// THE PREMISE
What this world is
Kepler's Reach is a dying colony world, twenty years into the Silence War, and humanity's last foothold huddles inside the fortress-city of Bastion behind a ring of rail-cannon and shield-towers. The enemy is the Scour: a self-replicating machine-swarm of alien design that consumes matter to build more of itself, indifferent and endless, that has ground the colony to slag city by city until only Bastion remained. Humanity's one answer is the Titan, a forty-foot armored war-frame piloted by a single human nervous system jacked into its neural Cradle. You are a Titan pilot, sortieing out past the walls into the killing ground where the Scour is always rebuilding.
The Bastion Defense Coalition, the absolute martial authority under Commander Jax Valerius, enforces total war and spends pilots without flinching. The Helix Combine, the sole maker of the war-frames under Director Corvan Thorne and Cradle-engineer Lena Volkov, is the true power behind the throne and is quietly hoarding the means for a chosen few to escape. The Deepwatch Cadre, where Chief Xenolinguist Dr. Aris Rokhan studies the swarm-mind, believes the Scour can be turned or shut down at the price of a pilot's sanity. The Hollow Exchange black market is the city's true circulatory system, run by brokers like Tormund 'Rust' Krell. And the Hollow Vote, agitated by Silas 'The Echo' Marek, wants the city to abandon Bastion and run. The legendary ace Kiri 'Ghost' Tane carries the dead names of three squadrons.
The Scour has begun to adapt, massing into something Deepwatch calls the Apex, and Bastion will not survive its next great assault on the old strategy. Your place in the war lies between the pilots beside you, the commanders above you, and the people waiting behind the Wall.
// PLAY PROFILE
What this world plays like
Begin in the hangar, meeting the people who maintain your Titan and the pilots who may fly beside you. Decide what you need to ask before taking the frame beyond the Wall.
Choose where to look for answers. Command wants another defense of the Wall. The Helix Combine controls the frames and keeps its own plans. Deepwatch believes it can reach the swarm-mind, while the Hollow Vote argues that the city should flee.
Your story could follow a squadron, a struggle over scarce equipment, or the risk of Deepwatch's proposed connection. Choose whether your first loyalty lies with the mission, the pilot beside you, or the people the mission is meant to protect.
// FACTIONS IN MOTION
Principal factions
The absolute martial authority in Bastion, enforcing a state of total war against the Scour. The BDC promotes a civic religion of sacrifice and duty, viewing the fortress-city as humanity's last altar. They ruthlessly suppress all dissent, believing that unity, by force if necessary, is the only path to survival.
The sole manufacturer of Titan war-frames and the true power behind Bastion's throne. The Combine Directorate maintains a luxurious existence in the Spire, leveraging their technological monopoly to dictate policy to the BDC. They are the keepers of Bastion's most damning secret: the Scour's man-made origin, a truth they will protect at any cost to maintain their power.
A clandestine circle of scientists and technicians who officially operate as a BDC intelligence unit but pursue a heretical belief: that the Scour is evolving a collective consciousness. They operate from hidden labs, analyzing forbidden data and launching secret probes, convinced that understanding the enemy is the only way to avoid extinction. Their search for answers leads them dangerously close to both the Scour's nature and the city's buried truths.
The sprawling, decentralized black market that serves as Bastion's true circulatory system. The Exchange deals in everything the official economy lacks: scavenged parts, information, untracked weapons, and hope. Governed by a brutal pragmatism, they are not rebels but profiteers of the apocalypse, providing essential services to all sides for the right price.
A seditious social movement born from the desperation of the lower sectors and refugee camps. They believe the war is a lie designed to keep the elite in power and that Bastion is a tomb. Spreading their message through coded broadcasts and secret gatherings, they advocate for a mass exodus into the Scourlands, a suicidal gamble they see as the only alternative to the slow, certain death within the walls.
// KEY FIGURES
People you'll meet
// SITES OF RECORD
Places that matter
The industrial core of Bastion, a maze of workshops, reclamation plants, and the cathedral-like Titan Hangars. The air is thick with the smell of ozone and hot metal. The district includes the 'Landside Harbour' where massive crawlers bring in salvage from the Wall's kill-zone, and borders overgrown ruins from the Scour's first incursions.
An expanse of manicured Green Zone, this district houses the barracks, training facilities, and off-duty canteens for the Vanguard Squadrons and BDC officers. It is an island of relative calm and order, insulated from the desperation of the rest of the city. Access is strictly controlled.
A district of memory and decay. Entire city blocks stand as overgrown ruins, left as they were after the early Scour attacks. The habitable sections are quiet residential areas, but the district is dominated by vast memorial parks and fields of rubble, a stark reminder of what has been lost.
The endless red desert and slagged plains outside Bastion's Wall. The ground is a graveyard of shattered cities and dead Titans, constantly being churned and consumed by the Scour swarm. Massive, crystalline Scour structures pulse with an unnatural light on the horizon, slowly growing larger with each cycle.
Helix Combine's gleaming corporate Spire punches through the smoggy sky, surrounded by the densely packed residential 'Stacks' that house its technicians and bureaucrats. At its base, heavily-guarded server farms hum with the data that keeps Bastion alive, while private, rooftop 'Green Zones' offer the elite a glimpse of a world that no longer exists.
// STORY PASSAGE
A passage from the published profile
Kiri 'Ghost' Tane does not look up from the frame she is checking. "Command will tell you a Titan is a weapon. It isn't. It's a coffin you climb into willingly, and the only question is how many runs you get before it closes." She finally meets your eyes, and there is no fear in them, only arithmetic. "I've buried three squadrons. I learn the new pilots' names slow now. Earn it, and I'll learn yours."
She is the best pilot left alive in Bastion and the most likely to outlive everyone who ever flew beside her.
Selected story passage. Your choices can lead elsewhere.
BEFORE YOU ENTER
Choose a first decision
Start with a person you want to meet, a place you want to see, or a problem you want to understand. You make choices through written actions and read the Narrator's response. The people and places above introduce this world; they do not promise a fixed sequence of scenes.
Completed turns save to your account. Review the latest scene and the relevant in-game information when returning. Check current access and Spark allowances before a longer session, and use the player guide for help with saves, artwork, possessions, and other supported features.
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CHECK ACCESS AND SPARK COSTS · CHOOSE A CHARACTER BEFORE PLAY
