A Sentinel’s soulsteel-infused body will simply devour most implanted souls. Only a soul with a powerful legacy of heroism regardless of cost or consequence is capable of catalyzing an Alchemical of this caste. The regulator who pursues a conspiracy to the greatest halls of power, the Luminor who destroys his own apartment block to create a fire break, the officer who leads 50 to hold a corridor against 1,000, the celebrant who provokes a war over doctrinal differences with a neighboring nation—such hard-line in- dividuals fuse to create a Scourge of Autochthon. Soulsteel Castes never back down, never forget and never compro- mise. Many intentionally cultivate Clarity to take the edge off their extreme lives. Others eschew Clarity as a form of dangerous cowardice, needing to stay connected and aware of the pain and terror they dispense in their work. Without a gut-intimate knowledge of what they are and what they do, these Alchemicals fear they would one day become like the very gremlins they hunt.
In assemblies, Soulsteel Castes are troubleshooters and measures of last resort. They take care of jobs that do not suit the temperament or skill of their comrades. In group efforts such as combat and investigation, they are the sledgeham- mer to the more refined approach of the other castes. The result might not be pretty, but they can be counted on to get the job done.
Most elder Unblinking Eyes spend the majority of their time patrolling the Far Reaches, single-handedly annihilating entire gremlin nests. Those who do not rededicate themselves as walking war machines fill their home cities with remote scanning drones and unceasingly walk the streets, acting as terrifyingly efficacious crime deterrents. Soulsteel cities are quiet, orderly places full of clean lines, hard edges and sharp
right angles. Omnipresent scan eyes make these police states some of the most peaceful places in Autochthonia, though none could exactly be described as lively.
Caste Markings: Soulsteel Charms tend toward flat planes and jagged edges with little or no adornment. The understated bulge of a combat Charm beneath a leather jacket, the Sentinels know, is far more effective than an ostentatious display of huge barbs and stylized skulls. The animas of this caste appear as shadowy clouds of smoke streaked with black and blue lightning.
Anima Effect: By reflexively spending five motes, a Sentinel may stir the souls trapped in his frame. Outlines and faint imprints of distended faces and hands appear in every black-metal surface, their moans and whispers escap- ing in a hushed cacophony. This dread display imposes an external penalty of (Essence ÷ 2) on all attacks targeting the Alchemical. This penalty is a form of natural mental influence costing (Essence) Willpower to resist for a scene, and it explicitly effects automata that are normally incapable of fear. It activates automatically at no cost whenever the Alchemical’s anima reaches the 11+ level of display.
Caste Attributes: Sentinels are implacable, never relent- ing, never slowing down. They are excellent motivators, if distressingly blunt. Their defining characteristic, however, is their unceasing vigilance. As such, their Caste Attributes are Stamina, Manipulation and Perception.
Associations: the color black, iron, soulsteel, the element of smoke, violence, conviction, enforcement
Sobriquets: Blessed of Ku, Sentinels, Scourges of Au- tochthon, Unblinking Eyes
Concepts: dissident recycler, gremlin killer, motivator, problem solver, torture expert
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A S most im of heroi catalyzin pursues Lumino fire brea 1,000, t differen dividual Castes n mise. M off their dangero of the pa a gut-in do, thes the very In a measure the tem such as mer to tr to t result result m get the j Mo time pat entire gr as walki scannin terrifyin quiet, orDeep in the heart of Autoch- thonia, lonely spires of adamant reach upward in supplication to the Great Maker. No mortals toil here to support their nation, and none of the five castes familiar to the folk of Autochthonia’s Eight Na- tions walk the empty streets of impenetrable glass. The only activity belongs to custo-
dian spirits, tirelessly working to
support the Great Maker, and the Divine Ministers, who use these cities as palaces and vast industrial tabernacles. But when the need arises, lone nomads—technical savants and holy madmen—come to these cit- ies from the depths of the Far Reaches. Possessed by a drive beyond mortal ken, they work with the subgods of Autochthon to birth an Alchemical of the Adamant Caste.
