Major Faction · Militant Order · Founded 6th Era

Keepers of the Light

A closed order of fire kineticists, founded in the late 6th Era and continuously active since the fall of the Human Empire. Their stated duty is to bring peace, justice, and security to the worlds their light shines on. Their working method is to find what threatens those worlds and end it.

"We are zealots. We do not pretend otherwise. The work cannot be done by anyone unwilling to go past where reasonable people stop."

The Order

The Keepers number in the low hundreds. Every full member of the order is a kineticist who wields fire to some degree. Most operate alone or in pairs across the fifteen worlds. Coordinated action involving more than three Sons is rare and requires the Father's signed warrant.

The order considers itself zealous and says so plainly. They do not justify themselves to outsiders. When asked why they took an action, they will state what they did and what it accomplished. They will not argue that it was right.

Most Sons are recruited from Spacers. The order will accept Grounders and Skylords whose affinity for fire is strong enough to survive the trial of flame. They do not accept Void Walkers; the Void interferes with the bond.

Vor'athal

The order's seat is Vor'athal, a 6th Era space station whose construction predates the Empire's fall by roughly forty years. The technology used to build it is not understood by anyone now living. The station has not been moved from its current orbit in any record the order keeps.

Thirteen velathi are mounted in Vor'athal's lower ring. A velath is an eternal engine of the Empire's make; it runs indefinitely so long as it holds a sehar: a small dense sphere of contained energy roughly the size of a clenched fist. Three of the thirteen velathi are presently powered. The remaining ten sit dark and have for centuries.

The order has tried to fabricate a sehar. They have tried to recover one of the missing ten. They have tried to learn how the velathi function and how the sehari are made. None of this work has produced a usable result. The three running velathi generate sufficient power for current operations with margin to spare. What the station was built to do at full power is not known.

Full station details, layout, sehar progression, stores, and life aboard ↗

Velathi

  • Count: 13 mounted in Vor'athal's lower ring
  • Powered: 3 of 13
  • Era of make: 6th Era, late period
  • Lifespan: Indefinite while a core is seated

Sehari

  • Form: Dense sphere, roughly fist-sized
  • Source: Unknown; replication has failed
  • Currently held: 3
  • Believed extant: 10 missing on the lost rolls

Vor'athal

  • Built: ~40 years before the Empire's fall
  • Function at full power: Unknown
  • Permanent residents: One Loves, Squires, Hands, the Father
  • Outside access: Outer ring only, by appointment

The Bond

A Keeper who completes the bonding rite is called a Son. The rite ties a Son to a chosen partner, the One Love, and the two thereafter share a single pool of vitality. Damage taken by either is counted against the combined total. When the pool is reduced to zero, both die in the same instant. The bond is permanent and cannot be undone by any method the order is willing to attempt.

The One Love resides on Vor'athal and does not leave it. The Vigil keeps the bond-records, which show in real time when each Son's pool takes a wound, when it stabilizes, and when it goes empty. This is how the order tracks whether each Son still lives, and where in broad terms the Sons are taking damage at any given moment.

If a Son is judged to have betrayed the order, the One Love is killed where they stand. The Son dies in the same instant, wherever he is in the system. The judgment is rendered by a Hand of the Father. There is no appeal and no second hearing.

Shared HP Pool Son's max HP + One Love's max HP = combined total. All damage to either is subtracted from the combined total.
Death Trigger Combined pool reaching 0 kills both at once, regardless of distance.
Bond-Record Tracking The Vigil sees pool changes in real time on Vor'athal. Used to track every Son's status and broad activity.
Betrayal Protocol The One Love is executed on Vor'athal. The Son dies in the same instant. Rendered by a Hand of the Father. No appeal.

Starblades

Starblades are a finite resource. The order does not know how many were forged or where, only that no new ones have been made in living memory and that each known blade is accounted for in the Reclamation's ledger. A blade carried by a Son who dies in territory the order can reach is recovered with the body. A blade carried by a Son who dies in territory the order cannot reach is added to the lost rolls.

The Reclamation works the lost rolls continuously. When a blade surfaces in an estate that has forgotten what it inherited, in a private collection, in the hands of a fence, or in the armory of a planetary government, the standard procedure is to offer trade. The order will pay in coin, in materials, in service, in the lives of debtors held on Vor'athal. They will pay generously and they will negotiate at length.

