May. 12th, 2025

The Temporal Enforcement Agency The Temporal Enforcement Agency (TEA) is dedicated to the detection, management, and correction of temporal anomalies. Their mission is to maintain the continuity of the established timeline, prevent unauthorized disruptions, and uphold the stability of history, the present, and the future through strategic intervention and regulation. This requires a large team of people, especially as all employees (with the exception of some of the time board) live on base, and so all base operations, shops, and entertainment options also require staffing. This game will focus on Agents of Time as the only playable characters, however the below gives an overview of the company structure as a whole, and information on management NPCs/NPCs that characters are most likely to know or know of. HOW ARE TEA STAFF RECRUITED?
  • General base staff (shopkeepers, cooks, etc) are most often family members of agency staff. However occasionally these are recruited externally. Any external recruits go through high level security clearance, must also live on base, and must maintain the secrecy of TEA.
  • Staff in departments other than the Agents of Time are often former Agents of Time, and TEA is very helpful/supportive in finding new internal positions for anyone who wants a change, however people can also be direct recruits into these positions based on other expertise e.g. historians, scientists, government employees, time orphans, linguists. Externally recruited positions aren’t advertised, but instead potential recruits are headhunted by the HR team.
  • While in the past, Agents of Time could also be headhunted and thrown into positions with only a short training program, for the last 30 years all Time Agents have been recruited through the internship program. This is detailed in the “Intern” section.
  • PAY AND COMPENSATION FOR AGENTS OF TIME Agents of Time receive a competitive government-level salary, benchmarked higher than standard federal intelligence roles due to risk level and required expertise. Pay is scaled based on rank and tenure. The internship program is also a paid program. On top of their salary, all agents are provided with fully covered housing options (apartments or houses) depending on their role and seniority. Utilities, maintenance, and basic amenities are included. Agents also have access to the 24/7 cafeteria free of charge, free gym membership, and one free massage at the spa per quarter. Everything else in the shopping/entertainment district must be paid for. Staff are also entitled to 4 weeks annual leave, which accrues, and 8 days sick/carers leave annually (also accrues). While it’s expected that staff generally won’t be unwell because of their access to healing pods, TEA understand that sometimes staff need a mental health day, or may have a sick child to look after. Other staff on base are also well compensated, though aren’t eligible for all the same perks (e.g. have to pay for cafeteria access). NDAs All TEA employees, and any individuals residing on base are required to sign comprehensive non-disclosure agreements (NDAs). These agreements legally bind them to strict secrecy regarding the true nature of TEA’s operations — namely, the existence and regulation of time travel.
    Company Structure TIME BOARD The time board are the Heads of TEA and oversee all major decisions and are responsible for keeping time on track, and ethical use of time travel. There are always an odd number of them, so that there is never a stalemate on votes, and they always come from a variety of times and backgrounds. There is very little turnover in these roles, and all current members have been on the board for 20+ years. Under the Time Board are five teams: DEPARTMENT OF PAST Responsible for maintaining the integrity of the past. While the ADG picks up many anomalies, this team also manually monitors the past for anything the ADG may miss, or anything that looks like it's not going on track to prevent anomalies before they occur. As the past is so vast, this is one of the largest departments at TEA, and is split into many sub departments responsible for different eras of the past. Many preservationists find themselves moving into roles in this department when they retire from fieldwork. Members of this team do pay visits to the past to check on it, but never interact with the past — if any anomalies are detected this is passed on to the head of Time Anomalies to fix. DEPARTMENT OF PRESENT Similar function to the department of the past, but concerned with the present and making sure the present isn’t splintering off into new timelines, and that actions occurring in the past aren’t changing the current time. Smaller than the Department of Past as it covers a smaller time period.Within the Department of Present is also the DEPARTMENT OF TIME ASSIMILATION, which runs a program which all time orphans must complete to help them assimilate and integrate into the present. Within this department there are counsellors specifically trained in time assimilation, who Time Orphans always have access to even once their assimilation program is complete. Despite this program, Time Wranglers who rescued a time orphan are still expected to act as a mentor. DEPARTMENT OF FUTURE Similar function to the department of the past/present, but concerned with the future instead. A more secretive department, because while employees of TEA may travel to the future, there are rules regarding looking into your own futures, so future travel is more limited than past travel and they often can’t share insights into the future, unless future anomalies need fixing. HR As in any other corporation,HR manages recruitment, changes in role, pay, employee relations, etcetera, and there are many other departments and roles that report directly into the Head of HR. Aside from the usual departments (e.g. Payroll), INTERN RECRUITMENT and BASE OPERATIONS also sit under the head of HR. Base Operations is a large sub department with more departments under it, including the department of housing, encompassing all aspects of the day-to-day running of the base, including security, catering, cleaning, medical, groundskeepers and gardeners, cafe workers, and whatever else is needed (see the Base info page for more). These roles are frequently filled by family members of more Time-related TEA employees, to allow them to live on base with their family. DEPARTMENT OF TIME ANOMALIES This is the department most relevant to this game, and where all playable characters sit under. The Head of Time Anomalies works closely with the Heads of Past, Present, and Future, and funnels down any anomalies that need fixing to the AGENTS OF TIME. Under the head of the Agents of time sits TIME WRANGLERS, PRESERVATIONISTS, INNOVATORSand INTERNS (all of which also have a head of department that reports into the head of the Agent of Time). To learn more about these NPC heads of departments, click here
    TIME WRANGLERS Time Wranglers are elite field agents responsible for traveling into the timeline to directly address anomalies. Skilled in quick thinking, combat, and blending into different eras, Wranglers work in pairs to fix disruptions, rescue individuals, and neutralise threats. They are the hands-on fixers of TEA, often facing unpredictable dangers across history, but they frequently lack historical expertise. They’re more the brawn than the brains.
