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The Timekeeper Chronicles

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Time Agents and Ranks

Learn more about the various jobs within the Time industry and how they all work together (sometimes).

Timekeepers

Timekeepers are the peacekeeping force within Time. They are charged with apprehending criminal Runners and delivering them to justice before the Grandfathers.

In order to wield Time, a person must be exposed to it in sufficient quantity. Minimal exposure to temporal distortions will allow a person to see said temporal distortions, but moderate to extreme exposure (such as a 150 year leap into the future) will allow him to wield Time as a Timekeeper.

Underlings

Probationary Timekeepers

Probationary Timekeepers (or probies) must be at least 13 years old. They learn only the basics of Internal Banding, manipulating Time around themselves to go faster or slower. They spend 3 years as a probie. Aside from basic Banding, this time is spent primarily learning about the Time industry, how it works, who is involved, and so on. Just as important is the psychological development of the probie, especially in teenagers. Older probies may advance sooner.

Apprentice

The review between Probationary and Apprentice Timekeeping is considered the most rigorous for non-officer Timekeepers. Apprenticeship is also the shortest period of training, lasting only two years. Apprentices must be at least 16 years old.

Some skills may be learned naturally as probationaries, such as Predict. Other abilities, like External Banding, the ability to Band other objects and people, may be naturally learned or taught.

Journeyman

Journeymen spend one year at home and two years abroad, one of which must be spent outside the Timekeeper's home Region.

Journeymen also learn how to open portals to the Wheel.

Master

Masters are permitted to arrest and turn over Runners.

Officers

Officers are in charge of overseeing other Timekeepers within their District, Region, or even Planet. Only posted officers are permitted to vote. Non-posted officers are considered Officer-trained Masters. In order to advance in rank, a Timekeeper must approach an officer ranked above their desired rank. For example, a Master wishing to become a Lieutenant must be trained by a Captain. For a Warden to advance to a Dominion, he must be trained by the Hand of the Timekeepers.

Lieutenant

There are two posted Lieutenants per Region and answer to the Captain. It is not required that the Lieutenants live near each other or close to the Captain, though it is certainly advantageous. Typically, Lieutenants are the liaisons between Districts and Captains deal more with the higher-ups.

Captain

Even if there is a Captain and a Manager in the same District, the Captain is still in charge of the District. His duties are more political and hierarchal, more of a desk job than a field job like his Lieutenants.

Manager

Managers are in charge of the Region and oversee the Captains. Their job is almost strictly a desk job, and they will not interfere in District affairs unless requested or circumstances demand.

Gatekeeper

Gatekeepers oversee the Planet and are the mediator between the Planet and the larger Time industry. It is at this rank that a Timekeeper may run for a Hand seat, though the success rate is minimal.

Warden

Dominion

Harvesters

Harvesters must be exposed to Time. This most often comes from being Harvested prematurely, but can also come from being anointed with a Time Capsule.

Underlings

Probationary

Probationary Harvesters must be at least 18 years old. They spend their time simply learning the ropes, how to Harvest, what the Time Capsules are, how the marketplaces work, and so on. Probies themselves do not actually do any Harvesting. Often, this period is spent confronting any personal moral or ethical dilemmas a potential Harvester may have.

Apprentice

Apprentices may begin to Harvest, but only those of their own species and only under the supervision of a Master or above. Their Time Capsules are sold by their Master.

Journeyman

Journeymen may Harvest their own species freely (at the discretion of their Master), and may begin to Harvest other species. Journeymen may also sell their own Time Capsules.

Master

Masters may Harvest any species freely and sell their own Capsules.

Non-Officers

Not all Harvesters above Master are officers, but they still oversee the various Districts and Regions.

Assistant

Assistants and Physicians are trained the same, but where an Assistant oversees the personnel aspect of DIstricts, they are not involved in any logistics and may not advance to become an officer.

Physician

Physicians handle the logistics of a District and are eligible to become officers.

Surgeon

Doctorate

Officers

Intervention

Triage

Merchants

Merchants are not required to be exposed to Time, though many have been to some degree and may possess crude Timekeeping or Harvesting abilities. Merchants handle all the buying and selling of Time Capsules and are very protective of their wares.

Less than 1 second - 1 month: Cheap sales, maybe even free. Thrift-store level
1 month - 6 months: Cheap sales. Discount store
6 months - 1 year: Moderate sales. Middle-class shopping
1 year - 5 years: Pricey sales. Somewhere between JCPenney and Macy's
5 years - 25 years: Expensive sales. Like a 12-carat diamond on 24 carat gold
25 years - 50 years: Like buying a bottle of water in the desert
50+ years: Like buying the last bottle of water in the desert

Merchants may only be affected by their wares if they are careless and accidentally open one or break one on themselves.

Merchants ranks are independent from Districts, Regions, etc. Instead, they are their own entity. Officers oversee the training of new Merchants and have some say in the economy but are largely influenced by the Hands.

Underlings

Probationary

Stockboy (Apprentice)

Traveling Salesman (Journeyman)

Vendor (Master)

Officers

Negotiator

Negotiators are officers-in-training. Because Merchant ranks are non-linear, they train for their position of choice.

Merchant

Merchants oversee the training of the underlings and low-nd sales (Less than 1 second - 1 year)

Auctioneer

Offcially, Auctioneers oversee the intermediate marketplaces as well as the auctions, though they are well-known for pawning off their imtermediate responsibilities on common Merchants. (1 year - 25 years)

Investor

Investors work very closely with the Hands--some say too closely. They are essentially in charge of the entire economy, rigging sales, inflation, interest, and so on. They are also in charge of all high-end sales (25+ years).

Scouts

Scouts exist in the hazy gray area between Timekeeping and Running. However, they are required to be at least Lieutenant-level Timekeepers and Assistant-level Harvesters. Since most of their work is done alone, Scouts must be exceptionally physically fit, and have a decent working knowledge of geology, biology, astrophysics, medicine, survival skills, linguistics, intercultural relations, close and ranged combat, and a variety of other disciplines.

Scouts do not have a formal hierarchy beyond Newbie, Master, Veteran, and Hand of the Scouts. Within those loose ranks is more of a pecking order.

Secretaries

Secretaries carry out the day-to-day operations of the Wheel, everything from sweeping up the garbage, to keeping the Judgment Wing in order, to maintaining the mechanics of the portal room.

Runners

Runners are those who are in violation of the Laws of Time, subject to prosecution by the Timekeepers and Judgment Wing. Most often, the crime is theft, but any Time Agent considered in deriliction of duty may be labelled a Runner, especially if they are believed to be a danger to the Hands or the industry as a whole.

Pursuit of Runners is carried out by the Timekeepers, but actual arrests are discretionary. On some worlds, even the smallest theft will see a Runner turned over to the Judgment Wing and the Grandfathers, whereas places like Earth, Timekeepers tend to be more compassionate.

FAQ

Is it possible for a Timekeeper to become a Harvester or vice versa? It is not only possible, but for Scouts, it is required. For the general population, however, where they land is where they stay.

Time Agents