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𝖘𝖆𝖑𝖙𝖇𝖚𝖗𝖓𝖙 𝖒𝖔𝖉𝖘. ([personal profile] saltburntmods) wrote2025-09-06 12:31 pm

𝐘𝐎𝐔 𝐂𝐀𝐍'𝐓 𝐈𝐆𝐍𝐎𝐑𝐄 𝐌𝐄 𝐅𝐎𝐑𝐄𝐕𝐄𝐑 ▣ the flock

THE FLOCK




To the presumed south of the manor, far outside the cushy comforts of Saltburnt and all its excessive wealth, there resides a quaint town simply named THE FLOCK. To any outsider, it may appear like something out of another time, with conservative dress and 16th century architecture, a general cultish energy surrounding it — though they all seem nice enough, even overly friendly, full of fearful, religious symbiosis, as the castoffs from Saltburnt proper. They are run by REVEREND PEREGRINE ASHCROFT, a man notable for his falling out with the Balfours, who also seems to have had a somewhat torrid affair with Portia.

Naturally, the Flock is not all they seem to be. They are based on the fundamental truths of togetherness and bonds — no one is ever alone while in the commune, and they spend every waking (and sleeping) moment in the presence of someone else, feeding them by finger, washing hands together, fingers interlocked by unfashionable, cotton skirts. Everyone works for their keep in the Flock — the Flock can only thrive if everyone puts their energy forward towards maintaining it. You can find below a list of the roles available to characters at the commune, including who they appeal to and what's expected of them, and also — what happens to them, the longer they fall into the role. Because the Flock works as a hivemind, busy bees connected by one mutual goal: the bettering and growing of the Flock.

You can read more about the intricacies of the Flock's rituals and community at the SEPTEMBER 2025 EVENT (locked to members).







THE BUTCHER
BLOOD, SACRIFICE, NECESSITY, CONTROL




CHOSEN IF


Chosen for this role are those who do not flinch at violence, whose hands move with certainty where others falter or hesitate, who understand that love often requires painful sacrifice. They see actions as necessary where others would see them as cruel.




OBJECT


A sharpened bone knife.




EXPECTED TASK


Butchers prepare meat for the commune, often from the fresh kills of Hunters; in times of need, they scavenge from the forests. Sometimes, the meat doesn’t resemble any animal known to an encyclopedia.




ROLE TRANSFORMATION


☩ Their knife always knows where to strike arteries and joints. Flesh peels from the bone like butter; bones easily snap under the pressure of their hands; muscles tear like simple tissue. They have an uncanny foresight into where, and how, to crack open any living thing’s body.

Their incisors sharpen to the smallest degree, tearing through skin and muscle with little effort.

Nothing disturbs them; their composure is nearly flawless. However, their hands often find themselves instinctively drawn to a blade, before their mind realizes what it’s reaching for.

Sometimes, people feel weak in their presence. Dizzy, sapped of strength, as if their life is draining away just by standing too close.

☩ When they are hungry, their stomach aches, craving something more than food. Something almost inhuman, cannibalistic. They salivate, uncontrollably, when they smell fear.

Some nights, they dream of butchering themselves, carving away at their flesh. Sometimes, they wake up and find they have.

Their knives never dull, keeping their sharpness no matter how often they’ve been used.


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THE HUNTER
PURSUIT, INSTINCT, DOMINION, HUNGER




CHOSEN IF


Chosen for this role are those who move like predators, who wholly devote themselves to the pursuit of their goals. They understand that life is a gift, that sacrifices must be made in the name of protecting the herd.




OBJECT


A single wolf’s tooth.




EXPECTED TASK


Hunters bring in offerings for the commune. They track and kill game, oversee threats at the forest’s boundaries, and bring back what the commune needs.




ROLE TRANSFORMATION


☩ Their pupils dilate too wide in the dark, reflecting light like an animal’s.


The thrill of the hunt is overpowering. Chasing, cornering, overpowering — it makes their pulse race, their breath quicken. It does not matter if their prey is animal or human.


Their nails grow back too quickly when broken, returning jagged like pointed claws. Left untrimmed, they become painfully talon-like, incapable of holding anything without destroying it.