  • colloquially, shortened to wranglers
  • action based role
  • every wrangler is trained on how to pilot a time ship in case of AI pilot failure
  • work in pairs, every wrangler has a partner.
  • deployed in the field to fix time anomalies through whatever means possible
  • NEVER FORGET YOUR PRESERVATIONIST on a mission.
  • When not assigned to a mission, Wranglers are still required to report to the office and complete a range of tasks, though the order and timing are largely left to their discretion. Not every task is a daily requirement. Wranglers are expected to carry out most activities alongside their assigned partner to maintain strong team cohesion and synchronization. Their primary focus during downtime is on physical fitness, tactical training, and staying mission-ready. Because Wranglers are on call 24/7 and missions can often run for several days without formal breaks, they are afforded a flexible approach to office hours. Long breaks, shorter days, and visits to recreational spaces like the Games Room are not just permitted — they’re encouraged to help them stay balanced and sharp. Their normal work activities include:
  • Physical training
  • Disguise and Cultural Adaptation Workshops: Era-accurate body language, speech, etiquette refreshers.
  • Weapons and Stealth Training
  • Refresher courses on piloting and maintaining Time Ships
  • Emergency landing simulations
  • Mission Simulation in the Simulation Center
  • Visits to the Temporal Puzzle Room
  • Medical and mental health checks
  • Gadget testing/lessons when required by innovators
  • Intern mentorship
  • How are partners assigned? Wrangler partnerships are officially assigned by TEA. While agents are encouraged to maintain long-term partnerships, reassignment can occur under certain circumstances, such as:
  • The partnership not functioning effectively (evaluated annually during intern graduation season)
  • One partner retiring, transferring departments, or — rarely, due to healing technologies — dying.
  • When a partnership ends, TEA aims to pair the more experienced agent with a graduating intern whenever possible. If no veteran wranglers are available, two interns from the same graduating class may be partnered together. However, wrangler pairs made up of two recent graduates may only go on missions when accompanied by an experienced wrangler pair for their first 6 months post-graduation.
    PRESERVATIONISTS Preservationists are experts in historical accuracy and cultural knowledge. Their main mission is to ensure that historical events remain on track and that no unintended changes ripple into the present or future. They likely have in depth expertise in a specific era/s, but can also be assigned to other eras depending on available preservationists, and so are expected to have a breadth of historical knowledge and be quick learners for those that they need to suddenly have more in depth knowledge for. A preservationist always accompanies Wranglers on missions, providing critical advice, spotting historical inaccuracies, and safeguarding key events. They are the brains of the mission, and are usually not the most athletic/action ready.
  • History experts who are required for every mission (one per mission) to keep the team in line and make sure their actions get history back on track instead of making it worse.
  • Likely have eras they are specialists in, but also good at researching if needed for an era outside of their usual repertoire for a mission.
  • Responsible for the paperwork at the end of missions.
  • When not on a mission, Preservationists spend their workdays split between administrative duties (post mission paperwork is their duty to complete, you cannot trust Wranglers to be thorough enough) and continuous study, though are also encouraged to participate in physical training and simulation missions. They may choose to run their own seminars on a historical period they are an expert in, for wranglers to attend. They also have access to adaptation workshops,weapons/stealth training, and gadget lessons, but these are not required. Mentoring Preservationist interns is required. Normal work activities include:
  • Paperwork, paperwork, paperwork
  • Historical research
  • Testing historical knowledge through quizzes or scenario drills
  • Consulting on upcoming missions requiring specific historical expertise
  • Assembling costume notes, customs guides, and language tips for field teams
  • Meetings with Innovators to help design era-appropriate gadgets
  • Intern mentorship
  • INNOVATORS Innovators are the technological and scientific backbone of TEA. They design, build, and maintain the gadgets, ships, and systems that make time travel possible. Innovators also monitor the Anomaly Detection Grid (ADG), test new technology, and are the on base communications team for agents on missions.
