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− | ==The Powers==
| + | I have been so beiwldered in the past but now it all makes sense! |
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− | Follow the Money, and you'll find the Man.
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− | Follow the money and it will lead you to the mighty [[Flamepunk: The Guilds|Guilds]]; binders and cindersmiths, merchants and fleshshapers. These conglomerates, rich and decadent, hold sway over the cities of brass. Guildmasters command private armies and flamecraft beyond imagining, and squabble amongst themselves in subtle wars for power, wealth, and status...
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− | The [[Flamepunk: The Church of the Holy Flame|Church of the Holy Flame]] is perhaps little more than a tool of the Guilds for controlling the populace, but it is nonetheless a powerful tool. Great cathedrals rise in its name. Its priests are often skilled binders, and they command the loyalty of the faithful. And woe betide he who offers prayers to the Old Gods, for the Inquisiton of the Cleansing Flame gives no mercy to idolators and demon-worshippers...
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− | The [[Flamepunk: The Hadar Families|Hadar families]] are criminals whose power rivals that of the Guilds. With fingers in every pie and at every level of society, they are dealers in sin and blood without equal. The Hadar tattoo themselves with images of black flames; it is whispered that they have made pacts with dark elemental lords, who grant them the power to douse flames and shatter lights...
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| ==The Punks== | | ==The Punks== |