Their teeth ache when someone is weak in front of them. A wound, a limp, the slightest fear — they can smell it all, and these things make them size up the people around them, tempted to sink teeth into flesh.


They wake up with warm blood beneath their nails, the taste of raw meat on their tongue. They do not remember hunting, but they know something — or someone — was killed.

They do not need to sleep. They can track for days and grow restless without a target to hunt. At night, they roam the forest, refusing to stop until they feel bone snap beneath their hands; sometimes, they wake chasing someone they know.


They never miss a target. No matter how fast, how far, once they set their sights on something, it becomes impossible for their quarry to outrun them.


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THE COURTESAN
PLEASURE, DEVOTION, TEMPTATION, INTIMACY




CHOSEN IF


Chosen for this role are those who draw eyes without meaning to, whose presence lingers in the minds of others. They understand that intimacy is a form of power, and pleasure is a form of worship.




OBJECT


A thin, silver anklet.




EXPECTED TASK


Courtesans serve the commune through acts of sacred intimacy. The Elders’ teachings insist that pleasure feeds the land as surely as blood. Their intimacy can calm tempers, promote unity, extract secrets, and stir devotion.




ROLE TRANSFORMATION


They leave a mark on everyone they touch. Bruises in the shape of fingers that never fade, warmth that burns for days after. Their scent lingers on others after they’ve left — subtle, but maddening, causing people to hunt for it in a crowd.

Those who have been with them cannot forget them. Some wake up sweating, craving them. Others become ill, their bodies rejecting everything but the Courtesan’s presence. Over time, the dependency grows worse, even fatal; some refuse to eat, speak, or touch anyone else.

They do not sleep soundly. Some nights, they mysteriously wake up with new bruises, fingerprints circling their wrists, their thighs, their throat, feeling the phantom caress of everyone who has ever touched them. Sometimes, they wake gasping to their own hands around their windpipe.

☩ Their saliva acts as a drug — anyone they kiss becomes compliant, desperate for another taste.

Their body aches with fever each night, restless without another’s warmth. Only another’s touch can bring relief, but the moment that touch is taken from them, the pain returns tenfold, trapping them in a permanent cycle of need and fleeting reprieve.

Their skin is unnaturally soft, too delicate. Their beauty turns too perfect, too pristine. They mark easily under the slightest pressure, and their skin turns agonizingly hypersensitive to every single sensation — even a breeze, even the touch of clothing on their skin.

They always know what someone most desires. They always know exactly what someone needs, and exactly what they’re willing to give up in order to get it. They become addicted to fulfilling another’s wants; denying these urges causes withdrawal symptoms, distraught when they cannot give someone what they need.


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THE ARTISAN
CREATION, BEAUTY, WORSHIP, TRANSMUTATION




CHOSEN IF


Chosen for this role are those who see beauty where others see ugliness, whose hands cannot remain idle for long. They are most fulfilled when they give themselves over to the act of creation.




OBJECT


A chisel, brush, or needle.




EXPECTED TASK


Responsible for crafting, carving, and creating symbols of faith, devotion, and fear. Their work carries hidden meanings, and their hands bear the scars of their craft.




ROLE TRANSFORMATION


They struggle with detaching and distancing themselves from their work — once they make something, it feels as though it has taken a piece of them with it. They grow obsessed with placing pieces of themselves and others in their work — peeling off skin, pulling out hair, trading paint for blood to make their portraits come to life.

Others feel discomfort in the presence of their works — objects they craft seem to watch the village, whisper to those who touch them. Villagers avoid looking for too long. Artisans begin hearing their creations as if they were alive, able to hold “conversations” with them.

If they paint, sculpt, or sketch a person, that person begins to feel wrong, as if their very essence is being stolen. A person will pause for a moment, feeling as if they’ve just forgotten something, or experience overwhelming unease when they look into a mirror.

The more they’re drawn, the more they lose pieces of themselves, memories and appearances and even personalities being reshaped and redrawn to match the artisan’s version of them.

If they neglect their craft, their flesh begins to crack like clay. Their body seems to fall apart, literally crumbling, unable to hold themselves together. They are forced to create just to keep themselves from being destroyed.

