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Acknowledgments
Development team
Simon McBride, Richard McBride, Craig Goodall, Stephen Maddison, Illy
Richards, Andrew Rosenthal, Rachel Hignett and Matt Colligan
Special thanks to
Sheila and John Dutton and Philip McBride for all the support
and help in making this game possible.
Dark Tempus would not be possible without the dedication and
commitment of its crew and players and on behalf of all the
team, thank you.
Version
This is Version 1.0 of the game rules
Of the End of the Old
Once there were cities of shining lights
Once there were ways up to the stars
Once there was hope.
But now we know, all things Burn
The Great Burn. Destruction and Death on a scale undreamt. The great civilisation of mankind reduced to ashes and despair. The Just and the Unjust. The Kind and the Cruel, the Compassionate and the Vicious, there was no distinction. No mercy. All that we
were, burned.
Almost.
In ones and twos, in small groups, our ancestors emerged from
the ruins of the old world and sought each other out. In pain and
loss and grief were new foundations laid. New ways of being hu-
man were born in the echoes of a world forever lost.
“Once there were cities so vast as to dwarf the imagination.
Buildings that reached into the sky, and beyond. Once there
were ships that sailed the sky and sailed to the stars. We do not
know what manner of cataclysm brought this world to its end.
We cannot conceive or understand how such a thing could hap-
pen, but it did. The cities have been reclaimed by nature. The
scars in the earth have mostly healed... But still we are left with
the thought. All they accomplished – their magnificent works of
science, engineering, art... Yet still, they are gone.
We cannot understand nor conceive how or why they destroyed
themselves yet the fear remains. Is the poison that was within
them, that destroyed them… Is that poison within us as well?”
Jereo Volk. Historian of the Aristoc
The Burn is the name given to the
event that ended the vast and
advanced civilisation that
preceded the current state of the
world. It is not known what
caused the burn, or how such
level of destruction was achieved.
What is generally agreed on is
that the human race came very
close to becoming extinct.
Perhaps the most intriguing aspect
of the burn is how much did
survive, not in terms of people, or
knowledge, but in terms of arte-
facts. The earliest post burn re-
cords, mostly preserved through
oral histories of the Folket tribes,
speak of cities - mostly intact-
but empty of all but the dead.
Yet in other places are tales of
ruins that stretch as far as the eye
can see, and all who enter these
places grow sick and die.
What is certain is the pre-burn
ancients built things to last. Even
now, those willing to brave the
wild places of the world can find
things from before the burn, some
useless, some mundane, but
occasionally something wonderful
or terrible, or both. Fortunes have
been made from these things, but
for every story of great success
there are hundreds of would be
treasure hunters who are never
heard from again.
The Burn
The World
No one is sure how long it has been
since the Burn. Long enough that much
of what came before has been obscured
by time and nature. The long years after
the Burn are the Dark Time, generations
spent in a bitter struggle for survival in
the ruins of the world that was.
The old roads that crisscrossed the land
gradually reclaimed by the grass, cities
broken by vine and tree, and man’s
space born creations one by one
plummet to a fiery end.
It was out of this darkness a new world
was born. New cultures emerged,
relearning civilisation and self-
sufficiency. The world now shows little
evidence of mankind’s presence. Some
farmed land is still visible, spite the
settlements dotted in loose chains linked
by foot worn trader routes, and miles
and miles of wilderness.
Despite the claims of some of the larger
factions to hold territory, most of the
land is wilderness with settlements
separated by days and weeks of travel.
Despite the scattered nature of these
settlements, many share views and
outlooks close enough to be considered
one ‘culture’. It is easy to imagine these
cultures as monolithic blocks with
borders and territories and clear leader-
ship. This is far from the truth.
Settlements are far from each other and
develop independently - for the most
part they might as well be alone
regardless of culture. More than
anything else, it was this isolation that
came so close to finishing off the human
race for good when the Swarm came.
