Remaining known Sanctums

Koln, Wisforgia: The city of Koln was once the largest, richest city in the Human Wisforgian empire. A cultural beacon, northern Wisforgians look to Koln, not the Crownlands, for identity. Currently in open rebellion against the Wisforgian Empress. Your fortunes are tied to the Koln, who serve as a financial base for your order’s more worldly concerns.


 * Problems: The Northern Republic of Koln is losing the revolt against Wisforgia. The Crownlands have already expressed interest in purging subversive elements in the city, and Nadal’s cards show the Hanged Man and Ten of Swords when asked what will happen to the Order’s presence in Wisforgia should Koln lose. “Irreversible loss”

Trier: The noble family of Trier are the southernmost bannerhouse of Koln. They were appointed to remain independent during the revolution, so that, should the Koln family be ousted from power, they retain some influence and status. Your order is invested in Trier’s survival, as it guarantees you will retain a presence in the Empire.


 * Problems: Trier is a last ditch effort, the sanctum hidden from even the most prying of eyes. Most of Ordo Exilium is unaware the Trier sanctum exists, save the Inquisitors.

Cicilia: The Mazdayasnan city of hedging its bets, the Cicilian monarch, Oshin IV, the Negotiator, is a cautious, secular man. Unlike the other four Great Crusader Cities, Cicilia receives neither stewardship nor rule from the angels. Raziel the Secretkeeper is said to favor the city when it descends from Celeste. Your order likely exists in an uneasy peace with the archangel, which acts too infrequently to be the kind of threat worth pursuing.


 * Problems: The Secretkeeper’s tolerance of the Order is a temporary state of affairs. Eventually, it will have to be removed for the safety of all mortals. Cicilia is also threatened by Solaris and Porphyros to the south, who seek to de-stabilize the human-dominant city because of its economic hegemony over the region.

Bremen: The dwarven city of Bremen is a powerbase for the Silver Sharpers, sits atop a massive arcane Ruby mine, and their sympathy to your cause has allowed you to amass an enormous amount of contacts and influence in the city. Technically, because only dwarves and fire giants can own property in Bremen, your order is based in Magribiya, but your operations in the human city are somewhat limited by the unstable political situation. The dwarves, in contrast, welcome the help you provide in taming the denizens of the deeper dark.


 * Problems: Upheaval in Magribiya has led to the dwarves closing up shop. You were the last member of the Order allowed to access the Bremen Sanctum’s passage to the surface. In order to enter or leave Bremen until things have settled, the only choice will be to travel through the Kingdom Under’s Deeper Dark and hope to find an exit or survive until the next dwarven city.

Murcia: Your base in Murcia is more decentralized than in other areas, perhaps more the city itself than a building. The Freelancers typically keep the peace, so that leaves your order to handle threats which the Freelancers cannot because of their pledged neutrality in international conflicts.


 * Problems: The entire city seems to have left. While it’s easier to navigate undetected, there are things in the forest preying upon the citizenry. Sound, blood, and shadow still dwell within the depths of the worldwood.