When trade fails, the Reclamation takes the blade by force and accepts whatever the taking costs. They have done this on every world where space travel exists, and on three of the five worlds where it does not.

Ranks of the Order

Ranks are listed below from bottom to top. Promotion is by judgment of a Hand of the Father, except for promotion to Hand and to Father, which require a sitting of the full Hand-council.

Rank 1

Aspirant

An untested recruit. Brought to Vor'athal on the recommendation of a Son or a Hunt scout. Held until the trial of flame confirms or denies kinetic affinity with fire. Aspirants who fail the trial are returned home with a stipend and forbidden to speak of Vor'athal's interior.

Rank 2

Ember

A confirmed fire kineticist in the order's first stage of training. Embers learn the doctrine, the martial forms, the inventory of known seeds of darkness, and the order's history. Most spend ten years in this rank. They do not leave Vor'athal except under supervision.

Rank 3

Squire

A senior trainee attached to a Son. Squires accompany their Son into the field, learn the work directly, and serve as the order's only path to becoming a Son themselves: when a Son falls, his Squire is offered the next available starblade and the bonding rite. Squires bear no blade and hold no One Love.

Rank 4

Son

Bonded, blade-bearing, deployed. The operational rank of the order. A Son's One Love resides on Vor'athal and the bond is permanent. Sons take their own counsel in the field within the limits set by their Hand. Most Sons never meet most other Sons.

Rank 5

Lance

A Son trusted to lead other Sons in coordinated operations. Lances exist because the order will sometimes choose to act in concert; they are few because the order rarely chooses this. A Lance commands for the duration of an operation and then returns to the rank of Son.

Rank 6

Hand of the Father

A division head. There are five Hands at any time, one per division. Hands hold judicial authority within their division and render the betrayal verdict on Sons under their command. They sit on the Hand-council, which selects the Father from among themselves on the Father's death.

Rank 7

The Father

The order's singular head. Always a former Hand. Holds the position until death. Sets doctrine, signs the warrants of operations involving more than three Sons, and is the only voice the order recognizes when speaking to a planetary government. The current Father has held the position for fifty-one years.

Divisions

The order is split into five divisions, each commanded by a Hand of the Father. A Son is assigned to one division upon bonding and rarely transfers.

The Hunt

Identifies seeds of darkness across the fifteen worlds and dispatches Sons to destroy them. Maintains the inventory of known seeds, the watch lists, and the standing kill warrants. The largest division by headcount. Primary hull: Edrin's Hand.

The Reclamation

Locates lost starblades, negotiates their return, and takes them by force when negotiation fails. Keeps the blade ledger and the lost rolls. Has standing arrangements with several fences and at least one ducal house on Solveth that the order will not name publicly. Primary hull: Iskar Vahn.

The Vigil

Manages Vor'athal itself. Keeps the bond-records, oversees the One Loves' quarters and provisioning, and carries out the betrayal protocol when a Hand returns the verdict. The Vigil does not deploy.

The Wardens

Maintains the three running velathi, Vor'athal's life support, and the systems whose function the order does understand. The Wardens are the order's only technical specialists. They have not been able to repair anything 6th Era in the time the order has kept records.

The Open Hand

Handles outside contact. Receives petitioners on Vor'athal's outer ring, negotiates trade with planetary governments, and conducts the rare political work the order chooses to undertake. The smallest division. Travels aboard Tovell's Word when off-station.

The Fleet

Four hulls move the order between worlds. Each is named for a Son whose end defined what the ship is now used for.

✦ Tovell's Word

Flagship · Legate Barque FATHER'S WARRANT

The only ship the order shows when it has been invited to a planetary government. Tovell was a Hand of the Father whose given word ended the war over the seed of Cathol; the flagship carries his name and the order's blade-ledger.

