Skull Conclave

Skull Templars, Calvarians, Tougu, Baskets



”Lethal is the Templar’s blade.

Deadly is their Spell.

More Vorpal is the Templar’s faith

to those of Sin and Fell”

Artwork by Nicco Salonga

Overview

Skull Templars are theocrats and ritualists, deeply ensconced in the rites and the faith of the Temple. They are all skilled and experienced in the use of magic, if not magic-users themselves. They are the smallest of the Conclaves, though their influence dwarfs their brethren. Studious and insular, they do not often leave the bastions and strongholds of their Archfaction — though powerful magic may draw them to deadly places. 

Symbol

Four human skulls at the base of the Hallowed Ziggurat. Simpler iconography has a human skull with three horns inside an tapered triangle. Black, white, and gold are associated with the Calvarians.

Lore: High

Playing a Calvarian requires reading in the faith, histories, and Priory details of the Archfaction. In addition, these characters are expected to adhere to certain standards if they are to remain in good standing.

Respect the dead. Even in death, they still serve.

Aesthetic

Moreso than their Templar brethren, Skull Templars tend to be ornamented with bones. Most wear animal bones, but it is an uncommon practice to wear the cherished remnants of auspicious and beloved relatives. Indeed, skull iconography is a frequent sight in their works and their garments. Beneath and among these macabre ornamentation, Skull Templars tend toward darker clothing, sometimes gilded with bronze or silver. Robes, cassocks, vestments, and similar clothing is preferred, though more martial Templars may eschew these for more militant attire such as battle skirts or armored overcoats. 

Outlook

All for the Goddess: The Calvarians are known for their devotion to the God-Empress and her Oracle-Avatar. While feverish, unbending piety is not universal, every Skull Templar is expected to know and live by the tenets of their faith, in appearance if not in heart. Failure to adhere to these values is punished harshly, especially in the case of heresy. That said, the Oracle-Avatar’s mercy occasionally allows them to be dismissed instead of executed, though some Bishops and Hierophants can be quick with their “justice” as well as zealous. 

Life and Death: The God-Empress is a Goddess of life and of death. Killing humans is against her wishes, unless it is in self-defense or under the commands of a religious superior (who must answer to the Oracle-Avatar if this death is unnecessary). But when moved to kill a monster or a human, the Skull Templars do so with a hungry zeal. Many commemorate the deaths of their foes to the God-Empress, with the last of their pain and blood offered to the Earth Mother beneath. This can be particularly unnerving for those who see Calvarians as largely passive and prayerful rather than bloodthirsty. 

Close to Divinity: The Skull Templars are considered to be the closest to the Oracle-Avatar compared to the other two Conclaves. Thus, many look to them for wisdom or jump to assist them with any issue. This is far from universal, of course. While a superior ranking Talonite or Carminian might give a nod to a lower-ranking Calvarian’s words, they are under no responsibility to utterly follow the Skull Templars’ orders or demands. Furthermore, Calvarians who consistently treat the other Conclaves as servants might find themselves chastised by their superiors or worse yet, they might attract the Priory of Judicion’s interest.

Suffer for the Goddess: At the end of his life, the Skull Archon suffered and died in the Oracle-Avatar’s name. No stranger to agony, his own Diabolic magics wracked his body with every casting. Thus, pain and suffering is not so stigmatized among the Calvarians. While the torture of an enemy might not yield information, it can be made blessing and turned into an offering to the Goddess. Some extremist Calvarians engage in self-flagellation as a contrition for their ways or as a form of prayer to the God-Empress. 

Watch and Learn: The Calvarians are rarely known for their impetuousness and spontaneity. They are content to observe a situation or even retreat if there is no reason to interfere. In fact, observing and recording a situation can appear to be the most active that a Calvarian can be, on occasion. Truthfully, Skull Templars can be just as patient (or impatient) than most other individuals -- the difference is that they are conditioned toward only acting or speaking in full knowledge rather than without it. 



Names

When an individual is born to the hallowed ranks of the Skull Conclave, they are given a First Name by their parents and blessed by a family name derived from their familial Sept (if any). However, when such an individual joins the clergy and a Vertebral Priory in full, then they must cast aside this first name to be mantled with their Omen Name (which is usually a long adjective). Naturally, they also assume a title befitting their station within the Conclave. You can create a random Omen and Sept name below.

Example Familial Sept names: The Familial Septs are ancient and storied families within the Conclave, with many honored saints and martyrs within their ancestries. Individual families usually have an adjective or a similar descriptor to the Sept name.

Base Sept Names: Skull, Spine, Tooth, Claw, Fang, Any Tree, any Animal, any Mineral, Sun, Moon, Star, Sky, Cloud, Any Season

Example Sept Names: Lunar Skull, Darkened Star, Burning Bear, Verdant Spine, Azure Sun

Example Omen Names: Tenebrous, Beshadowed, Illuminated, Purified, Cleansed, Blistering, Gnarled, Enlightened, Hallowed, Sanctified

Starting Titles and Rankings: 

Archonate Clergy: These are Skull Templars who are ordained or are in the process of ordination. These are always Spellcasters.

  • Novitiate : Untested Calvarians who have yet to complete the Sacrament of Summoning.

  • Disciple:  Calvarians who pass their Sacrament of Summoning to join the Archonate Clergy are granted this title. There are three different grades of Disciple -- Smoke, Copper, and Iron.  

  • Apostle: These are Disciples who have continuously proven their loyalty and ability to the Clergy and the Temple. This has three ranks -- Bone, Gold, and Obsidian. 


Makers/Auxilium: These are members of the Skull Conclave who are not magic users and not clergy. 

  • Apprentice: These individuals are trainees and novices on their path to becoming Artisans of their craft. They are the equivalent of Novitiates.

  • Artisan: Individuals whose products and services have been tried and tested.



Example Names:

  • Tenebrous Ashen Skull is of a venerable bloodline, a well omenned name, and is of the Blessed rank within the clergy. Mantled and sanctified, she no longer answers to her birth name of “Anaro” and her closest associates simply call her “Ten”. 

  • Callous Amarth is a Templar Priest of the Disciple rank and born outside the Skull Conclave. “Disciple Callous” has had to earn their title and their rank but permits their family to call them their old name of “Adam”.

  • Tallim Seven Sun is an Expert Auxillarium within the Conclave, a secular craftsman and subservient to the priesthood. Born without magical talent and without the desire to pursue it, Expert Tallim is no less proficient in his chosen occupations and skillsets despite his lack of station. 


Example Character Ideas

The following are some character concepts that may be seen from this Conclave. If desired, Feel free to use or alter one of these for your character.

Through her servants, the God-Empress sees all.

Curious Researcher: The ruins of the World that Was and the ashes of the Ember War beckon to more than a few Skull Templars. Out there is knowledge and there are secrets awaiting minds sharp enough to find them and deliver them to the Temple. Naturally, dangers and hazards lie in wait between the Templar and their quarry. However, these deter them little -- for knowledge and for the Temple, the risk means nothing. With wit, skill, and faith, these secrets will belong to the Oracle-Avatar. 

Suggested Classes: Counselor, Ranger


Defender of the Faithful: Common belief holds that the Talon Conclave are the primary guardians of the Temple, but there are some in the Skull Conclave that will not take such a statement sitting down. These individuals are trained with spell and shield to defend against the depredations of the Abyssals and the ruined world around them. No mere feeble scholars are these Templars but pillars of their faith and ramparts of their people. 

Suggested Classes: Arcanist, Warrior


Servant of the Oracle: There are those whose bloodlines have bound them close to the Oracle-Avatar. Sometimes these individuals get sent to perform secret tasks… or because they failed their Conclave’s exacting standards. In either case, their proximity to the Oracle-Avatar has delivered them unto distant and dangerous territories. If they do not find their demise, they may instead find powerful magics to bring back to the Temple or a proper position with which to continue their valuable, yet distant service to their faith. 

Suggested Classes: Arcanist, Ranger


Power-mad Sorcerer: For some Templars, magic and forbidden knowledge let out an clarion call and they have little recourse but to answer. The lands beyond the Conclave offer freedom to use and to research that cannot be resisted. These Templars are typically individuals of great promise but of little political stature. Thus do these souls go to the fringes of the civilized world and the wilds of the Mid-Atlantic with the hope to consume that which may consume them instead. 