Their works begin to unintentionally reshape reality. A black door becomes red; beasts appear in fields, literally summoned by the artist’s hand. They become responsible for changes they didn’t mean to make, tragedies they didn’t intend to manifest.

The sound of their work haunts them in sleep — at night, the sound of chisels or brushes tapping against stone or canvas fills their dreams. It’s soft at first, but it’s persistent, slowly becoming more urgent. No matter how they try to silence it, it remains.

They become more attuned to the imperfections of others — they start to notice flaws in people’s appearances, behaviors, and souls. They can’t help but point them out, and those around them start to feel like their every flaw is somehow visible to the artist. They feel forced to “fix” someone’s imperfections, even if it must be done through force, struck by the compulsion to carve artwork into living skin.


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THE FLESHWORKER
PAIN, MENDING, ENDURING, INTIMACY




CHOSEN IF


Chosen for this role are those who do not flinch at wounds, who seek to put things back together, who feel obligated to fix what is broken. They cannot rest while others suffer.




OBJECT


A curved bone needle.




EXPECTED TASK


Modifies bodies, heals wounds, and perfects the flesh.




ROLE TRANSFORMATION


☩ They can touch a wound and feel what needs to be mended or broken. Their fingers yearn to perfect blemishes and injuries. They feel compelled to fix, even against someone's will; they begin to deliberately cause injuries to others, just to be able to feel the rush of fixing them.

☩ Those they heal require constant upkeep and maintenance from the Fleshworker, lest their bodies fall apart in their absence.

☩ Their own body does not always feel right. Bones shift under their skin, their fingers move before they intend. Some nights, they wake up with new anatomy — extra ribs, organs that should not exist, new joints — but by morning, they are gone.

The more they heal, the less human they feel. Their fingertips turn black at the edges, their veins shift beneath the skin, their pupils turn dark and empty.

They feel every wound they heal. Each broken bone, each torn muscle, each tear. It festers and flares inside of them, absorbing their patients’ pain. Their skin begins to collect every scar, every slice, every scab like a living tapestry of the commune’s injuries. At night, they toss and turn, feeling every incision they made or pain they cured that day.

☩ Their repairs are too perfect or subtly wrong; healed bodies seem just slightly unnatural, too smooth, too strong, or uncanny in some way. Mended skin turns numb. Fingertips lose feeling. Bones become unbreakable or brittle.

Their presence is soothing Fear, pain, grief — all negative emotions fade when they are near, replaced by comfort and even elation.


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THE GRAVESKEEPER
BURIAL, REMEMBRANCE, SILENCE, PASSAGE




CHOSEN IF


Chosen for this role are those who feel more kinship with the dead than the living, who walk where others fear to tread.




OBJECT


A coin stamped with an illegible face.




EXPECTED TASK


They tend to the cemetery, prepare the dead for funerary rites, and soothe the village’s grief.




ROLE TRANSFORMATION


Their breath carries the scent of damp earth and decay, even after leaving the graveyard.

The dead whisper to them — not in words, but in sensation: unease, longing, hunger. Sometimes, mid-conversation, they’re possessed by the voice of someone else, delivering warnings and premonitions they cannot remember speaking.

They are at peace in graveyards, yet restless anywhere else. It becomes impossible to sleep anywhere else but beside the peaceful, resting dead. In their dreams, they relive the deaths of everyone who is buried there, recounting another’s final moment in endless, vivid loops.

When they close their eyes, they see faces they do not recognize — but feel as if they should. Over time, faces of their fellow commune members appear in dreams, mirrors, well water — always dead, always rotting, like they’re being shown who they will bury next.

People feel colder in their presence. All living things become avoidant, save for insects. Grass and flowers wilt in their presence; meat and crops spoil if held by their own hands.

If they touch someone too long, that person will later foresee visions of their own death — always violent, always horrible, always at the hands of someone they know.


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THE HARMONIST
UNITY, SUBMISSION, INFLUENCE, DEVOTION




CHOSEN IF


Chosen for this role are those whose presence can soothe unrest, whose words turn conflict into calm. They inspire closeness even in those who resist it.




OBJECT


A blindfold.




EXPECTED TASK


Acts as a mediator in disputes, ensuring harmony in the commune’s relationships. Encourages bonding, arranges pairings, and "guides" struggling members toward unity.