The Swarm War
A newly established settlement,
Newtown, the furthest north a
settlement had ever been established,
was the first to fall. A few survivors fled
to nearby FTU settlements with tales of
mutated creatures and the walking
corpses of their friends and family, but
were not believed. It made no
difference, the Swarm was scant hours
behind them and none could stand in its
way.
Within months the FTU had collapsed
as an organised force. The swarm
headed generally south, cutting the FTU
in half and wiping out a full third of its
settlements. With many others being
abandoned, refugees fled to the Aristoc,
to the Matriarchy, to anywhere.
The Swarm spread across the land and
for over a year death stalked in
humanity’s shadow. Settlements fell,
travellers disappeared and the thought
spread, the thought that this might truly
be the end of humanity’s brief respite
since the Burn, and this time there
would be no survivors to rebuild. All
would be butchered by the swarm.
The Swarm fractured. The main bulk
slowly ground its way across the land,
while smaller swifter tendrils lashed out
and around, overrunning settlements
from all the great cultures and countless
independents and homesteads.
Mankind fought back.
The Matriarchy fortified their towns and
awaited the flood to break over them,
hoping to hold against the tide. The
Falket tribes sought to out run and out
think their hunters, trusting their
knowledge of the land and only fighting
if denied all other options. The Aristoc
formed up their grand Armies and took
the fight to the swarm, hoping to crush
the tendrils before they hit. All these
tactics worked, and none were enough.
In the first year an estimated 2 out of
every 5 people in the world had been
killed and consumed by the Swarm.
Four years ago far in the north, past the edge of the Free Trade Union (FTU),
across the expanse of the Wilds a great column of light blazed for days and nights.
It was extinguished as abruptly and inexplicably as it began. For weeks it was a
curiosity, an aberrant event that fuels idle speculation and then fades to be re-
placed with more pressing concerns.
Then the Swarm came.
The details of that meeting will never be known,
but Dunehill left Sanc accompanied by three
detachments of Peacekeeper powered armour, a
regiment of soldiers and many supplies. The
Peacekeepers had joined the War.
Soon, forces from the Matriarchy, dozens of
Falket tribes and remnants of the Free Trade
Union united under one banner. This allied force
would funnel the Swarm, using hit and run
tactics and suicide ‘bait’ units into a central
pre-positioned location.
The Subsequent ‘Battle of the Caldera’ was a
near disaster. Over thirty Falket tribes, two
divisions of Peacekeeper powered armour units, a
grand army of the Aristoc (including Dunehill
herself) and numerous others perished that day –
but the Swarm was broken. Pockets still appear to
this day, two years later, but reclaiming the land
lost has begun.
General Dunehill, commander of the Aristoc First Grand Army, saw that the only hope to break the
Swarm was an alliance, in which to break it in one great battle.
Twice representatives of the Free Trade Union had approached the Peacekeepers for aid and twice
they had been rebuffed.
General Dunehill tried a third time. How the Peacekeepers, notoriously insular, knew who she was
is unknown. She is the only individual known to have entered Sanc since the Burn. She returned
exactly 24 hours later. When asked what she had discussed with the Peacekeepers she would answer
only ‘Morality’.
The Aftermath
Before the Swarm War, the Free Trade Union was seen as strong and growing in power.
Independent settlements had been joining the expanding Union at an increasing rate. But
in the face of the swarm, FTU enforcer units that had been so capable of protecting trade
caravans and punishing smugglers were simply washed away. The FTU is a broken and
splintered group, desperately trying to rebuild its strength before the vultures of the
Matriarchy or Aristoc begin circling. With over half its pre-war population dead or gone,
it has a hard task ahead.
GENERAL DUNEHILL,
COMMANDER OF THE
ARISTOC FIRST GRAND
ARMY
At face value the Matriarchy endured the war best. While they sent troops and materiel to the alliance army, it
was only a fraction of their strength, the majority of which was kept back guarding the matriarchy’s settlements.
