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Age of the Covenant

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A World After Man, A Law Not Yet Written

The world did not end when mankind fell. It changed.

The cities still stand, in places—broken, hollow, and overgrown. Roads lead nowhere. Towers rise like bones through the canopy. The works of men endure, but the meaning of those works has begun to fade.

In their place, a new order struggles to be born.

The apes have inherited the world, but not its certainty. They remember fragments—words, laws, warnings, half-understood truths passed down from the first generation who stood beside Caesar and heard him speak. Those fragments have become something else: doctrine, custom, and belief.

They call it the Covenant.

A New Age

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This is not the world of the old stories.

The ape city of legend—ordered, rigid, unquestioned—does not yet exist. In this age, the world is wide, fractured, and uncertain. Forest and ruin stretch for thousands of miles, broken by scattered settlements, wandering bands, and the first true experiments in ape civilization.

Some seek to build. Some seek to rule. Some seek only to survive.

All must decide what the Covenant means.

The Covenant

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The Covenant is not a single text, nor a single law.

It is memory, carried forward and reshaped. It is the echo of Caesar’s will, imperfectly understood. It is a promise that apes will not become what mankind was—and a warning that they already might be.

Different peoples speak of it in different ways.

Some say it binds all thinking beings, ape and human alike. Some say it exists only for apes, and that humans stand outside it. Some say it is already broken.

Fragment of the Covenant Ape shall not enslave ape. And what is taken from man shall not be taken again in blindness.

No council agrees. No authority is final.

Yet everywhere, the Covenant is invoked.

Humans in the Age of Apes

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Mankind has not vanished.

They live still, in many forms.

Some wander the wild places, diminished and scattered. Some cling to the ruins, preserving scraps of knowledge no ape fully understands. Some live among ape societies—servants, laborers, dependents, or something more ambiguous.

They are remembered as creators, destroyers, and warnings.

They are pitied. They are feared. They are used.

And in some places, they are listened to.

A World of Many Peoples

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The apes are not one people.

Chimpanzees, gorillas, and orangutans walk the same roads, but not always with the same purpose. Each brings different strengths, different traditions, and different visions of what the future should be.

In some lands, they build together. In others, they compete. In still others, they make war.

Biology is not destiny—but it is never irrelevant.

What This Setting Is About

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Age of the Covenant is a setting about beginnings.

It is about the first attempts to build something lasting in the shadow of a fallen world. It is about law before it hardens into tyranny, and belief before it calcifies into dogma.

It is about uneasy alliances, shifting meanings, and the quiet question that haunts every settlement and every road:

What will this new world become?

Enter the Age

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In this world, player characters are not merely survivors.

They are scouts, envoys, lawkeepers, wanderers, and witnesses. They travel between settlements, carry messages and meanings, uncover lost knowledge, and shape how the Covenant is understood—whether they intend to or not.

They stand at the edge of something larger than themselves.

Not the end of the world.

The beginning of another.

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