  • Called Gizmos & Gadgets (G&G) colloquially.
  • Tech makers/comms people back at base
  • Also monitor history and find the anomalies through the Anomaly Detection Grid (A.D.G.). They also maintain and update the A.D.G. to make sure it works.
  • Ship repairs/upgrades/etc
  • Innovators split their days between active monitoring, research, and hands-on development. At any given time, two Innovators are scheduled to monitor the ADG (Anomaly Detection Grid), as it requires 24/7 oversight. Junior Innovators and interns are often assigned more frequent — and less desirable — shifts, like overnight monitoring. Outside of monitoring duties, Innovators work on exploring the Time Junkyard (where abandoned or broken tech from across timelines is stored), testing and refining new inventions, and improving field gadgets for agent use. Many Innovators also rotate through the Comms Room, handling technical communications for missions, and participate in regular brainstorming sessions to design new devices. With the exception of ADG monitoring shifts, and missions comms, Innovators have a more normal work schedule. They are also encouraged to use the more recreational spaces of the office, because brain breaks are good for creativity, and to undertake training simulations to understand what gadgets may be needed on a mission. Normal work activities include:
  • ADG Monitoring
  • Gadget Development and Testing
  • Gadget fixing, upgrading
  • Researching and invention - group brainstorming sessions are encouraged
  • Time Junkyard Exploration
  • Time Ship repairs and maintenance
  • On base communication to field agents during missions
  • Troubleshooting tech issues in real time for field teams
  • Simulation runs to test gadgets under controlled conditions
  • Intern mentorship
  • INTERNS Interns are recruited across all Time Agent departments — Time Wranglers, Preservationists, and Innovators — to train under the agency’s best. Interns can come from many backgrounds: academic standouts, self-taught tech geniuses, historians, survivalists, and even those whose quick thinking (or quick fists) proved impressive enough to catch a recruiter’s eye. Interns are able to be recruited from 25 years of age. Recruitment standards vary by intended role: future Preservationists are often top academic performers with a deep knowledge of history; potential Wranglers might be scouted for resilience, instincts, and field skills rather than classroom excellence; Innovators are usually selected for their creativity, technical prowess, and capacity to adapt to bizarre problems. Although interns usually enter TEA with a specialty in mind, the internship program encourages them to sample aspects of all major roles, allowing flexibility for career paths to shift during training. Completing the internship is demanding but rewarding — and an essential step toward becoming a full TEA agent. The Internship program has a start date in June of each year, and is a one year program, so there is one class of interns at a time, however occasionally a Time Orphan unexpectedly joins the agency and may be put on an accelerated program to catch up with the most recent intern program (or they may be required to wait until the next class. This is possible within the first 4 months of the program, any later than this, the Time Orphan will need to wait until the next year's intake. It is a one year, paid internship program, and most interns are employed by TEA full time at the end of the program, however it is also not uncommon for interns to drop out mid program. STRUCTURE Orientation Period (First Month):
  • Welcome induction to TEA operations, time travel theory, and time law.
  • Meet-and-greets with department heads.
  • Basic survival training and timeline integrity workshops.
  • Safety training
  • Agent assigned as main point of contact (other than Macy)
  • Core Program (Months 2–11): Assigned Specialisation Training
  • Wrangler Interns: Combat basics, partner coordination, cultural immersion training, mission inclusion
  • Preservationist Interns: Historical research, anomaly identification, mission documentation, mission inclusion. Basic fitness tests to be able to (almost) keep up with Wranglers on missions.
  • Innovator Interns: Basic tech maintenance, ADG monitoring shifts, gadget prototyping, Communication.
  • Cross-Department Rotations Two month minimum spent shadowing a different department:
  • Interns can choose rotations or be assigned based on department needs.
  • Exposure to Time Assimilation programs, HR operations, and other general departments, as well as exposure to the two Agent of Time departments that are not the intern’s speciality. Often this is a hard period/the least liked period for interns, as they are thrown into an area that does not suit their skills, however occasionally an intern/training staff discover that someone is better suited for a role they hadn’t considered. While this is uncommon, this cross-department training has remained, just in case. Plus, it’s good to have an understanding of what the other agents do.
  • Final Assessment Period (Month 12):
  • Capstone Mission Simulation: Teams of interns assigned simulated missions to resolve complex time anomalies.
  • Department Reviews: Each intern is reviewed by their mentor and department heads.
  • Exit Interviews: Career path discussions and placement offers where applicable.
  • TIME ORPHANS A time orphan is someone who has become displaced from their original time period. They can no longer return to their true era, either because it would endanger the timeline or because their original point in time no longer exists as it once did. TEA rescues these individuals, integrates them into the present through the Department of Time Assimilation, and helps them build new lives, training them for roles within TEA or on base in some capacity. They include:
  • People who would cease to exist once the timeline is corrected (there may be an alternate version of them, but this version would be erased).
