PUNISHMENTS OF THE OLDE REALM
(Applied to Player Characters)
“The crime matters less than who committed it.”
—Imperial Legal Maxim
I. IMPERIAL PC PUNISHMENTS
(Failure at the Keystone)
Imperials are not punished to correct behavior.
They are punished to prevent collapse.
1. THE ELEMENTIUM CROWN
Crime: Questioning the Order, hesitation, mercy
Method:
A living crown of elementium filaments is fused to the skull.
-
The device:
- Amplifies duty-thoughts
- Burns away doubt
- Suppresses emotion
- Pain is constant, dull, inescapable
- Removal causes death
PC Effect:
- Permanent −20 to Will-based emotional resistance
- +20 to Order-based commands
- Cannot disobey Imperial doctrine
You still rule.
You simply no longer want anything else.
2. SEQUESTRATION OF THE LIVING ANCHOR
Crime: Failure that risks destabilization
Method:
The PC is sealed inside a Skas-era stasis sarcophagus, conscious but immobile.
- Time perception is distorted
- Days feel like years
- Speech impossible
PC Effect:
- Character removed from play
- Can be recovered centuries later
- Gains forbidden Skas knowledge… and madness
II. ROYAL PC PUNISHMENTS
(The Fall Must Be Seen)
Royals are punished publicly, so the realm remembers gravity.
3. STRIPPING OF THE SIGIL
Crime: Disobedience, softness, unauthorized reform
Method:
Royal blood-sigils are carved out with heated brass tools.
- Flesh is cauterized to prevent death
- Nobles and crowds are invited to watch
- The sigil is displayed afterward
PC Effect:
- Loss of Royal Status
- −30 to all social rolls with higher classes
- Nobles may legally ignore commands
4. THE GILDED BLINDING
Crime: Seeing what should not be seen
Method:
Eyes removed and replaced with decorative, useless lenses.
- Often made of gold or crystal
- Symbolizes “vision without authority”
PC Effect:
- Permanent blindness
- +20 to perception involving sound, vibration, or magic
- Must rely on attendants—who may betray them
5. EXECUTION BY PROXY
Crime: Repeated failure
Method:
A child, spouse, or heir is executed in the PC’s name.
- The PC is forced to issue the command
- Refusal escalates punishment
PC Effect:
- Permanent Humanity or Sanity loss
- The PC lives—but is politically dead
III. NOBLE PC PUNISHMENTS
(Broken, But Useful)
Nobles are punished to teach lessons, not erase them.
6. THE WHEEL OF INDUSTRY
Crime: Sympathy, inefficiency, disloyalty
Method:
The Noble is sentenced to Guild Labor.
- Bound into an elementium-powered machine
- Limbs used as living pistons or cranks
- Worked until collapse, then revived
PC Effect:
- Permanent −10 to physical SCORES
- +10 to Lore or Craft (you learned)
- Social humiliation persists forever
7. TITLE STRIPPING & IRON MARKING
Crime: Disobedience
Method:
Title revoked, flesh branded with the Guild or Crown mark.
- Branding irons often arc with energy
- Marks never fully heal
PC Effect:
- Cannot legally own land
- May be enslaved for future crimes
- Nobles may hunt or harass the PC openly
8. THE ARENA REPRIEVE
Crime: Severe breach
Method:
The Noble is sent to the Arena—armed, but against impossible odds.
- Survival restores partial honor
- Death satisfies the crowd
PC Effect:
- If survived: scarred celebrity
- If escaped: outlaw of legend
IV. CHURCH-ADJACENT PC PUNISHMENTS
(Faith as a Weapon)
9. THE DOCTRINAL UNMAKING
Crime: Heresy, doubt
Method:
Weeks of forced confession under pain, deprivation, and chanting.
- Memories rewritten through repetition
- Identity fractured
PC Effect:
- Randomized beliefs
- Loss of personal convictions
- +20 to resisting fear (nothing feels real anymore)
V. LOWER-CLASS PC PUNISHMENTS
(Efficient, Final)
10. INDUSTRIAL CRUCIFIXION
Crime: Rebellion, escape
Method:
The PC is bound to a factory frame.
- Machinery runs through or around them
- Body becomes part of production
- Death takes days
PC Effect:
- Usually fatal
- Survivors are broken icons of terror
11. DISAPPEARANCE INTO BUREAUCRACY
Crime: Knowing too much
Method:
Arrested, renamed, reassigned.
