The Historian
The Historian is the worldgen system that gives every pawn a past. Before the game starts, it writes each crew member, cop, and rival a backstory. That backstory seeds their traits and can plant the relationships, feuds, debts, and secrets that make later drama feel earned rather than random.
The world has history before you ever touch it. Nothing in it starts as a blank slate.
Where it fits
WORLDGEN (once, at game start)
|
v
HISTORIAN writes a backstory per pawn
| seeds trait values
| plants relationships / feuds / debts / secrets
v
TRAITS start at story-consistent values ----> GOAP and DRAMA play out from thereThe Historian runs once, at the start. After that, the living systems take over: traits shift from behavior, the Director applies pressure, and drama fires from thresholds. The Historian is the initial condition, not an ongoing engine.
NOTE
A living, dynamic Historian that keeps writing history as the game runs (recording new feuds, debts, and turning points onto pawns over time, not just at worldgen) is under research. Today the Historian runs once at the start; the ongoing version is a direction we are exploring, not a shipped feature.
Legends
Backstories are built from Legends: reusable, data-defined life-story patterns. A Legend is a template like "grew up in the trade," "ex-police," "burned by a former partner," or "owes a dangerous debt." Each Legend knows how to stamp its consequences onto a pawn.
| A Legend can | Example result |
|---|---|
| Seed traits | A violent upbringing starts Aggression and Ruthlessness high. |
| Plant a relationship | Two pawns share a history, so one betrayal has a target. |
| Plant a grudge or debt | A pawn starts already owing someone, or already hating a rival. |
| Plant a secret | A pawn starts secretly connected to the police or a rival. |
| Force placement | Guarantee a specific backstory exists in the world for a scenario. |
Legends are built from a small set of reusable effect patterns, so new backstories are mostly data, not new code. This keeps the library growing without growing the engine.
Grounding: making motives legible
When the Historian plants something consequential (a feud, a betrayal motive), it also writes a matching entry on the pawn's visible timeline. This is called grounding.
The point: when a crew member later turns on you, you can open their life story and see the reason was there all along, not a dice roll. A planted motive without a visible cause would read as random. Grounding makes the drama legible after the fact, which is the whole appeal of a generated history.
TIP
This is also the gameplay hook behind buying intelligence. The information is really there in a pawn's generated past. Paying to read it is how you see a betrayal coming.
The deeper fact system (optional)
There is a deeper layer that can bind facts across pawns into larger connected histories. It is off by default because it is powerful enough to make worlds dense and interconnected in ways that need careful tuning. The base game ships with the readable Legend layer on and the heavier fact binding reserved for scenarios and future work.
For modders
The Historian is content-driven: new Legends and backstory patterns are added as data. A full authoring guide lives in the modding section. See Entities & Identities for how a pawn's identity is assembled, and how to give an entity type its own backstory pool.
Related
- What a backstory seeds: Traits
- What those seeds turn into: Drama, Betrayal
- Assembling pawn identities in a mod: Entities & Identities