Suggested Classes: Arcanist, Builder


Unorthodox Cleric: The line between questioning scripture and heresy is dangerously thin but some tread it well, in service to the Temple. Unfortunately, even those skilled individuals can find themselves assigned in the worst of places, where “they can do the least harm”. These pious folk are ill-regarded despite their station, even by their Priory. However, the insights they provide and the lines they are willing to cross make them invaluable to their causes -- oftentimes, the answer to a problem lies outside the domains of the initial inquiry after all. 

Suggested Classes: Arcanist, Counselor


Leadership

The Skull Conclave is a theocracy under the ultimate direction of the Oracle-Avatar. In practice however, it is governed by the Skull-Archon and the Spinal Synod (which are heads of each Vertebral Priory). 

The current Skull Archon is Numinous Sundered Star, a Seraph that hails from the old familial septs of the Conclave. Sundered Star has been in his position for decades, succeeding his father for the office with a unanimous vote from the Synod. It is believed that he cares little for Mid-Atla and other regions outside of Templar territory. Only the Oracle-Avatar’s own command forced him and his Conclave to assist in the Free Tribes’ struggles against the Harbinger Hosts. The fact that the Oracle-Avatar was blinded by their duel with the Harbingers has only hardened his heart against the outsiders.

While the Synod follows his lead, it does not share the Skull Archon’s feelings on the matter. Some of the Priories are immensely interested in the new lores they could learn from the other Archfactions. Others are curious as to the nature of the Harbingers -- from a purely academic perspective, of course. Due to the disappearances and deaths of too many Skull Templars during the War over Embers, travel to Mid-Atla is restricted only to those who are assigned the tasks to do so. 

Skull Conclave History


Important events

The Ravening (0 BTF): The god-like Abyssals are drawn to the planet by humanity’s hubris and their power hungry agents. Though they bring the age of humankind to an end, they are driven away by its true mother and protector -- called the World Dragon, Earth Mother and God-Empress. Despite Her triumph, She is shattered and slain from the innumerous wounds of that terrible battle.


Crowned with Void Fire (17 BTF): The followers of the God-Empress arrive in the Pacific Northwest to protect the human survivors there. Led by their goddess’ Oracle-Avatar, they begin a brutal war against the Flesh-Takers who have been hunting down and flensing any humans that they find. 


The First Feast (23 BTF): The Oracle-Avatar and their Templar brethren purge the region of the Flesh-Takers and feast upon the Abyssal remnant that had been corrupting the area. In the Pacific Northwest, they endeavor to build a new society and rally humanity toward their holy goal: the destruction of the Abyssals and their monstrous scions. Saint Carmine consumes sanctified Abyssal flesh and is beatified into sainthood and demi-divinity. 


The Raising of the Temple (26 BTF): The Skull Conclave cleanses the land and rallies the people. Also Ziggurat City is built using powerful magic and eldritch monstrosities. Smaller ziggurats and spires are built in the area, radiating out to lend protection to the populace. 


The Outer Dark  (32 BTF): After years of experimentation, the Skull Templars are able to reach out and explore other dimensions (aka Emanations). It is believed that Eldritch energies and monstrosities have been leakkng into the World Beyond the Fall since the Ravening (and possibly before). 


Door of Shadows (37 BTF): With the Oracle-Avatar’s new magics, a Shadow Door is linked between Ziggurat City and Bastion du Rachat. This allows for rapid reinforcements at a significant cost in reagents. Similar Doors are linked from Ziggurat City to the Talonic Citadel and Beacon. 


The Path of Skulls (43 BTF): The Skull Conclave sends forces south, aided by the Flame Conclave. They convert others on the way and found Covenant City. Farther south, they encounter the Sacrament Sea and Port Sacrament, which refuses conversion. They discover rumors of another city of survivors far to the east. 


Saintly Charm (56 BTF): The Oracle-Avatar asks for the Carmine Conclave’s assistance in the areas south of Ziggurat City, specifically in converting the inhabitants of Paradise City in the Mojave and the mariners of Port Sacrament. Saint Carmine leads the negotiations with great success and the two settlements join the Templars wholeheartedly.


Burn the Root (59 BTF): The Oracle-Avatar warns Saint Flame of an elusive entity that has infiltrated his territories. Saint Flame orders the destruction of several towns to ensure that this does not come to pass. Beacon, as their headquarters, is one of the few settlements to be spared. Modern scholars suspect this to be an infiltration attempt by the Harbingers, specifically the Smiling Shadow.


The first Eidolons (62 BTF): The first Eidolons are refined and their lores spread to the Conclaves — the Eidolonic Spore no longer completely consumes its host. Rumors whisper that there have been escapees and even uprisings from previous experiments before this announcement.


Terror from the Deep (74 BTF): Oceanic monstrosities and Pelagic Seraphs raid the Temple’s settlemtns allies on the west coast. This culminates in the attack of a titanic crustacean with a woman’s face in its shell. After a devastating rampage, the Oracle-Avatar destroys it alongside their Templar Conclaves. Saint Skull defends the Oracle-Avatar from attack at the cost of his life. 


Paradise Lost (76 BTF): Sensing something awry, the Oracle-Avatar sends Carmine and Flame Conclave agents to Paradise City. Much of the Mojave has been turned into corrupted “Shroudland” that is hazardous to any that walk upon it. Aerial surveys report that the city is in ruins and find no survivors.


A Warning to the South (83 BTF): The Templar continue to consolidate their northeastern holdings and treat carefully with the Free Tribes. Their first encounter with the Illustrados Union is a bloody one, stopping short of igniting actual war. Instead of pursuing conflict, the Templars look to their Oracle-Avatar for guidance and receive orders to return north. A group of Calvarians are sent from Beacon to Mid-Atla with a message, but they are never heard from again. It is believed that this was a warning that was intercepted. 


War and Apostasy (90 BTF): Terrible monstrosities led by the sorcerous Harbingers invade and ravage Mid-Atla. The vicious war against the remnants of humanity follows. The Templar was prepared by the Oracle-Avatar’s warning, but an attempted coup by the Flame Conclave undoes their efforts -- they join the battles against the Harbingers at a diminished capacity while dealing with this new “Infernal Apostasy”


The Armistice at Libertina (96 BTF): After six years of brutal war, Mid-Atla has settled to a troubled peace. The Harbingers have been destroyed and a treaty between the Templar, the Illustrados, and the Free Tribes has been signed at the broken bell of Libertina City.


Current Day (99 BTF): The Temple is rebuilding after the many disasters that have befallen their holdings across the continent. They seek out the leaders of the Infernal Apostasy that betrayed them and to bring the Free Tribes into the fold for their holy mission. 


Important Individuals and Groups:


Abyssals/the World-Slayers: The enemies of the God-Empress and of all terrestrial life - alien, netherworldly god-things from beyond the stars.

The Cascadian Dragon: A titanic crustacean-like entity that eradicated several settlements from the west coast. It was proof against all weapons and the human-sized face in the center of its mass turned soldiers into shriveled corpses. It was slain by the Oracle-Avatar. Saint Skull sacrificed his life to protect them.

The Free Tribes: A group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.


God-Empress: The prime divinity of the Templars. Also known as the Shattered Mother, the World Dragon, and the Earth Mother. Through Her sacrifice, the world saw ruin but not destruction from those that would devour it. 


The Harbingers/Harbinger Hosts: Four sorcerous entities of incredible power and the monstrous armies that followed them. They came from the west and savaged their way to Mid-Atla until they were stopped by the combined efforts of the Free Tribes, the Illustrados, and the Temple. 


The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess


Oracle-Avatar: The chosen speaker to the God-Empress and the Temple’s leader. After the formation of the Templars, they rarely leave their meditations atop Ziggurat City. They were integral to the Harbingers’ defeat but were severely injured. 


Saint Carmine/Carmine Conclave: An Archon-Saint known for her cunning, her diplomacy, and her ability to turn enemies into allies. Also called the Saint of Roses. Founder of the Carmine Conclave. Disappeared after her spouse was slain. 


