Governors
Governors, led by the eponymous “Governor”, are the leaders of the city. The Governors are entrusted with the absolute authority to manage the city’s resources, infrastructure, and population in the desperate struggle against the cold. Governors have a simple responsibility, to distribute resources, and pass laws in the city’s interest.
Governor Teams have only one action, Retraining:
A Governor team can dedicate themselves to retraining a team from one faction to another. At the start of the next Act, that team will have shifted to belong to a new Faction. Child teams can only be retrained as Labourers or Enforcers.
ACTIONS
Special Rules
Unlike other factions where all characters hold equal standing, the Governor faction is uniquely structured with a single character designated as “The Governor”, who holds authority over all others. The remaining members of the faction are known as “Deputy Governors”.
At the beginning of each Act, the Governor has the power to enact any laws they choose. These laws must then be publicly announced to the city—whether directly by the Governor, through a Deputy Governor, or via a designated herald or town crier.
While gamemasters will provide a selection of sample laws for inspiration, the Governor is also free to propose original laws at any time. These new laws must first be reviewed and approved by the gamemasters during scheduled breaks or transitions before being implemented.
At the end of each Act—after all Team Actions have been submitted—the Governor must make several key decisions. They are responsible for determining which teams will be assigned to shelter and which will be provided with food. Additionally, the Governor must ensure that any Warm or Cold tokens are assigned before the Act concludes.
If these tokens are not allocated in time, the Governor risks losing the beneficial effects of the Warm tokens and may find the harmful Cold tokens assigned at the Gamemaster’s discretion.
Costuming Advice
Though not guaranteed to necessarily come from the upper classes of the Victorian social hierarchy, this is more likely than not (though your character might instead have risen to their position from a lower class despite the odds stacked against them. Feel free to exhibit this in your costume design). Governor’s costumes should draw the eye more so than any other. When a Governor is in the room, everyone should know it. Furthermore, Governors are one of the few factions whose work isn’t particularly physically intensive. Their clothes will likely be less stressed and in better condition than the others.
Key features:
- Extended Silhouette, incorporating lengths longer than standard, creating dramatic flowing lines. Top-heavy coats and jackets to emphasise the upper body. A long, tailored wool coat or military-style greatcoat would be appropriate
- Dark clothes, enhanced with accessories in rich but subdued colours - burgundy, dark red, or forest green. Especially recommended around the head and chest to draw attention to the face. A fur-lined collar or detachable fur collar for warmth and status would be suitable.
- Accessorise with canes, badges, medals, pins, pocketwatch, spyglass, a peaked cap with insignia and other props that demonstrate wealth and status that would set you apart from the rabble.
- Clean, composed facial appearance but with signs of fatigue or cold exposure (rosy cheeks, faint frostbite hints). Groomed hair or facial hair - neat but practical. Optional scars or dirt smudges for battle-hardened Governors.