- Records erased
- Family reassigned compensation
- PC “never existed”
PC Effect:
- New identity
- New class
- Old allies cannot legally acknowledge them
VI. GM GUIDANCE: USING THESE IN PLAY
These punishments are not random.
Use them when:
- PCs challenge the Order openly
- They protect those beneath them
- They believe status will save them
Always offer choices:
- Submit and live
- Resist and be destroyed
- Escape and become a threat
FINAL TRUTH OF THE OLDE REALM
The Olde Realm does not ask:
“Did you do wrong?”
It asks:
“Did you threaten the structure?”
And structures do not forgive.
THE ARENA OF THE OLDE REALM
A Complete Subsystem
The Arena is not sport.
It is a civic sacrament proving the Order still works.
The Arena exists to:
- Dispose of excess population
- Punish high-status offenders publicly
- Reinforce hierarchy through spectacle
- Convert suffering into obedience
Arena play should feel fast, unfair, and inevitable.
I. TYPES OF ARENAS
1. Civic Arenas (Most Common)
- Public executions
- Criminal punishment
- Crowd-controlled violence
- Low chance of survival
2. Noble Arenas
- Punishment of disgraced Nobles
- Heavily ritualized
- Survival = partial restoration of honor
3. Imperial Demonstration Arenas (Rare)
- Used to test Skas relics
- Combatants are expendable
- Spectators include Imperials only
II. STATUS OF ARENA COMBATANTS
When a PC enters the Arena, they are assigned a Condemnation Tier:
| Tier | Name | Rights |
|---|---|---|
| I | Damnati | None |
| II | Branded | Armed, disposable |
| III | Exhibited | Named, expected to die |
| IV | Favored | Audience interest |
| V | Champion | Still a slave |
No Arena combatant is legally alive.
III. ARENA ROUNDS (STRUCTURE)
Arena fights are run in Rounds of Spectacle, not standard combat time.
Each Round:
- Crowd Reaction Roll
- Environmental Escalation
- Combat
- Judgment
1. Crowd Reaction (1d100)
Roll each round or after dramatic acts.
| Roll | Crowd Reaction |
|---|---|
| 01–20 | Bored (hazards increase) |
| 21–50 | Amused |
| 51–70 | Bloodthirsty |
| 71–90 | Ecstatic |
| 91–00 | Frenzied (Chaos Event) |
Crowd Effects
-
Ecstatic/Frenzied crowds may:
- Open gates
- Release beasts
- Demand executions
- Grant temporary boons (weapons, healing)
2. Environmental Escalation
Every round, the Arena gets worse.
Roll or choose:
- Rising fire pits
- Rotating platforms
- Steam vents
- Elementium arcs
- Collapsing floors
- Beast releases
The Arena does not favor survival—it favors drama.
3. Combat (Simplified)
Arena combat ignores tactical fairness.
Rules:
- No retreat
- No negotiation
- Healing is rare and visible
- Injuries matter immediately
At 50% Stamina, fighters are visibly wounded.
At 25%, the crowd begins chanting for death.
4. Judgment Phase
After a kill or spectacle:
-
Arena Master may:
- End the fight
- Escalate punishment
- Spare a combatant (rare)
- Execute survivors anyway
Mercy requires crowd approval.
IV. ARENA WEAPONS & GIFTS
Weapons are:
- Inconsistent
- Flawed
- Symbolic
Examples:
- Chain-blades that overheat
- Pistols with one shot
- Shock-nets
- Beast collars
- Broken relic arms
Crowd Gifts:
- Thrown weapons
- Medical packs
- Armor pieces
- Poison (for “interest”)
V. SURVIVAL & FREEDOM
Survival does not equal freedom.
A PC may earn:
- Temporary reprieve
- Status upgrade
- Champion branding
- Noble sponsorship
Freedom occurs only if:
- A Noble publicly claims the PC
- The Crown decrees it
- The PC escapes during chaos
Most Champions die after surviving.
VI. ESCAPE FROM THE ARENA
Escape requires:
- Frenzied crowd
- Structural failure
- External interference
- Skas tech malfunction
Escape marks the PC as:
- Hunted
- Legendary
- Symbolically dangerous
VII. GM GUIDANCE
Use the Arena when:
- PCs break Order visibly
- Nobles need punishment
- You want consequences that matter
Arena sessions should:
- Be short
- Be brutal
- Change characters forever
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