This turned out to be a double edged sword for the Matriarchy as, while they lost the fewest people during the
war, the gesture of support for the alliance was returned with a token effort in defending them. The alliance
army did little to draw Swarm elements from the East before the battle of Caldera and subsequently areas around
Matriarchy holdings are the most Swarm infested today. Travel and trade within the matriarchy is conducted
with large armed escorts, or by the terminally overconfident. Yet the Matriarchy does not lack for soldiers and
now, while others are weakened, may be the time to bring the message of Restoria to the Godless.
For the Falket tribes, priding themselves on their martial ability, two years of evading, running and hiding had
taken a toll on the spirit of the people. So when the opportunity to finally go on the offensive was presented the
Falket seized it with relish. The network of Seers was an invaluable information gathering resource and Folket
made up more than their fair share of bait squads, each and every one a volunteer. For this they paid a heavy
butchers bill, but ask a Falket today how they feel about the war and one of two replies is all but guaranteed.
Either pride in having taken part or sadness at having been too far away to get involved. Many tribes were lost,
many more are now under strength. How the Falket plan to replenish their numbers remains to be seen.
The Aristoc became the foundation for the alliance army and whatever view one might hold of the Aristoc in
general, it is not wise to insult the memory of General Dunehill to a veteran of Caldera, regardless of their
Culture. Once looked upon as something of a threatening presence with their rigid society and unnatural leaders,
the Aristoc, or at least its soldiers, have become something like heroes in many places. But the reputation has
come at a price. The first grand Army wiped out to a man, the second and third suffering so many casualties as
to barely make one grand army between them. But their sacrifice preserved much of the Aristoc’s lands and
infrastructure – much needed in the aftermath of the swarm. The Aristoc are becoming the breadbasket of the
world, and their goods are finding new markets in the devastation of the FTU. The Aristoc may be poised to
make great gains in the wake of the Swarm, if their own intrigue and politics will allow it...
Sending the Peacekeeper Expeditionary force to join the Allied Army was the biggest exodus from Sanc ever.
Losses were to be expected, although one might wonder if they expected them so high. Regardless, what must
have come as a shock is just how many of that expeditionary force chose not to return. The reasons are as varied
as the people in question – a newfound love, a mission of revenge on the Swarm for a fallen friend, newfound
wanderlust with the wide open world. Whatever the reason, there are suddenly a great deal more peacekeepers
out in the world.
Far to the North is Newtown. The first settlement to fall. The edge of the civilised
world. The border of the wilds. Newtown is open for settlement once again.
A Note on Culture
The game is set in Newtown. Massacred and abandoned at the start of the Swarm
war, Newtown is now being resettled. There are no laws, no government, no leader-
ship and no social structure of any kind until the players make one. It will be up to
you how Newtown works. Are you going to attempt to be a tyrant, or set up a voting
system for a council? Will you start a tax system for free medical care, or will you
become the richest person in Newtown with “Newtown Medical Inc.”? Will New-
town be a bastion of hope, or the biggest predator out there? This is your world, how
are you going to run it?
Newtown is located at the most northerly point within the free trade union (FTU). It
is populated by peoples (and Mutants) of all the major cultures, the FTU, the Aristoc,
The Restoria Matriarchy, Peacekeepers and the Falket Tribes.
Its easy to think of the Cultures as monolithic blocs such as factions or nations, but
this is far from true. A character’s culture determines the social environment they
were brought up in. This might foster a sense of loyalty and allegiance to this group,
it might not. There is no requirement that a character identify with their culture, no
expectation that they always agree with any agenda they may have. The cultures
presented here are designed as starting points to build characters from, not absolute
restraints on player creativity. It is worth stating however that characters who identify
closely with a particular culture might find it easier to access 'culture' related plot.
