Unmask Your Spirit Wardens

The Wardens have lingered in the background a bit during the game I’ve been running lately, but they’ve made a couple of fun appearances.

A couple of things I’ve discovered:

⊙ They use a whistle to communicate alarm and to coordinate pursuits. It’s low pitched, and made up of multiple tones - almost like a train whistle. It’s weird, haunting, and can be heard in the ghost field.

⊙ They use hounds, bred for loyalty and ferocity, inured to supernatural fear, and trained to hunt ghosts (and anyone else the wardens call to their attention). The dogs are ritually slain at the end of their training, and their bottled ghosts are carried by certain wardens - ready to release upon spirits or those who consort with them. The howl of their pursuit is most unsettling.

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Thanks! :smile: have a small online gallery at deviantart, but there you’ll find only pictures from my a Fistful of Darkness hack. That’s because I tend to use lifted pictures from pinterest for my npc cards and therefore I shy away from posting them as mine.
I post some of my stuff from time to time on twitter and I’m happy to have another follower there.

I did some NPC card templates you can find on my aFoD page at wordpress (scroll all the way down).

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I am currently playing a character with Spirit Warden as her background and vice. Atm it hasn’t really come up in the fiction but she did use her Spirit Warden special weapon (emberdeath/sealed in blood crew abilities triggered here) to remove the tails on the target from the bar.

Mind you she earned her first trauma during this stunt and I want to write an rp giving a little of her mental state during this moment but wouldn’t mind some group help here.

Further backstory on Thistle is that she is a Rakshasa due to an explosion a foul and mutated ghost. The building exploded and she was the only Spirit Warden of her squad to survive all said and done. Now the cult ability of ‘Sealed in Blood’ requires human sacrifice to be made in ritual. When the GM asked how this counts I stated that all sacrificed by the Wardens supernatural or otherwise is given to the Immortal Emperor who created the Wardens as a personal extension of himself of protecting the world. I am playing into that and want to explore the Wardens as an actual good Faction.

Open to further suggestions as how this can be expressed in fiction and my char’s rp.

Thanks so much!

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Wardens as good guys? Ahhh, come on…

Sounds cool! Like to shift POV, very cool.

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It is about time they get some good coverage! XD

In another game, we discovered that the wardens are doing some strange stuff with the spirits they’re supposedly destroying…

Our realizations and ongoing questions:

⊙ at least some spirit wardens are capable of releasing their spirit from their bodies. Maybe those bodies are actually hollows, and the wardens’ spirits simply use them as vessels? Are all of the wardens disembodied spirits? How long have they lived this way? Are they like the Reconciled – having found a way to avoid madness? Or is there something more devious at stake? What new light does this shine on their official duties?

⊙ the crows themselves have an intelligence and wisdom beyond that of normal animals. A clever whisper deduced that they’re actually animated by the souls of deceased humans, somehow selected from the dead collected by the wardens. Some arcane ritual is used to fuse ghost and bird, creating a creature uniquely attuned to the ghost field, able to sense and hunt the dying.

⊙ the belfry of Bellwether Crematorium is a crazed jumble of plank catwalks, suspended above the “crowcote,” which is itself a seemingly mad collection of ancient wooden beams and trusses running at angles that make no architectural sense. Amidst the oppressive sense of unnatural forces in the darkness above, one can see the bellringers: bronze hulls, slightly larger than human scale, with “faces” that match the wardens’ masks. Their bodies are dark with dried blood, some spattered from sacrifices and some more artfully applied as written glyphs of power. They are chained to the bells, ever ready to perform their duty. What souls animate them?

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There’s SO MUCH good stuff in this thread!

If you haven’t checked it out yet, some more Spirit Warden stuff is in the Flame Without Shadow materials, available on the website, here:

https://bladesinthedark.com/blades-supplements

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I really like the idea of Spirit Wardens as Hollows ridden by ancient ghosts. It really gives them a reason to go into situations at 110% because all they will lose is a replacable hollow.

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Aha! I forgot I had access to these will do some reading and research of them :smile:

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So there is a ritual listed in the items for them called ‘Mirror and Bone’ anyone have further details on what this can be?

It’s on the character sheet, in the column to the left of the special abilities, under “Implements”, near the bottom of the page.

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I scoured that entire PDF…for it to be simply to the left

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Did i miss where a initiate’s spirit mask is explained?

