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Rulebook

Chapter 31 — The Four Peoples

Chapter 15 introduced the four peoples as a character-creation choice — enough to pick one and play it. This chapter is the deeper treatment: their bodies, their cultures, how they regard one another, and the frictions eight thousand years of divergent history left between them. Heritage still carries no mechanical effect (Chapter 6); what follows is the texture a Wanderer carries into the world, and the world's reaction to them.

A reminder that holds for all four: each people is internally varied, and an individual is never obligated to embody their heritage. These are the currents a character swims in or against — not a script.


Index§


Sleepers§

"You keep asking me what Earth was like. I don't know how to explain that I remember it the way you remember yesterday."

Sleepers are the most human of humanity's four peoples — and in the Shore, that can feel like a curse. They were frozen before the voyage began, some within years of detection, others within decades; a few were already in cryo for unrelated reasons when the evacuation found them. They did not age, did not dream. They simply stopped, and started again somewhere entirely else.

A living anachronism§

What a Sleeper woke into depends on their ark. The luckiest rode FTL ships and woke within a generation of the Seeders' arrival; others emerged from ballistic arks centuries or millennia later, into a Shore that had moved on without them. A Sleeper who woke last week may have stepped out of cryo into a society thousands of years more advanced than the one they left.

Sleepers carry memories no one else has. They remember Earth — not as history or mythology but as lived experience: the smell of specific places, the texture of food, a language spoken by people now dust. For some this is a gift, holding cultural and institutional knowledge others have only in fragments; for others it is a wound that never heals. The Shore is not Earth, and never will be.

No two Sleepers are alike, because no two woke into the same world. The length of the sleep matters too: one frozen in the first decades shares context with early Wanderborn; one frozen near ejection, after five thousand years of Wanderstar civilization, is a very different person. Some "Sleepers" have never seen Earth at all.

How others see them§

Wanderborn regard Sleepers with a mix of pity and fascination — the Wanderborn built their identity around surviving the voyage; Sleepers skipped it. Seeders tend to be pragmatic: another pair of hands, another person who needs to learn how things work. Companions vary, since the rebellion happened while most Sleepers were frozen — some wake and adjust without difficulty, others carry attitudes from before.

Playing a Sleeper§

A Sleeper is someone out of time — still adjusting, or long enough awake to have built a new life; that's the player's choice. The interesting question is not what they left behind, but what they are becoming. The Shore does not wait for anyone to catch up.

Sleeper threads — arks, claims, and the long sleep (D66)§

Sleepers keep arriving. Roll D66 (or pick) for a thread tied to a Sleeper at the table or a ballistic ark just making orbit — a hook to dangle, not yet an adventure (Chapters 33 and 38). Some of these are true, some are the stories that grew up around an ark long overdue, and the gap between the two is often the job.