Saint Flame/Flame Conclave/Infernal Apostasy: An Archon-Saint known for his power, his knowledge, and his blazing zealotry to the God-Empress. Also known as the Saint of Wrath. Founder of the now extinct Flame Conclave. Slain while fighting the Night Kings. His Conclave would turn against the Temple and attempt to kill the Oracle-Avatar. 


Saint Skull/Skull Conclave: An Archon-Saint known for his mercy, his protectiveness, and his iron devotion to the Oracle-Avatar. Founder of the Skull Conclave. Slain fighting the Cascadian Dragon. 


Saint Talon/Talon Conclave: An Archon-Saint known for her strength, her sorcery, and her unflinching bravery. Also known as the Saint of Swords. Founder of the Talon Conclave. Slain during the Battle of the Blockade


Saint Whisper: An Archon Saint known for her incredible willpower, her complete faith, and her sacrifice at the First Feast. She was also known as the Saint of Shadows. She did not start any Conclaves but some of the Skull Conclave devote themselves to her.

The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.


Skull Conclave Power Groups

Power Groups are organizations, orders, families, houses, and other social groups that have great influence over the workings of a Faction. In the Skull Conclave, the Archonate Priories and the Vertebral Priories above them are the prime groups of significance. 

With one exception, Player Characters may choose to start from any of these or eventually earn affiliation with one of them. In fact, these are useful starting points in diversifying one’s Character from other members of the Skull Conclave. Player Characters may even choose to create their own Archonate Priory that work beneath one of Vertebral Priory, but this requires a submission to Game Staff and approval. Although Player Characters may end up greatly influencing the major Cabals/Priories, full leadership positions among them are restricted to NPCs.


Priory of Correspondence: An eccentric Vertebral Priory that is said to delve deeply into the Eldritch arts and even into the exploration of other worlds.

Priory of Judication:  A Vertebral Priory that is tasked with the archiving of scripture and the keeping of records. Their secondary function is ensuring that the God-Empress is given her due and that heretics are punished.

Priory of Nullification: A Vertebral Priory focused on philosophy, defenses and the destruction of the eldritch enemy. 

Priory of Transfiguration: This Vertebral Priory concerns itself with invention, supply, and engineering. Most notable are their “innovations” that involve the crafting of flesh and stem. 

Priory of Correspondence

Locutors, Corresponders

“The All-Goddess speaks and we listen.

And through us, all will hear Her words”

Basic: An eccentric Vertebral Priory that is said to delve deeply into the Eldritch arts and even into the exploration of other worlds.

Territory: The Ziggurat City contains this Priory’s main stronghold, moved here by Avataral edict many decades ago. It is here that most of their education and experimentation occurs, as well as their otherworldly excursions. They also have satellite holdings in Serenity City and as far away as Innsmouth, maintaining Shadow Doors for transportation purposes.

Symbol: A Skull with three concentric half-circles (top half). This Priory is often seen with light or dark indigo accents.

Overview: The Priory of Correspondence is renowned for their delves into the esoteric and their strange discoveries from these studies. Their Umbrapaths (shadow speakers) allow for communication between major Templar strongholds. Their Shadow Doors (aka Umbraporters) allow teleportation from Door to another. Their studies have even allowed them to summon strange creatures from beyond this world’s reaches for  experimentation and military purposes.

Among the many Priories that served under Saint Skull, the Locutors distinguished themselves in their daring and their audacity. Not only did Tartarus Pious Wolf and his Priory flirt with the forbidden, testing the very lines that Saint Skull had drawn. Again and again, this organization faced the threat of expurgation and even malifica. The only thing that saved them from eradication were their incredible discoveries and inventions. In 30 BTF, a botched summoning almost spelled the end of the Priory itself. Even the Oracle-Avatar arrived to quell an extradimensional threat. When the smoke settled, the Oracle-Avatar moved the Priory to Ziggurat City and had them continue their studies -- but only after ordering the execution of the individuals who had failed to follow the safety protocols.

The current era has the Priory of Correspondence as an indispensable pillar of the Conclave, enabling communication and transportation across Temple territories. Furthermore, their explorations into the Outer Spheres have returned with precious reagents and new insights. 

Among the Priories, the Locutors are the most outgoing and most curious about other cultures and vistas. When the Conclave sends out representatives or explorers, these Calvarians are the first to volunteer. Indeed, it is their coordination with the Priory of Transfiguration that has allowed the Temple to harness xenotech in a safe manner. That said, the Locutors have taken the theft of this knowledge with much frustration and will often be found grimacing at any non-Templar xenotech item they find.

Leadership: Beshadowed Winter Moon is the Invokate of this Priory. A Psion of great power, she is considered one of the foremost experts in Xenotheurgy and otherworldly knowledge. Those who encounter her find no bookish academic but an assertive poet and painter that fills her Priory’s spaces with artwork (her own or others’). She is as curious and as hungry for new experiences as many of her Priory, so she sends out those who are willing and capable to strange lands to study and report back their findings. 

Priory of Judication

Confessors, Judicators

“By these chains we are bound,

To serve Her will, to wreak Her wrath”

Basic: A Vertebral Priory that is tasked with the archiving of scripture and the keeping of records. Their secondary function is ensuring that the God-Empress is given her due and that heretics are punished.

Note: Membership in this Power Group is NPC-only, although they may employ outsiders or assign tasks to Templars.

Territory: Though the Priory of Judication is house primarily in Ziggurat City, they also maintain holdings in the  Talonic Citadel and Bastion du Rachat so as to better coordinate with those power groups. They also have holdings in Serenity City and Covenant City to facilitate logistical processes such as censuses, taxes, and similar bureaucracies. 

Symbol: A skull encircled by chains. This Priory is often seen with dark red accents.

Overview: The Priory of Judication began as the Priory of Intelligence, an archival and logistical arm of the Skull Conclave. Their management and record keeping tasks benefit not only the Calvarians, but all the other Conclaves as well. This function of the Priory is mundane in most aspects, except for scope -- they employ Auxillia in rote archival, organizational, and scrivening duties. On the other hand, recording scripture, guarding vaults, and tasks of similar importance are granted only to the priesthood. 

The secondary and more notorious function of this Priory is collecting taxes/tithes and seeking Sin. They have ties to the Talonite Sin-Eaters and their Carminian Priory of Excruciation, but they are said to have agents in every Priory. This makes them feared and even hated, but they believe it is a necessary part of Temple society. The Priory of Judication was carved into its current form when they reported an “eldritch outbreak” in the Locutors’ holdings -- while it was the Oracle-Avatar that quelled the threat, they did so with the Priory of Judication’s support. 

Confessors are a rare sight outside of Calvarian territory, but their presence can be felt by those who recognize them. They are recognizable by the chains around their person and their arms, symbolizing their unbreakable service to Conclave and Priory. These Calvarians also tend to be more heavily armed and armored than other Tougu, reflecting the danger of their work. Rumors claim that Confessors are not on the lookout for heresy, but for an insidious presence that has infiltrated the Temple. It is for this reason that most Confessors avoid using Xenotech and never anchor themselves to Xenotheurgy.

Leadership: Caliginous Severed Star is the current Invokate of the Judicators. Invokate Severed Star is the latest of a line of humorless, strict Confessors with a greater care for law and paperwork than people. Though he is respected in his Priory, there is no small amount of disdain for him among the other Priories. The Priories of Transfiguration and of Correspondence lampoons his stern figure on occasion, making mock of his predictability.

Strangely, Invokate Severed Star does not go after those that mock him nor is he particularly bothered by the effigies that are made of his visage -- in fact, he is said to have a collection of them, confiscated from Novitiates unlucky enough to chance across him. He draws the line at insulting his people or the Oracle-Avatar, of course -- for such misdeeds, he will prosecute to the full extent of his power. 



Priory of Nullification

Nullifiers, Conservators


“The Self is a lie. There is only the Goddess and the Vessels she has made of us”

Basic: A Vertebral Priory focused on philosophy, defenses and the destruction of the eldritch enemy. 

Territory: The Nullifiers call Covenant City and its industries home. It is the eastern sentinel into Calvarian territory and a place to train with the other Conclaves. Severely damaged by the heretics of the Infernal Apostasy, it is recovering at a quickened rate. 

Symbol: A skull with diamonds in their eyeholes or a skull inside a diamond. This Priory is often seen with light or dark blue accents.

