Cryptic Alliances are the many cults and ideological groups featured in the various editions of Gamma World. The first edition listed examples, but it suggested that referees should change what was listed, and even makeup their own groups.
Core Cryptic Alliances[]
The following are from the various core rulebooks.
Archivists (Servants of the Eye)[]
This group is generally made up of various small humanoids who believe that all artifacts are sacred. These they store away in deep caves, where the artifacts are polished and worshiped. The members usually possess strong attack and defense mutations and will not appear in groups of less than 10. They will seek to buy items that they consider valuable, but are not above stealing if the price is too high. They especially like robots, which they deactivate and mount as statues of gods to protect their underground temples.
Traditional members believe that machines are possessed by evil spirits and seek to deactivate them by any means possible, then taken them to their temple. Reformed members believe that machines are the psychical manifestation of gods and only take those no being used or ceased to function.
Their symbol is an eye in a triangle (eye of providence), which they carry as jewelry, but out of view.
This group appears in all editions of Gamma World.
Brotherhood of Thought (The Brotherhood)[]
This group was founded by a biochemist (known only as Ashinin) who survived the holocaust and was amazed to find that non-human mutations often had brains of a quality equal to or greater than humans. He gathered a small group of followers, and their goals were to unify all intelligent creatures in a world of enlightened coexistence and freedom of choice (noble old thoughts!). They have some ties with other cryptic alliances, such as the Seekers, and oppose the aims of both the Purists and the Friends of Entropy. The Brotherhood of Thought may be found in forests, mountains, and hills, usually in tiny villages. They maintain a very low profile, traveling in groups of three - one pure human, one humanoid, and one intelligent mutant animal or plant, to better spread the word of their cause. In dangerous or populated areas, they use a secret sign to contact each other. This sign is a tracing of the infinity symbol across the forehead as though casually brushing hair.
Traditional members will use violance to stop violence, but only as a last resort, while Reformed members will avoid violence even at the cost of their own lives.
Later on they are noted for being pacifists and very liberal with how they live. This group appears in all editions of Gamma World.
The Created (Machineists)[]
This is a special cult, open only to androids. Its members believe that only machine-created “life”, such as computers, cyborgs, robots, and androids are worthy of continued survival. Of course they believe that androids should be the ruling class, even in the world of machines. Androids often pass as humans in human and humanoid societies, subverting their efforts and stealing technological devices for the “Created.”
Traditional members believe that natural life are inferior but should not be activity harmed or destroyed. Reformed members see natural life as a threat to their superiority, and activity plot their destruction.
They identify themselves with a clenched fist, raised shoulder high. Members usually assume that any machine or android is also a member, or at least agrees with their goals. Because Gamma World did not have playable androids and robots until later editions, they were off-limits to PCs.
This group appears in all editions of Gamma World.
Followers of the Voice (Programmers)[]
These are beings of all types who worship computers, believing that machines created the world and can again restore peace and order. They are always encountered near installations that have computers whose logic circuits agree, at least in part, with their philosophies. In some instances, the large computers, such as the think tank, have taken over their followers, and rule with dictatorial powers. Roving bands of the Followers of the Voice are occasionally encountered as they roam vast areas in search of computers and similar machinery to use as “shrines” for their strange religious rituals.
Traditional members will take the computer's communications as absolute truth, while Reformed members believe that the communications are intentionally cryptic to test the skills of the followers.
Their "holy symbols" usually take many forms, as they are usually made up of different, unrelated sects. This group appears in all editions of Gamma World.
Star Trek is the best example of this type of cult, as the Enterprise encounter them quite often (Kirk was well known for taking down even the most powerful supercomputer with a "logic bomb" — it was any wander he could even order a cup of coffee without crashing the ship's computer).
