objectives.
Admiral of the Radiant Sea: fleet chief; controls squadrons, convoy rotas, and naval Runebolt Culverin doctrine; answers to the High Marshal in crusade and the Synod by sealed writ.
Ecclesiastical High Leadership
Arch‑Prelate of Purity: first voice of the Synod; proclaims crusades, confirms high offices, and signs bulls governing rites and war conduct.
Synod of Purity: doctrinal council that ratifies crusade mandates, names Chapter Prelates, and adjudicates heresy cases escalated from the Inquisition.
Grand Inquisitor (Iron Inquisition): leads Ordos Puritas, Vigil, and Excisio; operational autonomy on investigations, subject to doctrinal censure by the Arch‑Prelate and Synod.
Regional War Council
Chapter Prelate & Prior‑Captains: convene with the Castellan and Master of Culverins to set regional garrison priorities, magazine policy, and readiness codes.
Coordination: council minutes are sealed and relayed to the High Marshal and Synod; emergency powers pass to the Prior‑Captain under Crimson readiness.
Military Command
Chain of Command
Prior-Captain: overall commander of the Bastion and town defense; answers to the regional Chapterhouse and, in crusade, the High Marshal.
Castellan of the Bastion: fortifications, logistics, magazines, and gate discipline.
Master of the Sun Tercios: drills, deployments, and battle doctrine for line companies.
Jaguar Marshal: commands Sun-Jaguar Cohort shock troops and sally forces.
Prelate of Wards: chaplains, ward lattice, armory rites, relic custody, and consecration of culverin magazines.
Inquisitor-Provost (attached): Iron Inquisition liaison; autonomous investigations, defers to Prior-Captain for garrison actions.
Quartermaster of Granaries: supply, waterworks, and powder-sand/sigil maintenance; custody of culverin cartridges and induction sleeves.
Signal-Master: horns, drums, braziers, and banner-glyph codes; coordinates Eagle Runners.
Master of Culverins (Garrison): gunnery doctrine, battery captains, crew certification, and safety/misfire protocols.
Master Gunner (Battery): supervises individual emplacements, sights, elevation, and venting drills.
Order of Battle (Typical)
Feathered Tercios: two–three line companies with runebolt cannons, shields, and spears for Sun Tercio squares.
Sun-Jaguar Cohort: one elite assault company for breaches, counter-raids, and night actions.
Eagle Runners: scouts and couriers attached to each company; maintain watch posts and signal relays.
Temple Sappers: engineering cadre for Pyramid Redoubts, Sun Steps, and river works.
Culverin Battery: 2–4 Runebolt Culverins with crews of 3–4 each; led by a Battery Captain and Master Gunner, tied to hill magazines.
River Paddlers: flotilla detachment patrolling quays and river bends.
Militia: levy drilled to hold pavise rails, man towers, and form reserve.
Patrols & Readiness
Readiness Codes: White (routine), Amber (heightened), Crimson (alarm).
Patrols: river circuits at dawn/dusk; causeway pickets rotate every third bell; night sally teams sweep weir and marsh paths.
Muster: companies assemble on terraced courts within three bells; pavise rails raised at the Sun Gate and market quays.
Gunnery Readiness: culverin crews drill the Load–Aim–Fire cycle; induction sleeves and cartridges are red‑sealed; vent baffles opened on Amber; arcs and elevation set on Crimson.
Clergy of the Order
The priesthood binds crusader zeal to doctrine, maintaining wards, sacraments, and ideology.
Ecclesiastical Chain of Command
Arch-Prelate of Purity: presiding hierarch and first voice of the Synod; issues bulls, names crusades, confirms offices.
Synod of Purity: council of prelates that codifies doctrine and adjudicates heresy; commissions inquisitorial mandates.
Chapter Prelates: regional clergy-leads at chapterhouses; oversee rites, relics, seminaries, and ward lattices.
Priors & Prior-Captains: heads of local monasteries/fortresses (Prior-Captains combine abbatial and martial command).
Canons of the Sun: senior clergy over liturgy, scripture copies, and chaplain training.
Battle-Chaplains: field clergy to companies; blessings, triage, and confession ledgers.
Ward-Deacons: rune-keepers maintaining sanctums, ward bells, purity seals, and armories.
Acolytes & Novices: altar and scriptorium trainees; many serve as hymn-leaders with militia.
Clerical Branches
Wardens of the Sun: ward lattices and relic-vaults; defensive rites and anti-curse liturgy.
Hospitallers of the Dawn: healers and quarter-chaplains for infirmaries and pilgrim hospices.
