The currency of survival. The thing that holds Sanctum together — and the thing that holds you down.
"You were healed when you were dying. That's not a kindness. That's an investment."— Standard opening line, Covenant Warden collections visit
Three hundred years into Sanctum's existence, generational debt is not the exception — it is the condition of the city. The vast majority of people in the Warren were born into debt: their parents' miracle contracts, their grandparents' entry sponsorships, their great-grandparents' survival debts compounding across decades of interest. Most residents have never known what a clean ledger looks like. Debt-freedom is something people discuss the way they discuss leaving Sanctum: theoretically possible, practically unimaginable.
This has changed how debt feels. Debt is not experienced as shame anymore. It is experienced as weather. It is simply the condition of existing in Sanctum. New debt is evaluated not against "could I live without this?" but against "can I service this on top of what I already carry?"
Every miracle creates a Debt Contract — a physical and magically-bound document specifying what was received and what is owed. Debt can be repaid in coin, service, or years. Most people pay in service, which is why every God has an enormous workforce doing everything from cooking to collecting to killing.
| Miracle Type | Typical Repayment | Default Consequence |
|---|---|---|
| Minor Healing | 3–6 months labour, or 50gp | Blacklisted from all Cathedral healers |
| Major Healing / Cure Disease | 1–3 years service | Seizure of property; family held liable |
| Raise Dead / Resurrection | 5–10 years indentured service — and a second ledger opened on the person raised | The God legally owns the remainder of your life. Both of them. |
| Arcane Knowledge / Spellcraft | Exclusive licensing + percentage of earnings | Arcane suppression; license revocation |
| Protection / Safe Passage | Ongoing tithe (5–15% of income) | Protection withdrawn; Collectors notified of your location |
| City Entry Sponsorship | 1 year labour, gate tax ongoing | Deportation — into a kingdom that will not shelter a debt-marked heretic |
| Divination / Prophecy (unlawful in Altair) | Negotiated privately; never written into a standard ledger | None stated. The Pale Archive does not explain what happens to these clients. |
One row in that table works differently from all the others, and it is the reason a steady stream of outsiders walks into Sanctum on purpose.
Across the rest of the continent, resurrection is illegal. The Edict of the River — Crown and Church together — forbids taking anything back out of the River Styx, on pain of death. Sanctum does not obey Altair's law. So when someone in Mirfield or Sandgrave or Or Port loses the person they cannot live without, there is exactly one address in the world that will help them, and it is the lower ward of the Mending House.
They arrive with the body. Salt, Delve-ice, a hired cart, everything they own spent on the journey. The Crimson Pact is gentle with them, and completely honest about the price, and they say yes.
Then the Pact writes two contracts.
The person who asked. Five to ten years of indentured service for a major resurrection, longer if the death was old or the body was badly kept. Standard terms, heritable like any other debt.
The person who came back. Crown law does not recognise a resurrected person as a living person — legally they are still dead, and being found alive is itself the evidence of the crime. The only legal existence available to them anywhere in Altair is a Sanctum ledger, issued by the God who raised them. So they are born owing, at the age they died.
The Pact's own paperwork calls this a Paired Ledger. The Warren calls it two names, one grave. Functionally it means the Crimson Pact converts one death into two indentured lifetimes, and gains a second debtor who can never leave the city, never appeal to a royal court, and never claim to have been wronged — because they asked for this, or someone who loved them did.
It is also, quietly, the Crimson Pact's largest source of new blood. The Warren breeds debtors. The Edict of the River imports them.
The most foundational clause in most Debt Contracts: debt is heritable. A parent who dies in debt passes a portion — sometimes all — of that debt to their children. This was once a clause people negotiated against. Three hundred years later, no one bothers. It is assumed. Children born to indebted parents enter life already owing service, and they may never know what miracle first started the chain.
Only two things forgive Debt in Sanctum: payment in full, or the death of the God who holds the contract before their ledgers are seized by a successor. That window between a God's death and a successor claiming their archives — sometimes hours, sometimes days — is the most dangerous and most liberating interval in Sanctum's political calendar. Everyone watches when a God begins to fall.
When building your character, consider: what miracle started your family's debt? Do you know what it was for? Were you born owing, or did you incur debt yourself? Do you service it obediently, or have you begun asking questions? The answers shape everything about how Sanctum looks at you — and how you look at it.
And then the other question, which matters just as much: were you born inside the walls, or did you walk in? Most people in Sanctum came from somewhere, and the somewhere is on the map of Altair. A few starting points, each of which is also a debt:
You inherited a ledger and never saw the outside of the walls. Everything on Altair is rumour to you — the Queen, the Church, the sea. You have never felt wind that wasn't funnelled down a Warren alley.
You are half of a Paired Ledger. Either you are the one who paid, or you are the one who came back. Either way there is a second person in this city whose debt is bound to yours, and neither of you can leave.
A week's walk at most. You grew what this city eats, watched bonded factors take it at a fixed price, and eventually followed it in through the Gate of Tithes. Entry Sponsorship: one year's labour, gate tax ongoing.
Mountain country the kingdom wrote off generations ago as heretics and thieves. You are used to being assumed guilty, which makes Sanctum a relief. Alchemy, ore, smuggling over the pass — pick one.
Islands, boats and five Pirate Captains. Sailor, slave, or deserter. You know what a cargo manifest is worth and who actually sets the price of Ashheim components.
You came from the kingdom's own heart, or its roads. Maybe you were Somist clergy and stopped being able to say the catechism. Maybe you were a noble's household and know exactly which lords quietly buy miracles here. Maybe you just drove a caravan in and never drove it back out.
Whatever you pick, remember what Altair thinks of you now. Out there you are a debt-marked heretic from a city of false gods, and a Collector's warrant is good on every royal road. The walls keep you in. The kingdom keeps you in too — it just doesn't charge for it.