Overview: The Priory of Nullification hails as the oldest of its kind, tracing its legacy all the way to Saint Skull and the other sentinels of the Oracle-Avatar. The Obsidian Spires (aka the Stormbringer Spires) that protect Templar cities from the Magnastorms are credited to them. Moreso than the Priory of Judication, their martial prowess ensures the protection of their wards and the eradication of Eldritch threats within their territory. The Priory of Nullification is the most often seen Priory by the other Conclaves. Their Calvarians train regularly with Talon Templars (and formerly Flame Templars) in battle tactics and combat drills -- Nullifiers usually take roles of support and defense rather than offensive ones.

Outside of the battlefield however, the Nullifiers are known for their philosophy and their stoicism, more akin to ascetic monks than ordained priests. They believe in training the body as well as the mind, so their Novitiates can be seen running laps in the mornings or meditating near rivers in the afternoon. For these individuals, nullification is not only negating the attacks of an enemy but also the destruction of the self and of one’s desires.  

Nullifiers are recognizable by their dour demeanor and by the holy mantras they seal or paint on their armor. As part of their training and aesthetic  (sanctified pain and its nullification), many sport piercings and tattoos.  Many of this Priory, especially those who go far afield, carry bucklers or shields on their person for use in their Infusion spells. When they are not in Covenant City, they are usually assigned to assist other Conclaves. This assistance may be in the form of magical support or simply in religious ceremony. Thus, Nullifiers are usually studied in the different rites of their peers.

Leadership: Atramentous Frozen Quartz is a Farmind Psion and the Invokate of this Priory. He is known to be an unrelenting headmaster to his disciples, pushing them physically and mentally toward their potential. To many in the Priory, he is just as much instructor as he is their superior. His sanctions are often more enlightening and instructionary than they are punishing. Since the attack on Covenant City however, he can be found anywhere in Covenant City -- whether it is running alongside the Novitiates, scrivening with the students, or cooking with the Auxillium, he prides himself in knowledge of many crafts. His presence, once only felt in meetings and in ceremonies, is a constant one among the Nullifiers -- a happenstance that some take for good and others take for ill. 



Priory of Transfiguration

Nurturers, Transfigurators

“We are all clay in the hands of the grand sculptor

But even clay can be made to shape clay”


Basic: This Vertebral Priory concerns itself with invention, supply, and engineering. Most notable are their “innovations” that involve the crafting of flesh and stem. 

Symbol: A skull in front of five wings. Sometimes, this is replaced by five spider legs or crab claws. This Priory is often seen with light or dark green accents.

Territory: This Priory has its headquarters in Serenity City, ringed by strange and terrifying gardens where they research new medicines and drugs for the Temple. 

Overview: To most outsiders, the Templars seem utterly alien with their magics and their xenotech. At the pinnacle of bizarreness are the Priory of Transfiguration. Their gardens and orchards feature flesh, fungus, and crops. These harvests are used for medicine, food, reagents, and experimentation. For several decades, this Priory’s discoveries have outstriped the utility of all the others -- to them is credited the Biomancer Hatchery, the Eidolonic Spore, and the Biomancy Elixir.  Some Templars even consider them more arrogant than other Calvarians. Only the Priory of Correspondence is peer to them among the Vertebral Priories.

Individuals from this Priory are recognized by their Xenotech items. They wield these desiccated but still useful husks even when unmaintained. They also tend to have plants or other living things around, similar to their living situations in Serenity City. Death is a banal concept to these individuals, so they treat corpses and cadavers with the minimum amount of respect required as a Calvarian. Exotic flora and fauna (especially their paranatural versions) are enchanting to this Priory, they marvel at the effects of “fleshsculpting” au naturale, compared to their homegrown brutes and beasts. 

After the War over Embers, this Priory was keen to get their hands on samples from the Harbinger Hosts -- ideally, even the Harbingers themselves. Like many Calvarians, Transfigurators are rarely found outside of Calvarian territory but some fortunate researchers may find themselves sent to the wilderness of Mid-Atla in the name of scholarly discovery. 

Leadership: Writhing Bright Serpent has been the Invokate for a short amount of time, having replaced his predecessor only 3 years ago. Like many in the Priory, he is possessed of an Eidolonic Spore, but it is one of his own making and unique only to himself -- if what he speaks is true. 

The circumstances of this Seraph’s ascension are questionable, but the Confessors have found nothing awry and his talent is exceptional. His leadership thus far is a boon to the Transfigurators. He has relaxed some of the restrictions on their research and has delivered new innovations to the Conclave, such as improved forms of livestock.


Skull Conclave Society


The Skull Conclave is a magocratic, theocratic society where magical prowess, political intrigue, and faithful piety determine one’s place within it. Thus, one must be powerful, cunning, and pious to ascend the ranks of the Conclave.

Unlike the other Conclaves, the Skull Conclave is under the direct governance of the Oracle-Avatar. Since they are busy with matters of spirit and ether, the Skull-Archon and the Spinal Synod execute Avataral dictum as best as they can. While the Skull-Archon is not the leader of the Conclave, they perform most of the managerial duties. This is similar to the other Archons and their rulings are enforced as though Temple dogma. 

The Skull-Archon is also in-charge of managing and leading the military forces of the Conclave in times of conflict, with enough authority to make demands of even other Archons. 

Social Strata


Beneath the Skull-Archon and the Invokates of the Synod are the Hierophants and their Prelates. These leaders ensure that dogma and doctrine is followed and that the Conclave thrives.

Protecting and guiding the people are the Skull Conclave themselves — from the lowliest Disciple to the Invokates. Born (or Grafted) with magic and trained in its utility, Calvarians are scholars and soldiers dedicated to the cause of the Temple.  


Auxillators: Noncombatant part of the Conclave - laborers and craftsfolk

  • Apprentice: These individuals are trainees and novices on their path to becoming Artisans of their craft. They are the equivalent of Novitiates..  

  • Artisan: Individuals whose products and services have been tried and tested.

  • Expert: A rank granted by the local Grandmaster of that craft that commends the quality of their goods or services. This requires several years of work. 

  • Master: A rank granted by the local Grandmaster after several years of Expert workmanship, related to the quality of their goods or services.  

  • Grandmaster: Usually part of the leadership of a Maker Guild or Company. These are still considered subservient to a Chaptermaster or a Hierophant.


Calvarian: Hallowed Arcanists skilled with magic and instructed in faith.

  • Novitiate : Untested Calvarians who have yet to complete the Trial of Conjuration

  • Disciple:  Calvarian who pass their Trial of Conjuration are granted this title. There are three different grades of Disciple -- Wood, Bronze, and Steel. 

  • Apostle: These are Disciples who have continuously proven their loyalty and ability to the Conclave and the Temple. This has some measure of authority and seniority over the lower titles. This has three grades -- Silver, Gold, and Red-Gold.

  • Prelate: (PC limit) These are Skull Templars in a position of leadership based on their loyalties and abilities. This can be the leader of a smaller Priory, if sponsored by one of the Spinal Synod.

  • Hierophant (retired PC limit):  A religious administrator-general in charge of a small region, managing multiple Prelates. This is the highest position a retired player character may gain. 

  • Invokate (Spinal Synod): A religious administrator-general in charge of a major territory. An Archon is considered to be the Invokate of their region, though common practice is to assign a Hierophant to assist with most administrative matters. The Spinal Synod is comprised of the leaders of the six biggest Priories - the Vertebral Priories. 

  • Archon (Spinal Synod): The highest rank in a Conclave and second to the Oracle-Avatar. The Skull-Archon is the leader among the Spinal Synod, the first among their peers.  

Auxillator

Majority of the populace are Makers, who are also called Auxillators or Aux. These civilians and tradesfolk who live their lives under the protection of the Temple. Some Makers are the children of Calvarian Templars who have refused the gift of spellcraft via Eidolonic Graft. This may be due to the risk that such a life entails or due to the dangers inherent to being a Templar.

Regardless, these individuals are treated much as the other Auxillators but are usually assigned places of rank within the bureaucracy or prestigious crafting work as opposed to menial labor. Although sometimes considered necessary, Aux that are mercenaries or guns for hire are looked down upon among the Calvarians -- they prefer that Templars do the soldiering and necessary wetwork that such professions entail. Similarly ill regarded are magic users outside of the Temple because of their perceived misuse of the God-Empress’ gift.

