Front Page.pngWelcome to SANCTUM: of Virtue and Vice, a world of immense beauty permanently scarred by humanity's fall from Virtue into Vice. An exciting and vibrant world where the physical landscape—a mix of vibrant purples, blues, and golds—is a living mystery where nature itself has twisted to reflect the internal moral corruption of its people.
Diverse and Consequential Environments:
From a brutal, perpetual winter to a stagnant eternal autumn, every environment is a subtle testament to the specific spiritual wrongs and unaddressed sins of the nations residing there.
Simmering Global War:
Nations are engaged in conflict, a struggle of swords and magic that reflects humanity's perpetual moral battle between what is easy (Vice) and what is right (Virtue).
A Race Against Time:
The world's foundations, the Mana Stones, are cracking under the weight of this moral failing. Players must seek out ancient Virtues to redeem the world and decide whether its peoples will find salvation or be utterly consumed by the consequences they have sown. But be warned, this collapse is not a passive failing for evil authorities seek to empower themselves through the active promotion of Vice.
FATE Core is a highly engaging system that focuses on narrative storytelling over heavy mechanics. This system is intended for a proactive, engaged, dynamic and imaginative player. Passive voice characters and players who prefer a more structured setting with strong mechanical limits may find this system difficult.
While I may be the Storyteller, you as the Player have a great deal of agency within the FATE system to collaboratively tell the story through the use of your FATE points! Does your Swordsman have a connection with the Blacksmith in town? Pay 1 Fate point and BAM, Blacksmith AND connection, just tell me how! Did you name your Mage with a cumbersomely long name to make my regret letting you play? BAM! Now every Mage in Altena has a cumbersomely long name that gets longer the higher their rank is! Going to meet the Grand Master of Fire? Get ready to remember a 25 word name and use it correctly, every time! Want your Archer to have something more exotic than a Falcon such as a Phoenix? Give up one of your free ASPECTS and dedicate it to your Phoenix, BAM! You have a Phoenix! You lucky Player you, but now I get to tag your Phoenix Aspect in ways you might not be prepared for! A Phoenix in the frozen kingdom of Altena!? Oh no! Your Fire Elemental Aligned bird isn't looking so great in a frozen Water Elemental Aligned landscape, accept a FATE point and your "Loyal Bird of Fire" is now a "Freezing Bird of Smolder", better get that Phoenix some proper care! Even simple decisions such as "I am a Swordsman of Valsena and this is my father's sword!" Oh? I love it! Add that as an aspect to your character, "Keeper of the Family Sword" and as a Storyteller I have to say that's a brilliant addition, would be a shame if something happened to that nice sword you have! Oh gee, that last wave nearly capsized the ship, too bad your sword wasn't stowed properly and now it's skittering across the deck right for the railing and the ocean below, have a FATE Point!
FATE Points are the literal currency of narrative collaboration. You primarily earn them as rewards for accepting complications, called "compels." Once you have them, you can spend these points strategically to gain a flat +2 bonus on a skill roll when you invoke an appropriate Aspect, or to activate certain Stunts and tag Aspects for narrative effect, or even to add a significant detail to a Scene (like that connection to the Blacksmith!). In FATE, to succeed spectacularly, you first have to embrace interesting failures!
To be considered for play please submit a brief paragraph describing your character using one of the Class/Kingdom combinations provided in the attached Player's Manual. Post Rate is expected to be not less than twice weekly. Accepted submissions will receive a Direct Message and will be invited to the Session Zero planning area for character finalization and basic setting and lore briefing.
When submitting your paragraph include your High Concept (a phrase that sums up who your character is and where they fit in the world; this must include your chosen Class and the Virtue of your home Kingdom) and your Trouble Aspect (which should reflect the Vice of your respective class/kingdom EXCEPT for the Priests). The Priest of Light struggles with the Severity of the Creator (preferring mercy, redemption and healing) while the Priest of Dark struggles with the Goodness of the Creator (preferring justice, discipline and boundaries).
Character Limitations:
Resources:
Sanctum - Player.pdf - Your introduction to the world of Sanctum as well as Class sheets and descriptions.
FATE Core SRD - Check out the official SRD a comprehensive overview of the FATE Core mechanics!
Diverse and Consequential Environments:
From a brutal, perpetual winter to a stagnant eternal autumn, every environment is a subtle testament to the specific spiritual wrongs and unaddressed sins of the nations residing there.
Simmering Global War:
Nations are engaged in conflict, a struggle of swords and magic that reflects humanity's perpetual moral battle between what is easy (Vice) and what is right (Virtue).