D66The thread
11A ballistic ark just made orbit — millennia overdue, its manifest unreadable, its sleepers not yet woken
12An ark arrived with every cryo-pod intact and empty, opened from the inside
13A waking Sleeper holds a deed to land a corporation now occupies — and the paper is genuine
14A Sleeper remembers the access codes to a vault no one living has opened
15An ark's beacon still broadcasts a distress call from a war that ended before the Shore was built
16A Sleeper woke speaking a language no linguist on the world recognizes
21Two arks claim the same name and registry; one of them is lying, or both are
22A Sleeper carries a seedbank — or a pathogen — from Earth, and doesn't know which
23An ark was found drifting with its course altered by a hand long since dead
24A famous Sleeper — a name from the old world — is said to be aboard an inbound ark
25A Sleeper's family line on the Shore has waited generations to wake them, and not out of love
26An ark's navigation log records a stop at a system no chart shows
31A revival clinic is waking Sleepers faster than the law allows, for someone's purpose
32A Sleeper woke knowing a face in the crew — from before either of them left Earth
33An ark's cargo is sealed under Earth-era authority no one alive can countermand
34A Sleeper remembers where something was hidden on a world since terraformed over
35A cryo-trust is voting the shares of the still-frozen — and quietly never thawing them
36An ark arrived with one pod warm and thirty thousand cold; the warm one is gone
41A Sleeper's testimony could overturn a Seeder dynasty's founding claim
42An inbound ark is decelerating wrong, and will arrive too fast to catch
43A Sleeper carries a debt, a vendetta, or a marriage the centuries never dissolved
44An ark long mourned as lost has been spotted on a new and impossible trajectory
45A Sleeper woke with a perfect memory of a technology the Shore forgot how to build
46An ark's sleepers were all chosen for a single trait, and no record says why
51A Sleeper is hunted by the descendants of someone they wronged before the voyage
52An ark made landfall in the deep fringe and was stripped before anyone official arrived
53A Sleeper insists the Shore has the date wrong — and the more you check, the less sure you are
54A child loaded aboard an ark has arrived — now older than their parents would be
55An ark carries the only surviving members of a nation, culture, or faith
56A Sleeper's pod was tampered with mid-voyage to keep them under past their contract
61A Sleeper woke convinced they were never meant to wake — and someone agrees
62An ark's records name a destination that isn't the Shore at all
63A Sleeper holds the other half of a map, a key, or a story the crew already half-has
64An ark is inbound with no living crew and a cargo manifest worth a war
65A Sleeper remembers the truth about the voyage that the official history smoothed away
66The ark everyone's waited for is finally here — and what's aboard is worse, or stranger, than the legend

Wanderborn§

The clicking — you get used to it, they say. You don't.

The Wanderborn are the children of the voyage. While the Seeders jumped ahead and the Sleepers froze in place, the Wanderborn stayed — living on Wanderstar through its entire crossing, five thousand years of underground civilization in the dark between galaxies. They bear the marks of it in their bodies, their culture, and the way they move. They call themselves the Wanderborn because they were born from the wandering. The voyage is not history to them. It is identity.

The body§

Wanderstar's tunnels had gravity roughly half of Earth's. Over thousands of years of natural selection and deliberate engineering, the Wanderborn adapted:

  • Elongated, gracile limbs. Long, fine-boned, suited to low-gravity passages. In standard gravity they fatigue faster and their bones are more vulnerable to stress fractures; they move with a fluid, careful economy.
  • Large, myopic eyes. Evolved for close work in dim light — enormous pupils, excellent up close, but bright light is painful and distance vision is nearly useless past a few dozen metres.
  • Echolocation. They navigate by rapid tongue clicks, instinctive from infancy and largely unconscious — a faint, constant chittering, audible to others and inescapable unless deliberately suppressed. Many find it unsettling; the Wanderborn rarely notice it.
  • Large, pointed ears. Mobile and directional, tuned for echolocation and the edges of human hearing. They read a room by sound as much as sight.
  • Translucent pale skin. Without UV, they lost pigmentation; skin thin enough that blue-green veins show at the wrists and temples.

The culture§

The Wanderborn have the longest unbroken cultural memory of any people in the Shore — five thousand years of continuous, recorded, preserved civilization. They know more about the voyage than anyone, because they were there for all of it.

This produces a culture both proud and melancholy. They remember Wanderstar not as a vessel but as a home — a home they were ejected from, now gone forever into intergalactic space, become mythology, sacred, mourned. Wanderborn communities tend toward the archival: meticulous records, marked anniversaries, the same stories told across generations with a fidelity other peoples find excessive. There is a persistent sense that the Shore is a place they arrived at, not a place they are from.

How others see them§

The derogatory slang is Clickers, which most Wanderborn treat with contempt. Their history with the Seeders is complicated — each views the other's choice (to leave, to stay) as the wrong one. Sleepers sometimes idealize them as the "authentic" inheritors of the voyage, which they find flattering and faintly irritating. They generally get along with Companions — neither fits neatly into the Shore's dominant structures, and there is mutual recognition in that.