Friends of Entropy (Red Death)[]
Calling themselves the “Red Death,” their goal is to bring about the extinction of all life and the cessation of all mechanical operations. They are especially interested in destroying all equipment of robotic nature. Theirs is a nomadic society (since nobody wants them around), and they travel in small groups, spying out populated areas to raid or attack. Whenever possible, they steal babies of both humans and mutants and bring them up as the next generation of the “Red Death”. Their secret signal consists of the cleaning of the blade of a dagger with a red cloth, followed by thrusting the dagger through that cloth.
They are based on the "Thuggee cults" from India (or at least western depictions of them; see Indiana Jones and the Temple of Doom). In later editions, they became restricted to NPCs due to the fact that they would kill the party in their sleep! This group appears in all editions of Gamma World save for 4th, although in the book Cryptic Alliances & Unknown Enemies, they are called The Entropic Brotherhood.
Healers (The White Hand)[]
This is a quasi-monastic order, founded by a medical technician during the Shadow Years (the time leading up to the apocalypse). They wander continually, caring for the sick and wounded without regard for race, creed, or biological origins. The membership is both human and mutated and all have a mysterious ability to approach and befriend non-intelligent creatures. They use many medical devices of the Ancients, as well as any number of natural herbs and medicines. Healers are so respected by all (except the "Red Death"), that they are rarely attacked, even by the most bloodthirsty creatures.
Traditional members will help any creature, sentient or not, risking life and limb to do so. Reformed members will demand payment for their services, unless they are feeling charitable, and will occasionally help nonsentient creatures.
Their symbol is a white coat, the caduceus (☤), with outstretched hands. Traditionalists are pacifists, who go out of their way to render medical treatment, while Reformist Healers demand payment for their services - only doing occasional charity work.
This group appears in all editions of Gamma World.
The Iron Society (Mutationists)[]
This is a group of human mutants bent on the destruction of all non-mutated Pure Humans. Its groups are scattered about the world, especially near radiated areas. The Iron Society is very powerful in battle because its members use both mutated powers and ancient weapons of all sorts. They obviously will not mingle with humans, but can be found in societies of other mutants.
Traditional members seek the destruction of all Pure Strain Humans, while Reformed members only hate the Knights of Genetic Purity and will work with "lesser beings" for common objectives.
They might be hateful of pure humans, or just see them as pathetic and inferior, but most are hateful. Their symbol is a hammer in a circle, usually minted on a coin.
Knights of Genetic Purity (Purists)[]
“Purists” are Pure Humans who wish to destroy all mutated humans. Unaccountably (or fortunately), they do not realize that animal and vegetable mutants are not “pure” either. “Purists” usually fight with sword and lance, on any available mount. A large number of them also have ancient energy weapons. They are very open about their hatred and wear a bright red square, printed, painted, or emblazoned in some way on the fronts of their garments or armor. Large groups of “Purists” have been known to hire out as mercenaries — as long as the job involves the slaughter of humanoid mutants. Their symbol is an unbalanced scale on a red field.
Traditional members seek the destruction of all mutated Humans, while Reformed members see them as "too weak to survive long" and would rather enslave them.
In later editions they became exclusively an NPC-only organization due to their racial hated of humanoid mutants, and were "specifically designed to be the nemesis of the player characters." This was mostly due to the politics of TSR that reinforced the notion that players should avoid playing villains — that and they would kill any PC that happened to be a "mutie". This group appears in all editions of Gamma World.
The Knights of Genetic Purity (also called "The Genites") were seen on TV sci-fi show Andromeda.
Radioactivists[]
These are worshipers of a radiation god which they reverently call the “Radiant Divine Glory”. These cultists are those with high radiation resistance and many are mutated, as initiation requires that they spend a week in a radioactive area. Radioactivists are often seen traveling the desolate areas of the world, searching for new “holy lands”.
Traditional members seek to build shrines and someday go public with their creed. Reformed members on the other hand are more radical, and want to plunge the world in radioactive fallout.
Their symbol is the radiation hazard symbol. Traditionalists seek out holy sites (highly radioactive areas), while extremists want to bath the world in radiation, believing that only the worthy will survive the fallout.