Choir of the Radiant Word: itinerant preachers and hymnists; levy raising and morale.
Order of the Golden Step: scholar-clerics compiling chronicles, lineage audits, and purity statutes.
Rites & Vestments
Consecration of Arms: blessings for Runebolt Cannons, Runebolt Culverins, and their magazines/cartridges; oaths bind efficacy.
Lustrations & Oathbinding: dawn ablutions, oath cords, parchment seals on gear and gates.
Vestments: white stoles edged in crimson step-frets, sunburst pectorals of gilt bronze or jade, feathered copes for high feasts.
Iron Inquisition — Command & Operations
The Order’s inquisitorial arm investigates bloodlines, heresy, and collaboration, exercising operational autonomy with clerical oversight.
Command Chain
Grand Inquisitor: supreme inquisitorial authority; issues universal mandates and inter‑ordo directives.
Inquisitor‑Provost (Garrison Liaison): stationed at the bastion; coordinates warrants, custody, and armed support with the Prior‑Captain.
Senior Inquisitors: oversee cells and regional circuits; report findings to the Chapter Prelate and Grand Inquisitor.
Ordos
Ordo Puritas: bloodline and lineage audits, registrars, midwives; conducts “lineage inspections” and maintains purity ledgers.
Ordo Vigil: doctrinal integrity, sedition, apostasy; reviews sermons, tractates, and scholae.
Ordo Excisio: counter‑infiltration and extermination ops against non‑humans, with Hylar‑focused cells.
Field Ranks & Auxiliaries
Inquisitor‑Provost (regional), Inquisitor (senior), Interrogator (junior), Acolyte (novice).
Auxiliaries: Penitents (sworn informers) and Redemptioners (penal muscle) under strict oath and seal.
Authorities & Writs
Sealed Writs: detention, seizure, and examination; doctrinal censure requires Chapter Prelate countersign.
Jurisdiction: operational autonomy for investigations; armed actions and sieges coordinated through the Prior‑Captain.
Emergency Powers: under Crimson readiness, may compel garrison assistance to prevent riot, purge, or flight.
Procedures & Custody
Trials: “doctrinal examinations” held in camera; verdicts read to the Chapter Prelate for record.
Evidence: ledgers, warrants, and seized items logged through custody shrines; tamper seals inspected by Ward‑Deacons.
Magazine Oversight: red‑seal audits on culverin cartridges when heresy or sabotage is suspected.
Urban Presence (All Cities)
Offices: Inquisitor‑Provost chambers adjoin the local scriptorium/courts; include interview cells and a sealed ledger room.
Patrols: plain‑clothes informants in markets, docks, and pilgrim quarters; warrant teams stand to from the nearest barracks.
Liaison: weekly brief with the Prior‑Captain and Chapter Prelate to align warrants, custody, and magazine audits.
Intake: complaint desks inside the scriptorium close; anonymous tips accepted via sealed writ boxes.
Rotation: senior inquisitors rotate circuits between cities to prevent local capture and maintain uniform practice.
Training & Advancement
Shared Novitiate: two winters of scripture, camp craft, rune‑craft basics, hymn‑cant, and ledger literacy; candidates declare a track at term’s end.
Tracks (Military): Sun Tercio (recruit → shieldspear → file leader → sergeant), Jaguar Vanguard (assault course, night work, breach drills), Culverin Crew (loader → layer/aimer → gun captain → master gunner), Eagle Runner (signals, mapping, courier), Temple Sapper (earthworks, embrasures, siege towers).
Tracks (Clergy): Ward‑Deacon (ward lattice, bell tuning, custody shrines), Battle‑Chaplain (field rites, triage, confession ledgers), Canon (liturgy, doctrine, instruction), Prior/Prior‑Captain (abbatial leadership, garrison command).
Certifications: orthodoxy board (doctrine exam), rites practicum (lustrations, consecrations, oathbinding), gunnery certificate (Load–Aim–Fire cycle, misfire/vent drills, magazine safety), signal proficiency (drum/flag/beacon), scribe’s hand (copy standard).
Cross‑Qualification: sappers cross‑train culverin embrasures and baffles; runners take signal‑relay and courier evasion; chaplains qualify on magazine seals and casualty evacuation.
Advancement Gates: time‑in‑service, citations in campaign, fitness boards, and Chapter Prelate interview; written commendations from Master of the Sun Tercios/Master of Culverins accelerate promotion.
Discipline & Remediation: failed boards assign penance and retraining weeks; breaches of seal (rites or magazine) suspend rank pending inquiry.