ROLE TRANSFORMATION


If they bless a union, it cannot be broken. If they condemn one, the bond breaks. They can whisper to a pair and bind them together, permanently tethered by their command.

Those who betray pacts sealed by the Harmonist suffer nightmares of being bound and swallowed whole by an unseen entity.

They can make someone see another in a new light — they can turn love to loathing, comfort to fear. Around them, people become puppets; they can force embraces, handshakes, reconciliation. Disagreement becomes impossible.

They can feel the emotions of every bond in the commune, as if it were their own. Broken connections send them into fits of prolonged physical and mental agony, considering it a mark of failure.

Prolonged discord physically pains them — loud arguments leave them breathless, acts of violence leave bruises on their own skin. That pain transfers to the people around them until it becomes impossible to even focus on why, exactly, you were fighting in the first place.

People find themselves drawn closer together when they are near — shoulders brushing, hands lingering, invading each other’s proximity. Personal space becomes impossible; even suggesting it feels like a betrayal.

When they touch another’s hand, old resentments slip away, not healed but completely erased, leaving a strange vacuum of emptiness behind. It's not real forgiveness — it feels like someone’s ability to be angry has been carved out and removed from them, like an organ gone missing. In its place, they become docile, incapable of disobeying a command.


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THE ANOINTED
PURITY, SACRIFICE, DEVOTION, DIVINITY




CHOSEN IF


Chosen for this role are those who inspire both love and fear, who are adored and resented in equal measure. They instinctively take on the burdens of others.




OBJECT


A golden thread, wound three times around their wrist.




EXPECTED TASK


The Anointed does not serve, they are served. They are kept close by the Priest/ess and viewed as a reflection of the commune’s purity and corruption. They bear the suffering of the village, enduring wounds, sins, and burdens that would otherwise fall upon others.




ROLE TRANSFORMATION


If they reject someone’s devotion, that person suffers from fever, trembling, desperate to atone for an unknown sin. Others begin avoiding the rejected person, shunning them as unholy, making people desperate to get in their good graces at any cost.

They feel pain but can bleed freely without dying, their body pushed past natural limits. Wounds heal without scarring, but the pain lingers longer than it should. Pain becomes pleasure, and pleasure becomes pain; they cry out when touched kindly, and moan when cut.

Those who touch them without permission feel unbearable heat under their skin, as if they have done something unforgivable and sinful. When the Anointed cries or bleed, the presence of tears/their blood makes others feel sick. Their tears burn whatever they touch, be it flesh or dirt.

Their skin takes on an unnaturally smooth perfection like marble, no imperfections or pores. Their skin feels unnaturally cold if it is not being touched by worshipful, devoted hands.

☩ They cannot deny a touch or offering without shuddering pain — acceptance brings them pleasure, but rejection causes their body to suffer.

Their body begins rejecting regular food and human nourishment. They can only sustain themselves on offerings, tears, blood. Without it, they begin to waste away.

At night, unseen hands stroke their limbs. There is never a moment when they do not feel the sensation of someone else’s worship.


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THE PRIEST(ESS)
FAITH, DOCTRINE, SACRIFICE, COMMAND




CHOSEN IF


Chosen for this role are those who can make others listen when they speak, whose belief carries weight. Their words and convictions inspire strength in the weak.




OBJECT


A book of scripture.




EXPECTED TASK


Leads major rituals, interprets divine will, and ensures spiritual obedience. Guides the lost, the broken, and the sinful to atonement through confession and prayer.




ROLE TRANSFORMATION


Their sermons pull blood from non-believers’ ears, a trickle that causes their vision to swim. The truly devout feel closer to enlightenment when they bleed.

Their mouth is not entirely theirs anymore. When they are silent, their lips tremble with words trying to escape. When they finally sleep, they wake up with a raw throat, their pillows damp with saliva and ichor.

Their voice compels truths from those around them. They can make people confess things they didn’t mean to say. They taste every confession, and sins are especially flavorful; they crave hearing more, addicted to the flavor.

They can make pain disappear and purify corruption with a single word, but they must purge themselves from the pain and sin every night, often spending hours kneeling in prayer or self-flagellating themselves.

In the mornings, they wake to new passages of scripture and prayer sliced into their bloody, raw skin.