This group appears in all editions of Gamma World, although in the book Cryptic Alliances & Unknown Enemies, they are called Order of the Searing Light.
The Ranks of the Fit (Bonapartists)[]
This is a military-religious order, bent on controlling the world. Any means to this end is acceptable. It was founded by an enormous mutated bear, who wrote the organization's guidelines after reading certain history books, and possibly Mein Kampf, Animal Farm, and several biographies of Napoleon Bonaparte. All forms of life may join, but only mutated intelligent animals may hold positions of power. Seeking to establish a form of Code Napoleon throughout the world, The Ranks of the Fit have brought large groups of people and several cities under their well organized military fist. Although their armies are equipped mostly with crossbows and spears, no independent corps is allowed to operate without some very heavy weapons of the past, and the members will fight to obtain more. Their banner is the French Tricolor (blue, white and red) with a gammadion (swastika with shorter outer bars) superimposed.
Traditionalists hate humanity and seek their subjugation. They plot to rule though military dictatorship, with mammals having priority in the government. Reformists seek a government where the the civilians and the military are equal, with animals in charge.
This group appears in all editions of Gamma World.
Restorationists[]
These are a group of primarily human and humanoid mutants who have recovered large amounts of information about the past and are seeking to rebuild the lost civilization. Restorationists are usually armed with weapons from the past and frequently have robotic units working with them. They shun the other moderate cryptic alliances and work single-mindedly towards their goal. Their symbol is a rising sun over the ocean.
Traditionalists seek to dominate an area to restore it, and will use ancient technology to control the populous. Reformist will find more peaceful means to restore an area, even forming treaties with the Seekers or the Knights of Genetic Purity.
This group appears in all editions of Gamma World.
Seekers (New Dawn)[]
The Seekers are a group of humans and mutants that all appear completely human. They travel and work in large populated areas, trying to get humans and mutants of all types to work together. They consider mutated animals to be inferior, but don't press the issue, and sometimes even accept their help. They are filled with an all-consuming hatred of the technology that brought about the destruction of civilization and seek to eradicate all traces of It from the face of the earth. They can be found among other human factions, or by themselves. The membership is usually very rich, in terms of the local means of exchange (they do not hate domars). Their secret sign consists of scanning the horizon using both hands to shade the eyes.
Traditionalists maintain ling, detailed lists of technology deemed forbidden. Reformed members have their own method that amounts to anything that runs on electricity is deemed taboo.
They are generally portrayed as being Amish-like, but with baseball caps. In later editions they became more open, even displaying their symbol — wheat stalk against an oval — on their buildings. They also became restricted to player characters due to their inability to use technology. This was a major oversight, as such a limitation could make for an interesting character hook. This group appears in all editions of Gamma World and formed a number of splinter groups:
Peace Brigade[]
This group splintered off the Restorationists. They actively seek remote, primitive communities, so they can build fortifications, train troops, and improve their standard of living. Even if the community cannot be persuaded to cooperate, the Peace Brigade will impose the urban development by force. Their core believe is that strong defense makes a community better, but they overlook that thick walls tend to isolate the community from the rest of the world.
Traditional members believe in incrementalism, building trust and bringing about change over time. Reform members take extreme steps in what they think is best for a community.
Their symbol is a crossed shovel and sword set on a blue field, which they post on the walls they establish.
This group first appears in 4th edition Gamma world and reappears in the 6th edition book Cryptic Alliances & Unknown Enemies.
Steel Foes[]
They are a violent, radical offshoot of the Seekers. They believed it was not enough to shun machines, they must actively destroy them as well. When the mainstream Seekers rejected them, the splinter faction banded together and abandoned its community roots to become wandering marauders. They make little, stealing what they need, and use beasts of burden and captured slaves to overcome obstacles.