The North is a hostile place and if Newtown is to survive and thrive it must work
together. It faces the threat of the Swarm; it faces opportunistic bandits and rogue
traders and competition from other FTU settlements to name but a few. An all-out
culture war would only divide and weaken Newtown.
The Restoria Matriarchy
₁Once woman and Man existed in a Beautiful Garden. ₂The garden was
bountiful and provided all that the woman and man would need.
₃But the Man was seduced by the Stars and feverish he lent all his
skill and drive to reaching them. ₄He bent his knowledge to shaping
the garden to his will, raping it on the altar of his pride. ₅His
thoughts were bent outwards and he was blind to the suffering
within the garden.
₆The Garden was in pain. The Garden was dying. It could no longer
support the works of man but could not bear to see them de-
stroyed. ₇When man’s work led to its eventual conclusion the Gar-
den protected the Man and Woman so they did not die. ₈The Garden
then spoke to the Woman, “Man has squandered our gifts and
gravely injured us. We have sheltered you from the fire he
unleashed. You must help us heal and you must guide the way now.
₉There must not be another fire. The garden must be restored”.
The Book of Restoria
Chapter 1 verses 1-9
The Restoria Matriarchy is technically a
Theocratic Kritarchy. Authority is held by
Priest-Judges, always female, who hold
secular power as well as religious
position. Each settlement usually has a
single Judge or a small council in the
larger settlements. These judges, in
addition to having literal life or death
authority over their ‘flock’, are also
personally responsible for the behaviour
of said flock, answerable to the Choir.
The Choir travel from place to place
ensuring the principles of Restoria are
being upheld by closely interviewing the
judges as to their conduct and the conduct
of those under their authority. Poor
performance in this interview can have
dire repercussions.
Outside of the ruling systems the most
obvious difference within the Matriarchy
is the place of men. All males within the
matriarchy are under the ‘governorship’
of an appointed female. Precisely who
this governor is will vary based on the
individual’s situation and probably on
their age. Young boys will be under the
governorship of their mother, later in life
it might be their wife (the matriarchy
practices Polyandry), their superior
officer, if in a military based organisation,
or their employer if part of a business
venture.
The Matriarchy denies claims that men
are women’s property, rather that it
ensures appropriate guidance is always
available to help men resist their darker
impulses.
The Matriarchy is impossible to separate from the principles of Restoria, and any attempt to describe one must include the other. The Matriarchy is homogeneous culture spread over a wide area united by the
principles / religion of Restoria. The Matriarchy itself covers far more area than its population would suggest, divided into self-sufficient settlements surrounded by wilderness. This is intentional. The
Matriarchy believes that no more than one tenth of land should be used by humans, the rest being left to ‘recover’. This policy of leaving the majority of the land to go wild has made the Matriarchy the most
aggressive, expansionist faction in the land.
The Matriarchy might lack the sheer numbers that the Aristoc or Falket have, or the technological
superiority of the peacekeepers, but they do boast a unifying certainty of belief that some might describe
as fanatical that has ensured a steady creeping increase in the matriarchy’s holdings.
General Information
Culture
Restoria, the Religion of the Matriarchy is elegant,
simple, and undoubtedly a direct result of the
conditions prevalent directly after the great burn.
Some speculate that the structure of Restoria is biased
on pre-burn religions but if so then no-one now knows.
The premise is simple – the old world was ruled by
men. This rule led to the Burn. The Earth herself saved
some of humanity so as we might have a second
chance, but this time we must do things differently.
The Matriarchy believes that the male of the species
has empirically proven that it is unfit to hold positions
of power and leadership. From now on these positions
are the sole providence of women. This is not to say
that Restoria believes men to be lesser (although it is
not uncommon for this view to be expressed unoffi-
cially) but that the genders have different strengths, and
authority is a female one.
