The Cults of Personality…
Each of the 13 playable cults have their own motives, backgrounds, and networks in the game. A friend one day may turn into a foe the next.
Spitalians – They believe they are mankind’s last line of defense against the Primer and the myceloid spawn that seeps from it. Diligence and duty keep their rifles and dwellings fastidiously clean. They scour the spore fields to rid the world of infestation and develop tinctures and weapons to stem the tide of abhorrent growth. They cut swathes into the Sepsis, carrying Mollusks to lead them to the Aberrants’ breeding grounds where they can be destroyed.
Chroniclers – The Chroniclers are the descendants of those who lived and died digitally in what the Bygone peoples called the Stream. The Stream once extended over the world and catalogued every moment of mankind; the pure, digital knowledge of humans bundled in its evolutionary algorithms. The Eshaton made the Stream dry up, petrifying the sea of knowledge. One day, the Chroniclers will reactivate the Stream and lead humanity back to the light. Until then, they must be strong and resist the unruly Clans and Cults.
Scrappers – Drawn towards the ruins–away from the humming, raucous cities–Scrappers dig in the dust and dirt. Every cut of the spade brings them closer to the riches of the Bygone people. They work tirelessly until they can drag technical wonders caked with soot into the light. The Wasteland savants know which lichens are edible and where to find water. No one can best them out there.
Judges – The Judges brought law to the wastelands. With hammer and musket, they confronted the savages, hiding their faces behind wide brimmed hats. They conjure hailstorms of lead, slaughter the unruly clans, and pass judgement (and execution) on outlaws with a blow of their hammer. With a calvary unmatched in Borca, the protectors of the Justitian borders maintain law and order.
Apocalyptics – These hedonists live a pure and unbridled life of wanton fulfillment. They appear in Flocks, swooping into gambling dens and nesting in bordellos. Their distillate is stronger, their Burn more potent, their whores more beautiful and so any vice finds a welcome home with them. They live in the present. All emotions are sacred to them and are celebrated thusly. Capital vices are the basis of understanding among the Flock and modesty is in meager proportion in their lives.
Palers – They have been waiting for the divine ones to awaken for centuries, trapped underground in eternal darkness in their crypts. Glowing blue figures speak to the Palers from the walls, deep and crackling voices reinforcing their conviction that they are the righteous few chosen to one day throw open the gates to the surface, ruling the nations of this Earth alongside the divine ones.
Hellvetics – Deep within the Alps, they expected the Eshaton. The Reaper’s Blow cut through their Fortress, tearing open ravines and belching magma. As hellfire swept through their lands, the Hellvetics confronted nature’s wrath. The Alps may have been broken, but the Hellvetics were not. Militant, stalwart, and shrewd, the Hellvetics demand tax for safe passage through their Alpine mountain ranges. The towering, monolithic fortress stands impregnable against outside assailants.
Clanners – Those who wanted to survive after the global conflagration joined groups and formed their own rules that they chose to live by. Notions like the “self” and “individual” do not apply to these new wasteland inhabitants who fight and die for their new brothers and sisters. Strangers became friends, friends became lovers, lovers grew into families. The survivors of the Eshaton cast off their previous skins of petty grievances and bias, and evolved into the Clanners.
Neolibyans – Exploration. Diplomacy. Trade. These are the pillars of Neolibyan life. This rigid dogma has reunited the shattered North African peoples to become enterprising capitalists like no other. Following in the footsteps of their progenitor, the Libyan, they have created a new empire powerful enough to cover the globe. Their ships carry treasures from all over the world to congregate at the new Bank of Commerce in Tripoli –where commerce reigns supreme.
Scourgers – The Scourgers walk in the footsteps of their ancestors on the path of the warrior, finding their place in their caste’s strict hierarchy. Whatever they need to keep their bodies strong and their minds agile, they take from the Neolibyans: after all, they fight for no less than the African people. The epitome of masculinity, trained for combat, and respectful of their hierarchy, there is no greater warrior in the land of the Lion.
Anubian – You will know them by the circles of power they bear and the magics of inoculation they weave into the waves. Seven Circles branded on their skin represent the seven transformations they must endure to become a perfect vessel of Ka. They guide their people from life to death, performing ceremonies to placate the ancestral spirits and their grudge against everything still living. Their thirst for hidden lore drives them deeper into Cairo’s forbidden labyrinths than any generation prior.
Jehammedan – A Jehammedan’s life is determined from the day he is born. He will fulfill his duties within the family, like his father and his grandfather before him. They honor the family as decreed by Jehammed, the last prophet and are bound to their roles as caretakers, scribes, icons, or swords of Jehammed. These nomads do not subscribe to the ways of old; they are not a flock to be guided, but are instead rams at the head of the flock.