Steel Foes believe machines, especially intelligent machines, were the downfall of human civilization, and must be destroyed entirely. Bands of Steel Foes seek to demolish all advanced technology, and liberate or destroy its users. Like the Seekers, they use a definition of “intuitive function” to distinguish between acceptable tools and forbidden machines. Steel Foes also hate progress, and feel justified in destroying any facility dedicated to research, invention or progress, even if it does not yet violate their acceptable level of technology.
This groups only appears in Cryptic Alliances & Unknown Enemies.
Zoopremisists (Animal Liberation Front)[]
This group consists of non-humanoid, thinking mutant animals, who believe that the time has come for the “beasts” to rule the world. They have a secret police of highly trained, dangerous mutants that terrorize any who oppose them. Fortunately, Zoopremisists attract only a lunatic fringe of the thinking mutant animals, and their power is not yet very great. They can be found secreted in any large mass of mutants. Their agents are all telepathic and signal each other in that manner.
In later editions, right-wing Zoopremisists are militants, while left-wing Zoopremisists are outright terrorists!
This group appears in all editions of Gamma World.
Cryptic Alliances from 6th Edition[]
The following were introduced in the 6th edition Gamemasters Guide and Cryptic Alliances & Unknown Enemies:
Breeders[]
This group believes in driving up population numbers, even if the local ecology cant support it. They will use any method to achieve this, including providing food and medicine laced with fertility drugs, and will provide food and medicine to anyone who needs it. Their understanding of medicine is second only to the Healers.
Cyclers[]
This alliance has no formal organization, central leadership and are open (and honest) about who they are. They believe in improving themselves and do not help others unless it is in service of self-improving.
Elfivers[]
Elfivers are a loose society of engineers, scientists and explorers who spread across the Gamma World, seeking to encourage powered flight and (where possible) space travel.
Follower of the Way[]
This is made up of Shamans who believe nature spirits. They see the technology of the Old World to be taboo and use primitive tools.
Incarnites[]
A small but devout religious group who are firm believers that everything in the world — every object, idea, place, time and creature — has a spirit associated with it, and the only path to happiness is to live in harmony with all these spirits.
Ruin Raiders[]
This group are adventures who make their living exploring ruins.
Society for Free Trade[]
Founded by a scavenger by the names of Recscoh who came upon ancient money. This group believes that to unify communities, people should forgo barter for pure capitalism.
Trioncons (Skalds)[]
They are a small but widely spread group of mailman monks who seek to establish safe and regular lines of communication among all communities of the Gamma Age. They believe the commandment of many religions to “spread the word” is not a specific call to preach one philosophy, but a general instruction to spread the ability to communicate. To this end, they carry written mail, teach literacy, built wired communications and, where possible, establish radio networks.
This was clearly inspired by the 1997 movie The Postman.
Cryptic Alliances from Dragon Magazine[]
New Brotherhoods[]
The following are from issue 93:
Friends of Justice (Crusaders)[]
This loosely-structured, mutant organization was started when a group of beings began to imitate the habits and beliefs of certain costumed heroes they saw in ancient comic books and movies. The Friends of Justice groups may be joined only by those beings with "superpowers," physical and mental mutations of great power. Local Crusader groups are devoted to defending the major city nearest them and take considerable pride in their home towns. The Friends are constantly on the go, seeking out and destroying everything that they consider to be "evil" or a threat to their home city. Needless to say, this sometimes includes other Cryptic Alliances. They have no secret sign, with each being in a clan has its own individual uniform. They can be found near certain major post-holocaust cities across America and Canada, particularly on east and west coasts.
Mental Warriors (Brainlords)[]
The Mental Warriors believe that thought is the ultimate power and that the creatures of the Earth will someday move out of their fleshy prisons and become beings of pure mental energy. To bring this day closer, they often organize raids against concentrations of "stupid" creatures (those generally having average or less intelligence). Of course, the Brainlords will use mental attacks frequently during these raids. Their secret sign is a pentagram tattooed on palm, hoof, wingtip, etc. They operate across Northeast America.