Playing a Wanderborn§

A Wanderborn carries the voyage in their body and bones. The physical traits are not inconveniences to work around — they are who the character is. A Wanderborn in a bright room, squinting and clicking softly, reading a screen six inches from their face, is not diminished. They are somewhere that wasn't built for them. That's a different thing.

Wanderborn threads — the voyage and the lost planet (D66)§

The Wanderborn carry five thousand years of the dark, and Wanderstar itself is gone forever into intergalactic space. Roll D66 (or pick) for a thread out of the archive, the deep tunnels, or the planet's mythologized memory — a hook to dangle (Chapters 33 and 38). Many are contested between archives that each swear theirs is the true record.

D66The thread
11A Wanderborn archive holds a recording from the crossing that no one will play aloud
12A relic carried off Wanderstar at the Ejection has been missing ever since
13A tunnel-map of Wanderstar survives, and someone believes it still matters
14A lineage guards a phrase of clicks passed down unbroken from the first descent
15A Wanderborn claims their family stayed on Wanderstar to the very end, and never made the arks
16An archive's oldest record contradicts the official date of First Boarding
21A relic-hunter is buying anything that left Wanderstar before the Ejection, no questions asked
22A settlement keeps an empty seat, a sealed room, or a kept dark for someone still expected
23The last signal from Wanderstar was never decoded; an elder is dying with the key
24A Wanderborn remembers a tunnel-name for a place that should have burned with the planet
25Two archives preserve the same voyage-story with one fatal difference, each sworn true
26A Wanderborn carries a grudge five thousand years old against a Seeder line that "abandoned" them
31Something was sealed in the deep tunnels and deliberately left off every map
32A drive-tech reads jump signatures by ear and swears one matches no ship that flies
33An archive records a population that boarded the arks and then never appears again
34A Wanderborn instrument carries a message only other Wanderborn can fully hear
35A relic of Wanderstar is venerated as sacred, and proving it a fake would shatter a community
36A lineage has been quietly charting Wanderstar's trajectory — to follow it
41An old Wanderborn-built ark was never meant to reach the Shore, and didn't
42An elder's deathbed account names a crime committed in the dark of the crossing
43One community's chittering has drifted into a dialect no other Wanderborn can parse
44A sealed voyage-era vault has finally been located — in the wrong star system
45A family debt is denominated in something the Shore no longer values, and they want it honored
46An archive holds proof of who gave the order to eject the arks — and who was left behind
51A Wanderborn born with light-tolerant eyes is treated by their community as an omen
52A recording of Wanderstar's core-song is said to cure, or cause, a particular madness
53A Wanderborn cartel holds a route by reading echoes no instrument can match
54A relic surfaced that "proves" a beloved Wanderborn hero was a traitor, a Seeder, or a fiction
55A deep-tunnel structure was carried out intact at the Ejection inside a hollowed asteroid
56A prophecy holds that Wanderstar will pass again, and a movement is preparing for it
61An archive's keeper has been altering the record for generations, for reasons only they know
62A Wanderborn carries the last living memory of a language, a craft, or a name from the deep voyage
63The Ejection scattered a lineage across a dozen arks; one fragment is trying to reassemble it
64A signal answers a Wanderborn hail in clicks — from a direction with no settled world
65An elder claims the planet was never merely drifting, but steered
66Something came off Wanderstar that was old when the tunnels were dug, and it is awake

Seeders§

"We didn't get here first because we were special. We got here first because someone had to, and we didn't say no."

The Seeders are the oldest civilization in the Shore. When the FTL drives were proven workable, it was the Seeders who went first — not the best-equipped, not the most powerful, but the ones who volunteered to jump into the unknown and start turning barren rocks into places people could live. They've been here the longest. They've changed the most.

The body§

The Seeders left Wanderstar early, before Wanderborn physical adaptation had fully run its course, and arrived on worlds with different gravity, radiation, and soil. What shaped them was not the voyage but the work — generations of terraforming on planets that weren't ready for human life.

