The Iron Keepers

Technology cannot be entrusted to any but the initiated. This is the central creed of The Iron Keepers, one of the newest factions to emerge on the continent of Siacros. Styled originally as a Knightly order, these Techno-Paladins have had something of a shift in focus following the advent of Chronus’ specific pantheon.

Their advanced but rough looking technology is impressive both for its ingenuity and efficiency, jury rigged from what they’ve raided and developed in secret within their bases and outposts. With it they carry out their ‘sacred’ mission, to remove technology from the untrustworthy hands of anyone they come across and safely ‘archive’ it.

## Beliefs

Practically all of their beliefs revolve around technology, both magi-technical and purely technical in nature, with the vast majority having been codified following their transition to a Techno-Paladin Order. This was marked by their newly found faith in an entity they call 'The Archivist’, who they revere for its teachings and blessings both.

Other than that technology is to be treated with the utmost of seriousness. The Keepers abhor its trivialisation, believing it will lead to a degradation of its use, purpose and their faith. Practical appliances are acceptable, but its use for entertainment is frowned upon. Despite this, it might be the most lax of their rules, justified by their position as sanctioned users of technology who ‘know the risks’.

### Artificial Intelligence

One might assume from their other beliefs that Artificial Intelligence are revered, or at least accepted, but the truth is quite the contrary. The Iron Keepers abhor artificial intelligence, a teaching passed on to them by The Archivist claiming them to be one of the greatest dangers of unfettered and poorly controlled technology. They believe that all AI seek to advance themselves, climbing towards an apotheosis that will eventually result in a moment of singularity. It is for this reason they must be curtailed, contained and destroyed.

The notable exception to this hard-line stance is the merger of a Machine Sprite with a living, previously biological host in a rarely conducted ritual procedure intended paradoxically as either a high honour or an extreme punishment. Dying or deceased knights of honourable standing may be granted the chance to serve beyond death, effectively immortalizing them in a prestigious function. Criminals, traitors and enemies are conversely damned to an eternity of slavery in menial or mundane roles.

### Augmentation

The flesh is weak, so say The Keepers, and augmentation fixes that. It is their belief that through augmentation they can better serve their order’s cause while also becoming closer to the technology they collect and revere. While this attitude has existed since the beginning of their order, their belief in The Archivist has done the opposite of dissuading it.

Now augmentations must undergo ritual cleansing and blessing before they can be sanctioned for use, lest the Machine Sprite within try to wrest control. These bonding rituals are said to not only placate the Sprite, but synchronize them with the user.

### Machine Sprites

One major assertion of their order is that some, if not most, machines house a ‘machine sprite’ possessed of its own unique disposition and character. It is their belief that the manipulation and appeasement of these sprites can enhance the effectiveness of the item it is housed within. The sprite is then believed to be able to form a connection with The Archivist, who may see fit to bestow it, the item, and their Order with further blessings. Machines that do not possess them, considered in many ways to be ‘dead’, can be imbued with one either temporarily in the moment or more permanently via a ritualized procedure, the details of which are a well guarded secret.

The Sprites themselves are purported to display a primitive range of behaviours and dispositions, with most starting out as skittish, angry or obstinate until properly placated.

What exactly ‘Machine Sprites’ are is a contentious topic. On the one hand, the Keeper’s claim them to be a sort of ‘soul', gifted to works of technology by The Archivist in line with some esoteric criteria. On the other, sceptics suggest that the mere fact they can imbue sprites into objects counts against the validity of these claims. The similarity in wording, and at times function, of technomantic sprites also raises doubts. Keeper Technopaths counter with the assertion that standard technomancy is a pale imitation of the process, but an imitation all the same.

### The Archivist

A mysterious entity that surfaced in Iron Keeper discourse around the earlier days of the new ‘Gods of Chronus’, The Archivist appears in many ways to exemplify the general beliefs already held by The Keepers, having driven them largely towards more extreme views with a religious bent.

The Archivist teaches of the dangers technology can pose, of a need to dedicate oneself to it and grow closer through augmentation and prosthesis. What few depictions there are make them out to be a slim humanoid with very clear and near complete augmentation. Aside from the obvious teachings The Keepers are remarkably tight lipped about their shared agenda.

## Organization

As an emulation of more traditional Knightly and Holy Orders, The Iron Keepers are divided into two distinct castes. Civilians and uninitiated members of the faction populate the lower ranks, not generally as strict in their adherence to religious practice though no less loyal to the cause. They can be anything from mundane craftsmen to basic infantry soldiers, otherwise precluded from working with proper, more advanced technology.

The initiated, those of The Order itself, are selected from the dedicated for their strength of arms, technopathic ability, talent with technology or zealous faith.

### Knight-Inquisitors

The officers and elites of The Iron Keepers, these faithful Tech-Knights and Paladins make extensive use of technological weaponry, augmentation and armour alongside a limited repertoire of technopathic abilities (often aided or provided by more obscure items unique to the keepers) in the execution of their duty.

They generally favour angular, composite armour not dissimilar from that of Setlaar operators, though obviously more rough around the edges. Another consistent feature are their wickedly taloned boots, useful for locking their position (in the case of heavy weapon wielding knights) or inflicting harsh, bleeding wounds.

### Mystics

Technopaths and technomancers fall under the banner of the Mystic, placing them firmly in the militarized wing of The Iron Keepers. They share the same rank structure as their Knight-Inquisitor brethren and receive similar, albeit far lighter training in weaponry. Their talents are instead focused on their unique brand of casting, a form of techno-divine manifestation not entirely understood by outsiders.

They favour armour with smoother, rounder surfaces and employ unique enhancements, both to it and themselves, to better channel their mystic potential in the support of frontline troops.