Searchers[]
The Apocalypse was the group responsible for the destruction of most of the civilized world. Before the Black Years, numerous search teams were assembled to find the secret Apocalypse base (thought to be somewhere on the North American continent) before the final blow was dealt to mankind. Obviously, the teams failed in their mission, but they never stopped looking. With the arrival of the Black Years, the exact reasons for finding the base either were lost or became moot. The descendants of the teams members, the Searchers, continue the quest as the basis for their secret cult. Pooling the knowledge from the original groups, which often worked at cross purposes, the Searchers hope to find the Apocalypse Base, which they now think of as a sort of "holy place." Searchers are neither hostile toward nor overly concerned about outsiders, unless these stand in the way of their quest. Their secret sign are two eyes tattooed on forearm. They can be found scattered about America.
Spoilsports[]
More than 400 years ago, during a conflict between the ancient nations of the United States and Soviet Union, the "Spoilsport Computer" was constructed and hidden in an isolated area of Arizona. Its purpose was to train and advise teams of soldiers who would defend the American people on their own turf should the country be directly invaded. They were taught to fight in "dirty" and cruel guerilla tactics, thus earning soldiers the nickname "Spoilsports." After the East-West conflict ended, the Spoilsport Computer lay dormant for nearly half a millennium, until a group of Programmers happened upon it and reactivated it. By following its orders, they became the new Spoilsports. Unfortunately, damage to the computer's memory erased its recollection of who the enemy was, so different clans have different opinions on whom they should be fighting. Their secret sign is a pistol or knife carried in ankle holster on right foreleg. They can be found in Southwest America.
Voyagers (Spacefarers)[]
This group believes that life on Earth is dying out and will soon disappear. Accordingly, the only hope of survival lies with the few starships that are in solar and planetary orbit and that survived the Social Wars. When a clan of Voyagers discovers a working starship, they study it until they feel that they can successfully pilot it, then leave Earth, never to return. Only two Voyager clans have ever actually left Earth, and neither was ever heard from again. While these two clans are praised and revered by other Spacefarers, their success in reaching another habitable world is doubted by those knowledgeable in such areas; the Warden disaster is often cited as evidence of the dangers of interstellar travel. Their secret sign is humming the tune of a specific ancient song (i.e. 'Twinkle, Twinkle, Little Star'). They are generally near locations of old spaceports, such as Florida, Texas, California, Missouri, Illinois, New York, and other areas.
Politics Amid the Rubble[]
The following are from issue 119:
Army of the Deep (The Trident)[]
Created by members of several ocean-dwelling mutant races and a tribe of sea-going humans, the Army of the Deep has grown from a minor alliance of pirates to a force with almost complete control of large portions of the eastern coastal waters. Many tribes and a few of the weaker nations in this region pay tribute to the Trident's soldiers. For the moment, their area of operations and a relatively low membership have kept them from becoming a threat to the mainland, but even now they are working to consolidate their power over the ocean. Should they succeed, there is little doubt that they will then turn their attention to the continental interior. Already, the sign of the Trident is seen to have ominous implications by leaders of major alliances such as the Ranks of Fit, Red Death, and Purists.
The Army's success lies in its three-pronged approach to ocean warfare: dominance above, on, and below the water (hence their symbol, the trident). The Trident is commanded by three generals called Triarchs, each of whom oversees operations in one of the three branches (air, surface, and submarine). There is a degree of overlap in their authority, and all three cooperate closely when the Army is engaged in missions on the mainland.
The Trident possesses a vast store of Ancient technology recovered from several intact undersea bases it has occupied (at least three to date), as well as salvage from now-submerged cities along the coast. It's arsenal of military hardware includes several submersibles, a number of air/sea fighter-craft, a few hundred marine battlesuits, and an extensive range of personal weaponry. However, it is debatable how much of this collection its soldiers truly understand how to operate, let alone maintain. Nevertheless, their success so far is unquestionable. Whether or not it will continue to be successful remains to be seen.