Honors & Keys: Sun Step badges (bronze/silver/gold) for drill mastery, Banner of Radiance for unit distinction, Keys of Custody for trusted magazine officers.
Sea Duty (Optional): marines complete boarding and bayonet course; deck gunners certify on naval culverin traverse/elevation and magazine red‑seal protocol.
Typical Timelines: sergeant 3–5 campaigns; gun captain 2–4; master gunner 5+ with pristine safety record; Ward‑Deacon 2 winters post‑ordination; Battle‑Chaplain 3–4; Canon/Prior by Synod and Chapter selection.
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Posted: Wed Oct 08, 2025 12:49 pm
Order Armor
Field-issued protection of the Order, blending crusader steel with Mesoamerican design for jungle and siege alike.
Armor
Hardened Studded Scale-Leather: layered ichcahuipilli-style quilted cotton and boiled-leather plates overlain with small scalloped scales and bronze studs; flexible in jungle heat, quiet in motion, and resistant to claws and barbs. Step-glyph stitching along seams sheds rain and grime.
Sun-Linked Chain Mail: riveted steel links over a breathable quilted underlayer, with crimson mantling and glyph-embroidered tabs. Obsidian-triangle washers at the shoulders anchor blessing cords; disperses force while managing heat better than full plate.
Feather-Crest Sallet (Mayan Aesthetic): swept-back sallet with a stepped tail and narrow visor slit; jade-inlaid brow band, stepped-cheek plates, and a removable feathered crest. Rune etching along the nape deflects downward blows and dulls glare; pairs with jaguar-pelt aventail for ceremony or intimidation.
Order Weapons
Rune Blessed Firearms
Runebolt Cannons (Semi-Automatic Rifled Firearms)
A compact, shoulder‑fired long‑arm with a dark hardwood stock inlaid with obsidian triangles and jade chips, bound in crimson prayer‑cord. A rifled steel barrel bears faint spiral rune‑wards and ends in a stepped sun‑crown muzzle with a discreet baffle ring.
Receiver & Cylinder: bronze‑brass receiver paneled with rune plates around a rotating six‑shot sigil cylinder; viewing slits show the next cartridge’s glowing glyph, and parchment purity seals hang from the side‑plate.
Sights: front sun‑disc bead and rear stepped notch; a flip‑up rune aperture glows honey‑gold when the primer cant is intoned.
Heat Vents: scalloped ribs and censer‑ports along the shroud breathe pale smoke as the runes warm.
Bayonet Lug: a forged under‑muzzle lug with a quick‑twist collar for a detachable, single‑edged bayonet; guard ring at the foregrip protects the hand. When mounted, the blade extends the weapon’s reach and serves for parrying without obstructing the sights.
Finish & Trim: limewashed step‑motifs, feather tassels at sling lugs, and purity seals tucked beneath the cheek rest.
Field Roles: issued to Feathered Tercios and Eagle Runners as skirmish carbines; Sun-Jaguar Cohorts mount reinforced stocks for breach work.
Maintenance: censer-smoke purges residue; overuse risks “sigil-glow” overheating, requiring cooldown in sanctified sand.
Runebolt Culverin (Crew‑Served)
Rifled, rune‑primed heavy gun for fortress batteries and warships. Operated by a trained crew; not a handheld weapon.
Crew & Cycle: crew 3–4; three‑step operation—Load the cartridge and set runes, Aim (elevation/traverse), Fire on signal; with full crew, one shot per round.
Roles: Field batteries on terrace embrasures and casemates; naval mounts on pivot carriages covering approaches and rigging.
Effects: siege‑grade piercing impact; at normal range, shots cut rigging/rail cover; minimum range is poor due to barrel length and traverse limits.
Ammunition (Runic): Piercer (hulls/walls), Sunburst (radiant splash; ignites rigging), Shatter‑Rune (concussive burst), Binding‑Sigil (brief restraint on creatures).
Safety: red‑sealed magazines; vent and clear on overheat/misfire before next Load; only Master Gunner authorizes breach service.
Rune-Blessed Weapons
Traditional arms inscribed with litanies and sealed with purity wax, meant to channel consecrated force against the Order’s named foes.
Sun-Blessed Blades: longswords and macuahuitl-sunblades with goldleaf glyphs; the first telling strike after a battle hymn carries a lick of radiant power and counts as a blessed weapon.
Consecrated Polearms: spears and halberds etched with step-glyphs; bearers can form “Sun Steps” to repel charges and pierce unnatural hides.