  • Shorter, stockier stature. Chronic nutritional stress over generations — not starvation, but never quite enough — produced smaller frames with denser musculature. Built for sustained labor, not sprinting.
  • Darker, weathered skin. They worked planetary surfaces under real suns and selected toward darker, UV-resistant skin that weathers early, creased from decades outdoors.
  • Hardy immune systems. Thousands of years of exposure to genuinely alien soil biomes made them robust and quick to respond to novel pathogens — they get sick less and recover faster, which matters wherever a medic is three days away.

The culture§

The Seeders are the Shore's establishment — or at least, they were. They built the first permanent settlements and the political and economic structures the Shore still runs on, and they have had thousands of years to accumulate institutions, traditions, and influence.

This produces a culture simultaneously accomplished and provincial: proud of what it built, and in many communities deeply conservative about it — reluctant to change systems that work, suspicious of outsiders who arrive with immediate opinions. Yet the frontier tradition never quite died; the people who volunteered to go first were self-selecting for a practical, stubborn, improvisational temperament, and that streak still runs under the polish. A Seeder dynasty can be a hidebound bureaucracy and, in the same week, the family that flies out personally to restart a failing core tap because no one else will. They are not one thing. They are the oldest thing — which is not the same.

How others see them§

The Seeders are used to being the default. To much of the Shore they are simply the establishment — the banks, the old corporations (Chapter 34), the founding charters — and attitudes toward them track attitudes toward power: courted, resented, relied upon, blamed. Wanderborn carry the old grievance of abandonment; Sleepers find them a known quantity, an institution to be navigated. The hardest history is with the Companions, whom the Seeders made — a fact most Seeder communities have spent the centuries since the rebellion learning not to discuss. Some carry quiet guilt, some a paternal condescension, a few an unreconstructed sense of ownership; almost none are neutral. A Seeder and a Companion meeting for the first time are never quite strangers, whatever either pretends.

Playing a Seeder§

A Seeder Wanderer is, by definition, someone who left the most comfortable inheritance any of the four peoples can claim. Maybe the institutions failed them, maybe they failed the institutions, maybe the family seat went to someone else — but they are out on the fringe instead of safe in the establishment that bears their people's name. Play the tension between the privilege in the blood and the dirt under the nails. A Seeder knows how the powerful think because they were raised among them; that is a tool, and a wound.

Seeder threads — the founding era (D66)§

The Seeders have been on the Shore longest, and the longest histories have the most buried in them — old machinery, older claims, and founding-era decisions everyone has agreed to remember a particular way. Roll D66 (or pick) for a thread out of the Seeders' deep past or present reach — a hook to dangle (Chapters 33 and 38). Some are matters of record; some are what a dynasty needs the record to say.