Their sign is a trident is tattooed somewhere on the body. A trident on a field of red is displayed on uniforms, flags, and various vehicles. They can be found along the east coast of America with bases on islands, the mainland, and beneath the ocean's surface.
Knights of Avalon (Defenders)[]
The Knights of Avalon were established about a hundred years after the start of the Black Years by a few idealistic individuals who were inspired by the image of chivalry as portrayed in old heroic epics and fantasy entertainments. The Knights are organized into two "orders" by their respective duties and abilities. The Order of the Lance is the Defenders' combat arm, consisting of many strong human and physically mutated warriors. The Order of the Scroll handles all administrative and support functions, as well as providing the Lance with skilled mental mutants for various operations. The Scroll is composed of scholarly humans, humanoids, and other beings. The entire organization is overseen by a council of seven members, consisting of those deemed to be the best from both orders.
The Defenders are dedicated to upholding their code, which includes protection of the defenseless, preservation of order, and the destruction of evil. They can often be found allied with such groups as the Brotherhood of Thought, Healers, Restorationists, Friends of Justice, and the Sisterhood of the Sword. Most other alliances are viewed as "evil," and the Knights of Avalon stand ever prepared to thwart their vile schemes, especially those of the Red Death and the Brainlords. A special enmity is held for the Knights of Genetic Purity, whom the Defenders view as a gross corruption of their basic ideals. Defenders go out of their way to utterly destroy any Purists they may find. The Knights of Avalon commonly use medieval weapons, usually swords and lances. They wear armor and can fight very well even when mounted (most often on a Brutorz or Podog). There is a 50% chance that any Knight has a minor device of the Ancients in his possession. Members of the Order of the Scroll are lightly armed and armored, usually having a short sword or dagger with leather or normal clothing.
Their sign is a white unicorn on a field of green, emblazoned on shields, armor, and clothing. They can be found across Northeastern America.
Road Clans (Wild Riders)[]
At the time the Shadow Years fell upon the world, a sizable percentage of the North American continent was covered by a network of duralloy highways. Although the following upheavals destroyed most of the population centers, the roads endured. In the Dark Years that followed, some bands of refugees decided that the best way to survive was to stay mobile. Thus were the nomadic clans born.
Each tribe or clan has customs peculiar to itself, but all share certain common characteristics. The most basic unit of road clan society is a single mounted warrior, found with or without a mate. To be recognized as a warrior (and thus as a mature adult), one must have some sort of mount. The better the mount, the higher the warrior's status within the clan (for example, the lowest ranks might ride podogs, higher ones have brutorz, and the elite possess functioning Ancient ground or hoverbikes). The quest for a mount is often a part of a road clan's rites of passage. Larger families, old people, young children, and all supplies are transported in either brutorz- or rakoxen-drawn wagons, or (if the clan is particularly rich or lucky) in functioning, often revamped, Ancient trucks. The largest such vehicle is usually the property of the clan chieftain, as are any other functioning Ancient craft.
A clan has livestock with it as well, and members often forage for local plants and wild game, sometimes making the clan a double threat in times of famine or drought. The clans trade with local villagers or farmers for food. However, no clan is above an occasional raid on a village or caravan for various goods (especially if said parties tried to cheat the clans at an earlier time), though few will do so on a regular basis. Fighting between clans is not unknown but is rare, with clans observing mutual courtesies when they meet. They are commonly armed with spears, javelins, swords, and crossbows. Little armor is worn other than heavy furs or leather.
Individual clans have their own signs that are worn by members as tattooed, war-painted, or sewn-on designs. They are found scattered across North America, most often along old duralloy roads and highways.
This group appears in Cryptic Alliances & Unknown Enemies renamed Gears.
This is Cryptic Alliance was clearly based on the Mad Max franchise.