Ward-Bound Shields: tower and round shields set with obsidian triangles; raised wards dampen hexes and turn aside with a flash of sun-sparks.
Hallowed Bows & Crossbows: limbs wrapped in prayer-cord; rune-scribed bolts and arrows leave a brief glow that reveals concealed foes on a telling hit.
Pavise Tower Shield: a man-high, curved pavise of ash and steel with a central inscription etched across its face—“The Sun Adjudges, The Pure Endure”—and a lattice of engraved runes around the rim. When planted, the etched maxim warms and the rune-lattice flares, projecting a shallow radiant screen; when borne, the runes dampen curses and steady the bearer’s stance.
Runebolt Bayonet: A detachable, single‑edged bayonet forged for the Runebolt Cannon’s under‑muzzle lug, blending crusader steel with Sun‑Jaguar motifs. Usable mounted for thrusting or detached as a knife.
Rites & Attunement: Weapons are bathed in dawnlight, named by a prelate, and bound to an oath; breaking the oath quenches the blessing until re-sanctified.
Logistics & Issue
Distribution: Runebolt Cannons prioritized to Tercios and inquisitorial escorts; Rune-Blessed Weapons to vanguard and temple guards.
Safeguards: rune-locks keyed to chapterhouse sigils prevent theft and misuse; inquisitors carry override keys.
Risks: cracked sigils can misfire in rain or hostile magic; field chaplains carry seal-kits to repair blessings between engagements.
Order Attire — Vestments & Garb
Standard clothing across the Order, blending crusader cuts with Sun‑Jaguar motifs. Palettes favor white, crimson, sun‑gold, black obsidian accents, and jade inlays.
Clerical Vestments
Daily: white stoles edged in crimson step‑frets over undyed tunics; sunburst pectorals (bronze or jade) and prayer‑cord sashes.
High Feast: feathered copes with sun mosaics, gilt hems, and jade cabochons; bell‑cord tassels and staff of office.
Ward Work: linen aprons waxed against oils; ring of seals for doors, magazines, and reliquaries.
Military Uniforms (Under‑Armor Garb)
Sun Tercios: quilted arming doublets in white‑crimson linen, step‑pattern gussets for range of motion, tie‑points for armor, and padded collar; shield mantles as detachable cloth covers.
Sun‑Jaguar Cohorts: heavier padded vests with jaguar‑tab accents, reinforced knee/elbow wraps, breach scarves, and knotted waist sashes for kit.
Eagle Runners: light arming shirts, short ventilated capes, drum/flag satchels, fingerless glove liners, and wide‑brim cloth hoods under helms.
Temple Sappers: canvas over‑smocks worn over arming shirts, tool‑loop belts, rope harness, soot veils, and stepped‑pattern knee/elbow pads.
Culverin Crews: heat‑resistant jerkins, ear caps, smoke veils, gauntlet liners, and a red‑seal sash indicating magazine access.
Inquisition Dress
Formal: white mantle marked by an iron key over a crimson sunburst; ringed key‑scepter, parchment seals at breast.
Field: dark half‑cloaks with inner pockets for writs, plain helms, and muted sun‑disc pins; gloves with seal‑wax pads.
Navy & River Kits
Seafaring: tarred canvas cloaks, rope‑sole boots, beacon sashes; signal kerchiefs in step‑patterns.
River Paddlers: reed capes, rawhide sandals, pole‑gloves; water‑tight charm gourds at belt.
Rank & Insignia
Sashes: white (rank‑and‑file), crimson (NCO), sun‑gold (officer), black‑edged white (chaplains), white with iron key pin (Inquisition).
Plumes/Crests: single white (line), white‑crimson split (veteran), jaguar tuft (cohort elite), gold fan (command).
Badges: step‑fret bars for seniority; sun‑disc wreath for unit honors; key device for custody officers.
Materials & Palette
Textiles: quilted cotton (ichcahuipilli), waxed canvas, wool cloaks; feather and leather trims.
Accents: obsidian triangle plaques, jade beads, gilt thread for command elements.
Climate Variants
Jungle/Monsoon: breathable linens, oilcloth capes, fungus‑resistant sandal liners.
Mountain/Cold: wool mantles, fur‑lined helms, sun‑disc hand warmers.
Desert/Arid: veiled sallets, light step‑pattern wraps, sun‑cream vials on cords.
Accessories
Purity Seals: parchment slips at helm, shield, and breast.
Prayer Cords: knotted tally for vows and kills (Inquisition substitutes oath marks).
