Guidebook

Category: Culture

Government & Civic Powers


Basics

Utopia & Economy

In an effort to make a utopia for humanity to thrive in after the end of days, the Loom assures the basic physiological needs of all those within Embrathis.

Industries relating to agriculture, clothing, construction, and basic medical care are heavily nationalized and standardized to guarantee access, but privately owned—specialist—businesses in these fields are still allowed to operate if they can prove to the government they fulfill something else in addition to a basic need (ex. a dire-horse breeder, a haberdasher, a tea shop, a potion-seller, etc.).

Private citizens can own land, within quantified limits, but there are regulations standardizing the pricing of rent across the whole of a given city ring. Though by far the largest landowner within the city-state is the state itself.

Law & Punishment

Despite the Loom’s many strides at making a utopia for all of their children, crime still exists in varying capacities. Law enforcement and the preservation of civil order are the purview of the Sergekeepers. See the Sergekeepers section for more details.

In general, the streets of Embrathis are quite safe. The government assurance of basic needs means crimes committed in order to survive are extremely rare. Most instances of crime are non-violent in nature and carry monetary punishments, with continuous, repeated offenses earning the risk of brief jail time.

Capital crimes, typically including all manners of violent crime, organized crime, and willful subversive action against the Loom and their order, if convicted, are nearly always subject to some amount of time in Embrathis’ state prison, Webwatch Fortress.
Webwatch Fortress
The Webwatch Fortress is a heavily fortified citadel built deep in the wasteland behind the eastern Marrows. It is only—easily—accessible by private portal from the origin portal located in the Governance District of Central Embrathis. Besides prisoners and sanctioned Sergekeeper guards, only the Runic Council is allowed to access the portal without preauthorization from the Runeweaver.

Runic Council

Runic Council

The city-state of Embrathis is governed by the Runic Council from its seat in Central Embrathis. The number of councilors varies over generations based on need, but all council members are given conditional immortality by the Loom so that they may serve both the people and the Loom in the prime of their lives. 

Councilors are appointed directly by the Loom to serve their interests in maintaining a utopia for all Embrathi—or as close as the Loom can achieve. This is done through interpretation of the Loom's will via magical runes conjured into the air of the council chamber when a councilor plucks the large floor-to-ceiling metallic thread called the Heartstring.

Councilor Roles

Civic Powers

Sergekeepers

Sergekeepers Overview

The Sergekeepers are a well-trained and highly organized government agency, established by the Loom, that acts as the internal security force of the city-state of Embrathis. They are tasked with law enforcement duties, the health and safety of all citizens within the city’s scope, as well as investigating and preventing crime or civil disorder.

Commonly recognizable by their distinctive, black serge coats with rust accents & their infamous spider pins that serve both as their badge of office and a means to temporarily nullify the magic in the surrounding area (see training and abilities OR the "Keeper Rules" section of the magic page), Sergekeepers are a constant presence on the streets of Embrathis.

Primary Function

PASTE PRIMARY FUNCTION INTRO HERE.

Law Enforcement

The foremost duty of all Sergekeepers is to uphold the law with Embrathis. Patrol units are charged with maintaining a visible presence across streets, markets, and other communal spaces, serving as both guardians and deterrents to crime. Any intervention must be executed with proportional force, applying reason before restraint and restraint before weapons.

Keepers are expected to act impartially regardless of district, race, or social status. Through a consistent presence and measured conduct, Keepers maintain a peace that is both seen and trusted, ensuring that the law is not merely a force but the base upon which the Loom’s utopia can prosper.

Threat Response

When danger emerges beyond routine disruption, the Keepers’ job shifts to active protection of life. Keepers respond to all scenes within the city that pose the risk of death, great bodily harm, or cause mass panic—from industrial district disasters to dangerous magic slipping through the cracks and into the city streets.

Their first objective is civilian safeguarding: securing lines of withdrawal, establishing protective cordons, and evacuating civilians. Keeper patrols must be prepared to seal wards, coordinate with healers, and stabilize unfolding crises until reinforcements arrive and a counteroffensive, if needed, can be made.

Crime Investigation

Hearsay is not enough for evidence for a civilian to be convicted of a crime. It is up to the Keepers, namely Investigators, to find, collect, and document evidence proving that the person in question committed this crime; coordinating with judicial scribes and magistrates as guilt is pursued with patience rather than haste.

While a citizen is not necessarily always treated as innocent until proven guilty, only in cases of capital crimes can a citizen be preemptively detained by force and brought into the garrison for holding till trial.

Organization & Deployment

Garrisons

144 total across all Wards
Local-level buildings where Keepers operate and coordinate out of day-to-day with attached cell-blocks for those awaiting trial.