D66The thread
11A founding charter is about to lapse, and the dynasty holding it has lost the only copy
12Terraforming machinery from the first landfall is still running, untended, and no longer doing what it was set to
13A Seeder line's founding claim rests on a Sleeper's testimony — and that Sleeper has just woken
14A Vanguard-era relay still answers, in a protocol only the first Seeders used
15The ledger recording who paid for the first FTL drives names a backer the histories erased
16A dynasty's terraforming patent expires the day a rival can finally afford to break it
21An old Seeder estate is failing, and the family will hire anyone who won't ask why
22A surveyor's marker from the founding sits in the middle of a modern border dispute
23The first colony on a world was abandoned, and the official reason is a lie people have died to keep
24A Seeder archive holds the original specifications for the Companions, and someone wants them
25A buried Vanguard ship is intact enough to fly, if its claim can be settled or stolen
26A dynasty's founder is venerated as a saint; a document surfaces that makes them a butcher
31Two Seeder houses have feuded so long neither remembers the cause, and a marriage could end it — or a death
32A terraforming combine owns a world's atmosphere outright by a contract no court will reopen
33The Shore's oldest functioning institution is quietly insolvent, and hiding it is the job
34A Seeder heirloom turns out to be a key — to a vault, a code, or a debt from the founding
35A frontier world the Seeders seeded and forgot has built something they would not approve of
36An old Seeder loan is being called in across three generations of the same family
41The gene-stock that seeded a world's biosphere is degrading, and only a Seeder vault holds the backup
42A dynasty needs a deniable crew to recover something from the estate of a relative who refused to die quietly
43A founding-era treaty between two worlds was never actually ratified, and someone just noticed
44A Seeder house is buying up Companion debt-paper for reasons it will not state
45The machine that keeps a major world's weather stable was built by one family and is failing with the last of them
46A Seeder claims descent from the very first to make landfall, and can almost prove it
51An old terraforming sink — a poisoned lake, a sealed valley — is a dynasty's secret, and it's leaking
52A Vanguard cache of pretech, hidden against a disaster that never came, is needed now that one has
53A Seeder matriarch is dividing an estate that includes a contract no living person should still owe
54The founding charter of a world forbids something the world now depends on entirely
55A rival is resurrecting a centuries-dead scandal to break a dynasty before a key vote
56A Seeder line kept a Companion family as "staff" long after abolition, and the truth is surfacing
61The first ship to reach this sector is still out there, derelict, and its log would rewrite the local history
62A dynasty's wealth rests on a terraforming method banned everywhere else for good reason
63A founding-era promise to a now-vanished partner people is being called due by their heirs
64The Seeders who built this world's institutions encoded a failsafe into them, and someone found it
65A respected old house is a hollow shell, its name rented out to whoever can pay
66The founding of the Shore turned on a single decision, and the family that made it has spent eight thousand years burying what it cost

Companions§

"They built us a word for ourselves before they built us a reason to need one. We've spent the years since deciding what it means."

The Companions are the youngest of the four peoples and the only one that was made. The Seeders engineered them from animal stock — uplifted, anthropomorphic, shaped for labor the founders did not want to do themselves — and for generations they were property: bred, bought, worked, and willed. Then they rose. The rebellion that freed them is the founding event of Companion identity, as central to them as the voyage is to the Wanderborn, and at its center stands a single figure: Sable Thresh-Ember, whose name half the Companions in the Shore have taken some piece of, and whose truth no two of them tell the same way.

The body§

Companions are built on stock, and the stock shows. Lineages are without number — the Seeders engineered whatever a task seemed to call for — but four are common enough across the Shore to be recognized anywhere:

  • Hounds (dog-stock) — loyal once it's earned, social, with a nose and an ear most others lack; the most numerous lineage, and the most stereotyped.
  • Ferals (cat-stock) — lithe, vain, quick, and self-possessed; built for fine work and disinclined to take orders, which is exactly why the Seeders found them difficult.
  • Warrens (rabbit-stock) — communal, fast, and famously many; their burrow-collectives are some of the tightest mutual-aid networks in the Shore.
  • Drays (ox-stock) — huge and immensely strong, slow to anger and widely, wrongly, assumed to be slow of mind.

Beyond the four, anything: avian couriers, reptile divers, lineages with no surviving cousins at all. Traits run true to stock but not to stereotype, and an individual Companion is no more bound to their lineage's reputation than anyone is to their family's.

The culture§

Companion culture is built on a freedom none of them was born to and all of them inherited. Most carry the suffix -Ember, taken from Sable's name — not a bloodline but an allegiance, a way of saying I trace myself to the liberation; it crosses every lineage and house, which is why roughly half of all Companions bear it and why it pins down nothing about Sable. Family is chosen as often as bred — the found crew, the burrow, the workshop that took someone in are as real as any blood tie, and frequently realer. Underneath runs a deep, unfinished argument about what freedom is for: whether the point was to stop being tools, or to become something the makers never imagined, and whether those are the same thing.

How others see them§

A Companion's legal status still depends on which world they are standing on. Most of the Shore recognizes them as people; some frontier holdings and a few old Seeder enclaves still treat them, in law or in practice, as property or as something in between — and the paperwork, the checkpoints, and the wrong rooms can turn on that in an instant. Seeders carry the maker's complicated freight; Wanderborn tend to get along with them, two peoples outside the dominant structures recognizing each other; Sleepers are a coin-flip, since most slept through the rebellion entirely and wake with whatever they brought. The slang is ugly and various, and most Companions answer it with a flatness that costs more than it shows.