A Race Against Time:
The world's foundations, the Mana Stones, are cracking under the weight of this moral failing. Players must seek out ancient Virtues to redeem the world and decide whether its peoples will find salvation or be utterly consumed by the consequences they have sown. But be warned, this collapse is not a passive failing for evil authorities seek to empower themselves through the active promotion of Vice.
FATE Core is a highly engaging system that focuses on narrative storytelling over heavy mechanics. This system is intended for a proactive, engaged, dynamic and imaginative player. Passive voice characters and players who prefer a more structured setting with strong mechanical limits may find this system difficult.
While I may be the Storyteller, you as the Player have a great deal of agency within the FATE system to collaboratively tell the story through the use of your FATE points! Does your Swordsman have a connection with the Blacksmith in town? Pay 1 Fate point and BAM, Blacksmith AND connection, just tell me how! Did you name your Mage with a cumbersomely long name to make my regret letting you play? BAM! Now every Mage in Altena has a cumbersomely long name that gets longer the higher their rank is! Going to meet the Grand Master of Fire? Get ready to remember a 25 word name and use it correctly, every time! Want your Archer to have something more exotic than a Falcon such as a Phoenix? Give up one of your free ASPECTS and dedicate it to your Phoenix, BAM! You have a Phoenix! You lucky Player you, but now I get to tag your Phoenix Aspect in ways you might not be prepared for! A Phoenix in the frozen kingdom of Altena!? Oh no! Your Fire Elemental Aligned bird isn't looking so great in a frozen Water Elemental Aligned landscape, accept a FATE point and your "Loyal Bird of Fire" is now a "Freezing Bird of Smolder", better get that Phoenix some proper care! Even simple decisions such as "I am a Swordsman of Valsena and this is my father's sword!" Oh? I love it! Add that as an aspect to your character, "Keeper of the Family Sword" and as a Storyteller I have to say that's a brilliant addition, would be a shame if something happened to that nice sword you have! Oh gee, that last wave nearly capsized the ship, too bad your sword wasn't stowed properly and now it's skittering across the deck right for the railing and the ocean below, have a FATE Point!
FATE Points are the literal currency of narrative collaboration. You primarily earn them as rewards for accepting complications, called "compels." Once you have them, you can spend these points strategically to gain a flat +2 bonus on a skill roll when you invoke an appropriate Aspect, or to activate certain Stunts and tag Aspects for narrative effect, or even to add a significant detail to a Scene (like that connection to the Blacksmith!). In FATE, to succeed spectacularly, you first have to embrace interesting failures!
To be considered for play please submit a brief paragraph describing your character using one of the Class/Kingdom combinations provided in the attached Player's Manual. Post Rate is expected to be not less than twice weekly. Accepted submissions will receive a Direct Message and will be invited to the Session Zero planning area for character finalization and basic setting and lore briefing.
When submitting your paragraph include your High Concept (a phrase that sums up who your character is and where they fit in the world; this must include your chosen Class and the Virtue of your home Kingdom) and your Trouble Aspect (which should reflect the Vice of your respective class/kingdom EXCEPT for the Priests). The Priest of Light struggles with the Severity of the Creator (preferring mercy, redemption and healing) while the Priest of Dark struggles with the Goodness of the Creator (preferring justice, discipline and boundaries).
Character Limitations:
- All characters are Human except for the Beastman
- Beastmen are always Male. Only the males have the werewolf form. Their race was nearly wiped out by humans during the Great Mana Wars nearly a thousand years ago. While most are xenophobic some are cautiously optimistic about human interactions. You are from Minton, a small trade village on the western shore of Ferolia's Moonlit Wood, so named for its perpetual moonlight. Minton is a 'free city' and is home to cautiously optimistic Beastmen.
- Archers are always Female. Only the females are allowed to serve as diplomats, envoys, scouts and spies. Laurent has a very small population and therefore a very limited army. This existential need means stringent social expectations and enforced civic duties prevent males from taking up adventuring roles outside the kingdom's protective borders.
- Swordsmen are ALMOST always Male. If you can wow me with a reason why a swordsman of Valsena, a kingdom of chivalry and medieval theme, would be female then go for it! However, expect that aspect to be tagged (compelled) often.
- Only 1 character Class will be accepted at a time. There will not be an adventuring party consisting of multiple versions of the same Class/Kingdom.
- Priests are not evil or neutral. They are morally good. The Priest of Light focuses on themes of mercy, redemption and healing (struggling with justice, just retribution and consequences) while the Priest of Dark focuses on themes of justice, just retribution and consequences (struggling with mercy, redemption and healing).
Resources:
Sanctum - Player.pdf - Your introduction to the world of Sanctum as well as Class sheets and descriptions.
FATE Core SRD - Check out the official SRD a comprehensive overview of the FATE Core mechanics!
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