Length142 m
SizeLarge
Ship Level11
Crew14–20 (min 6, max 20), Sons, Squires, Open Hand staff
DriveTwin arcane sails, escort-rated
CargoBlade-ledger vault, court chambers, 60 t hold
Bond-RelayHigh-bandwidth; carries the Father when he travels
CommanderHand of the Open Hand, Velith Mar
Combat Statistics
HP298  (CT 59)
AC24
Evasion DC24
Fortitude+22
Speed8 hex/round
ShieldsSP 160 (regen 8/rd), distributed across 4 quadrants
HardnessNone
AgilityAverage (turn 2)
ArmorMk 5 (+5 AC, −1 Reflex)
ComputerMk 5 Mononode (+5 item bonus, 1 node)
Weapons, Atk: crew Ranged Atk +5 (computer)
Long Lance ×4 Kinetic
Railgun: 5d8+5 dmg · 8 hex range · Heavy mounts (Fwd 2, Port 1, Stbd 1)
Pyre-Battery ×2 Energy
Plasma Cannon: 8d10+6 dmg · 5 hex range · Heavy mounts (Aft 1, Turret 1)
Open Hand Role. Diplomatic transit, formal reception, blade-ledger custody. Tovell's Word has never been boarded successfully. Two attempts are recorded; both crews were returned to their governments by courier, alive, with a written invoice.
Deck Layout · 3 Decks
Upper Deck, Bridge & Bond-Relay
H
OBS
BRG
RLY
CHT
OBS
H
H
LNC
FRG
LNC
H
Mid Deck, Court & Quarters
H
QTR
QTR
COURT
QTR
QTR
H
H
MESS
MED
MEM
LDGR
LDGR
H
Lower Deck, Hold & Engine
H
HOLD
HOLD
CORE
HOLD
HOLD
H
H
ENG
CELL
CORE
CELL
ENG
H
Bond-Relay Bridge Forge Court / Vault Memorial Quarters Lance Cell

⧗ Iskar Vahn

Patrol Cutter · Reclamation Long-Watch RECLAMATION HULL

A lean, long-legged hull built to sit on a single trade lane for months. Named for the Son who first died alone on a Reclamation route, bond intact to the last, blade recovered the following season.

Length58 m
SizeMedium
Ship Level9
Crew6–8 (min 1, max 6), Sons and Squires
DriveSingle arcane sail, aux alchemical burn-rig
Cargo18 t hold, six-month rations, two debtor cells
Bond-RelayMid-bandwidth; pings Vor'athal at watch-change
CommanderLance Karro Vesh
Combat Statistics
HP163  (CT 32)
AC24
Evasion DC24
Fortitude+18
Speed10 hex/round
ShieldsSP 80 (regen 2/rd), distributed across 4 quadrants
HardnessNone
AgilityAverage (turn 2)
ArmorMk 5 (+5 AC, −1 Reflex)
ComputerMk 5 Mononode (+5 item bonus, 1 node)
Weapons, Atk: crew Ranged Atk +5 (computer)
Lance ×2 Energy
Light Particle Beam: 5d8+4 dmg · 6 hex range · Light mounts (Turret 1, Aft 1)
Pyre-Battery ×1 Energy
Particle Beam: 7d10+5 dmg · 6 hex range · Heavy mount (Fwd 1H)
Reclamation Role. Long quiet patrols on the lanes the lost rolls suggest a blade is about to surface on. Iskar Vahn negotiates first and takes second. The cells are full more often than not.
Deck Layout · 2 Decks
Main Deck, Bridge Forward
H
BRG
RLY
OBS
LNC
H
H
CMDR
MESS
QTR
QTR
H
Lower Deck, Hold, Cells, Engine
H
MED
BLD
CELL
ENG
H
H
FRG
HOLD
CELL
CORE
H
Bond-Relay Bridge Forge Blade Vault Cell Quarters Lance Cargo Engine

≋ Edrin's Hand

Scout · Hunt Courier FIRST RESPONSE

The fleet's fastest hull. Edrin was a Squire who carried a verbal warning across two worlds without rest, arrived dead in the courier saddle, and got there in time. The ship does what he did.

