Welcome to Bastion
The setting of the Downfall event is in the recently reclaimed settlement known as The Bastion of New Dawn, called simply BASTION by most of the new residents.
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.
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, and 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 meant 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 General Mustang and 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.
The Infamous General Mustang
General Mustang has been a leader of legend in the Lone Star. Responsible for the success of Star City as a settlement in the northern region, leader of the faithful from the Sky Temple, and general tactical genius, they have been involved in the affairs of Bravado for over a decade. General Mustang had a big part to play in the years before the Hiway War, their forces of Law Men standing as an extension of Star City’s power. However, much of this fame and infamy is bound more to a name than a single person.
The old saying of Star City that ‘there must always be a General Mustang’ holds true even to this day. More a title than an actual true name, the figure of Mustang was the savior that united the people together in safety behind the thick walls of Star City. Thought to be a vessel for the Lord Commander, the General is a symbol of faith for the Loyalists, a reminder of their holy cause, and a reason to keep fighting. Because of Mustang, their families are safe, they have food, water, and shelter, and they have a sense of safety that is hard to find in the apocalypse.
The current General Mustang has served in the role since shortly after the Hiway War. She was a commander in Star City, and a rising star and pupil of the former leader when she served over the congregation. When the former General Mustang was defeated at the Washbourne Plantation, their forces disintegrated by the detonated nuclear device that ended the Loyalist attack, she was quick to step into their place as the supreme leader of the Fallow Hope, taking on the new mantle of the Lord Commander’s Avatar.
While she fought alongside the former General against Hiway Robb and even the people of Bravo, her focus was generally on the smooth operation of the faction and home base while they were away at the front lines. She is a clerk and organizer at heart, skilled at administration and the actual day-to-day talents of a settlement leader. In the wasteland, every settlement tends to coalesce around individuals like Mustang for simple survival and she was no different. She has a way of making sure every person in her command works together towards a common goal, and she inspires those around her to loyal service and faith.
The new Mustang’s faith is a beacon of piety and simple confidence. She believes in the mission of the faith, the structure that order brings out of chaos, and the need to serve others in a dangerous wasteland. She radiates a calm confidence, and works to keep her soldiers disciplined and loyal. While she doesn’t think of herself as a priest, her firm insistence on sharing the mantle of leadership with her command earns her more respect by the day. She is fiercely loyal to her cause, and sees the Wells Society Initiative as a means to carry the example of their leadership to more settlements in the Wastes.
Mustang knows that the former holder of the title had a bit of a reputation to overcome. Despite their actions, none can doubt the success that it created for Star City and their people. As one of the only settlements in the area to successfully erect and maintain thick walls to protect themselves, it is one of the few cities in the Lone Star that stands firm no matter what threat emerges from the wasteland. With Star City firmly in hand, the new Mustang has turned her eyes to the south, to Bravado and the San Saba region. The Vados stood up against the Chairman and the San Saba Board in a way that she was never capable of, and she knows and respects the power of a town to stand united in the face of adversity. With that goal in mind, she has moved the center of her command to the Bastion of New Dawn, to oversee the tenuous relationships with the power that was capable of toppling a giant like Arthur Lovelace.
As the vessel of faith and war for the Fallow Hope of the Mustang Loyalists, she is held on a pedestal of awe and respect by the common soldiers and corpsmen of the faction. Mustang is a powerfully charismatic leader and incredibly confident in her faith, her people, and the role she plays for the settlement of Star City and Bastion. While the recent war has decimated many of the more powerful enemies of her faction, under her leadership the faction has claimed a new fortress in the fallen sky-city of Bastion and grown even stronger.
travel to Bastion
Bastion is now one of the safest towns in the Lone Star, thanks to a commanding military presence and the natural defenses of the wreck. The city deals with a sizable zed presence that emerges from inside the city, but the Exclusion Zone keeps the most dangerous threats at bay on the ground. The Loyalists are still focused on reclaiming the city block by block and dealing with the dangerous underbelly of the crashed vessel. Every citizen in Bastion is expected to do their part, conscripted into service of the Mustang Loyalists. Every day, residents and Loyalists alike patrol their home, man the walls and main approaches to the city, and work to continue the restoration of the crashed wreck.
Most trade arrives in Bastion via airship, evading the worst of the Exclusion Zone but only if expected by the Loyalists. Deadly scrap cannons will make short work of most unannounced airships, but should any be durable enough to survive a volley from the walls of Bastion, the Spindrift Navy is quick to board and disable the vessel before they can reach the city. The airspace is heavily patrolled, and the height of the wreck means it's nigh impossible to approach undetected. Most of the necessary ammunition, supplies, and gear is shipped to Bastion via skyship, and many Cloudskippers have made pacts with the Loyalists for safe passage in exchange for ferrying shipments into the city from abroad.
