Warman Family
Before the Fall, weapons existed that killed billions. The Warman family exists to make sure nothing like them ever surfaces again.
They are the Watch of the Bone Chapel's corrective force, deployed against true weapons of mass destruction, whether biological or mechanical. When the family identifies a threat, they scour the area completely, eliminating the weapon, its creators, and every scrap of documentation. Then comes the harder work: disinformation campaigns designed to ensure that no whisper of the weapon or the event survives. By the time the Warmans are finished, the threat never existed. Nobody remembers it. Nobody discusses it.
Their scope extends beyond conventional armaments. Robots, sentient Mortis Amaranthine entities, directed-energy weapons, functioning computers; anything that breaks the expected parameters of the wasteland falls under their mandate. The family draws members with ties to the Church of Darwin and the more extreme edges of the Fallow Hopes, people who understand how the natural order is supposed to function and recognize immediately when something violates it. They dress in browns with touches of red cloth and carry themselves like people perpetually suited for war.
Initiation spans years. Recruits study how the world works and interacts in balance, becoming sages of both libraries and lived experience. When ready, they join full members on a live mission to observe, destroy, and correct the natural order. Afterward, the new initiate participates in a solemn ritual of drinking, smoking, and other dulling activities. Not celebration. Absorption. The weight of what they just had to do needs somewhere to settle.
They are the Watch of the Bone Chapel's corrective force, deployed against true weapons of mass destruction, whether biological or mechanical. When the family identifies a threat, they scour the area completely, eliminating the weapon, its creators, and every scrap of documentation. Then comes the harder work: disinformation campaigns designed to ensure that no whisper of the weapon or the event survives. By the time the Warmans are finished, the threat never existed. Nobody remembers it. Nobody discusses it.
Their scope extends beyond conventional armaments. Robots, sentient Mortis Amaranthine entities, directed-energy weapons, functioning computers; anything that breaks the expected parameters of the wasteland falls under their mandate. The family draws members with ties to the Church of Darwin and the more extreme edges of the Fallow Hopes, people who understand how the natural order is supposed to function and recognize immediately when something violates it. They dress in browns with touches of red cloth and carry themselves like people perpetually suited for war.
Initiation spans years. Recruits study how the world works and interacts in balance, becoming sages of both libraries and lived experience. When ready, they join full members on a live mission to observe, destroy, and correct the natural order. Afterward, the new initiate participates in a solemn ritual of drinking, smoking, and other dulling activities. Not celebration. Absorption. The weight of what they just had to do needs somewhere to settle.
Structure
The Warman Family draws members with ties to the Church of Darwin and the Fallow Hopes. Members dress in browns with touches of red cloth and maintain an eclectic appearance always suited for war. Initiates spend years in both studied and applied education, learning how the world works and interacts in balance. They become sages of libraries and of lived experience before joining full members on their first mission.
Public Agenda
Destroy weapons of mass destruction and ensure that no technology capable of ending the world a second time survives. The Warmans erase all evidence of what they eliminate, including the memory that it ever existed.
History
The Warman Family formed within the Watch of the Bone Chapel around a singular purpose: the destruction of weapons of mass destruction. Before the Fall, weapons existed that killed thousands, millions, billions. Those weapons created the world the Strains now inhabit. The Warmans exist to ensure that nothing of that scale ever threatens civilization again.
Their work extends beyond conventional weapons. The family responds to genre-breaking threats: robots, sentient Mortis Amaranthine entities, directed-energy weapons, computers, and similar anomalies that should not exist in the post-Fall world. After eliminating the threat, the Warmans conduct disinformation campaigns to ensure no whisper of the weapon or what happened survives. The world forgets because the Warmans make it forget. After each mission, the family gathers for a solemn ritual of drinking, smoking, and dulling to absorb the weight of what they had to do.
Their work extends beyond conventional weapons. The family responds to genre-breaking threats: robots, sentient Mortis Amaranthine entities, directed-energy weapons, computers, and similar anomalies that should not exist in the post-Fall world. After eliminating the threat, the Warmans conduct disinformation campaigns to ensure no whisper of the weapon or what happened survives. The world forgets because the Warmans make it forget. After each mission, the family gathers for a solemn ritual of drinking, smoking, and dulling to absorb the weight of what they had to do.
Weapon destroyers and disinformation specialists who erase threats that should not exist from history itself.