People listen too intently, leaning too close, breathing too shallowly when they speak, hanging on every word. Their words begin to inspire loyalty that borders on cult-like obsession; people around them heed their advice as if it were gospel, a holy command.

Their eyes whiten over time. They can still see, but they know something else sees through them, too. They become able to glimpse the darkness within a person’s soul, and all of the regrets and sins they carry inside of themselves. They feel compelled to excise it from a person, by whatever means necessary.


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THE ORACLE
SIGHT, MADNESS, BURDEN, TRUTH




CHOSEN IF


Chosen for this role are those who are drawn to knowing all that can be known, who search for truths others fail to see. They compulsively hunt for answers even when they shouldn’t.




OBJECT


A shard of mirror.




EXPECTED TASK


They guide the commune's decisions, offering insights through dreams, visions, or direct spiritual intervention.




ROLE TRANSFORMATION


☩ When they touch another’s skin, they sometimes feel memories that are not their own, glimpses into pasts and futures that become too vivid. They hear echoes of deaths that haven’t happened, betrayals that have yet to occur, broken partnerships that have not come to pass.

☩ Sometimes, when they speak absentmindedly, they predict things without realizing — small everyday things that are never wrong. Saying it will rain causes the sky to open; telling someone looks tired causes them to collapse unconscious on the spot.

☩ When looking at someone for too long, they experience glimpses into their greatest lies, their greatest fears, their greatest shames — every secret they keep buried inside.

They can never lie. If they try to speak one, their tongue burns in their mouth. It’s not just physical; the very act of dishonesty feels like it’s destroying their very soul from the inside.

Their veins blacken with sigils that darken over time. At times, their fingers are guided by an unknown force, writing symbols and sentences they do not understand, on whatever they can reach. If there is no paper, they use their skin. If there is no ink, they carve the messages into wood until their nails split.

They have bouts of forgetting who they are. They’ll sometimes lose track of their own name, or forget the face of someone close to them, and can take on the persona of someone else entirely for periods of time.

Their pupils no longer dilate properly, leaving their eyes either too wide in the dark or too constricted in bright light.


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THE EXECUTIONER
JUDGEMENT, CLEANSING, REMORSE, BLOOD




CHOSEN IF


Chosen for this role are those who do not flinch at suffering, whose hands can carry the weight of both justice and guilt. They understand that punishment is not always cruelty, but duty.




OBJECT


A bloodstained dagger or blade forged by the hands of previous Executioners.




EXPECTED TASK


To carry out the will of the commune’s leaders, executing those who break the sacred laws, betray the commune, or defile its sanctity. They enforce discipline with a swift hand, offering no mercy.




ROLE TRANSFORMATION


They do not dream of killing. Instead, they dream of being killed — again and again, by hands they cannot see. When they wake, they feel phantom wounds where they were struck. They become addicted to the sensation, waiting to return to the sensation of death each night.

They feel the moment a person’s death is decided. Not just those they execute — anyone, from any cause. An inevitable illness. A fatal mistake waiting to happen. They know someone’s end is sealed before it happens.

They know exactly how to kill. Where to strike, how to make it painless, as well as how to make it last.

Their hands shake when they are empty. They only still when they are wrapped around a weapon, a throat, or a body pinned beneath them. When they touch another, their grip always leaves behind a mark, violence and intimacy living together as bedmates.

Every death they cause leaves a faint black handprint somewhere on their skin that never fades, and can never be washed clean. At night, these handprints seem to wander, stroking across skin — either tenderly, or with brutality.

Blood smells sweet to them, almost intoxicating. They crave it most from the source of another’s throat or thigh, a bite that induces ecstasy in the body. Eating, or drinking, anything else tastes sour unless it is blessed first.

Their shadow sometimes lags behind them, as if it has a mind of its own. It ripples in ecstasy when blood is spilled.


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THE GUARDIAN
PROTECTION, RESTRAINT, DEVOTION, CONTROL




CHOSEN IF


Chosen for this role are those who hold fast when others waver, who move with quiet authority, whose love is made of vigilance. Those who react instinctively to threats, shielding others without thought, are favored.




OBJECT


A bone shard of a past Guardian.




