Saturday, 6 April 2024

The Sanctum Sufficiency Guide

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. Yet even life in the City Beneath is enough for some. Together with like-minded folk, they seek out refuges away from both the oppression and the conformity of the Spire and the chaos of the City Beneath, where their shared values and ideals can build a community of their own. There is hope in this effort, but ultimately horror, for there are dangers down there that have been hinted at in rumours, and when written about, dismissed as the mitherings of a cheap hack!

Sanctum is a supplement for Heart: The City Beneath, the roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons, published by Rowan, Rook, and Decard Ltd. In Heart: The City Beneath, the Player Characters are concerned with what lies beneath, delving ever deeper below the City Beneath, closer to the Heart, exploring a wild frontier and a desire to know what is out there, if that is, the wild frontier is the equivalent of a mega-dungeon and the desire to know what is out there, is the yearning to know what calls to you far below. What Sanctum does is take that idea of the frontier and shift it from being somewhere to explore to somewhere to settle, but again if that frontier is the equivalent of a mega-dungeon. And then, have the Haven and its inhabitants face threats from without, threats that come to them, rather than the Player Characters going out on long Delves and facing threats along the way as they would normally in Heart: The City Beneath.

A campaign revolving around a Haven begins with its creation. This is a collaborative process between the players and the Game Master. Together they decide on its Domains, Tier, its unique feature, its Art, the Faces within the Haven, the Role that each Player Character will undertake as inhabitants of the Haven, what Threats it faces, and ultimately, what Ultimate Questions remain to be answered through play… Domains represent experience of an environment or a knowledge of some kind and consist of Cursed, Desolate, Occult, Religion, Technology, Warren, and Wild. The Haven will have one or two of these in addition to the Haven Domain. The Tier indicates how close the Haven lies to the Heart, the closer it is, the weirder the surrounding terrain. Most Havens are found on the upper Tiers, but they are sometimes found between Tiers, as well as possibly being mobile or found in extra-dimensional fractures. The Haven will also have something unique about it that makes it stand out and also be the reason why people visit the Haven or even why the Haven is threatened. The Faces within the Haven are its primary NPCs, primarily presenting those who support the status quo, who wants to shake things up, and who represent the bulk of the populace. These need not be NPCs, as Player Characters can fulfil their positions within the set-up, but their primary role is to establish tension within the Haven. The Art can be art, or it can be craftwork or entertainment, that represents the Haven and adds to its uniqueness. The Roles are functions that the Player Characters and their Classes perform in the Haven, whilst Threats—tied into one or more of the Haven’s Domains—are the dangers that the Haven faces. Penultimately, a Haven requires a name, and lastly, the players define what they want to discover during play, the questions which remain unanswered.

The creation process is simple and straightforward, and it is supported by suggestions and ideas throughout and then a fully worked out example, that is essentially, ready to play. Altogether, this is a very well written process and engagingly encouraging.

Mechanically, a Sanctum campaign differs from a Heart: The City Below campaign only slightly. The Haunts, locations where a Player Character can obtain healing and resupply in exchange for resources, to remove Stress or downgrade Fallout are moved within the Haven and so flesh out the Haven. Not all of the Player Characters’ Haunts need be placed within the Haven, and like Resources, can be located outside of it, thus presenting a motive for the Player Characters to leave their Haven, conduct a mission, and return. This is how a Sanctum campaign is intended to be played. Not just to go to remote Haunts or the sites of Resources, but also to go to deal with threats and actually Delve down to Landmarks (probably more than once) as in the standard play of Heart: The City Beneath. Landmarks also need to be added to the surrounding terrain as part of the creation process, but this is a task for the Game Master rather than the Game Master and her players. In the long term, there is guidance too for how Fallout, the consequences of Stress suffered by the Player Characters, can affect the Haven itself. Again, there are numerous examples. One last option given for a Haven is for it to have its own story beats, such as repelling attackers who after the valuable resources held within the Haven or creating communal art which enhances the Haven and its sense of community. These provide objectives for the Player Characters and reward them by enabling them to remove stress which they have shifted onto their bonds in earlier play. These range from simply being in danger and being infiltrated to the Haven having fallen and no longer being habitable and someone that the Player Characters care about being killed.

Penultimately, Sanctum presents the Game Master with a set of major threats to any Haven—Angels. These are emissaries of the Heart itself, so they can also appear in a standard campaign of Heart: The City Beneath as well. Encountering them though is rare, and they are usually only spoken of as myth and rumour. Sanctum introduces four new Angels in addition to the one in the core rulebook. These are protoplasmic, bone-clawed ink-blackness of the Blossom Angel, the chitin-armoured Cacophony Angel whose approach is heralded by the razor-sharp songs from its dozen mouths, the lurker in the cupboard that almost does not want to be known that is the Locos Angel, and the one that walks amongst us in the skin of another whispering dissent, the Penumbra Angel. These are major threats, dangers that ultimately cannot be destroyed, only temporarily defeated.

Lastly, Sanctum includes a selection of equipment and items that the Player Characters cannot purchase, but might be able to find. These all belong—or belonged—to Gris Hanneman, a pulp fiction author in the world of Spire: The City Above and Heart: The City Beneath, who fled into the City Beneath after his novel sales dried up and went looking for inspiration. In the resulting book, Beyond the Edge of Madness: A Year in the City Beneath, Hanneman claims he spent time in various Havens and encountered and discovered new Angels. Excerpts from the book pepper the supplement, providing an in-game commentary on Heart: The City Beneath and on the new Angels described in Sanctum. In fact, they are the only descriptions given of them besides the raw stats. The fiction adds plenty of flavour as well as a more nuanced view of the setting. The items to be found that once belonged to Hanneman include ‘The Pistol that Cris Pulled from a Corpse’s Hands in Redcap Grove’, (anti) ‘Angel Bullets’, and ‘Gris Hanneman’s Fingers, Conspicuously Missing From His Hand When He was last Seen’. Using his gear nicely brings Cris Hanneman into the world even though he is dead!

Physically, Sanctum is a slim, very well-presented book. The artwork is excellent and the book is easy to read and understand.

Sanctum presents a different campaign focus and set-up for Heart: The City Beneath, but whereas Vermissian Black Ops takes the Player Characters back into the Spire above, Sanctum is firmly set in Heart: The City Beneath, or rather, below the Heart: The City Beneath. However, rather than follow the transience of a campaign involving a series of ever longer Delves as in Heart: The City Beneath, what Sanctum does is shift play to a campaign where permeance and survival of community and family comes to the fore. This is no less dramatic than the delving of Heart: The City Beneath, only that the stories are different.

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