Travel by rail to Bastion is possible, but much more dangerous. Some supply shipments are made via railcar, as the RRC had built a functional extension of the Oxline that ran towards Bravado before the War of Antlers overtook the region. A single shoddy rail line runs up a makeshift ramp into the wreck on the east side of the city, but the actual Ox would never survive the ascent due to its massive size. Instead, smaller locomotives or hand carts must make the journey through the Exclusion Zone, and few survivors outside of Retrogrades survive the journey without planning and protection. Most rail shipments are unmanned for the ascent, instead ferrying the personnel by airship into Bastion.
Part of the wrecked ship that makes up the raised hull of Bastion is underwater in Lake Bravo, but most of the submerged sections lie fully in the radioactive Exclusion Zone to the south of the city. The waters are intensely dangerous, swarming with irradiated critters that make any real landing challenging. There are no real docks or other permanent structures to aid river traffic, but smugglers and dissidents will occasionally build a makeshift pier for an attempt to enter the city by stealth. Due to the challenge of surviving the radiation while arriving by water, the Loyalists have simply sealed off the avenues and roads that led to the edge of the Magnolia District, and watch for any new faces that haven’t been checked in for processing.
While the city operates in a constant state of alert and military readiness, there are still moments of peace for the residents of Bastion. General Mustang has done what they can to help provide entertainment and improve the morale of their citizens, even opening up a few non-Fallow Hope bars in the Magnolia District to provide some managed privacy. The Loyalists are used to dealing with citizens that don’t share their faith, as Star City is equally as diverse as Bastion hopes to become. Some neighborhoods of survivors have banded together in the less hospitable sectors of the Magnolia District, building a new life for themselves a bit further away from the Fallow Hope barracks. Though it might be a bit more dangerous, some are willing to risk the distance for a sense of independence.
Life in Bastion
As more citizens flock to the supposed safety offered by the Loyalists, new arrivals are assessed and cataloged for useful skills and equipment before being assigned a bunk and work shift. Fallow Hope Quartermasters and logistics experts take careful notes of new arrivals, particularly if they have useful skills and knowledge to aid the town. Skilled crafters and engineers are highly valued among new arrivals, as Mustang knows and appreciates the value of skilled labor for the reconstruction. Some have been authorized to open their open shops and services, provided their mandatory work shifts in service to Bastion are completed. Any arrivals that wish to make a home in Bastion must swear fealty to General Mustang, but very few seek to challenge the new status quo of the community. One set of laws is as good as another for most residents, and as long as they do their part, the Fallow Hope are content to let them be.
Food and clean water is strictly rationed in the city, as most of the farmland nearby is either irradiated, too small, or too distant to serve the needs of the growing community. Mustang hopes that as enough of the glow shrooms mature, the impacted lands around the city can once more be made arable enough to support the city on its own. It will likely be several months before the first farms can open, but the Wells Society seems confident enough in their timetables. The Loyalists’ strict logistics has kept the citizenry functionally fed and alive, though many of the Elitariats that once enjoyed finer dining and cuisine while under Board rule still bemoan the spartan accomodations. Rations and carefully portioned protein and bread allotments aren’t the best of fare, but it beats having to scavenge or hunt for a meal in the wasteland.
Every morning is met with a trumpet fanfare, the drills and preparation of the Loyalists never stopping. After physical training in the morning, various work shifts begin around the city, hauling rubble, tearing down dangerous structures, and continuing the repairs to the city. Spare rubble and scrap is hauled to the edges of the Magnolia District to reinforce the new walls that were erected by the Loyalists, or to serve as grapeshot for the scrap cannons. Heavily armed patrols are ready to respond to zombie or raider incursion, though the Loyalists close and weld shut any new entrances into the hull of the city as soon as they are found.
Threats can bubble up from within the radioactive depths of the city, from raiders to zombies, and even dissidents and agitators of former residents that are unhappy with the occupation. While the rule of law in Bastion is mostly fair, if a bit draconian, some of the unofficial residents of Bastion still lurk in the radioactive halls below the surface. The Cult of Savannah’s Light has found new friends in the Temple of Evolution, arming their revolutionaries that are attempting to restore access to the massive steam reactor that once lurked at the heart of the vessel.
Many of the labyrinthine tunnels that make up the hull of Bastion are collapsed and difficult to traverse, and few remaining residents truly know their way around the interior of the ship. While the lower decks once housed the common workers and RRC employees that maintained the gilded state of life on the surface, most of those residents were evacuated before the city crashed. New entrances into the lower hull are discovered every day, often by zed that crawl from a new crevice and emerge into the city. Sealed bulkheads and submerged sections flooded from the nearby lake make opening random doors below a dangerous endeavor, and the Fallow Hope have bigger issues to deal with than trying to return function to the decks below.