Auxillator children who display magical ability are usually given up to the local Hierophant to be inducted into the Templar ranks. Doing so is highly awarded and prestigious. On the other hand, failure to do so is considered to be the Arch-Sin of Perjury and punished harshly. 


The Priory

A Priory is a unit of Skull Templars that serves the Conclave under the supervision of a Bishop or an Apostle. Said Priory-master is responsible for ensuring his Priory’s obedience to the Temple and to their direct superior, which is usually a Hierophant under the supervision of an Archon or an Invokate. There are six Vertebral Priories that encompass the entire Conclave and oversee the vassal Priories beneath them. 

Hierophants may have a specific Priory that they have full and direct control over -- these individuals are usually tasked with enforcing the commands of the Hierophant or the Invokate over the other Priories. However, all Hierophants are expected to sufficiently manage not only the territory they are assigned but also the Priories that they are responsible for. 

Priories may number ten to three hundred individuals plus their supporting Auxillators, though the Vertebral Priories are said to number over a thousand plus Auxes. Each is tasked with an area or a role of responsibility by their superiors. This may be as straightforward as researching an Eldritch entity or as vague as “advancing Temple interests within a specific area”. 

Priories influence the region they police and maintain with their own traditions and customs. The reverse is also true as Priories from Ziggurat City will have differing customs or even linguistics than those from Covenant Citadel.  

Although they receive funding from the Temple, Priories that are granted useful territory are expected to make use of it to fund their own workings and projects. Some of these resources may be expected to make their way back to the Conclave if the harvests or bounties are of sufficient size.

Joining a Priory is part of the Trial of Conjuration (see Religion). However, Skull Templar may leave their current Priory to join a new one. This requires the permission of at least the objective Priory and the supervising Hierophant. 

Anyone in the Temple may join a Priory, but it must be led by a Skull Templar and be under the supervision of a Skull Hierophant. 

The Defrocked

One of the consequences of failure or Sin among the Skull Conclave is the Rite of Fracturing. In this Rite, a Skull Templar is removed from their status. They are reduced to the status of an Auxillator or even an outcast. This may be in addition to banishment from the Skull Conclave or from the Temple itself.

It is a rare instance where a Defrocked individual is able to return to grace within the Skull Conclave. Thus far, the happenstance of such things can be counted on one hand. 

Upbringing

Those born within the Skull Conclave are celebrated through the Sacrament of Illumination (See Skull Conclave religion) but not guaranteed entrance into Templardom. Only those with magic, either through birth or through Grafting, may be given the chance to become a Skull Templar. Starting at the age of 6, the life of such a child is filled with scholarly instruction, physical conditioning, and magical training by Hierophantic instructors at a Fortress-Monastery. Children from distant families are required to room and board within the dormitories of the institution, with limited visiting rights. 

Stigmata in the Skull Conclave: As is expected from a society that prizes Arcanists, many Calvarians are blessed with Bloodline Stigmata or sanctified with a sacred Eidolonic spore. 

There are infrequent instances of children (Maker or Calvarian) without Stigmata and magic that are given the same amount of preparation. Families usually expend immense influence and currency to initiate this type of training. The expectation for these children is that they endure and survive the Eidolonic Graft that would grant them magical ability. Those who do not survive are posthumously revered as Skull Templars. 

Those who refuse the Graft are not allowed into the ranks of the Templar, but their fear is not shamed -- they are allowed to join the ranks of the Auxillators or even the other Conclaves, if they so choose. 

LAW and Sin

Within a territory, the dominant Hierophant is law, only superseded by their Superiors or a Judicator Prelate. The Dukes of the area are given special consideration and may contest a ruling or apply their counsel to the Hierophant’s decision. Similar considerations are given to those high ranking members of the Skull Conclave.

The following are the six Arch-Sins that constitute a criminal act with the Skull Conclave: 

  • HERESY is committed when a Templar directly goes against the authority of the God-Empress and Her Oracle-Avatar. This primarily refers to seditious or treasonous activity, and disobeying a direct order from a Hierophant ranked (or higher) Calvarian. This may overlap with PERJURY below. Heresy is harshly punished.

  • BLASPHEMY  is committed when a Templar defiles a holy object or speaks profane of the God-Empress or her Oracle-Avatar. Certain Blasphemies are so great that merely perceiving it can even corrupt a witness unless the Blasphemy is avenged, amended or the witness performs a personal Penance to the God-Empress before the end of the next day.

  • MALIFICA is illicit magic-use. Magic is the gift of the God-Empress and Templars who wield it must be mandated by the Temple or be servants of the God-Empress herself. Malifica also includes using relics or magics deemed forbidden by the Temple. Harmful or corruptive association with certain baleful entities is considered to be both Malifica and Heresy. 

  • MALFEASANCE is the unlawful harm or slaying of another Templar. This includes psychic and physical injury including soul-binding and illicit torture. Certain Templar are tasked to martial positions are exempt from this Arch-Sin within the auspices of their profession, although they often perform Penances in their off-hours to cleanse any stain on their soul.

  • PERJURY is when a Templar breaks a holy oath or speaks a mistruth to their superior. Other examples of Perjury include failing to protect those you have sworn to protect, disobeying a direct order form your superiors or misusing those under your command. 

  • SABOTAGE is the unlawful destruction of other Templars’ property or using unlawful methods to destroy one's own property. To a lesser degree, Sabotage is also committed when an Templar takes or misuses what does not belong to them. It also covers the misuse of others' property and the evasion of tithes to the Temple.  


Commiting a Sin: When a Sin is committed, a Sinner is expected to remand themselves to the nearest Templar authority for punishment. Those who do not do this may be pursued by local Templar authorities and/or their deputies, depending on the severity of the Sin. These same Templar authorities are also involved in determining whether a Sin has been committed or not, gathering evidence and witnesses accordingly through practical and magical means. 

The Skull-Archon is responsible for the Priory of Judication (as well as its affiliates in the other Conclaves), which is dedicated to spreading and enforcing the Oracle-Avatar’s commands. They are also granted special dispensation with regards to adjudicating Sin in any Conclave. Called “Confessors”, these individuals are respected and feared by all individuals for their ability to defy and deny Hierophant edict in the name of the Oracle-Avatar. 

The authority of their territory determines their guilt or innocence of the Sin, guided by evidence, witnesses, and faith. This tends to be a closed affair, with only the judge, the accused and their party, and the accusers or prosecutors (and their party) in session. 

Minor transgressions that have been self-reported may not even require a full tribunal, only monetary penance or corporal penance. Major transgressions may involve worse punishments such as execution, demotion, banishment, or forced conscription to the Talon Conclave’s Beringian Blockade or the Kookesh Quarry. Particularly egregious Sins, such as Heresy, may result in a type of execution called a “Eldritch Crucifixion” wherein a powerful ritual is placed upon an individual that kills them and affixes their spiritual essence to an item -- when done in Ziggurat City, this is said to prevent any type of resurrection and to allow for further torment at the hands of the Skull Conclave. 

Territories

Covenant City (Yog-Sarnoc)

This settlement is many days east of Ziggurat City and is a major hub on the Path of Flame that leads to the Superior Sea. Though they have a presence in the capital, the Priory of Nullification makes their home here. The Flame Conclave once shared this with the Calvarians -- those that turned alongside the Infernal Apostasy did their best to destroy Yog-Sarnoc. In fact, Templar scholars surmise that Covenant City shielded Yog-Mothol from the greatest of the Apostasy’s forces from Beacon. The Priory of Nullification brought glory and souls to their God-Empress in those fateful battles, though half the city was razed. 

Innsmouth

The Temple’s easternmost port located in New England, the Skull Conclave maintains a small but significant presence within this settlement. In particular, the Priory of Nullification and the Priory of Correspondence can be found here, studying eldritch phenomena in the area and powering the Shadow Door that leads directly to Ziggurat City. The Calvarians are protected and supported by the presence of the Talon Conclave, with the Godhammer Chapter directing operations in the area. 

