Bastion
Bastion is now a beacon of faith, a Fallow Hope fortress built atop a crashed airship that was once known as Waking Prime. Once the seat of the San Saba Board, the city was taken over by the MUSTANG LOYALISTS, a militant sect of the Fallow Hope led by the infamous General Mustang and the loyal soldiers under the command of Minister-General Marcus Remington. During the rebellion that ended the San Saba Board, the Loyalists annexed the territory for themselves and removed any of the former citizens not willing to comply with their rule of law and faithful leadership. Those that sought shelter and safety under their care were protected by the soldiers and offered new homes amidst the ruins, provided they swore their loyalty to the new settlement of Bastion.
Bastion is surrounded by a lethally radioactive EXCLUSION ZONE, irradiated by the leaking reactor at its heart, poisoned by the sulfurous runoff from the metal carcass of the city, and an ecological nightmare to the surrounding areas. The Exclusion Zone serves as a surprisingly effective barricade against invasion by ground forces and has allowed the Loyalists to focus their defense on controlling the skies above the city with a small fleet of armed airships and dirigibles known as the Spindrift Navy. Deadly scrap cannons have been erected at the perimeter of the city above, ensuring that the Fallow Hope can lay down withering fire against any troops or enemy airships foolish enough to brave the radiation.
In the recent months, the Mustang Loyalists have centered their cleanup efforts in the upper areas of the MAGNOLIA DISTRICT, the once home to the Elitariat families that used to rule the city. Many of the lower areas of the ship were destroyed in the crash, but the lofty buildings of the upper districts survived the crash mostly intact. The fabulous penthouses and laboratories have been repurposed into barracks and housing for the itinerant travelers that made the journey to Bastion, while the museums and shoppes have been converted into chapels and shrines for the faithful. Munitions depot have been erected in the shadow of once pristine gardens, and training grounds have replaced wide courtyards. Plant growth has spread and reclaimed parts of the upper city, creating mutated forests where once stood steel decks and cobbled streets.
The lower crew decks of the city have been sealed off, containing the deadly radiation that permeates from within. While the worst of the sewage and radioactive runoff has been contained inside the hull, only the upper areas of the city remain truly inhabitable. With the help of the WELLS SOCIETY and the miraculous Glow Shrooms they offer, the Loyalists hope to restore more areas of the city and conquer the deadly radiation within their home through the power of faith and science.
A BRIEF HISTORY OF BASTION
Rebuilt and restored from an oldcestor wreck by the brilliant minds of Aggieland many years ago, the largest airship ever to fly in the Lone Star was dubbed the WAKING PROJECT. At the heart of the multiple airships and sea vessels lashed together was a carefully maintained relic of technology known as the Capacity Engine, a nuclear steam engine capable of providing enough power to generate the lift necessary to hold the city-vessel aloft. The airship was a monument of hubris, consuming terrific and devastating amounts of fuel and resources, while leaving behind a desiccated wasteland of sulfurous runoff and irradiated waste in its wake. Lacking the true knowledge to do anything other than slow the decay of the mighty engine, Waking existed for a moment as a shining city in the sky, a beacon to the might of the powerful elite that worked to sustain their experiment and lifestyle no matter the cost.
Several years ago, sabotage by a psion terrorist known as the Rook hastened the final failure of the oldcestor technology within the flying fortress, sending the vessel plummeting into the ground near the town Bravado. Though the ship was landed mostly intact thanks to the last-minute efforts of the Bravado citizens, the crash still left a devastated and ruined crater nearly a mile long as it came to rest on the shores of Lake Bravo. Irradiated waste poured from the corpse of Waking, creating the deadly Exclusion Zone that now surrounds the fortress-city, forever poisoning the lands around the wreck. While the surface of the airship evaded the worst of the radiation, most of the population fled before the crash, seeking refuge in nearby settlements like Bravado and Essex.