Length34 m
SizeSmall
Ship Level7
Crew4–5 (min 1, max 6), Sons and Squire
DriveTwin oversize arcane sails, overclock power core
Cargo4 t courier hold
Bond-RelayLow-bandwidth, high-frequency pings
CommanderLance Avi Karenn
Combat Statistics
HP86  (CT 17)
AC22
Evasion DC22
Fortitude+14
Speed10 hex/round
ShieldsSP 30 (regen 1/rd), distributed across 4 quadrants
HardnessNone
AgilityGood (turn 1)
ArmorMk 3 (+3 AC)
ComputerMk 3 Mononode (+3 item bonus, 1 node)
Weapons, Atk: crew Ranged Atk +3 (computer)
Lance ×1 Energy
Light Plasma Cannon: 4d6+2 dmg · 5 hex range · Fwd light mount
Flare-Rack ×1 Energy
Gyrolaser: 1d6+4 dmg · Broad arc (all arcs) · Light mount; fires into every arc simultaneously
Hunt Role. First response to a confirmed seed of darkness. Edrin's Hand is the ship already underway when the warrant is signed. The crew sleeps in shifts. Nobody volunteers for a second tour, and everybody volunteers for a third.
Deck Layout · 2 Decks
Upper, Bridge & Relay
H
BRG
RLY
FLR
H
H
QTR
MS
QTR
H
Lower, Engine Heavy
H
CORE
CORE
CORE
H
H
PKT
MED
FRG
H
Bond-Relay Bridge Forge Engine Packet

✧ Marrenfell

Heavy Carrier · Multi-Son Operations FATHER'S WARRANT

A fortress that moves. Marren was the Hand who held the line at the fall of a world the order will no longer name; the carrier is the hull built to do that work afterward. Marrenfell sails only with the Father's signed warrant.

Length198 m
SizeHuge
Ship Level13
Crew42–50+ (min 20, max 100), Sons, Squires, Warden detachment
DriveQuad arcane-sail core array, reinforced hull
CargoSpare reactor stock, surplus armory, hydroponic tier, 240 t hold
Bond-RelayHigh-bandwidth, hardened relay spire
CommanderLance Hadric Vorn
Combat Statistics
HP478  (CT 95)
AC26
Evasion DC26
Fortitude+26
Speed6 hex/round
ShieldsSP 280 (regen 16/rd), distributed across 4 quadrants
Hardness5 (Huge, damage ≤ 5 is ignored)
AgilityAverage (turn 2)
ArmorMk 7 (+7 AC, −1 Reflex)
ComputerMk 7 Mononode (+7 item bonus, 1 node)
Weapons, Atk: crew Ranged Atk +7 (computer)
Long Lance ×6 Kinetic
Railgun: 5d8+5 dmg · 8 hex range · Heavy mounts (Fwd 2H, Port 2H, Stbd 2H)
Pyre-Battery ×2 Energy
Plasma Cannon: 8d10+6 dmg · 5 hex range · Heavy mounts (Aft 1H, Turret 1H)
Broadside Rack ×4 Kinetic
Chain Cannon: 5d6+5 dmg · 5 hex range · Light mounts (Port 2L, Stbd 2L); Ripper, on crit, persistent hull damage
Multi-Division Role. Multi-Son operations: cartel raids, fortress sieges, and the rare evacuation the order has decided to underwrite. Marrenfell has put down on a planetary surface twice in the last century. Both times the planet was on fire when she lifted.
Deck Layout · 4 Decks
Top, Bridge & Relay Spire
H
LNC
OBS
BRG
RLY
CHT
OBS
LNC
Upper, Memorial & Quarters
H
MEM
MEM
VOW
MEM
MEM
FRG
H
H
QTR
QTR
MESS
MESS
QTR
QTR
H
Mid, Berths, Infirmary, Cells
H
BRTH
BRTH
MED
MED
CELL
CELL
H
H
HYD
HYD
GRDN
GRDN
HYD
HYD
H
Lower, Vault & Core
H
RCTR
RCTR
CORE
CORE
RCTR
RCTR
H
H
HOLD
ENG
CORE
CORE
ENG
HOLD
H
Bond-Relay Memorial Forge Garden Reactor Stock Medical Cell Hold Engine

Doctrine

The order's stated duty is to bring peace, justice, and security to the worlds their light shines on. By doctrine they avoid politics. In practice they enter politics when they have decided a matter requires it, and once committed they do not withdraw until the matter has resolved on their terms. The order is aware that the exception undercuts the rule and has not seen fit to revise either.

Sons do not hold property off Vor'athal. Sons do not father children; the bond's nature makes it functionally impossible. Sons do not contract any loyalty the order has not approved. A Son's word, given in the field, binds the order; this is part of why operations are conducted alone. A Lance may countermand a Son in coordinated work. A Hand may countermand a Lance. The Father may countermand a Hand. Nothing countermands the Father.

Vor'athal, Full Station Reference ↗  ·  For ship construction rules, see Ship Building ↗  ·  Starfire ↗

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