Serenity City (Yog-Kalathol)

South of Ziggurat City and hugging the coastline, this settlement is renowned for its many orchards and gardens, as well as the flesh variants of those features. Serenity City is the Priory of Transfiguration’s home. The orchards, fields and gardens -- as well as their fleshy versions -- serve the Priory and the Conclave by providing immense numbers of food and biomantic materials. The Nurturers also house strange parafauna, both found in the wild and crafted with eldritch magics. 

Ziggurat City (Yog-Mothol)

This is the capitol city of the entire Temple. Black runed spires overshadow and shield the people below from Magnastorms and other inclement weather -- they also act as wind chimes to commemorate hours of worship and special days of worship. Built over (and using) the monstrous cadaver of the First Feast, the Avataral Ziggurat is not the only building of its kind reaching into the skyline, but no other structure dominates the cityscape. One can spy cracks and scars from the Infernal Apostasy, but little else remains of that tragic event. 

Ziggurat City is the center for many institutions within the Conclave and Temple, including bureaucracy, knowledge, and ceremony. The Priory of Judication and the Priory of Correspondence have their main holdings beneath the spires. Several Power Groups from the other Conclaves have strongholds here as well, particularly the Sin-Eaters, the Dragonteeth, the Excruciators, and the Conductors. 

Skull Conclave Religion/Rites



Moreso than the other Templars, the Skull Conclave is bound to their faith in the God-Empress. Indeed, while the Talonites and Carminians do not require their citizenry to be of the Temple’s faith, the Calvarians allow only the pious to be in their ranks.

Calvarian Faith

  • Awakened, Avatara, Wakers

    OVERVIEW: The God-Empress is described in the myths and the scriptures of the Temple in many different ways. Regardless of Her form, she is an entity of boundless love for humanity, even at their worst and their most proud. In some texts, she is a many-armed and many-eyed humanoid goddess. In others, she is a sinuous, serpentine dragon wreathed in clouds and in glory.

    However, despite her feelings for humanity, Her power and aspect is beyond the reaches of human imagery. Many scriptures described Her as a veiled, hooded figure whose true presence would shatter the minds of any who looked upon it -- even her Chosen Children.

    Because of this, the Temple usually draws Her symbol as such: two Equilateral triangles, one inside the other. The outer triangle radiates power and is encompassed by a runed circle.

    SYMBOL: The Oracle-Ziggurat -- the Hallowed Ziggurat of the Templars.

    SHRINE TYPE: Hallowed Shrines built to the Temple may be of the following -- Ancestral, Deep, Primal

    TENETS: Below are the primary commandments of the Templars, though in truth, the Awakened rely more on the Sins to guide their actions.

    — The Tenet of Supremacy: The God-Empress is All, let no one stand against Her or her Temple.

    — The Tenet of Nurturing: Humans are the Children of the God-Empress and the Templar are Her Chosen. The Templar must protect, instruct, and hone Humanity for the Last Reaping.

    — The Tenet of Purging : The Human Race must be nurtured but the Final Ravening will soon be upon us. Those who defy the Temple or work with the Abyssals must be left behind.

    SINS AND ATONEMENTS: The following are the Archsins -- crimes and misdeeds that are punishable by the Temple. Atonements for these sins are given by a presiding judge, usually a cleric of sufficient stature provided that the necessary punishments or mortifications are served.

    — Blasphemy is committed when an Awakened defiles a holy object or speaks profane of the God-Empress or her Oracle-Avatar.

    — Defilement is the unlawful destruction of other Wakers’ property or using unlawful methods to destroy one's own property.

    — Heresy is committed when an Awakened directly goes against the authority of the God-Empress and Her Oracle-Avatar.

    — Malfeasance is the unlawful harm or slaying of another Templar. This includes psychic and physical injury including soul-binding and illicit torture.

    — Malifica is illicit magic-use. Magic is the gift of the God-Empress and Awakened who wield it must be mandated by the Temple or be servants of the God-Empress herself.

    — Perjury is when an Awakened breaks a holy oath or lies to the Temple.

    WORSHIPERS: Faith in the Shattered Mother is the Templar’s state religion. While joining the faith is not a requirement of Templar society, its tenets inform state policy and higher offices are often Enkindled in this faith. Thus, the Templar Archfaction are the main worshippers of this faith. However, it does have adherents beyond the Templars themselves, among the Cartel and other smaller communities in Mid-Atla.

    Worshippers are call themselves the Awakened although outsiders have been known to colloquially call them “Wakers”.

    CLERGY: The clerics and priests of the Temple are collectively called “the Archonate”, though they do not always directly serve the Archons of their Conclave. Sorcerous abilities are a requirement for the Archonate, be they inborn magicians or forged through an imbued Stigmata.

    These religious folk serve as spiritual guides and ritual leaders for their communities when it comes to official Templar dictum. Among the theocratic Skull and Talon Conclaves, the Archonate serve supervisory and even governing roles depending upon their rank and position.

    In communities where the Templar faith is but one of many, the Archonate are leaders of their people but they do not claim to command any religious respect where secularism or heathen faiths have sway. Still, the concentrated support and training available to Archonate members allow them perspectives or even education that is worthy of a leadership or guidance role.

    LEADERSHIP: The Templars and Awakened are led by the Oracle-Avatar, who is both religious and secular leader of their people. They task the faithful toward the defense of humanity and the exaltation of their God-Empress. However, their direction and their dictum tend toward infrequency and toward general practices, allowing their subordinates a measure of free rein. This is made all the more true by the crippling injuries they suffered from their sorcerous battle against the Harbingers.

    Directly beneath the Oracle-Avatar, the Talon-Archon and the Skull-Archon are the leaders of their Conclaves in matters of faith, battle, and civics. The Carmine Conclave differ from their brethren in their own separation of church and state. The wealthy Cabals are expected to serve the Archonate clergy and the Carmine-Archon within the Conclave (who in turn, serve the Oracle-Avatar).


The God-Empress

The God-Empress is described in the myths and the scriptures of the Temple in many different ways. Regardless of Her form, she is an entity of boundless love for humanity, even at their worst and their most proud. In some texts, she is a many-armed and many-eyed humanoid goddess. In others, she is a sinuous, serpentine dragon wreathed in clouds and in glory. 

However, despite her feelings for humanity, Her power and aspect is beyond the reaches of human imagery. Many scriptures described Her as a veiled, hooded figure whose true presence would shatter the minds of any who looked upon it -- even Her Chosen Children. 

Creation myth

It is known by all Templars that the universe is but one of many and our planet is a single grain within a nigh-infinite desert. Yet within this vastness, humanity is unique for they are the children of the God-Empress. The Templars call her the Earth Mother, the All-Goddess, or the World Dragon. She has always watched over Her scions. 

Every ancient myth has a spark of Her shadow within it, such is Her mark upon the Human Race. In the misty eras of antiquity, a holy order was formed in worship of her. In the secret corners of civilization and mundanity, this old Temple waged a long war against eldritch minions and fell sorcerers. Though Her worshipers believed themselves triumphant for a while, they were undone by deception. Their enemies used foolish summonings and human ambition to cause the world’s end.

The Ravening that wrought ruin to the world was no mere disaster but a divine war. The World Dragon was but one divinity against many, but She fought for Her children with the strength of a thousand Gods. Her Abyssal foes were born of chaos and power and they coveted what the God-Empress possessed and sought to destroy it all in hatred. Worse yet, the very presence of the Abyssals fractured reality, allowing lesser entities to invade the world even as Humanity was slain by the millions to disaster, diseases, and monstrosities. 

It is writ in the scriptures that hope was not lost. The God-Empress battled these fell godlings for the fate of Her children. This titanic battle ravaged landscape and cities in its wake. Ultimately, the She who is All was victorious but at a massive cost: her greatest Aspect fell dead from its grievous injuries. The Abyssals were shattered and scattered with their intangible aspects banished into a reality between realities. 

Like her foes, the God-Empress lies in a state between death and life. It is prophesied she will be strengthened and revived by her followers for the Final Ravening. In this cataclysmic event, the God-Empress will destroy the Abyssals once and for all, bringing Her children into a glorious, golden age.



Tenets of the Faith

The Sanctified Temple of the Shattered Mother exists for one reason: to prepare humanity for the next war against the Abyssals and their spawn. This war must be fought by humans and humans alone, with their faith in the All-Goddess to guide them. 

