Hedgemarshal
Wandering vigilantes and sworn lawmen, the Hedgemarshals as a Legacy belong to the Mystery Cult of the same name. It is all but impossible to be in the Legacy without being in the cult - Iron Stars are too entwined with the narrative of the Hedge.
Nicknames: Siderite Stars, Iron Stars (often derogatory), Marshals, Gatecrashers.
Organization: Siderite Stars can be broadly broken into two groups - Pledged, who have bound themselves to a specific Freehold; and Rangers, who drift between stretches of the Hedge. Pledged and Rangers rarely see eye-to-eye; Pledged think of Rangers as flighty, and Rangers find Pledged too prone to politicking. All Hedgemarshals have regular contact with their inducting superior, and will typically maintain a sworn bond to a patrolling partner.
Theory: All scales must be balanced, from lowliest Oath to grandest Destiny. Only in death does that duty end.
Background: Some members of the Hedgemarshal Mystery Cult took the tenants of their post so closely to heart that they shaped their own souls. While this was a relatively recent development -just over 50 years old- the Marshals have begun to spread to other Consilli with active Freeholds.
Parentage: Silver Ladder, Adamantine Arrow, or Free Council; Mastigos or Acanthus
Ruling Arcanum: Fate
Yantras: Writs, written orders, bounties, and Letters of Marque (+1); Star-shaped iron badges (+1); Courtrooms and Gallows (+2); Lawbooks (+1); Aiding a Changeling in maintaining or healing Clarity (+2); Assisting in Court Bargain rituals for your Freehold (+2)
Oblations: Patrolling a route, whether in the Hedge or the Fallen World; studying local laws and ordinances; gathering information on a quarry
Prerequisites: Fate 2, Mystery Cult (Hedgemarshals) 2
Initiation: Serve with an existing Marshal, proving your worth through training and deed until they decide to swear you in under the Lex Superno. Most candidates will have reached this requirement by the time they gain the second rank of Mystery Cult.
On Patrol
(Fate ●) Initiation
The first duty Hedgemarshals learn is the rectification of Oaths. The Iron Star learns at a glance if a target has broken any oaths, and can note any potential accomplices with a moment of study.
Optional (Space ●)
Murmuring the liteny of their Oaths of retribution and Court loyalty, the Iron Star warps their own stride to pursue even the swiftest of foes.
Lucky Breaks
(Fate ●●) Mystery Cult (Hedgemarshals) 2, Police Tactics 1, Occult 2
Taking the time to auger the future in a short ritual appropriate to their Order and Court affiliations, the Iron Star receives omens of their mission. This forewarning nudges their future, granting them unexpected avenues to take advantage of.
Optional (Space ●●)
Like their Changeling allies, the Hedgemarshals are difficult to contain.
Roaming Wyrd
(Fate ●●●, Mind ●) Mystery Cult (Hedgemarshals) 3 Police Tactics 2, Occult 3
Most Hedgemarshals are assigned a particular stretch of the Hedge to patrol, keeping Trod and Hollow clear of bandits and predators. This task is made infinitely easier when they can open the door to these patrol areas without outside assistance.
Optional (Space ●●●)
Taking hold of some scrap of sympathy in one hand, the Iron Star tears open the air with the other. The jagged gap that remains becomes a one-way viewing portal, allowing them to spy upon their quarry. Only other members of the Hedgemarshal Mystery Cult in good standing -Mage or Changeling- can see the portal on the target's end, and thus it is occasionally used to give reports.
Constant Vigilance
(Fate ●●●●) Mystery Cult (Hedgemarshals) 4, Supernal Taxonomy, Occult 4
One of the Iron Star's more controversial tools is the ability to constantly monitor their constituents for violations of the Lex Superno. Taking the time to explain the target's rights and responsibilities, the Marshal weaves a fragile seal of approval. Should the target violate the Lex Superno -defined as the combined Lex Magica and Freehold laws- the seal is broken and the Marshal is instantly aware of the transgression. Further, the Marshal can track a violator as long as the seal's remnants linger.
This ability must be refrested on a target periodically - the Marshal may spend a point of Mana when a given activation expires, refreshing that instances Duration. The target does not need to be present for the refreshing, but an instance allowed to lapse will have to be recreated in-person.
Optional (Space ●●●●)
Wielding Space like a lasso, the Iron Star whips a bolt of warping ripples at their target. Should it hit, flesh mangles and one of the target's limbs is twisted into a crippling angle.
Judge, Jury, and Jailer.
(Fate ●●●●●) Mystery Cult (Hedgemarshals) 5, Police Tactics 3, Occult 5
With grim formality, the Marshal recites the authority under which they pass judgement. If setting someone on parol, the Marshal then specifies the tasks they must undertake to clear their name. If taking someone in for judgement at Court, the Marshal bans them from trying to escape.
Optional (Space ●●●●●)
The only way to contain something as slippery as the Lost is to remove all egress. The Iron Star meditates briefly on the nature of their quarry, and prepares a void prison beyond the folds of Space. Quarry teleported in cannot leave without Awakened intervention, and are often presented for judgement via scrying portal.
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