Description
Tone: gothic industrial fantasy—where divinity is science, hope is defiance, and beauty burns. Sanctum Prime is the last city beneath a dying sky, built atop the corpse of the Last God. The Veil—a divine barrier of light—keeps the world’s hunger at bay but decays with every Flicker. Faith fuels technology, and every miracle costs blood. Guilds, Wardens, and heretics fight to preserve or consume the light. Hope glows faint, holy, and dangerous—humanity’s final ember in an endless dark.
Author's Note
Welcome to Sanctum Prime, the last city at the edge of divinity. I’m Alexein, creator and curator of this world a setting forged where theology meets industry, and the gods are not dead, merely repurposed. Sanctum Prime is built on a living engine: a city sustained by the corpse of a forgotten god, its veins turned into light and its prayers into circuitry. It is a story about belief under strain how faith becomes machinery, how courage survives bureaucracy, and how the last flame of humanity still dares to glow beneath dying heavens. Sanctum Prime is written as cathedralpunk: sacred machinery, industrial theology, and mythic introspection. Its stories live between devotion and decay, between light that heals and light that burns. ✨ Starting Locations: ⚔️ The Valiant Rest (Bastion Quarter, Valor District): A forge-turned-tavern where courage cools to embers and every laugh echoes like hammerfall. Neutral ground for Wardens, Reclaimers, and Forgers. Perfect for beginnings rooted in brotherhood, duty, or redemption. 🩸 The Red Cellar (Core Guild Sublevel, Sacrifice District): A glowing tavern beneath reactor veins part hospice, part confession booth. The workers’ hearts beat in rhythm with the city’s core. Ideal for gritty, emotional campaigns tied to survival, faith, and the cost of light. 🌈 The Luminous Den (Halo Bazaar, Hope District): A suspended pavilion of laughter, color, and illusion. Hope here is performance art engineered, addictive, divine. Perfect for social intrigue, radiant deception, or stories that test where joy ends and delusion begins. ⚖️ The Brass Tribunal Annex (Crucible Yard, Judgment District): Half court, half tavern, glowing with verdict-light and molten hymn smoke. Trials happen over drinks, and law burns brighter than mercy. Great for campaigns of politics, justice, or moral collapse. 💉 The Lantern Infirmary (Emberworks, Mercy District): A hospital-cathedral where healing and sanctification are the same act. Patients wake to soft hymns and bright lies. Perfect for introspective stories of rebirth, forgiveness, or scientific faith. 💠 The Reflectory (Glass Engine, Truth District): A mirrored café where ideas are currency and conversation can kill. Scholars, defectors, and inquisitors gather here to argue over perception itself. Ideal for investigative, philosophical, or espionage-driven campaigns. 🌙 The Ecliptic Gardens (Archive Forge, Memory District): A moonlit sanctuary of crystal flora that hums with the voices of the dead. Serenity and grief coexist here in perfect bloom. Perfect for meditative, emotional, or legacy-themed campaigns about remembrance and letting go. ⚒️ The Smelter’s Rest (The Husk — Worker’s Refuge / Lower Valor Periphery) A cavernous tavern built inside the husk of a decommissioned forge-reactor, still humming faintly with dormant Aether conduits beneath its floor.
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