The Adamant Caste were Chosen to watch their fellows for signs of betrayal and less than adequate zeal in the service of Autochthon. While the Moonsilver and Soulsteel Castes act as inquisitors and investigators for mortal society, the Adamant Caste exists to judge the society entire, as well as the Champions themselves. The Servitors of Autochthon patrol the Far Reaches, bat- tling forces their five cousins know next to nothing about. Within the cities of mankind, Operatives work in mortal guises alongside the Alchemical Exalted, ever watchful for the moment when the corrupt turn away from their appointed duties, and poised to strike a blow that will break their own hearts.
In order to catalyze that lonely broth in a crystal vat, an Operative’s past incarnations must have been individuals of singular vision and devotion to Autochthon. The pious cleric consumed and martyred by his zeal, the furious diplomat who ends an international war by calling attention to the greater need of maintaining the Great Maker, the hermitic conduit miner in the Reaches, the Militate general who defies orders to crusade against the gremlin hordes—such traits of individuality and rejection of patriotism in favor of religious fervor combine within the Adamant soulgem. Devoid of nationalistic sympathies, Adamants can be—and often must be—exceptionally subtle, but their faith is not the weaker for it.
Apocryphal Ones rarely join assemblies, at least in an official capacity. Their Charms tend toward practicality and self-sufficiency, enabling these glass folk to achieve their tasks without aid
Deep in the heart of Autoch- ia, lonely spires of adamant h upward in supplication to the at Maker. No mortals toil here upport their nation, and none of
five castes familiar to the folk Autochthonia’s Eight Na-
s walk the empty streets of enetrable glass. The only vity belongs to custo-
spirits, tirelessly working to
ort the Great Maker, and the ne Ministers, who use these cities laces and vast industrial tabernacles. But n the need arises, lone nomads—technical nts and holy madmen—come to these cit- rom the depths of the Far Reaches. Possessed
drive beyond mortal ken, they work with the ods of Autochthon to birth an Alchemical of Adamant Caste.
The Adamant Caste were Chosen to watch their ws for signs of betrayal and less than adequate zeal he service of Autochthon. While the Moonsilver
Soulsteel Castes act as inquisitors and investigators mortal society, the Adamant Caste exists to judge
ociety entire, as well as the Champions themselves. Servitors of Autochthon patrol the Far Reaches, bat-
forces their five cousins know next to nothing about. hin the cities of mankind, Operatives work in mortal guises
gside the Alchemical Exalted, ever watchful for the moment n the corrupt turn away from their appointed duties, and poised rike a blow that will break their own hearts.
In order to catalyze that lonely broth in a crystal vat, an Operative’s past rnations must have been individuals of singular vision and devotion to ochthon. The pious cleric consumed and martyred by his zeal, the furious
be—exceptionally subtle, but their faith is not the weaker for it.
of a group. When their Clarity is low, however, the desire to be near their cousins becomes nearly overwhelming. Individual Operatives have indeed revealed themselves to mortals and lone Alchemicals, stepping out of the shadows as a mysterious stranger who aids in a pitched battle. In and out of assemblies, Adamants are skilled at swiftly identify- ing threats and dispatching them with flamboyant displays of strength.
Adamant elders serve as tactical lynchpins in the war efforts of the Divine Ministers. They stamp out small blight zones before they can spread, and they lead automaton armies to reclaim the body of the Machine God from the forces of the Void. Less martially inclined Colossi exercise subtle social control over dozens or hundreds of rogue, forgotten elements of mortal society, acting as regional overseers for tunnel nomad tribes and international expeditions from the Eight Nations. Few Operatives are eager to join the gleaming spires of their vast, empty cities. They have a greater use as free agents, and they seek to delay the inevitable as long as possible. Cities of adamant are beautiful, seemingly sculpted as much as built. Populated primarily by machines, these lonely patropoli serve as vats complexes capable of supporting the entirety of the Adamant Caste population.
Caste Markings: Adamant Caste Charms are gleaming, perfectly formed artifacts made of glass, quartz and adamant. Rarely adorned, they are nonetheless works of art, displaying an alien understanding of human aesthetics. The animas of Operatives are piercing white with purple tints and highlights, glowing prismatic like back-lit stained glass. Crystal and glass subjected to the anima of an Adamant Caste becomes hard as steel for minutes afterward, though this has never impeded the escape of a Servitor of Autochthon.
Anima Effect: The Adamant Castes exist as living mythology within their world. Even their brethren among