EXPECTED TASK


The Guardian stands watch where danger strikes — at thresholds, borders, and behind those who cannot defend themselves. They serve as shadow and sentinel, containing violence, shielding the vital, and holding the line when chaos calls.




ROLE TRANSFORMATION


☩ They must choose a Charge – one specific person in the commune whose safety becomes their obsession. If their Charge is harmed or otherwise in distress, the Guardian feels it tenfold. If their Charge dies, something essential in the Guardian dies too.

Their body rebels against separation from their Charge – leaving their side beyond a certain distance causes tremors, nausea, blinding headaches, insomnia. The farther away, the more unbearable the separation becomes. Every moment their Charge doesn't need them feels like abandonment and a personal failure.

When someone is in danger, they move without thinking. Or rather, something moves them, committing acts of protective violence before they even realize they have acted. They remain vigilant for even the smallest threat, until even the most innocent reactions to their Charge can trigger a hostile reaction.

Their body becomes impossibly durable, absorbing blows that would kill the average man. But every wound they receive heals slowly, their body built to feel the full weight of suffering. They welcome their own pain as proof that they’re upholding their purpose.

When they kill, it feels right. Too right. A satisfaction that should not exist, a pleasure they cannot explain, the validating sense that justice has been served. They lose the ability to exist without a purpose – they will compulsively seek out dangers and threats just to feel useful.

They develop a supernatural hunger for gratitude – protection becomes meaningless unless witnessed and properly appreciated. They crave acknowledgement and become resentful when their vigilance goes unnoticed.

☩ With their Charge, they will desperately attempt to assert themselves as necessary – every choice made without their consultation, every problem their Charge solves without their help becomes unbearable, triggering shame and an overpowering drive to prove their worth.

At night, they are drawn to patrol doorways, windows, boundaries, and loved ones they do not remember watching, and wake up standing in places they do not remember walking to, hands clenched and braced for violence, or protectively curled around someone else's body.

Physical barriers become intolerable – closed doors, separate sleeping areas, even clothing can trigger anxiety as obstacles to their protective duties. They behave territorially in rooms, positioning themselves at perimeters, thresholds, and doorways, claiming the space as “theirs”.


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THE EXACTOR
SIN, REVELATION, PENANCE, CLEANSING




CHOSEN IF


Chosen for this role are those who understand what it means to suffer. Their empathy runs deep, but so too does their determination — they know what must be done, and it does not matter who or what must be sacrificed to achieve it.




OBJECT


A small, rusted iron chain. They wear it around their wrist or throat.




EXPECTED TASK


They are called when someone feels wrong inside but will not speak it, when doubts begin to poison the village, when penance must be doled out.

They are responsible for disciplining those who have strayed from the commune’s laws — even if the crime is only suspected. They purify the corrupted through acts of spiritual, cathartic punishment — public humiliation, mental conditioning, and ritualized shame.




ROLE TRANSFORMATION


If the Exactor demands atonement and is refused, small wounds open on the sinner’s body — new scars, spontaneous bruises, nosebleeds, without any clear physical cause.

☩ Prolonged neglect of their duty and allowing sins to fester in the community causes them to bleed from the eyes, mouth, and hands. The debt falls upon them instead, and so they must punish themselves for their failure.

When someone confesses, the Exactor feels their body respond with euphoria. The more brutal the sin, the greater the pleasure they feel in hearing it.

The more their victims repent, the softer the pain becomes for the punished — agony that feels addictively pleasurable.

Meanwhile, the Exactor’s body feels pain in sync with the atonement they demand, so much so that it often becomes impossible to separate their own suffering from the punishment they deliver.

The deeper the sin, the greater the agony they absorb. They may feel the lashes, the burnings, the gashes of others as if it were all happening to them as well.

Those who suffer at the hands of the Exactor sometimes experience vivid, overwhelmingly intimate dreams of the Exactor, drawing them to seek penance through sinful means, causing an endless cycle of temptation and purification. The Exactor's touch leads others to feel compelled to return for more punishment, more purity, more pleasure.

They can taste guilt like blood on the back of their tongue when speaking to someone who hides something. Hiding unclean thoughts becomes impossible in their presence.