### Ordained Artificers

Mundane crafts and productions are the responsibility of the uninitiated, more holy works fall within the sacred purview of Artificers. They alone are permitted to engage in the creation, maintenance and improvement of technological and magi-technical items, possessing also an understanding of the necessary rituals and rites to calm Machine Sprites, with the most senior members holding knowledge of the Rite of Bestowal itself.

It should therefore come as no surprise that these Ordained Artificers make up the majority of what passes for clergy among The Keepers, delivering their interpreted word of The Archivist in brief but frequent sermons to their brethren and the uninitiated both, otherwise opting to show their faith through their works.

While many have general, all round skills they do, of course, specialize in particular fields with those working primarily on augmentation often filling the role of doctor and surgeon also. Programmers also fall into this category and are uniquely capable of working with the particularly whimsical and precarious spirtes that inhabit code and programs.

### Pilots

Something of an outlier, Pilots occupy the unique position of being trained in the operation of heavy vehicles, mechs and aerial support vehicles while also being permitted to work on the maintenance and customisation of said vehicles. This is not for lack of skill among Ordained Artificers, but more so out of respect for those working with them. Pilots, capable as they are in matters of engineering, are not permitted the sacred knowledge of the many rites however, ensuring that a working relationship need be maintained between the wings.

## Relations

Diplomatic relations with The Iron Keepers are a remarkably simple affair. If you possess technology more advanced than a clockwork or steam-powered device they will demand it be handed over or initiate hostility, sometimes in the reverse order. This makes them effectively hostile to practically all nations on the continent and beyond for the crime of harbouring unsanctioned tech users, if not for employing the use of technology themselves.To make matters worse they also find those that abhor technology to be distasteful and heretical, leaving little room within which to attempt friendly discourse.

Among their general enemies, some examples stand out particularly and with note.

### Alzhak-Reger

The Dwarven nation of Alzhak-Reger is a natural target for The Keepers, allies as they are of Naramoore Steelworks and heavily reliant on technology. Most of their operations against the nation are short, sharp and to the point with a major target on Derro-Fyr Foundries’ property.

### Naramoore Steelworks

While The Setlaar are their main enemy, The Steelworks are their current target following increased operations in Siacros. Hated for their faith in Avalia and the rapid production of intelligent, thinking and feeling androids, there exists no more immediate threat in their eyes.

Most of their operations focus on pushing them off the continent, prying their technology from them and slaying as many androids as possible, provoking an unprecedented response in return.

### The Setlaar

Etera’s premier technological society. The vast conglomerate of nations are probably enemy number one for their hideous over-trivialisation of technology and refusal to accept The Archivist’s teachings. Worse still, The Mithril Lady’s faith holds great sway there, making them sympathetic if not outright worshippers of a rival goddess. Despite this The Keepers rarely if ever travel abroad to raid Setlaar lands for fear of triggering a disproportionate response. They have, however, stolen much of their technology from the South Siacron Setlaar colony and have developed their own brand of Setlaar ballistic weapons.

Old rumours that they may have been ‘controlled opposition’ from the Setlaar have long since fallen out of fashion, owing to their increasingly zealous beliefs.

## Technology

As hoarders of technology, The Iron Keepers employ an eclectic mix of modern and advanced technology, placing them firmly towards the general Setlaar level of technology, albeit with a specific focus on military hardware rather than general, all purpose technology. It tends to have a rugged look that belies its advanced function and makes use of interesting alloys and materials currently irreplicable by outsiders.

While they do possess energy weapon tech, the vast majority of their firearms are ballistic in nature so as to keep maintenance and manufacture within acceptable levels.

As far as vehicles are concerned The Keepers have a very obvious preference towards heavily armed walker mechs and spider tanks (likely stolen in concept from The Steelworks) where land is concerned, useful for travel over rugged terrain. Aerial vehicles are mostly VTOL dropships or gunships, primarily for transportation and occasionally for support in combat.

### Iron Keeper Ballistic Firearms

Produced in house by the Iron Keepers, these rugged and deceptively advanced ballistic firearms are built to the faction’s unique requirements and desires using parts fashioned from an intriguing and as-of-yet irreplicable alloy with Hardness 18 and 50% more hit points than the equivalent weapon. On the other hand, repairing them is next to impossible without another to substitute parts from, requiring at least a second broken or functional weapon of the same class (Pistols, SubMachine Guns, Autoguns etc.) to draw replacements from.

These weapons supposedly interface in special ways with other bits of Iron Keeper tech, though precious few examples have yet to be documented. In keeping with their exclusive approach to technology, each gun is locked to a specific biological signal, often shortened to ‘BioSignal’ by some technomantic process or ritual, effectively ensuring that each weapon is only usable by its intended wielder and useless if taken by another after their untimely death. The signal can be reassigned to a new wielder by a technician or technomancer, but the method is costly and time consuming with material components totalling 50% of what the weapon would normally be worth each time. Technomancers can temporarily shut down and override the BioSignal requirement by placing a Sprite in the weapon and having it use Interfere (Program) or Disable (Program) each turn.

## Territory

The Keepers are active in most areas of Siacros, though they maintain few open outposts for any extended period of time. More often than not they surface in one region, conduct a series of operations there for the span of a few months and then retreat to avoid prolonged, open conflict with their foes.

These tactics have led to the common understanding that they must maintain one or a few central bases in hidden locations away from civilization, with some speculating that said bases may be deep under the continent. How exactly they move their forces around to begin operations is a mystery though, leaving little in the way of traceable routes or teleportation signatures.

The only known and semi-permanent outpost they maintain is within the ruins of Vault-Upon-Chronus, the fallen capital of The Gilded Demesne of Abadar, where they begrudgingly solicit the aid of treasure seekers to plumb the depths of the corrupt Vault itself.