THE CAMPAIGN

Mortisphere is designed to be experienced as an ongoing campaign.

A single battle is only one moment in the existence of a crew. The true story is what happens between battles: the members gained and lost, the choices made, the discoveries uncovered and the consequences that follow.

A crew does not enter Mortisphere, fight a battle and leave unchanged.

Nothing survives the final age without being altered.

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THE CREW'S JOURNEY

A campaign follows a crew as it attempts to achieve whatever purpose keeps it moving.

That purpose may be:

- Wealth. - Survival. - Revenge. - Knowledge. - Loyalty. - Power. - Faith. - Curiosity. - Something that only makes sense to the crew itself.

The universe no longer has a grand purpose.

Neither does every creature within it.

Some beings continue because they have a goal.

Others continue because stopping would mean accepting that there is nothing left.

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LAST LIGHT

The campaign begins and continues through Last Light.

Last Light is the final major settlement of Mortisphere.

It is not a paradise.

It is not a symbol of a coming rebirth.

It is simply the last place where enough people, machines and other things have gathered to maintain something resembling civilization.

Within Last Light, crews may:

- Recruit new members. - Replace losses. - Acquire equipment. - Receive contracts. - Learn about opportunities. - Prepare for future conflicts.

Last Light is a place where things still have value.

Even at the end of everything, people still trade.

People still bargain.

People still want.

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HUNGER

Every crew has a reason to continue.

This reason is called its Hunger.

Hunger is not limited to food.

The final age contains many forms of desire.

A creature may hunger for:

- Survival. - Recognition. - Wealth. - Revenge. - Knowledge. - Purpose. - Creation. - Destruction. - Something impossible to achieve.

A crew's Hunger gives meaning to its actions.

It explains why they accept dangerous contracts, explore forgotten places and fight over things that may have no value to anyone else.

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CAMPAIGN PROGRESSION

As a campaign continues, crews develop.

Members may:

- Gain new equipment. - Increase in power. - Suffer permanent consequences. - Discover forgotten technology. - Change through their experiences. - Be replaced by new recruits.

A crew at the beginning of a campaign should not resemble the same crew after many battles.

The purpose of progression is not simply to become stronger.

It is to become different.

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RESOURCES AND REWARDS

Victories provide opportunities.

Rewards may include:

- New equipment. - Additional recruits. - Improved capabilities. - Access to new locations. - Information. - Choices that influence future scenarios.

A reward is not always a direct improvement.

Sometimes information is more valuable than a weapon.

Sometimes a dangerous discovery creates more problems than it solves.

The final age has many things worth finding.

Not all of them should have been found.

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LOSS AND CONSEQUENCE

A campaign should create stories through both success and failure.

A defeated crew is not necessarily finished.

A lost member is not simply removed from a list.

Every loss changes the crew.

A survivor may become more cautious.

A leader may become more ruthless.

A replacement may create a new direction.

The history of a crew is written through everything it experiences.

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THE END OF THE CAMPAIGN

Mortisphere does not promise a final victory.

The universe is already dead.

No crew will restore what was lost.

No battle will undo the end.

The purpose of a campaign is not to save everything.

It is to discover what remains when everything else is gone.