The interplay between the genders is the core of the re-
ligious beliefs – the Matriarchy believes that the Planet
is a God – Goddess actually - who was grievously
wounded by the Burn. This ‘wounded Goddess’ is now
relying on mankind to heal her, preserving a small
measure of humanity through the Burn in order to re-
build a society that will not repeat the mistakes of the
past.
Followers of Restoria seek to create a civilisation that
avoids the mistakes of the past. These mistakes,
it believes, are a Male led culture that focused on
technology at the expense of nature, and power at the
expense of culture. This approach, they believe led
inevitably to the Great burn.
Restoria recognises that technology and power and all
such masculine attributes have a necessary place, but
their unfettered propagation will be, and has been,
disastrous. Followers of Restoria seek a middle ground
of carefully controlled reconstruction of civilisation in
harmony with the natural world, an approach that
manifests as an iron fisted control of development
within the matriarchy’s sphere of influence.
Expanding that sphere of influence is also important to
followers of Restoria, this is primarily good old fash-
ioned evangelism, but has on occasion been done by
more forceful methods, particularly if a settlement was
seen as overly damaging to the environment.
Beliefs
The Aristoc “We make no demands of Faith, no promises requiring divine intervention. We are the Aristoc. We offer you life
eternal, if you show yourself worthy. We will protect you, we will provide for you and we will give birth to a
bright new future that you can be a part of, forever. In exchange we demand your loyalty, your ability and your
dedication.
Join us”
Background
Human history is filled with examples of a singular
invention or ability shaping the development of
cultures and civilisations. Domesticating the horse, the
creation of gunpowder, glass, the microchip...
Sometimes a single invention is enough to define the
culture that possesses it.
The Aristoc is one such culture.
Perhaps one of the bleakest truths about the great burn
is not just how much we have lost, but that we do not
know how much we have lost. What wonders and
mysteries have been reduced to ash? What remains out
somewhere in the wilderness waiting for us to
rediscover?
Those who founded the culture now known as the
Aristoc made such a find. It was a piece of knowledge
from before the great burn of such power and influence
that it has shaped every aspect of their lives. Simply
put, the Aristoc discovered immortality.
How the pre-Burn humans achieved such a feat is
unknown, as is why it seemed not to be in widespread
use. Certainly, there seems to have been no survivors of
the Burn with this gift. Nevertheless its recovery after
the burn has created a culture in the Aristoc unlike any
other.
Aristoc society is severely
divided between powerful
minorities who have all the
control, and a servant class
majority bonded to one of the
upper class. What maintains this
inequality? Eternal life, or the
promise of it.
The title Aristoc properly refers
to the controlling minority, the
upper class, who have received
the treatment that makes the
aging process stop or reverse.
The rest of the culture are Serfs,
working in servitude for an
Aristoc master. Should a Serf
manage to impress their master
with their loyalty, dedication
and ability there is the
possibility that they will
themselves be elevated to the
position of Aristoc.
As such it is rare to encounter an
Aristoc without at least a
personal servant, and more
likely a retinue, all doing their
best to impress their ‘master’
and be elevated to the rank of
the immortals themselves.
The ancient science that grants
the Aristoc immortality does not
make them any harder to kill by
conventional means. That they
have the potential for hundreds
of years of life has resulted in a
somewhat cautious and
conservative outlook.
Negotiation and diplomacy has
become a specialty and the
Aristoc will usually distance
themselves from violence,
preferring well trained Serfs to
fulfil that function.
A Servant class, personal
security and a great deal of time
on their hands has led to a
government system full of in-
trigue, one-upmanship and pa-
tronage.
One’s standing in the political
sphere is everything to an
Aristoc, and there are many
ways to advance – from throw-
ing the best parties to brokering
trade, from whom you sleep
with to finding new resources
out in the wilderness.
Culture
The Aristoc walk a fine balance between short
term personal advancement and the Long term
goals of the culture. All but the most powerful
amongst the Aristoc will have a patron, someone
even more influential – probably the individual
who sponsored their raising to the Aristoc from
the Serfs however many years ago.
