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.

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.

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.

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.

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.

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.

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.

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.