Service Gear: censer tins, seal‑wax, lens for micro‑glyphs, rune chalk.
Care & Warding
Lustration: garments washed at dawn fonts; sun‑bleached, then smoked with ward herbs.
Inspections: weekly seal checks; torn step‑frets re‑stitched under oath; command items re‑blessed monthly.
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Posted: Wed Oct 08, 2025 1:33 pm
Divine Magic of the Radiant Sun
reference to how the Order frames and practices sacred power: rites, implements, roles, and constraints.
Wellspring & Symbols
Source: the Radiant Sun, embodying purity, judgment, and stewardship. Authority is legal‑ritual as much as miraculous.
Signs of Favor: honey‑gold glows, warmth like dawn on skin, bells that ring true, and shadows retreating from a circle of light.
Practices & Rites
Lustration: ablutions, incense, and chants to cleanse persons, places, food, and tools of mundane and uncanny taint.
Oathbinding: vows spoken before seals and bells; breaches carry social and spiritual penalties and may trigger ward responses.
Consecration of Implements: blades, shields, cartridges, and vaults are named and sealed, gaining reliability against corruption and fear.
Ward Lattice: inscribed sun‑spirals, bells, and parchment seals that establish boundaries, alarms, and sanctified ground.
Beacon Rites: guidance and revelation: marking trails, clarifying false signals, piercing glamers, steadying minds in darkness.
Censure & Judgment: command, quelling, or purgation when authority is lawfully invoked; escalates to burning radiance in grave cases.
Relief & Succor: benedictions that mend flesh, hearten companies, and purge fatigue or sickness.
Inquiry & Audit: divinatory procedures—lots, ledgers, and bells—used to test claims, detect hidden workings, and read traces.
Roles & Competencies
Ward‑Deacons: construct and maintain lattices, bells, seals, custody shrines, and magazine rites.
Battle‑Chaplains: front‑line benedictions, relief, consecrations, and censure in the press of battle.
Prelates of Beacons: convoy guidance, signal sanctification, and night‑march steadiness at sea and ashore.
Inquisitors (with clergy oversite): oathbinding, inquiry, and doctrinal censure; miracles ratified by clerical record.
Canons & Priors: high rites, adjudications, and the naming of sacred charges (relics, places, campaigns).
Implements & Foci
Focal Signs: sun‑burst pectorals, ward bells, censers, and jade/obsidian glyph tablets.
Seals & Oils: parchment strips with micro‑glyphs; consecrated oils and sand for circles and locks.
Choral Elements: plainchant, drum cadence, and conch tones mark timing, consent, and closure.
Requirements & Costs
Preparation: quiet space, clear intention, named subject, and at least one recognized sign (seal, bell, or pectoral).
Effort: rites can tax the celebrant—fatigue, hoarseness, headaches; repeated use without rest invites misfires.
Material Strain: seals and oils must be replenished; failed rites may scorch parchment, crack bells, or dull glyphs.
Limits, Risks, & Opposition
Jurisdiction: censure and command bind best where the Order holds law; beyond it, effects are muted or short‑lived.
Line & Lattice: solid wards, running water, or profane marks can break lines‑of‑effect; glamers resist if unchallenged by a sign.
Backlash: broken oaths or forged seals can rebound—as nausea, ringing in the ears, or bell‑cracks—until proper penance is done.
Integration with Runebolt & Culverin
Magazine Seals: red‑seal rituals bind cartridges and vaults; unauthorized breach raises bells and nullifies blessings until re‑sealed.
Beacon & Gunnery: beacon rites steady crews and clarify signals; ward bells dampen glamers near sights and elevation marks.
Field Consecrations: quick rites on pavise rails, ladders, or yokes provide brief steadiness, clarity, or calm under fire.
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Posted: Wed Oct 08, 2025 11:41 pm
Character Rules
When creating a character these rules must be followed.
1) all characters are human, no exceptions.
2) all characters can only use weapons and armor as defined by this thread. No Automatic weapons will be allowed and no substitutions will be accepted. weapons "might" be put up for consideration, but no guarantees will be given that they are approved for official use. Otherwise, use what's been provided.
3) This Faction is Highly Xenophobic, that playstyle should be considered when creating this character within this faction, anything else while allowed will cause you to be highly more creative in your conversations if you intend to toe the line but hide your true nature. Exile and Deserter are acceptable paths, but understand you'll be hunted the entire time.
4) additional rules to follow as the need arises that something hasn't been covered already.
Any questions feel free to send a pm to Wolfe Garm, do not post questions in this thread.
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