Impressing their patron will always be at the
forefront of any Aristoc’s mind, of course quite
how one impresses can vary tremendously. Long
term, the Aristoc wish for peaceful development.
They have made clear they intend to return to the
heights of Pre-Burn civilisation, but slowly and
cautiously. Humankind came so close to
extinction before and the Aristoc have no wish to
risk the same again. Besides, they have all the
time in the world.
The Serfs, regardless of duties or specialisations
all share a single goal – to join the ranks of the
Aristoc. How this is done is a great secret, but its
reality is undeniable. Precisely what qualities an
Aristoc looks for in a Serf they will sponsor can
vary tremendously, but at the very least it
includes personal loyalty to such an extent that
they are willing to share eternity with them.
The process that grants eternal life will also
reverse the aging process – usually stabilising
around the 30’s physically, so it is not uncommon
for a lifetime’s service to be required from the
Serf. Of course it is the rarity of the uplifting to
Aristoc that gives it its value, most will die a nor-
mal death... But there is always the hope.
Beliefs
The Falket Tribes And the Sky did fall. And the ground did burn. And there was giga-death. When all has
been taken from us do we realise what is important. Our ancestors realised it, and we
honour their realisation. In those dark days before the sky cleared those who became the
Falket understood that all we have is our word, our vow. The trust that we can
co-operate, and that we will relentlessly punish those who break their vow is what defines
us, what binds us. Our vow is writ upon our living flesh... Let it be that if we ever break it,
our transgression be writ upon the cold of our corpse.
Excerpt from the ritual of initiation.
Black wing Falket tribe
The Falket tribes, if taken as a single group are
probably the single largest culture in the lands.
They are far from unified however, split into
separate groups they call tribes who live a
wandering hunter gather lifestyle. This lifestyle
has let to them being viewed as savages by many
of the more settled cultures – an opinion many of
the Falket are happy to allow to continue if it
keeps outsiders away from their interests.
The truth is somewhat more complicated. In the
years after the great burn a nomadic lifestyle
offered many advantages over settling in one
place. The people who became the Falket
adapted to this lifestyle well, valuing the freedom
and safety the ability to move around gave them
and building a culture that puts the interests of
the tribe over those of the individual.
Much of the codes of behaviour from which the
Falket draw their cultural identity seem to be
drawn from a relatively small group of people
soon after the Burn. The Falket refer to these as
the Ancestor tribe, but outsiders should be careful
of equating this belief with any form of religion,
as while the ancestors are held in great esteem,
they are not thought of as Gods or spirits.
Background
Falket culture is inexorably
linked to the tribe. The worth of
an individual is determined on
how they can benefit the tribal
group and not anything inherent
to the person.
This outlook makes them very
pragmatic and unsentimental
when it comes to making
decisions, but has also made the
Falket very successful
survivors.
The Falket are primarily
scavengers and warriors, and
martial ability is a source of
fierce pride with ritualised
combat between tribes a custom.
Many a bawdy joke is made
about the tribes and their
constant search for fresh
breeding stock. Tales of young
women being abducted in the
night or men enticed away from
their families are frequent
around bars all over the land...
But, as often with the tribes the
truth is far more practical.
It approaches a taboo for
members of the same tribe to
have children. The tribes believe
this weakens them and the
children are born ‘wrong’.
As such the tribes are always
looking out for outsiders worthy
of joining the tribe, or of
providing the next generation at
least.
Of course it is rare that anyone
would meet the tribe’s
standards, so the most common
pairings are made at the annual
quorums - meetings of many
tribes in a two week long
festival where it is customary
for matches to be made and
tribesmen and women to join
new tribes.
Many who are not of the Falket
see a contradiction here, how
can one place so much
importance in tribe, and then
leave it so easily?