The fall of the airship began the fall of the San Saba Board, the fascist government that had emerged in the wake of a great war in the region. From within their ivory towers, they fought against their own people as a rebellion rose up from within the San Saba to tear them from their posts and return the wasteland back to the status quo. The Mustang Loyalists briefly allied with the new rebellion and used the chaos of the fighting to move the bulk of their forces into the former capital of the area, claiming the nigh-impenetrable fortress in the name of the Lord Commander.
With the War of Antlers concluded, the Mustang Loyalists have shifted their focus to Bravado and the nearby region, bringing with them their particular brand of stability and order. From atop the wreck of the former ship, they have created a new BASTION, ready for the new dawn they hope to bring to the region.
THE MUSTANG LOYALISTS
From the high walls of STAR CITY to the north, the Mustang Loyalists have been a power in the San Saba for decades. Following the leadership of the one and only GENERAL MUSTANG, the Loyalists have spread the faith of the Fallow Hope across the region. Uncovering weapons and munitions from oldcestor facilities around the Lone Star has given them firepower that is virtually unmatched in the region, but they’ve largely kept to themselves. Multiple wars throughout the region have tested their resolve and left the forces of Star City mostly in disarray, but the Loyalists have kept true to their faith and unwavering dedication to their demagogue leader.
After the crash of Waking, the honorable General Mustang, last of their name, heir to Star City and Fort Worthless, conqueror of the Wastes, Champion of the Lord Commander, First General and Prophet of the Sky Temple, has offered their loyal soldiers of the MUSTANG LOYALIST ARMY to assist in the divinely appointed annexation of the settlement that formerly housed the powerful elite of the region.
Mustang has always had their eyes set on Bravado since before the Hiway War, and reclaiming the fortress-city in the name of faith has only reinvigorated their cause. The tenets of the Fallow Hope warn against the dangers of hellfire, the deadly radiation that led to the fall of mankind when the zombie virus first emerged. For Mustang, conquering the city of Waking means conquering the ancient foe of their faith, and they are finally able to ready plans put into motion before the fall of the Trade Union so many years ago.
Under the day-to-day command of Minister-General Marcus Remington, the Loyalists have become a powerful faction within the region and have now consolidated their might within their new home of Bastion. They have been hard at work reinforcing the city, restoring what areas they can for homes and housing, and solidifying the defenses.
MAJOR LOCATIONS WITHIN BASTION
While our game will take place in our usual site at Camp Bluebonnet Shores, our buildings and cabins will be repurposed for a new settlement for this event, representing a nearby rival town to our home of Bravado. Many of the usual locations will serve different purposes during the game, to help create the feel of a brand-new in-game location for this special event.
The city of Bastion remains mostly empty, with most of the current population situated on the surface of the crashed wreck. The Mustang Loyalists have been hard at work cleaning up debris and trying to restore access to as many stable shelters as they can, but their focus remains narrow and on the few remaining buildings in the upper-most section of the settlement.
THE MAGNOLIA DISTRICT (CAMP BLUEBONNET SHORES)
The highest decks of the airship where the wealthiest and most important residents once made their homes prior to the crash of Waking is called the Magnolia District. Sometimes referred to as the “Mag”, it was once immaculately kept; with streets and building facades scrubbed till they resembled the color of the collars of its criminals. This strip of city now belongs to the military forces of the Mustang Loyalists and those that enjoy their protection, but is considered to be the beating heart of Bastion. From the highest buildings in the Magnolia District, you can get a commanding view of the nearby Lake Bravado and the devastation of the Exclusion Zone.
THE HALL OF INVENTIONS (DINING HALL / REDBUD CABIN)
Recently constructed near the boulevard leading to Eureka Tower, the Hall of Inventions is where many relics of the fall and other smaller inventions were housed by the former scientists of the city. A sort of museum and showcase of the marvels the city once held, it has been repurposed as common space and a mess hall for the soldiers of the Fallow Hope. Made up of several connected buildings, the main Hall and its smaller hall serve as a barracks and Museum. Off duty members of the Spindrift Navy are often tasked with the safety of the Hall and its contents, kept as trophies from the conquest of the fortress-city.