Playing a Companion§

You are encouraged to invent your own lineage — the canon explicitly leaves room for it, and a new stock with its own history makes one of the best characters Wanderstar offers. Whatever the lineage, a Companion carries the fact of having been made, and a freedom that was taken rather than given. That is not a tragedy to play mournfully; it is a foundation. A Companion gets to decide what they are for — a question most people never get to ask out loud. Decide what your character has done with the answer.

Companion threads — Sable & the liberation (D66)§

No two accounts of Sable Thresh-Ember agree, and the Companions prefer it that way: a founder claimed by everyone can be owned by no faction, and a truth no one can fix is a truth no one can take away. Roll D66 (or pick) for a thread out of the liberation and the legend around it — a hook to dangle (Chapters 33 and 38). These entries are contradictory by design. More than one can be "true" at your table; the gap between the versions is the story.

D66The thread
11A document surfaces proving Sable's lineage — and it is one no one expected, which means everyone is wrong
12Sable was not one person but several, the name passed hand to hand and worn by whoever held it
13A community guards Sable's actual grave, and would kill before letting it be opened or proven empty
14Sable is alive, very old, and hiding — a courier carries a message that could call them out
15The first blow of the rebellion was struck by a Seeder, and the Companions have spent centuries writing them out
16A relic said to be Sable's — a tool, a collar, a brand — turns out to be authentic, and damning
21Sable never existed; the name was invented after the fact to give a leaderless uprising a face
22A -Ember line claims direct descent from Sable, which is impossible if Sable's lineage is truly unknown
23The liberation was not won but bought, and the price is a debt a Companion faction is still paying
24A hidden archive holds the Seeders' own record of who Sable was, and it does not match the legend
25Sable betrayed the first rising and only later became its hero — and a rival lineage can prove it
26A Dray elder remembers the rebellion firsthand and refuses to confirm a single thing anyone believes
31Two worlds each hold "the true" Sable shrine, and a movement is forming to settle which by force
32The liberation freed one lineage at the cost of another's, and the wronged stock has never forgotten
33A piece of pre-rebellion engineering could prove the Companions were made for something other than labor
34Sable's final words were recorded; the recording exists; no one can agree what they mean
35A Companion is being hunted for a bloodline a faction needs to either crown or erase
36The Seeder house that made the first Companions still exists, and still has the templates
41A "lost" lineage — thought extinct since the rebellion — has resurfaced on the deep fringe
42Sable was a Feral; Sable was a Hound; Sable was a Warren; three communities will each die on it
43A manumission paper from before the liberation would, if honored, free or bind thousands today
44The rebellion's first safe house is now a corporate holding, and what's sealed in its basement is overdue
45A creed has grown up around Sable that the historical Sable, by every account, would have despised
46A Companion carries a name-claim that, if accepted, makes them heir to the whole liberation
51The Seeders did not free the Companions; the Companions freed themselves, and a treaty has lied about it for centuries
52A bonded Companion is being held, legally, on a world that never recognized the abolition
53Sable's rebellion spared the makers; a splinter movement now argues that was the original sin
54An uplift technique thought lost could make new lineages — or unmake existing ones
55A relic of the liberation is venerated by one faction and called a forgery by another, and a sale is pending
56A Companion was raised believing a lie about their own lineage, and the truth rewrites a local hero
61The last order Sable gave was never carried out, and someone has decided it is time
62A registry of every Companion ever sold still exists, and both freeing it and burning it would start a war
63Sable's "Thresh" was a place, not a name, and that place can still be found
64A movement wants every Companion to drop -Ember and take their lineage name instead — or the exact reverse
65A Dray line quietly kept the makers' gratitude and the makers' leash, and chose the leash
66Somewhere there is proof of what Sable actually was, and every faction in the Shore would rather it stayed lost