Watch of the Bone Chapel

The boundary between life and death is not a wall. It is a door, and too many people have learned to open it. The Watch of the Bone Chapel exists because some of them should not have.
  Not everyone who masters the Mortis Amaranthine does so with restraint. Graverobbers go rogue. Grave Attuned bend the path between worlds for personal gain. Techno Savants discover methods of manipulating the grave that put entire settlements at risk. These are not common murderers or petty criminals. They are practitioners who have weaponized the deepest and most dangerous knowledge the wasteland has to offer, and the consequences of their work do not stop at individual victims. Left unchecked, a single rogue practitioner can spawn horrors that consume communities whole.
  The Bone Chapel hunts them. Its members track wayward practitioners across the wastes, study the nature of the threats they have created, and put an end to both the source and its consequences. This is not simple assassination. It requires understanding the Mortis Amaranthine well enough to dismantle what has been built, to destroy the creations as well as the creators. To outsiders who happen to notice their work, the Bone Chapel appears to be a grim band of Graverobbers who arrive in a troubled area, fix whatever has gone wrong with the dead, and leave without explanation.
  Members dress in browns and blacks accented with purple or red. Bones and implements useful in Graverobber procedures are incorporated into their clothing. Masks are common, ranging from plague doctor designs to more creative alternatives. Their demeanor matches the attire: grim, stoic, sparing with words. These are not people who explain themselves to strangers.
  Two principles anchor the faction's purpose. Every member bears responsibility for ensuring that those who would lead others act in the interests of the greater society. And every member must be willing to remind wayward leaders of the humility of mortality. In the Bone Chapel's understanding, that reminder is not a threat. It is a service.

Structure

Five families carry out the Bone Chapel's work, each specializing in a different dimension of the threats spawned by the Mortis Amaranthine.
  The Wulfe Family hunts the monstrosities that rogue practitioners leave in their wake, tracking and destroying creatures that have slipped beyond their creators' control. The Darkmind Family operates in the realm of psychological manipulation within the Mortis Amaranthine, countering those who twist minds through death's influence. The Warman Family specializes in the destruction of weapons of mass destruction born from the misuse of the grave. The Glass Family responds to psionic threats, addressing the intersection of mental power and death that produces some of the wasteland's most unpredictable dangers. The Murk Family ventures deepest, conducting reconnaissance within the Mortis Amaranthine itself and sealing breaches where the Beyond presses too close to the living world.

Public Agenda

The Watch of the Bone Chapel exists to eliminate rogue practitioners of the Mortis Amaranthine and destroy the dangerous creations they leave behind, safeguarding the living from those who would weaponize death itself.

History

The Watch of the Bone Chapel formed within Murder Inc around the recognition that some threats cannot be addressed with conventional assassination. When someone masters the Mortis Amaranthine and turns that knowledge against society, the damage extends beyond a single target. Rogue Graverobbers, Grave Attuned, and Techno Savants who weaponize death can spawn creations capable of consuming entire settlements.
  The Bone Chapel was built to eliminate those threats. Its members appear to outsiders as a group of wandering Graverobbers who quietly fix a problem in an area and leave without a word. Behind that unassuming exterior, the faction maintains five specialized families, each dedicated to a different dimension of the dangers spawned by the Mortis Amaranthine. The faction's credo demands that members ensure wayward leaders act with the interests of greater society in mind, and that they remind those who forget of the humility of mortality.
A Murder Inc faction that hunts those who abuse knowledge of the Mortis Amaranthine and destroys the horrors they leave behind.

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