Sisterhood of the Sword (The Sisterhood)[]
The Sisterhood of the Sword believes that the Shadow Years and the fall of mankind were brought about by violent, male-dominated governments, and only females are suited to lead the way back to civilization by assuming all defensive and leadership positions. Despite these views, the followers of the Sisterhood do not, with the exception of a few splinter groups, force their views upon others, preferring to gain converts from example and other, gentler means of persuasion. Their bases are test sites for their doctrine, with regular reports to the Sisterhoods main base. The Sisterhood is on good terms with the Brotherhood of Thought, the Healers, the Friends of Justice, and the Knights of Avalon. Their own beliefs, however, often put them at cross-purposes with the Followers of the Voice, Restorationists, the Created, the Iron Society, the Ranks of Fit, and Zoopremists.
The Sisterhood is well equipped to medieval standards but is always eager to gain functioning Ancient technology. The "Sisters" are most often armed with swords, spears, and crossbows. They prefer chain mail armor and usually have some sort of riding mount. The warrior elite are usually known as Amazons, Valkyries, Black Widows, or similar terms.
Their secret sign is an ancient symbol for womanhood, with a dagger and crosspiece as the tail, emblazoned on shields, banners, armor, and clothing. They operate at the east coast of America.
This group appears in Cryptic Alliances & Unknown Enemies renamed Viragos.
Those Who Wait (Listeners)[]
As humanity expanded into space during the time before the Social Wars, one of the ongoing concerns was the search for intelligent alien life (such as the few Luntarian survivors found on Mars). For years, scientists had been monitoring interstellar radio wavelengths with no conclusive evidence of such life. It is believed that some aliens were encountered, but little is now known about such contact. As international tensions increased, the resources for these projects were channeled into military applications; the great radio telescopes were closed down "for the duration," never to reopen. While the search was going on, speculation ran high about what forms alien life might be (if it existed at all). Eventually, a small fringe group arose which believed that the aliens would be benevolent, omnipotent beings who would teach mankind to overcome its self-destructive urges and create a golden age on Earth. After the Apocalypse struck, a small group of survivors adopted this viewpoint to ease the trauma of the holocaust they had just experienced. The only reason we did not find them [the aliens] was because we had become too proud, their leaders reasoned. "Now we have humbled ourselves in our mad quest for power. Our world lays shattered about us, beyond our ability to repair. But fear not! Since we have lost our arrogance, we are now worthy of aid from our friends beyond the stars. All we need do is make the proper supplications and they shall come to help us fulfill our glorious destiny!"
And so began the Great Vigil of Those Who Wait. An active campaign to restore the old radio telescopes began, that the faithful might send their pleas to the aliens and receive their reply, and it continues to this day. Bands of Listeners may be found almost anywhere, either searching for components to restore the "holy receivers" or on pilgrimage to such sites. The cult has already completed a few of these projects and now operate and maintain their antenna-shrines, beaming their impassioned call to anyone in the universe willing to listen, and waiting for the day an answer arrives and ends their vigil.
The affairs of this world mean little to the Listeners, unless such affairs affect their "holy" mission. Listeners possess much Ancient technology, usually astronomical or communications equipment. They also keep some weaponry for self-defense (and to protect their receivers, which they will defend to the death) and a few minor gadgets to use as trade goods and bribes to buy themselves privacy. The goals of Those Who Wait occasionally coincide with those of the Followers of the Voice, the Restorationists, and the Voyagers; Listeners may sometimes be found in some kind of alliance, usually temporary, although a very few have endured longer. The Listeners share mutual enmity with Radioactivists wherever they find a site that is deemed "holy" by both of them, and with Archivists, who are seen as vile heretics (the feeling is mutual). Those Who Wait have nothing against such groups as the Brotherhood of Thought, the Healers, Friends of Justice, Knights of Avalon, and the Sisterhood of the Sword, so long as they do not interfere with the Listener's activities.
Their secret sign is hummed or whistled portion of an Ancient tune (the opening bar of the theme for 'Close Encounters of the Third Kind'). They are most often found around the sites of old astronomical observatories.