The Falket do not see it that
way, rather that if any single
tribe is to survive it must adapt,
and the loyalty to the idea of
tribe is greater than allegiance to
any individual one.
Culture
Beliefs
The Oath. For a Falket the single most defining aspect
of their life is their oaths. In the chaotic time after the
Burn the first Falket faced a dilemma. Their chances of
survival as a group increased greatly if they cooperated,
but the survival of any individual in the group could be
increased if they looked to their own survival at the
expense of the rest of the group – hoarding food and
medicine for example. The answer was Oaths.
A Falket oath is literally more important than life. An
oath can be given for anything, but once given will be
followed until its terms are completed or the individual
dies in attempting its completion. Breaking an oath is a
great disgrace, and the only way to remove this
disgrace is the suicide of the individual. If they have
fallen so far from the principles of the Falket that they
cling to life it is the duty of all Falket to hunt them
down and restore their tribe’s honour.
Seers
Seers are held in extremely high regard amongst the
Falket as, without them, a tribe would lose all
communication with the rest of the Falket and struggle
to find new resources. Tribes are structured around a
seer, who takes the role of advisor to the members of
the Tribe.
The emergence of seer talents is a cause for great
celebration and a seer who reaches maturity can be
expected to form a new tribe at the next quorum or take
over from the current seer if they grow elderly. Falket
will protect seers at all costs as the survival of the tribe
is in jeopardy without them, and they have been known
to react poorly to mistreatment of non-Falket seers.
The Peacekeepers
“Come in, come in son. I know that look, Wore it on my own face some twenty years
back when I was fresh out of the mountain. Figured I would roll on back an’ impart some
of my vast learnin’ on you fresh faced youngsters. Heh.
Firstly, you got your piece? Good. Keep it. Gonna need it sooner or later. Now my advice,
pick your battles. You want to go off messenger-ing to all and sundry? Thats good, but
you’ll get nowhere being all scattered. You a doctor? Make ‘em wash. You a solider, make
‘em behave... Whatever, most won’t listen and most won’t thank you, but that ain’t the
point now, is it. Go. Be better. An’ show ‘em how.”
Sherriff Moluda (retired)
There is a mountain unlike any other. The
mountain is Sanc, and it is hollow. Deep within
its protective stone survives the last remnant of
the world before the Burn – the Peacekeepers.
Sanc is undoubtedly a Pre-Burn military facility,
vast in scale and filled with technology that is
generations ahead of anything anyone else has
functioning. If the Peacekeepers’ own records are
to be believed, at the Start of the Great Burn the
military forces stationed in Sanc threw open the
doors and took in as many people as they could
to save them from the Burn. No one has been
allowed into Sanc since.
No one knows how many people live inside Sanc
today. The Peacekeepers have no interest in
‘recruiting’ to their faction and they certainly do
not give tours. Indeed, if it were not for a
fundamental internal problem, many believe the
doors of Sanc may have stayed shut forever.
This problem is due to the nature of Sanc itself.
The Mountain is a closed, self-sufficient
environment. Power is generated by a massive
machine that is tunnelled into the depths of the
ground. It has its own water supply that provides
both drinking water and supplies the ‘water gar-
dens’ that grows all the food Sanc needs.
However, as it is a closed system there is an up-
per limit on the number of people it can support –
People being people, this limit is frequently
reached. The surplus population problem has led
to the ‘Peacekeeper messengers’.
General
Culture
Peacekeeper culture is founded on the principle
of a Moral Military. There are clear divisions
within society and each citizen will be a member
of a particular division.
These divisions are Infantry, Medical and
Logistics. There are also rumours of a
Mechanical division but members of this division
must be very rare outside of Sanc itself.
Individuals join a division at a very young age
and are taught skills appropriate to their division.
The whole of Peacekeeper culture then operates
on a military model with rank structure reflecting
ability and experience in their fields.