  • Individuals who have gained too much knowledge of the future and would risk becoming time anomalies themselves if returned to their era.
  • Those who would have died in their original timeline but were rescued by TEA; they are still recorded as deceased in historical records.
  • To ensure time orphans can safely integrate into modern society, TEA provides each with a fully constructed identity package — similar to witness protection programs. This includes legal documentation, education and employment histories, and personal records crafted to withstand scrutiny. These identities allow orphans to function independently, build new lives, and blend seamlessly into the present, while ongoing support from the Department of Time Assimilation helps them adapt to their new reality. Time orphans are often able to keep their original names, as the likelihood of someone in 2025 connecting them to their historical identity is extremely low. With the passage of time and the natural evolution of society, a familiar name raises little suspicion. However, many orphans choose to change part or all of their names — sometimes to better integrate into modern society, create distance from a painful past, or reflect a fresh start in their new life. The Department of Time Assimilation supports both choices and ensures that all name records, whether retained or revised, are seamlessly integrated into each orphan’s constructed identity. Once a time orphan completes their assimilation assessment, they are not required to remain with TEA. With a fully constructed identity and the tools needed to live independently in the present, they are free to pursue lives outside the agency. However, many choose to stay. Some feel a sense of purpose or gratitude toward TEA, while others are drawn to the structure, community, or opportunity to work in time-related fields. For those who stay, roles across departments — from field work to base support — are available, and further training is provided to help them thrive. Time orphans are strongly discouraged from seeking out or attempting contact with their future descendants or relatives. While emotionally understandable, such interactions pose a significant risk to the stability of the timeline and can lead to paradoxes, identity crises, or unintended anomalies. While they can research them, actual meetings are extremely rare.
    TIME BANDITS The Time Bandits are a faction that believes that time should have no fixed path, embracing anarchy and endless change — unshaped by bureaucracy, governments, or so-called “protectors.” They reject the very idea of a “correct” version of history, seeing TEA as an oppressive agency that upholds a stale, elitist timeline. Their ultimate goal is not power or wealth, but freedom and exploration: endless possibilities, infinite timelines, and the dismantling of any singular historical narrative. Time splintering into new and alternate timelines doesn’t bother them, and they are freer with the core rules of time travel — although they do mostly try to avoid interacting with other versions of themselves. The Time Bandits’ origins are rooted in betrayal and disillusionment. Decades ago, one of TEA’s earliest and most influential leaders — Caelan Marr — defected from the Time Board itself. At first, Marr was a brilliant visionary who helped shape the agency's early mission: the preservation of a stable timeline. But over time, Marr grew increasingly disillusioned, arguing that TEA's strict mission statement was stifling the natural evolution of history. Marr believed that trying to preserve a single “official” version of history was itself an act of tyranny — favoring the powerful and denying humanity its right to reinvent itself. In secret, Marr began recruiting like-minded agents. When exposed, Marr vanished into time, scattering loyalists across history. These defectors became the first Time Bandits, waging a quiet insurgency to disrupt TEA operations and create fractures in the timeline. Over generations, the Bandits have grown into a decentralized, unpredictable network. Some groups are pranksters causing small chaos; others are extremists willing to tear apart civilizations. They see themselves as liberators, but to TEA, they are one of the greatest ongoing threats to reality’s stability. They do not have a central base, and many time bandits are not in contact with most other time bandits, however there are some with a network that work together to keep their time tech up to date. Time Bandits do not have ships, as they predominantly work alone, but instead have individual time jump bracelets, like TEA used to have before they decided this tech was too dangerous.

    PREMISE

    May. 12th, 2025 09:26 pm
    PREMISE
    While a secret from the general population, time travel has been possible for — well, it’s impossible to say exactly when it first started. Thanks to the nature of time travel itself, it was brought back to earlier eras almost as soon as it was invented. What matters is: time travel exists, and with it came the need to regulate it. Enter: the Temporal Enforcement Agency (TEA). Dedicated to protecting the timeline, TEA monitors history, the present, and the future, deploying agents to fix anomalies and ensure time stays on track. For years, they’ve managed the constant low-level disruptions caused by known threats like the Time Bandits: chaotic operatives who believe the timeline should be free to change. But now, a sudden and overwhelming spike in anomalies has thrown TEA into crisis, threatening the stability of 2025 and beyond. As TEA scrambles to fix the growing damage, agents must also uncover the root cause behind the chaos. This game will follow a small team of TEA agents — both on base and on missions — as they tackle time travel anomalies, solve mysteries, and race to protect the present and the future before it unravels completely. GAME OPENS JUNE 8