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MARTINEZAI STUDIOS
CONTRABANDEdge of the Fold
THE ORIGINAL REFERENCE COLLECTION

Guardians

Original website archive

Preserved from the original edition. Balance and mechanics can differ from the current release. Narrative entries may reveal story events.

Current game & media ↗

Guardians of the Rift branches. Guardians is one of four factions that shape the political landscape of CONTRABAND, and your reputation with them affects which dialogue lines fire, which missions appear, and which endings remain reachable.

What Guardians wants

Guardians want the Rift branches preserved. Their methods are conservative — prune branches gracefully, prevent fractures, intervene only when collapse is imminent. They are sympathetic to the player but not always allies.

How reputation works

Your standing with Guardians ranges from -100 (enemy) to +100 (sworn ally). Most actions that move it are explicit: completing missions for them grants reputation, attacking their ships costs it. Some actions move it indirectly — a Cartel deal that hurts the Black Fleet raises your Cartel rep and lowers your Black Fleet rep simultaneously.

What changes at high reputation

At +50 with Guardians, NPCs aligned with them treat you familiarly and discounts begin. At +80, you unlock unique side missions. At +100, a faction-specific epilogue path opens at the end of the game.

What changes at low reputation

At -50, Guardians ships will attack on sight in their territory. At -80, bounty hunters from the faction will hunt you in neutral space. At -100, a unique 'enemy of the faction' achievement and dialogue line is unlocked.

Strategy notes

Most successful runs pick two factions to ally and one to oppose. Trying to keep all three at neutral is mechanically possible but narratively flat — the game's writing rewards taking sides, even if the side is an unconventional one.

Additional preserved reference: Guardians

A second text from the original website, consolidated here. Historical versions may describe different mechanics.

Mild spoilers This page discusses the Guardians' origin and goals, covered through Chapter 2.

Guardians are the guardians of the Rift branches. Their name comes from their ability to weave branches together — revisiting events across branches to preserve a single coherent history. They have been doing this for longer than anyone in the galaxy remembers.

When the player first encounters them, through Lyra in the prologue, the Guardians seem almost mythological. They become real in Chapter 2, when the player is summoned to a sanctum that exists simultaneously at three points in time — a physical structure that is only accessible to those who have been chosen by the Rift itself.

History

According to the Guardians themselves, they have revisited the current war with the Black Fleet forty-one times. Each revisit requires enormous effort and consumes something called "branch-weight" — the accumulated consequences of past decisions. They are running out of weight to spend. This is why the player matters to them.

Before the war with the Black Fleet, the Guardians were quiet scholars. They did not interfere with galactic politics. They watched, recorded, and occasionally revisited small events to prevent tragedies. The opening of the Rift changed them into militants. Their methods grew more desperate as branches collapsed.

Beliefs

Guardians believe that the Rift is not a phenomenon — it is a prison. Something ancient is trapped between branches, and each time a pilot revisits a decision, the prison weakens.

The Black Fleet, in their view, are what happens when the prison breaks — corrupted reflections of reality leaking through. The only way to stop the Black Fleet permanently is to close the Rift permanently, which requires reaching the Starforge.

Not all Guardians agree on methods. Some believe the player should be helped at any cost. Others believe the player should be killed before they can be corrupted. The Council is divided.

Customs

Guardians mark their skin with bioluminescent threading — patterns that trace the branches of branches they have witnessed. Older Guardians have more elaborate markings. The child in the prologue has only a few, indicating she was marked very young, perhaps at birth.

Guardians speak in a mix of normal language and branch-specific tenses. Phrases like "you will have come" or "she has not yet died, in this branch" are common. This can make them difficult to understand at first.

Reputation with the Guardians

Player reputation with the Guardians ranges from -100 (hated) to +100 (champion). Key actions that affect it:

  • +25 — Save the child in the prologue
  • +30 — Extract the core intact in Chapter 3 Lead A
  • +40 — Save the Guardian prisoner in the Black Fleet Reach chamber
  • -100 — Sell the Guardian child to the Black Fleet for bounty
  • -200 — Betray the Guardians by selling the Starforge briefing
  • -80 — Sell the Starforge Fragment to the Hooded Buyer
  • -30 — Walk out on the Guardian in Chapter 2

At +80 reputation, the Guardians invite you to a ritual that grants a unique item. At -80 reputation, Guardian agents begin actively trying to kill you in random encounters.

Notable Guardians

  • Lyra — Unnamed in dialogue. The axis of branch collapse. Only survives in the branch where you save her.
  • Elder Sera Archivist — Found only at random NPC encounters. Records branches that no longer exist.
  • Guardian Initiates — Young Guardians who approach the player at planets with messages.
  • Echo of a Guardian — A legendary crew member. A dying Guardian who bound her consciousness to your ship.
  • Shan of the First Loom — The oldest Guardian still in active service. Appears only in one scene, in the Chapter 4 sanctum, and speaks the invocation that opens the Starforge chamber.
  • The Twelve Silent Ones — A splinter group within the Guardians who have taken vows of silence. They communicate only via marked scars on their forearms. They are responsible for the oldest revisits.

The sanctum at three points in time

Elder Sera sanctum accessed in Chapter 2 is the most striking location in the game. It exists simultaneously at three moments: the present, roughly eight hundred years ago (when it was built), and a point approximately four hundred years into the future (when it will be destroyed). A visitor can walk from one era into another by crossing specific threshold stones engraved with woven-thread patterns. Most of the sanctum's actual function takes place in the past era, where the sealed archives are still intact.

The sanctum is physically located inside the Silent Rift, partially embedded in the region's peculiar acoustic dampening. This is why sound behaves strangely there — voices from one era overlap with echoes from another. Guardian initiates are taught to listen between the eras to distinguish what is real from what is temporal bleed. The player first experiences this disorientation during the opening scene of Chapter 2, and it serves as a tutorial for the silent revisit mechanic later in the game.

The Ritual of the Seventeen Mirrors

At +80 Guardian reputation, the player is invited to the Ritual of the Seventeen Mirrors, conducted in the lowest chamber of the sanctum. Seventeen polished surfaces are arranged around a central dais. The initiate sits in the center, and each mirror reflects a version of them from a different branch. The ritual's purpose is to let the participant "accept" one of their alternate selves, granting them that version's memories — including memories of their own deaths.

Completing the ritual grants the Guardian Fragment relic (a permanent +10 maximum HP and immunity to the Black Fleet mark) and unlocks a unique dialogue line with Vex that acknowledges her nature. It also locks the player out of the Black Fleet alliance path, so it should only be attempted once the player has committed to the Guardian side.

Guardian technology

Guardian ships and weapons are built on principles that diverge sharply from Core Worlds engineering. Their engines do not use reaction mass in the conventional sense — instead, they "pull" the ship toward coordinates that the pilot has already arrived at in an adjacent branch. This makes Guardian ships appear to teleport in combat. Elder Sera Skiff and the Guardian Arkship both use this drive type, which is why they have unusual agility-per-mass ratios.

Their shields are similarly unconventional: resonant fields that absorb damage by shifting it to a branch where the hit never connected. This means that a Guardian ship's shield integrity is not a function of energy capacity but of branch availability. If too many branches have been pruned in combat, the shields cannot displace damage anymore and collapse all at once.