Peacekeeper Messengers have a vital role in the
culture of the peacekeepers. Practically they
enable the continuation of Sanc by removing the
surplus population that Sanc would not be able to
support. Each division within Peacekeeper
society has a maximum number of people that it
is permitted – calculated on its importance to the
functioning of Sanc.
As this maximum number approaches the
division requests volunteers to become
messengers (what happens if they do not receive
enough volunteers is not generally known, but
there are unpleasant rumours). Messengers are
individuals who leave Sanc for good – taking the
‘message’ of the Peacekeepers out into the world.
This message is the second vital role the
messengers perform for Peacekeeper culture –
they give it the moral right to exist!
Peacekeepers living inside Sanc have the longest
lifespan and the best quality of life of anyone
(with the possible exception of the most powerful
of the Aristoc).
For the Peacekeepers to live in this relative safety
and luxury while those around suffer is an un-
comfortable position for a culture that values its
moral system. The messengers are a partial
answer to this. Periodically skilled individuals
leave Sanc and go out into the world to be visual
representations of Peacekeeper values. They
integrate into the settlements and provide moral
examples that others can aspire to – often
becoming ‘sheriffs’ or setting up medical clin-
ics... Or that’s the theory...
Beliefs
Peacekeepers believe that they are the only true
survivors of the Burn. They in no way deny that
others are ‘human’ but that they have lost all the
civilisations development that came before the
burn, and as such the Peacekeepers are the only
link to this past.
In many ways they have become obsessed with
preserving this legacy and become very insular.
Sanc may be an impregnable fortress, but it is
also the Peacekeepers Prison. There is no way
they could spread out from Sanc without an
aggressive War and forced labour to support their
troops away from Sancs resources – and this they
will not do.
Insted they have adopted the principle of
minimum interference, maximum example. In
their dealings Peacekeepers try to be a moral ex-
ample, but believing power corrupts, will not
force their position on the world—rather allow
the world to realise the rightness of their position
for themselves.
That position is best summed up by the guiding
principles the Peacekeepers call the Charter
rules.
1. All Humans are Equal
2. Mutation threatens the inherent nature of Hu-
manity and must be prevented
3. The strong must protect the weak
4. Justice must be done
The Free Trade Union
General
The Union is formed from a collective of vastly different and diverse settlements and groups, unified by a shared
belief that you don't attack your business partners. this simple idea led to the largest and most powerful organisa-
tion since before the Burn. The Union makes no judgements on what you do, what you believe or how you act -
so long as these things do not interfere with the flow of trade. more than anyone else the Union has Surplus.
More food than it could eat, more workers than it could use.
For the first time since the Burn significant resources could be devoted into needs other than the immediate.
Science, exploration, art, literature, the Union was on the verge of a renaissance. Then the Swarm Hit.
Culture
The FTU is a melting pot of cultures, but without exception the Swarm has devastated them. If they did not
come under direct attack from the Swarm, or avoided the attention of opportunist bandits, they were swamped
by refugees. The FTU is a ruin of its former glory but it has far from given up. It has called in every debt,
employed every scheme and provided every incentive in its arsenal to regain its strength.
Beliefs
The FTU prides itself on its indifference to the... quirks... of its members, but is also ruthlessly efficient at
protecting its interests. The Union is Free, so long as you don't use that freedom to disrupt the Union’s activities.
If the Union is considered to believe in anything, it’s money. But as any trader worth their salt will tell you -
money is simply a way of keeping score - what it really wants is power - resources to do whatever it needs to do
to survive and prosper. In the wake of the Swarm, this is more important than ever.
“I can still smell the farms back at Greenwood when I close my eyes. The sound of the bell when
grub was up... That bell... That was the last I heard of Greenwood, but its last ring wasn’t for food,
it was for the Swarm.
You have no idea. The Swarm barely touched you. The Union took its brunt. It was us who felt the
force of it. Once we were so big, so strong, now look at us—the only thing we have now is
corpses.”
Survivor testimony.