Patrols

Rotating groups of uniformed Keepers that patrol across Embrathis.

Units

Groups of 6 Keepers (1 Senior & 5 general or specalists).

Wards

Central (3), Farmlands (5), Outer (8)
Sub-districts of Central Embrathis, the Farmlands, and Outer Embrathis that house several garrisons under their purview.

The Oathwoven

Runeweaver

Role: Chief commander of the Keepers.
Details: Oversees the operation of all Keeper activity within the city and reports directly to the Runic Council, most oftenly, the Councilor of Justice and the Councilor of Health & Safety. Works with Ward Commanders to plan city-wide operations, and is responsible for the ongoing management, initiation rites, and rescinding of Oathwoven scarification.
Title/Pin: Runeweaver Surname | Amber/Gold & Bloodstone

Ward Commander

Role: District commander for multiple garrisons of Keepers.
Details: Oversees keeper activity over an entire ward and reports directly to the Runeweaver. Responsible for coordinating cross-district operations with other Ward Commanders and/or the Runeweaver. Works with the Vigilants of the garrisons under their purview to assure public safety throughout the ward.
Title/Pin: Commander Surname | Amber/Gold

The Webless

Senior Sergekeeper

Role: Leaders of individual units of Keepers.
Details: Point leads on the ground responsible for planning patrol routes, assuring operational success, and deciding group tactics when assigned single, split, or merged unit missions.
Title/Pin: Lieutenant Surname | Brown (& specialty color)

Sergekeeper / General Members

Role: Guards of the city of Embrathis & Webwatch Fortress.
Details: The rank and file of the Keepers who either carry out many of the duties of the Keepers or may specialize in a certain task (see specialties below).
Title/Pin: Keeper Surname | Red if generalist, otherwise see speciality

Vigilants

Role: Commanding officer of a single garrison of Keepers.
Details: Directly oversees the recruitment, training, well-being, and discipline of the Keepers under their command. Responsible for assuring the rights of detained citizens and filing any charges against them through the judicial system. Reports directly to their Ward Commander.
Title/Pin: Vigilant Surname | Dark Blue

Inspector

Leads investigations into crimes. (Green)

Healer

Heals the wounded, both Keeper and civilian. (White)

Veilkeeper

Spies and messengers; often illusion, veneration, or beast affinity mages. (Green)

Dreadkeeper

Torture specialists; often dark Loom mages, with malice mages being the most common. (Black)

Training & Abilities

First Aid

All Keepers are taught basic life support and triage skills. Keepers with the specialist role ‘Healer’ possess both healing magic and a deeper understanding of traditional medicine.

Interpersonal Skills

While simultaneously trained to deal with situations that have devolved into violence, de-escalation to prevent such from happening is a keystone subject in any Keeper’s training. Regrettably, there are certainly those who attempt to abuse their station to oppress rather than defend, but the vast majority of Keepers are recognized as just individuals as well as engaged community members of the wards they patrol.

Martial Training

Keepers are expected to be able to defend themselves and others from attack, both magical and mundane. While given blanket training in melee, ranged and unarmed combat, individual Keepers often specialize, and generalized units are diverse by design.

Mental Agility

Sergekeepers are not just brawn. To make it past recruiting, they must demonstrate they have the mental agility to think quickly and critically about situations, especially in the face of danger.

Spider Pins / Nullification

A 2-inch spider pin made of silver with its body encasing two gemstones, whose colors are dependent on your chosen specialty and/or rank within the Sergekeepers. Keepers from the rank of Vigilant onward have two small chains that connect the main pin to a smaller secondary round pin. Among Oathwoven, this round pin is replaced by a web.

All Sergekeepers are given a nullification magic item upon becoming sworn officers: a spider pin. This brooch starts as a Tier One magic item and can be upgraded according to the magic item upgrade mechanics listed in the FAQ.

NOTE: The Sergekeepers' nullification pins have an AOE effect and last a certain number of posts with a cooldown period.

Base Tier

AOE: approx 50 ft radius
Duration: up to three posts (can be ended early)
Cooldown: five posts (early duration end does not shorten cooldown period)
Strength: Can nullify up to Tier One magic

Second Tier

AOE: approx 75 ft radius
Duration: up to five posts (can be ended early)
Cooldown: four posts (early duration end does not shorten cooldown period)
Strength: Can nullify up to Tier Two magic

Third Tier

AOE: approx 100 ft radius
Duration: up to eight posts (can be ended early)
Cooldown: three posts (early duration end does not shorten cooldown period)
Strength: Can nullify up to Tier Three magic

Other Civic Structures

PASTE OTHER CIVIC STRUCTURE INFO HERE. Or delete this section if it doesn't need to exist.