To that end, all Templars must follow the Commandments below:

  • The Tenet of Supremacy: The God-Empress is All, let no one stand against Her or her Temple.

  • The Tenet of Nurturing: Humans are the Children of the God-Empress and the Templar are Her Chosen. The Templar must protect, instruct, and hone Humanity for the Last Ravening.

  • The Tenet of Purging : The Human Race must be nurtured but the Last Ravening will soon be upon us. Those who defy the Temple or work with the Abyssals must be left behind. 

In addition, the following are the Arch-Sins -- crimes and misdeeds that are punishable by the Temple.

  • HERESY is committed when a Templar directly goes against the authority of the God-Empress and Her Oracle-Avatar. This primarily refers to seditious or treasonous activity, and disobeying a direct order from a Hierophant or Archon.

  • BLASPHEMY is committed when a Templar profanes a holy object or speaks profanely of the God-Empress or her Oracle-Avatar. 

  • DEFILEMENT is the unlawful destruction of other Templars’ property or using unlawful methods to destroy one's own property. To a lesser degree, this is also committed when an Templar takes or misuses what does not belong to them. It also covers the misuse of others' property and the evasion of tithes to the Temple.  

  • MALIFICA is illicit magic-use. Magic is the gift of the God-Empress and Templars who wield it must be mandated by the Temple or be servants of the God-Empress herself. Malifica also includes using relics or magics deemed forbidden by the Temple. Harmful or corruptive association with certain baleful entities is considered to be both Malifica and Heresy. 

  • MALFEASANCE is the unlawful harm or slaying of another Templar. Certain Templar are exempt from this Arch-Sin within the auspices of their profession, although they often perform Penances in their off-hours to cleanse any stain on their soul.

  • TREACHERY is when a Templar breaks a holy oath or lies to the Temple. Other examples of Treachery includes failing to protect those you have sworn to protect, disobeying a direct order from your superiors or misusing those under your command. 

Life Rites

Below are Life Rites that are performed by those of the Skull Conclave. Some Rites and Sacraments are shared with other Conclaves while others are wildly different. 

Sacrament of Illumination

One of the holiest of rites among the Calvarians, this Sacrament reflects their Goddess' powers of creation. Arcane lamps or Arcane embers are placed into the birthing parent’s room, the latter being held by at least three Templar Clergy to ensure that no fell spirit attempts to attack parent and child. In times long past, such vigils were fraught with eldritch invasions but the modern days sees such visitations only rarely and only in the fringes of civilization. 

At the arrival of the Child (or Children), the Clergy assists the parent and ensures the newborns’ health. If the Child has brought within it an Abyssal entity, an exorcism is performed -- and if that fails, it falls to the Clergy to ensure that the Child suffers no longer.

Only when the Child has been thrice examined, thrice purified, and thrice blessed is it returned to its parent who is then free to name it. 



Sacrament of Reason

Celebrated en masse throughout the different communities in the Conclave, this rite is a feast attended by children who are old enough to speak and learn (ages 2-4). This is performed once a year, near the Summer Solstice, as dictated by the Spinal Synod.

For many children, this is the first ceremony where they interact with a large amount of people outside their family. Also, this marks the first time that many children see the Oracle-Avatar and/or the Spinal Synod, who consecrates them to the Temple and the Goddess.

In times of tumult and war, the Sacrament of Reason is turned into community-wide festivals, is reduced to only half a day, or even canceled. After this rite, the Infant is considered to be a child possessed of self-will.

Sacrament of Introduction

This community-wide rite occurs when a child is ready to undergo the first portion of their education (ages 5-7), as instructed by the dominant Priory in the region. They meet with a Calvarian Bishop that shepherds their instruction in the various prayers, myths and devotions to the Goddess. Typically, this Sacrament is also when a child's abilities in magic are discovered and nurtured. Similarly, a child's personal talents as well as their familial professions are cultivated at this rite.

This Sacrament typically occurs near the Winter Equinox, where the day-long Rite occurs at the temples, shrines, and Ziggurats of the Goddess. It is a time of merriment and warmth. After a child completes this rite, their instruction to the Templar religion and culture deepens in the succeeding years until their Sacrament of Conjuration

Sacrament of Initiation

Typically, the Invokate or Hierophant of a Priory is the primary arbiter of whether a child is allowed to undergo the Sacrament of Initiation. 

The weeks leading up to an individual child's Sacrament of Initiation are expected to be filled with study and prayer. During the ceremony itself, each Child is expected to endure several trials related to their life's profession. Those who impress with their performance may be taken as personal pupils by renowned teachers of their craft. 

The final part of this rite involves a session with a Judicator. This session takes 10 minutes or longer, but it involves ritual torture and mutilation to purify an individual’s soul for the next step in their life.

After the Sacrament, they are no longer a child but a fully fledged adult -- either a Novitiate or an Apprentice. While these individuals maintain their familial ties, they spend more time with their teachers and superiors, in work and in training.

Sacrament of Conjuration/Expertise

Typically, the Invokate or Hierophant of a Priory is the primary arbiter of whether a child is allowed to undergo the Sacrament of Conjuration or Expertise. This Sacrament is different for Calvarians and Auxillators.

In essence, it is when a student moves from a status of apprenticeship to being a journeyman. For the Auxillators, this means a greater status and more independence in Calvarian society. For Novitiates, this means serving in the Clergy as a Disciple.

The Sacrament of Expertise involves a display of skill and experience that is intended to impress one's family, peers, teachers and future superiors. Poor performances may lead to poor rankings or positions. Particularly impressive performances may lead to more prestigious appointments.

On the other hand, the Sacrament of Conjuration is supervised and judged by a Hierophant (or their proxy), this may involve the secure summoning and capture of an Eldritch entity, the creation and donation of a unique magical item, or the sacrifice of a captured Eldritch entity to the God-Empress. 

Considering the currency required for any of these actions, doing any of the above usually requires a wealthy family, a generous sponsor, and/or several years of work. Despite the age requirement, it is more common to see Calvarian entrants attempt this Trial after the age of 23 rather than at 18 years.

Those who succeed are chosen by Priory representatives that are present. The primary Priory of the territory has the first pick in most circumstances, though the new Templar may have a say in their place of recruitment. 

Sacrament of Convergence

When a Calvarian feels that an unmarried person would serve them well as a spouse, they construct a marital talisman or amulet. It is with this talisman that they propose to their would-be fiance, also called the recipient. Those Recipients who accept do so by bending the knee to the Proposer and accepting the talisman/amulet around the neck. 

This Sacrament is a celebration that spans two households, officiated by Clergy of Bishop ranking or higher and typically hosted by the household of the would-be groom . Traditionally, the Proposer is flanked at an altar or shrine by their birthing parent and close allies. The Recipient meets the Proposer while escorted by one of his parents and flanked by his closest family and allies. The celebrant praises the deeds of both individuals and invokes blessings in the God-Empress’ name.

At the end of this ceremony, the Recipient becomes bound to the family and Priory of the Proposer, shedding their name. Naturally, marrying a criminal is strictly forbidden and is considered Blasphemy.

Unlike some of the previous rites, the Sacrament of Convergence may be performed multiple times during a Calvarian’s lifetime.




Sacrament of Demise

This Sacrament is a quick rite. At the moment of one's true and final death, a Calvarian is expected to perform the proper prayers that would sanctify their death to the God-Empress. They must invoke the many names of their Goddess before they pass -- tradition dictates that it must be done at least thrice, with each invocation followed by a plea for mercy and sanctification. Alternatively, an ally may do this in their stead to ensure that they go directly to the Earth Mother.

Being saved from true death (via a Greater Revive) is not a disservice to the God-Empress, although some gratitude is expected. Typically, the Calvarian tithes to their local temple and performs a feat of great devotion to the Goddess.

Sacrament of Lamentation

Sometimes called the Holy Lament, this Sacrament is led by an officiant but attended by the deceased’s family, friends, and peers. It is a funerary ceremony intended to sanctify the departed soul to the God-Empress, to aid them in their afterlife journey, and to lessen the evil of any Sins they committed during their life.