The new Morgue of Bastion is functional, but Mustang hopes that some of the visitors for the upcoming Wells Society launch can be leveraged to find a permanent solution to the ailing Grave Mind. Though the Grave Council successfully integrated the morgue of Bastion after the crash, lack of true maintenance during the following schism has only delayed the inevitable corruption that is spreading steadily from within the city. Though many residents may not realize it yet, several of the emergency bunkers stationed in the various streets of the Magnolia District are actually part of General Mustang’s preparation for a morgue failure. Mustang knows action must be taken soon to stabilize the morgue, before the threat grows critical.
Overall, the Loyalists are preparing and bracing themselves for the next catastrophe to face their new home. Many of the Loyalists are wary about inviting former enemies into their city, but most of the residents believe more in Mustang’s planning and leadership. If Mustang is convinced that the city can weather the influx of new arrivals, they will do their damndest to be on their best behavior and weather the incitement that is certainly to arrive with their “guests”. The standing orders of the Fallow Hope are to keep the faith and avoid conflict, and no resident is interested in facing court martial by throwing the first punch.
The Laws of Bastion
While under Loyalist occupation, the city has established several rules and structures to help bring order to the settlement. However, despite the reputation that some bands of Fallow Hope have earned, the Loyalists have established common-sense edicts for enforcement. None of their laws are particularly draconian, but the residents in the town are generally willing to accept a bit of loss of freedoms in exchange for security. The Mustang Loyalists have generally upheld their end of the bargain, and as long as major crises don’t strike the settlement few will see the need to be a dissident.
The Fallow Hope have adopted a chain of command that ensures the orderly rule of the city, and use a code of rules that have served Star City in the past. While there are many addendums and additional texts on the administration and enforcement of the laws, the general rules of the settlement are as follows:
The Military Code of the Lord Commander’s Justice
Fealty to the Lord Commander and General Mustang are required for permanent residence in Bastion. All residents and visitors alike must abide by the laws of Bastion or face court martial.
Do not kill the living. All in Bastion must work together for our common survival. Save your blade for the undead. Murder of a Lineage will be punished by court martial.
Do not disobey a lawful order of a superior officer. Order is a balm against chaos, and dereliction of duty will be punished by court martial.
Challenge of the Military Code or assault of any Fallow Hope officer is forbidden. Respect the chain of command of Bastion, or face court martial.
Do not steal or destroy the possessions of others. If there is a need for additional rations or equipment, please inform the Quartermaster. Theft will be punished by court martial.
All residents or visitors to Bastion will meet the Challenge of Arms, and will serve in the defense of the city. Mandatory service in the defense of the city will be met during residence. Report useful skills or equipment to your local Section Commander. Desertion of duty will be punished by court martial.
Heresy against the Tenets of the Fallow Hope by the faithful is forbidden. While all faiths are accorded appropriate respect inside Bastion, the faith of the Fallow Hope is held to a higher standard. Deviation will be met with court martial.
Aiding and abetting the proliferation of hellfire and radiation is anathema. Willfully risking the safety of Bastion by spreading the taint of radiation will result in court martial.
There are no third chances. Survival of a Court Martial or Captain’s Mast will offer a second chance to a resident or visitor of Bastion, but further dereliction of duty will result in permanent expulsion from the Bastion of New Dawn or final death.
Most of the laws of Bastion are similar to other towns, but the primary means of enforcement of the Military Cody is known as the COURT MARTIAL. Given that the Fallow Hope pride themselves on readiness and combat worthiness in a fallen world, their law generally punishes violations with a unique trial-by-combat.
Court Martial, aka The Captain’s Mast
Mechanics: None, but Basic Faithful Patterns is frequently incorporated.
Details: The chain of command is not only a suggestion, but part of the very faith of the Cult of the Fallow Hope and the citizens of Bastion. Violations must be punished. All participants and targets must be Fallow Hope or reside in the settlement of Bastion.
Basic Instructions: The performer of this benediction must give a speech or sermon for the first five minutes of the duration about the crimes of the soldier and the lessons that should be learned for the community to survive. The accused is tied to a ceremonial structure by at least one hand in the Exclusion Zone and a prayer issued for their souls, and an entrance to Bation’s lower hull is opened nearby. The accused is traditionally given a small knife or one-handed weapon to defend themselves, or hasten their own demise. If the accused survives alone the wave of Zombies that likely emerges before the radiation overwhelms them, the Lord Commander has seen fit to absolve them of their sins by their service to Bastion.