The massive asteroid scrap-station known as the Elysium is home to a group of humans known as Elysians. They pride themselves on their cleverness and cunning, and live by one law alone: “To Hold is to Own”. Regarded by many as thieves and criminals not to be trusted, the Elysians have made strides in recent years and are slowly becoming known for their advances in medical research and their hard stance against the forces of Entropy.
The Fall of the Celestial Ascendancy left many ships drifting aimlessly through space. In some cases, out of a desperate will to survive, the inhabitants of these ships managed to teach themselves how to operate the vessels that were previously operated entirely by machines. In the Bard System, these fortunate survivors banded together with others who shared their fate. As resources grew scarce, the first Syndicates formed out of the chaos.
In 169NA, a massive abandoned asteroid space station (later revealed to be the lost Aesir world-ship Elysian Fields) was found adrift in the Bard System. It was claimed by the Syndicates and christened the “Elysium”. Those who came to live there became known as Elysians, a people unified in their embrace of The One Law: “To Hold is to Own.”
Unbeknownst to the majority of the settlers of the Elysium, there was a darkness at the heart of the station which would taint the lives of Elysians for generations. In 213NA the most powerful of the Elysian Syndicates, Caduceus, was revealed to have ties to an Entropic Entity known as The Wurm. The Wurm had used Caduceus to cultivate a Host through which it might incarnate, and from which it could better control and manipulate the actions of those who lived on the Elysium. Seeking to crush Caduceus, an invading force discovered the Host and destroyed it, unseating Caduceus and breaking the power the Wurm held over the Elysium.
It was soon found that the Host’s roots had twisted their way throughout the Elysium on a fundamental, physical level. With its death these roots crumbled, and the station began to destabilize. The situation deteriorated further when combat outside the station and riots among the Elysian population within caused irreparable damage to the already-weakened station. Two Elysians sacrificed themselves, merging with the Elysium in order to fortify the superstructure and save the inhabitants.
With the fall of Caduceus the power of the Syndicates began to wane, and the dregs who lived in the vents and less hospitable sections of the station now found they finally had a voice. A ruling council was formed and a somewhat limited form of democracy took hold. The Syndicates still took advantage where they might, but they were no longer the all-powerful and allconsuming superpowers they had been.
In the wake of all this turmoil, three more major shifts occurred within the Elysium. First, the Elysians began to look beyond the borders of the Bard System. With newly acquired FTL drives they ventured out, building stations in the outer reaches of many neighboring systems. Second, they became known for medicine and medical research, thanks in part to the lifting of certain restrictions following Caduceus’ departure. Third, Elysians became fierce opponents of the forces of Entropy – in particular the Wurm, who had held their people in thrall for decades. They spread their knowledge to other cultures in the new systems they inhabited, teaching others about their enemy, and how it may be fought.
The Elysians of today are a powerful people, strengthened by hardship and prepared to venture out and face the unknown.
Above all you abide by one law: To Hold is to Own. You recognize that in most cultures, this makes you a thief, but you see no issue in that. On the Elysium, thievery is both a means by which you survive, and a spiritual act. This is the system you’ve grown up with. Only the clever thrive on the Elysium. You’ve cultivated your skills accordingly, and you are always focused on working your way up the societal ladder.
Though their power is greatly diminished, the Syndicates still hold sway over much of the Elysium. It is likely you still remember the days when they were the only power of any note on the station. Perhaps you had aspirations to one day be a Syndicate Head. Perhaps you still do.
You have a strong bias against Entropic Entities – in particular, the Wurm.
Your scarf/vest are part of your identity which no Elysian would steal from you. If an Elysian were ever to lose these items, you would feel obligated to aid in their recovery.
Dregs are the lowest of the low. They live on stale recycled air in the worst sections of the Elysium, and are always scraping to get by. Their continued survival is achieved through a combination of skill and luck. Pilgrims are ambassadors of the One Law “To Hold is to Own”. They have traveled beyond the walls of the Elysium to search for treasures to bring back to their people. By tradition, all Elysians are required to go on Pilgrimage; most return, but some choose to remain Pilgrims and seek their fortune in other lands. Syndicate Members are part of the institution. Some are born to the role, others earn their way inside. Players beginning as Syndicate Members start at the bottom rung of the ladder, but that just leaves room to climb. Watch out on your way up; those you knock off the ladder may be right behind you tomorrow.
All Humans gain +1 Tether at Character Creation.
All Elysians start with +2 Stamina.