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THE FORSAKEN
REJECTION, FAILURE, OBLIVION, ISOLATION




CHOSEN IF


Chosen for those roles are those who refuse their role or attempt to flee their fate. They cannot bear the weight of their duties or the price of their salvation and choose, instead, to abandon their path.





EXPECTED TASK


Cast out of the community's core duties, the Forsaken are isolated, left to reflect on their failure. Any Forsaken seeking atonement is given one final chance at redemption, a single act of penance they must perform without hesitation.




ROLE TRANSFORMATION


People begin to forget them. Their faces and names blur in their memories. They are rejected by former friends and loved ones who once knew them.

☩ Every word they speak seems to lose meaning. They are increasingly misunderstood, their intentions twisted by those around them.

The more they try to speak their truth, the more others interpret their words as lies, causing rifts that only deepen their isolation.

Their body begins to deteriorate. Skin becomes translucent. Their blood flows colder, and their heartbeat fades to almost nothing, making them feel like an apparition.

☩ The Forsaken feel the emotional pain of others more deeply than others. They cannot escape the sorrow and suffering of the world around them. But neither can they ease it, forced to bear witness without intervening.

They can no longer see themselves in mirrors, reflections, or any other reflective surface.

They begin to feel like they are always in the background, unnoticed. People no longer greet them with familiarity; they slip through conversations unnoticed, as if their presence doesn’t matter. The more they try to assert themselves, the more others look past them, making them feel increasingly invisible.


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THE TENDER
SERVITUDE, NURTURE, SACRIFICE, DEVOTION




CHOSEN IF


Chosen for those roles are the second wave of newcomers. They must earn their stay and prove the worth of their belonging before being considered for higher roles.




OBJECT


A collar of braided leather meant to be worn around the throat. The Tender is required to wear it at all times.





EXPECTED TASK


The Tender serves their assigned master(s) while being loaned out to other members of the commune as needed. They prepare meals, maintain living spaces, and provide physical comfort through massage, bodily warmth, and serving as furniture.

Within the commune, they carry belongings, deliver letters, clean, and cook while remaining available for any member’s use. At the end of the night, they always return to their master’s side, learning sacred duty through the act of selfless service.




ROLE TRANSFORMATION

☩ They develop a supernatural sense for anticipating someone else’s needs — refreshing their drink before someone even realizes they’re thirsty, meals timed to someone’s hunger schedule, washing clothes the instant they’re stained. They can even telepathically sense their master’s desires.

Ignoring these compulsions causes extreme physical anxiety and illness until said needs are fulfilled. Disappointing their master causes them to fall into a deep depression until they’re forgiven, while pleasing them causes them to shake in elation.

They cannot stand or sit on furniture unless given permission from their master(s) or a higher-ranking role, their body automatically dropping to kneel when they enter a room. Standing begins to feel like their bones are breaking, forcing them to constantly adopt subservient positions.

They lose the ability to achieve sexual release without the explicit permission from someone who ranks above them. Attempting to touch themselves causes excruciating pain rather than pleasure.

Other commune members can use their body as they please but cannot offer relief — they must ask their master(s) approval. In a tormenting cycle, arousal builds and builds with each task they complete right, every bit of approval that radiates from someone of higher status.

They lose the ability to make decisions independently, paralyzed when they’re given choices. The Tender must be told when to drink, eat, sleep. Without constant direction, their anxiety mounts to unbearable levels. When their master sleeps, they must also do so, compelled to curl up as close to them as allowed — either the foot of the bed or the floor. They’re stirred awake when their master is, preferring to be close to them.

☩ They compulsively lick anything their master(s) touch — plates, cups, clothing. They develop an intense oral fixation within the world, tasting everything, licking surfaces to clean them. Over time, their tongue elongates to better heighten their sense of taste.

Dreams become vivid nightmares where they’re used by others however they please while their master watches approvingly, waking to find evidence of it on their skin — bruises, handprints, blood. Without their master’s presence nearby, they wake to clawing at their own skin, screaming and scratching until the sun rises.

☩ Their stomach learns to reject everything but their masters’ fluids, or hand-fed table scraps and crumbs. They become addicted to sweat, saliva, blood, tears, arousal, and all other secretions, growing dizzy without these substances, stomach cramping until they’re fed properly.


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