It’s in the Flame Without Shadow supplement, not in the book. https://www.dropbox.com/sh/bixbs5a100swklp/AAAGMxdWC6y--jsq89l2mLxFa?dl=0

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I’m not sure yet if I want to turn the one-shot I ran into a regular thing, but I was strongly considering making many (if not all) of the full Wardens into either Hulls or Hollows. Initiates who pass get the same treatment, and ones who fail or try to back out when they find out become a deathseeker crow.

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In our group’s Duskvol, the Spirit Wardens are the modern descendants of a powerful and revered element of Akorosi society, one of several Imperial Cults that formed around the Immortal Emperor in the early night after the Cataclysm:

The Spirit Wardens, as any child knows, keep us safe from the spirits of the dead. Each of us, in our holy, vital bodies hosts a corrupt spirit. A weak, selfish, depraved phantom, the source of our basest drives. When our loved ones die, this ghost is unleashed to wreck havoc on the living. The Spirit Wardens detect and contain these warped, parodic vestiges, collecting them at several Crematoria and destroying them in cleansing electroplasmic fire.

The Spirit Wardens guard the living from the terrors of death. They send the dead to peaceful oblivion.

And that’s truth. But it’s also a tidy lie that masks a darker truth hidden from ordinary citizens.

The truth is that Spirit Wardens aren’t just arcane dustmen. They’re not here to keep you safe from your dear granmam’s vengeful residue. They’re here protect all of us from an existential threat to civilization: the Demons of the wasteland that beseige our cities of light.

The comforting lie is that Bellweather is an incinerator, a final destination for the departed. The awful truth is that it’s a refinery, a waystop on a journey to a horrific end.

(q.v. The Bakoros Lectures)

Only Spirit Wardens and officers of the Leviathan Hunter fleet are initiated into this secret: That all who die in a city of the Empire are but raw material, crude spirit to be blended and refined into the highly concentrated form of electroplasmic consciousness used to manufacture Electroplasmic Lures. With these Lures, the Hunters entice Leviathan to the surface, intoxicate and stupefy them long enough to draw black blood to fill their holds.

This is the Leviathan’s Bargain: In exchange for the sacrifice of our dead, our selves, the Leviathan ignite the lightning barrier that makes modern cities possible, drive the industries that constitute the vital organs of the Empire’s holy flesh.

But – this too is a deceptive partial truth, masking a fact kept secret from everyone.

No one is allowed to know. Only non-people are trusted to understand it – the non-people who don the Cloak of Shadow, who set aside their false, human faces and bear instead the True Face, the bronze mask of the Warden.

The truth is that human souls have been harvested since long before the discovery of Sparkcraft. Before, some whisper, even the Cataclysm. No, not all ghosts are used to manufacture Lures. The very cream of the crop, the most vital, vibrant echoes, those who retain the brightest spark of who they were in life, this richest grade of electroplasm is siphoned off, raw and unrefined to preserve each spirit’s ineffable character. Individual containers are loaded under cloak of secrecy onto special, heavily guarded trains bound for the Imperial Capital, there to be consumed by an ancient and voracious hunger.

An insatiable hunger incarnate in an eternal silver vessel.

Its face is the oldest mask.

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Beautiful.

In my game, Spirit Wardens are ghosts, bound to particular bronze masks. The bodies walking the street are Hollows, controlled by the ghost in the mask that they wear.

Leviathans, like all demons, feed on human emotions, best exemplified by stress. When you indulge your vice, all the stresses and strains of your life rise up into the aether, where they are consumed by those who have no spirit. Some ritualists, the Dimmer Sisters among them, have realised that there are magical rituals you can enact when people are indulging their vice to capture the stress into a potent gem, which can be used as currency with the demons of Tycheros and other places.

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Spirit wardens ARE their masks is just genius.

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Pretty sure I got the idea from someone on here. :slight_smile:

Very interesting thread, fascinating interpretations. To me, the closes representation I get of the Spirit Wardens is the “Keeper Enforcer” from the fantastic “Thief - Deadly Shadows” game: I mean, keepers trained for combat and elimination, and endowed with telepathic powers or hive mind? Yes please. Even the artwork seems compatible:
keeper enforcer

A further question would be: is there the same degree of permeability between playbooks from the “Flame without shadow” supplement (or the others) as between the original playbooks? I mean, would it be possible to choose an ability from the “Spirit Warden” playbook for my Hunter (via “veteran” ability)? This could reflect a character originally trained as spirit warden but gone “rogue” afterwards or similar…

thx for inspiring ideas!

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