EUREKA TOWER, LOYALIST HQ (LAUREL LODGE / OPS)
The tallest remaining building in Bastion, Eureka Tower was originally commissioned by Arthur Lovelace, the shadowy former leader of the San Saba Board. While the upper levels might now resemble the desiccated skeleton of a skyscraper, only the lowest levels remain usable after the crash. Once the most hopeful and savage rendition that a Survivor could imagine in their most silicone dreams, Eureka Tower is now mostly housing and lab space saved for the leadership of the Mustang Loyalists. This area is off limits for most visitors.
THE CHAPEL OF THE LORD COMMANDER (CEDAR CABIN / ARTISAN ZONE)
A former administrative office for the accountants of the Prufrock family, the newly restored Chapel has become the center of faith for the community. With a large statue of the Lord Commander prominently featured in the nave of the building, priests have prepared sparse quarters here for member of the faithful to rest before returning to their prayers. Given the Fallow Hope’s rather practical approach to preparation and prayer, the well-stocked workbenches here serve double duty for those crafting new weapons and armor. The entire area has been consecrated for the faithful of the Fallow Hope and serves as a welcoming center for new citizens arriving in Bastion.
THE EDISON SOLARIUM (WILDFLOWER TENTS / POOL / FARMING ZONE)
With a fabulous view from above, the Edison Solarium is a public works project designed to show off the mechanical marvel that is the city’s sweeping vista. Possessing a swimming pool, a lawn and a painstakingly recreated pre-Fall beach - the Solarium was once the day trip of the wealthy and the pilgrimage of the scrummers who lived in the Bilge below. Now, trees and undergrowth have reclaimed many of the open fields of the Solarium, and a group of Nomads have erected temporary tents in the area until more permanent buildings can be restored.
UPDRAFT CANTINA (SAGE HUTS / PAVILION / CULINARY ZONE)
Located on the outskirts of the Magnolia District, the Updraft once played host to the wealthier travelers who visited Bastion in search of truth, knowledge or - more generally - the opportunity to strike it rich. The Cantina was once owned by a retired Cloudskipper, but is now known for its reasonably strong drinks, its non-Fallow Hope crowd of regulars, and the massive pressure release valve located at the center of the airship-turned-building. The valve once served as both an emergency release dock and the threat to rowdy patrons but is now mostly a ground borne relic.
THE TRAINING FIELDS (FIELD ACROSS FROM CEDAR CABIN)
One of the wide-open plazas in the city has been reclaimed for the art of war by the soldiers of the Mustang Loyalists. The Training Fields offer a sparring circle and a firing range for practicing their craft, and the Fallow Hope forces often conduct fighting practices and combat drills in the octagon to keep their forces in tip top shape. Combat and marksman training takes place throughout the day, with skilled trainers providing details on techniques and tactics for any that are willing to participate in good faith. Some of the recent residents of the city have even enjoyed a picnic or two in the open area, enjoying the close proximity to the Loyalist HQ nearby.
THE SUMP (HONEYSUCKLE HUTS / PAVILION)
Located on the outskirts of the Magnolia District are the twisted territories of the Sump. Sitting just above where the Capacity Engine once churned, the Primary Manifold Sump means the ambient radiation in this area is only barely tolerable. Repair sheds and maintenance shacks make up the usable buildings of the area, but the residents have formed a tight community on the edge of the settlement. Because it is so far away from the main occupied zones and near the Bilge, the residents here are often left to their own devices during zed attacks as they are too far away to cry for reinforcement or help.
THE BILGE (TREEHOUSE / THE MORGUE)
Beneath the decks of Bastion is the churning machinery and greasy fingers of the force that once kept the city afloat, known as the Bilge. The deeper you go in this maze of broken steam works, the more bizarre and deadly it becomes. No one knows exactly where the original morgue beneath Bastion now rests, but the Bilge has been repurposed as the new Morgue of the settlement, with a connection to the Mortis Amaranthine and a rare means to descend below. The dead often crawl their way from the oily depths of the Bilge all the same, and only those practiced in the arts of Necrology dare descend below to work with the Servants of the Undying. Once the literal drip pan for the city’s beating heart, a huge bath sits in the middle of a great and echoing chamber. Rather than water, the depression in the floor is filled with the black and ichorus muck of biodiesel runoff of the city’s generators. Graveheads and Diesel Jocks alike swear by its medicinal properties, citing their skin improving as a function of a long soak in the stuff.
