The old world is dead, the End Time came and the new world is not a place for the faint of heart. Do you have what it takes to survive after the apocalypse?
Relics of the Fall, the megagame of post-apocalyptic survival and powerful artifacts, is now open for booking. A new megagame by local game designer John Keyworth, Relics of the Fall is a game of strategy, diplomacy, and scavenging which will be of interest to a wide range of playing styles.
The game will be held on the 25th of May from around 10.00-17.00 at St Luke’s Parish Hall, Reading, a short bus ride from Reading Station. Food is not provided, but there is a Co-op and a few takeaways in the immediate vicinity.
If you’re interested in booking, please head on over to our Eventbrite page. You can also join up to a Facebook event, where updates about the game and background about the setting will be posted in the weeks leading up to the game.
The Indicus Wilds are a range of mountains that form a barrier between two great nations. To the north, the Steel Empire rules over a freezing desert with an iron fist and a spiked boot. To the south, the Silk City States form a trade network that spans from the deserts in the west to the jungles of the south east.
Within the wilds themselves are the Wilder Societies. Nomads who have chosen to leave the security of Silk or Steel for the hardships and freedoms of the wild mountains. Here they answer to no master.
The Steel Tsar claims the mountains and will not stand for “rebel scum” infesting his borders. Two legion, the Immortals and the Heretics have been dispatched to resolve this disgraceful situation.
However, the societies have mastered the art of not being ruled. The terrain, their speed and their solidarity are their best defence. If that fails there are the Relic-Mechs.
From the era before the End Time that broke the world, they may not be a match for an entire legion head-to-head but their lost technology and superior mobility makes them a thorn that is hard to ignore.
Meanwhile the Silk Cities to the south just want to trade with their neighbours, they aren’t interested in external politics as long as the markets remain open. This disinterest should not be mistaken for weakness though.
Most players will be part of a Wilder Society, made up of a Grey One, Relic Mech, Engine Witch and Wayfarer. A small number of players will take on the roles of the mysterious Omen Seers, the aggressive Steel Empire and the greedy Silk Cities.
- Grey Ones are the closest thing the Wilder Societies have to leaders, responsible for guiding and providing for their society.
- Relic Mechs, great war-machines from long ago, and the pilots neurally fused into them, are the first and last line of defence for their tribe.
- Engine Witches are a secretive society that keeps knowledge from before the Fall alive, and stops it falling into the wrong hands.
- Wayfarers are wide-ranging wanderers, acting on behalf of their brethren to make deals and carry news around the mountains.
Omen-seers see to the spiritual well being of their kinsfolk as well as the spirits of the mountains themselves.
- The Prefect rules over the province. They enjoy absolute power…provided the Tsar receives his tribute on time.
- The Lictor acts as an assistant and bodyguard to the Prefect. The Lictor both executes their will… and ensures their loyalty to the Tsar.
- Legion Legates ride the ruined road of the wastes, always on the hunt for their next prize and causing trouble for the regional Prefects.
- Silk Plutarchs belong to the ruling class of the cities to the south. Each wishes to see their own wealth, and thus power, increase at the expense of their rivals.
- Silk Mercenary Captains have the franchise to protect the Silk Cities, as long as the price is right.