Witnesses
The Doctrine of Hell & Earth dominates most of theocracy in Kerine. However, while it clearly defines The Devils and what characteristics one might display to find themselves in their domain upon perishing, the space for a higher power or guiding deity is noticeably left ambiguous and unknown. Furthermore, there are no clear guidelines on what someone might be able to do in order to achieve an afterlife opposite to eternity within a devil's Braumfatura.
In the current Age of Manifestation sweeping across Kerine, progressions associated with society, technology, and economics have taken a backseat to the rise of religious cults. In Kerine, the term 'cult' does not carry the same negative connotation one might expect. Merely, it is a group of religious individuals who follow an ideology passed down to them by a 'higher power.' With the vacuum left in Doctrine thought on higher powers, individuals across Kerine have cropped up claiming to know of one of or 'the' deity that can guide them to an afterlife away from the Braumfaturas. Many if not most of these cults founded by such individuals are deeply rooted in Doctrine thought and values, usually harmless while offering additional context from a 'guiding figure' speaking through a mortal vessel.
However, not all cults operate in this fashion. For those following the Doctrine, word travels quickly across Kerine, and cults operating opening with violence, mortal abuse, or heresy towards the Doctrine are not tolerated. In these cases, agents are sent to deal with these cults, usually originating from the Idoran Empire in Kradence where the Doctrine hold the most sway. These cults are destroyed, dismantled, and purged from local and empire records as if they never existed in order to attempt and prevent a resurgence. These agents that are sent are called Witnesses, elite envoys of the Idoran Empire and The Doctrine of Hell & Earth.
Qualifications
To become a Witness, one needs to undergo training under the Idoran military as well as a priest of the Doctrine.
During their military tour of duty, Witnesses are further trained to know how to effectively deal with individuals that employ divine magic. While the existence of this type of magic does not deny or refute the validity of the cult, one faith in their beliefs may result in a stronger conduit for divine-based magic. Thus, a Witness must be willing and able to deal with those indulge and rapturize their belief in order to hold sway over their followers and fellow mortals.
Witnesses are trained in espionage and investigation, as cults which operate in a manner harmful to mortality often try to hide their more horrendous practices from the public and private eye in order to avoid attention. Part of this training involves learning alchemy and brewing potions and poisons both used to maintain their own health as well as extract information or kill targets more easily.
Furthermore, Witnesses must be well-versed in Doctrine thought and scripture. The difference of a cult that poses a danger to Kerine's people and openly blasphemes against the Doctrine verses a cult that pushes Doctrine thought towards its limit is often hard to determine more often that it is easy. While the order to investigate the cult is done by Doctrine officials and clergy, it is ultimately up to the Witness associated with the order to determine if the cult needs to be removed or can remain alongside other schools of thought.
Duties
The duties of a Witness are to deal with violent and blasphemous cults that are constantly forming across Kerine during the Age of Manifestation. This includes gathering information, infiltrating the cult, identifying leadership, understand cult teachings, and if necessary destroy the cult while purging its existence from local history. Occasionally, a senior Witness may appear with an entourage of newly-uplifted Witnesses or simply a retinue of soldiers to assist them in their investigation. In these cases, Witnesses are responsible for ensuring the safety of their subordinates while teaching them on how to identify and deal with unsavory cults properly.
Accoutrements & Equipment
Witnesses typically wear mundane clothing while performing their duties as a large part of their work involves discretion. However, when simply acting as an agent with empire walls, they don blue- and black-dyed studded leathers alongside white flowing cloth. Weaponry varies based on the Witness, though most using sets of retractable claws fashioned from metal or creature bone as their choice of weapon. Witness weapons are usually enchanted in some way; a perk of being a higher-ranked officer of both the Doctrine and the empire. However, all Witnesses carry a rudimentary-looking symbol tattooed either on their chest, face, back, shoulder, or palm depicting a blade piercing a tome. Additionally, Witnesses are often well-stocked with consumables, as their knowledge of alchemy provides them with an ample source of potions and poisons.
Concept of a common symbol associated with Witnesses
Inquisitors
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