THE EXCLUSION ZONE (PRICKLY PEAR TENTS / PAVILION)
As the wreckage of Bastion descends towards Lake Bravo, the threat of radiation increases. The Fallow Hope have erected prominent warnings marking the start of the Exclusion Zone, and no quarter is asked or given for those that would attempt to sneak into the city through the devastated landscape. Even Retrogrades don’t last more than 10 minutes or so in the lethal radiation, but that doesn’t stop scavengers from braving the dangers to gather scrap and salvage from the mile-long path to where the city once crash landed. Rumors have it that there are pockets of clean, radiation-free zones that are scattered throughout the area if you know where to look, marked with strange blue mushrooms. The undead and raiders often swarm in the Exclusion Zone and radiation is not the only danger to watch out for beyond the barricade line.
THREATS WITHIN & WITHOUT BASTION
While the plentiful weapons and soldiers of the Mustang Loyalists stop any true invading force from threatening Bastion, many of the threats that end up within the city limits are from below the decks or from nearby. No settlement in the wasteland is truly free of the dangers of zombies and raiders, but Bastion has done what they can to keep the worst at bay. The dirigibles of the Spindrift Navy can offer early warning for some impending attacks and help direct an active defense with their spotters while the scrap cannons make short work of larger groups of enemies. Throughout the day, every able body soldier is conscripted for temporary muster at the barricades as part of their community service in the town to watch for the threats that slip past.
Zombies are known to come from inside the chassis of the fortress-city but no one really knows from exactly where. Often covered in black ichor and grease from the maze-like network of access tunnels and engineering sections below, the zombies in Bastion are fierce and dangerous like nowhere else. Sometimes they emerge from the Bilge and the new morgue that has been constructed there, but other times they seem to emerge from access ports and hidden portals into the underbelly of the city. Regardless of the origin, the zombies here seem to be faster, stronger, and far more deadly than varieties found abroad.
A clan of Aberrant Raiders is also known to have set up a camp near the city, outside the range of the Loyalist scrap cannons where they prey on travelers and scavengers that brave the Exclusion Zone. These raiders are brutal and deadly and enter in a berserker rage as they charge into combat. Clad in burlap sacks that cover their mutated and horrid faces as war masks alongside heavy armor and brutally efficient choppers, the Raiders are a deadly threat even for a well-armed Fallow Hope patrol. Minster-General Remington has promised plans for dealing with the threat, but Mustang’s forces have been occupied with the recent Glow Shroom project instead.
The final threat comes from a group known as the Temple of Evolution. Followers of the Cult of Savannah’s Light, the former engineers and priests that tended to the engines of the city before its fall have eked a meager living hiding in the irradiated tunnels below the town. More followers have flocked to the town in the wake of the Glow Shroom project, offering a counter argument to the persuasive words of the Wells Society. The Temple of Evolution suggests that the purpose of radiation is promote the strength necessary to survive the wastes and take the occupation of the city by the Fallow Hope as an offense against their cause. The more extreme members of the flock are known to commit acts of vandalism and violence if their message is not heard.
One of Bastion’s unique threats is a type of grotesque, bloated shambler are often present in the undercity called Bloaters, or Mass Cadavers. Filled with methane and other gases from the byproducts of the city, they have not been seen very far outside of the city and the Exclusion Zone but are known to be a dangerous nuisance. These zed seem not very dangerous at first and are often found with other shamblers, but they hide an explosive secret. They can cause catastrophic damage upon charging into the fray, exploding with a blast of radioactive sludge and ichor. Even vehicles can be damaged as the Bloaters throw themselves at dirigibles and rides that get too close to the city, and the Spindrift Navy makes games of shooting the morbidly obese zed from above.