While this rite is best performed with a body or an urn, the prepared corpse of the deceased is not an absolute requirement. In times of tumult, a cenotaph is sufficient.  A somber affair, the Sacrament of Lamentation involves the officiant speaking of the deceased’s greatest deeds and imploring the God-Empress for Her mercy. Many of Her names are invoked and used. This is followed by the assembled crowd paying their respects to the fallen in small groups until all have received the opportunity to do so. This rite ends with the officiant thanking the assembly for their attendance, reminding them of their own finite time in the world, and blessing them in the God-Empress’ name. 

Sacrament of Remembrance

At the end of the harvest season, the Calvarians remember those who have passed and to ask for their guidance. This rite is celebrated across the Conclave and preceded by a week of fasting. While fasting, these families visit their personal graverooms, hang favored heirlooms around their residence's main rooms and meditate about the challenges of the new year.At the end of rite, there is a feast in the household that breaks the meditative fast.



Views of the Afterlife

Temple Dogma describes life after death as one wherein the human spirit is devoured by latent Abyssal essences in the land or fading into peaceful oblivion. The Ravening not only brought immense changes to physical reality in the form of etheric phenomenon and otherworldly horrors, but the realm of death has also been altered.

The only way to avoid this terrible fate is to undergo the Sacrament of Illumination (or Awakening/Naming) wherein one’s spirit is marked by the God-Empress as one of her Chosen. Upon death, this spirit joins with its fellow Templar and with the God-Empress in eternal harmony. The Sacrament of Demise makes certain of this journey to the World Dragon and prevents interference from the Abyssals or other Eldritch entities. 

Calvarian Perspective: The Calvarians believe that the virtuous and the pious are rewarded with harmonic union with the God-Empress. With each soul that joins Her divinity, she is made stronger and brought closer to resurrection. Only through her power and the works of the Temple can humanity be saved from the Last Ravening. Those who are not utterly virtuous and pious are either devoured by the entities that exist between worlds or are reincarnated to assist themselves and their fellows in achieving their true destiny.

View of Magic

The Calvarians believe that Magic is a gift from the God-Empress, received by those who prove themselves worthy. The holiest of traditions are Deotheurgy, Animancy, and Diablerie -- these are magics that are gained through piety, pain, and discipline. However, regardless of their traditions and anchors, Channelers and Arcanists are regarded as blessed in the eyes of the Calvarians.

Because of its frequency in the Skull Conclave, the use of magic is regulated within its territories. Arcanists and Channelers are always automatically connected to Her holy temple. However, the other paths of magic require blessings and licenses to practice if one is not an agent of the state religion. Those rogue magicians who use magic unlawfully, either because they are unlicensed by the Priory of Judication or because they are outlaws, are called "Malificars”

 Sept Omen Names



Below is a way to randomly create an Omen-Sept name for a Skull Templar. This also works similar to a randomized astrological sign.

Omen Name (first NAMe)

Roll a twenty-sided die and choose one of four choices below or choose randomly between them. This is your Omen name, which modifies and goes first.


Earth Aspected 

Associated with growth, mountains, earthquakes, and stability.

  1. Blossoming

  2. Efflorescent

  3. Enduring

  4. Eternal

  5. Everlasting

  6. Flourishing

  7. Flowering

  8. Formidable

  9. Grinding

  10. Honorable

  11. Incorruptible

  12. Irreproachable

  13. Magnanimous

  14. Persevering

  15. Prospering

  16. Thriving

  17. Unmoving

  18. Unrelenting

  19. Unwavering

  20. Verdurous

FLAME Aspected

Associated with wrath, ruin, light, and inspiration.

  1. Acrimonious

  2. Audacious

  3. Blistering

  4. Burning

  5. Courageous

  6. Empyreal

  7. Enlightened

  8. Glimmering

  9. Igneous

  10. Illuminated

  11. Incandescent

  12. Luminescent

  13. Numinous

  14. Revelatory

  15. Scathing

  16. Scintillating

  17. Seething

  18. Smoldering

  19. Sparkling

  20. Vitriolic

Water Aspected

Associated with holiness, tides, depths, and currents.

  1. Blessed

  2. Cascading

  3. Cleansed

  4. Consecrating

  5. Dedicated

  6. Driving

  7. Drowning

  8. Flooding

  9. Flowing

  10. Hallowed

  11. Immaculate

  12. Overwhelming

  13. Purified

  14. Rippling

  15. Rushing

  16. Sanctifying

  17. Submerging

  18. Surging

  19. Vigorous

  20. Writhing

WInd Aspected

Associated with heights, skyscapes, obscurement, and storms.

  1. Ascending

  2. Beshadowed

  3. Celestial

  4. Diurnal

  5. Dreaming

  6. Ephemeral

  7. Exalting

  8. Expeditious

  9. Falling

  10. Fleeting

  11. Heavenly

  12. Insubstantial

  13. Mercurial

  14. Nocturnal

  15. Soaring

  16. Spiring

  17. Tempestuous

  18. Tenebrous

  19. Towering

  20. Vaporous


Base Sept Name (Surname)

Roll a twenty-sided die and choose one of three choices below or choose randomly between them. This is your Base Sept name, which is your “last” name.

World

These Septs are grounded, determined, and/or loyal.

  1. Bear

  2. Bronze

  3. Copper

  4. Crystal

  5. Earth

  6. Gem

  7. Gold

  8. Hawk

  9. Horse

  10. Iron

  11. Leaf

  12. Lotus

  13. Oak

  14. Orchid

  15. Pine

  16. Silver

  17. Tide

  18. Waters

  19. Willow

  20. Wolf

Corpus

These Septs are kind, persuasive, and inspiring.

  1. Aria

  2. Blade

  3. Breath

  4. Claw

  5. Fang

  6. Hand

  7. Lament

  8. Oath

  9. Scale

  10. Skull

  11. Song

  12. Soul

  13. Spear

  14. Spine

  15. Tooth

  16. Truth

  17. Vow

  18. Whisper

  19. Wing

  20. Word

Celestial

These Septs are wise, insightful, and curious.

  1. Cloud

  2. Dark

  3. Day

  4. Fall

  5. Flame

  6. Light

  7. Moon

  8. Night

  9. Rain

  10. Rime

  11. Sky

  12. Snow

  13. Spring

  14. Star

  15. Stone

  16. Summer

  17. Sun

  18. Thunder

  19. Wind

  20. Winter


Specific Sept Name (Middle)

Roll a twenty-sided die and choose one of four choices below or choose randomly between them. This is your Specific name, which modifies and goes before your Base Sept name.


Dawn

Associated with hope, joy, and beginnings.

  1. Advent

  2. Artful

  3. Bright

  4. Clever

  5. Cunning

  6. Dawn

  7. Gentle

  8. Gladdened

  9. Gracious

  10. Harmonic

  11. Honest

  12. Hopeful

  13. Jovial

  14. Melodic

  15. Morning

  16. Musical

  17. Peaceful

  18. Prudent

  19. Radiant

  20. Vivid

Noon

Associated with passion, movement, and justice.

  1. Agile

  2. Ardent

  3. Avid

  4. Devoted

  5. Faithful

  6. Fervent

  7. Fiery

  8. Hearty

  9. Loyal

  10. Pious

  11. Quick

  12. Righteous

  13. Spirited

  14. Steadfast

  15. Stormy

  16. Strong

  17. Swift

  18. Truthful

  19. Virtuous

  20. Vital

Dusk

Associated with sadness, ruin, and shadows.

  1. Ashen

  2. Broken

  3. Cleaved

  4. Clouded

  5. Crushed

  6. Darkened

  7. Dusken

  8. Fallen

  9. Forlorn

  10. Fractured

  11. Grim

  12. Humbled

  13. Mournful

  14. Sable

  15. Severed

  16. Shadowed

  17. Somber

  18. Sundered

  19. Sunless

  20. Twilight

Midnight

Associated with silence, thought, and dreams.

  1. Caliginous

  2. Calm

  3. Cryptic

  4. Deep

  5. Elusive

  6. Ethereal

  7. Frozen

  8. Glacial

  9. Guarded

  10. Heedful

  11. Mindful

  12. Placid

  13. Prudent

  14. Secretive

  15. Silent

  16. Still

  17. Vigilant

  18. Wary

  19. Watchful

  20. Wordless