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		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1957</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1957"/>
		<updated>2005-06-08T11:59:42Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Across the Spiral Arms: Game Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Forums Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SpiralArms:_Main_Page&amp;diff=2665</id>
		<title>SpiralArms: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SpiralArms:_Main_Page&amp;diff=2665"/>
		<updated>2005-06-08T11:58:47Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* The Coalition of Federated Planets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	Humans spread out from Earth, scattering to the stars. Technology advanced, empires rose and fell, civilizations were lost to the dust of time. Our setting is a fantasy: In the distant future, technology has advanced, humans ply the space between the stars, and planets are filled with hundreds of races, all of them descended from humans. The only sentient &amp;quot;alien&amp;quot; races in the galaxy are those created by human gene splicing. Human&#039;s technology has advanced, and with it, their own potential as well. The limits of human mental and physical performance is far higher than their ancient ancestors, but their form is much the same as it was when the race was confined to their homeworld of Earth, so long ago.&lt;br /&gt;
&lt;br /&gt;
	The advancement of human potential has revealed the unlocking of &#039;chi mastery&#039;, which allows those who focus on self advancement to perform feats almost equal to &#039;magic&#039;. Ryu and Ken &#039;Hadoken!&#039; style attacks, chi healing, wire-fu and other similar effects.&lt;br /&gt;
&lt;br /&gt;
	Scattered throughout the galaxy there are remnants of super tech scattered in the ruins of an advanced alien civilization, which has... wait for it... VANISHED MYSTERIOUSLY WITHOUT A TRACE!&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
	Travel between the stars is accomplished with a drive called the Warp/Fold drive, due to the strange manipulations it makes upon local space to drive ships faster than light. When in warp/fold drive, the ship cannot communicate with normal space. The &#039;space&#039; of warp/fold resembles a soap bubble, with the swirling mix of rainbow colors, with the colors a thousand times brighter and more vivid. When engaged,  the drive makes a very pretty light show, and a dramatic flash in a four pointed star pattern when the ship warp/folds. Warp/Fold travel is very quick, taking at most 4 months to go from the galactic core to the outermost rim of the galaxy. It does however, suffer from one minor issue. Warp/Fold ships cannot pass through solid matter. Flying a warp/fold ship through an area of matter, even matter as diffuse as a nebula&#039;s cloud of gas and dust is akin to flying a plane into a sandstorm. It will tear the ship apart if the ship&#039;s speed is not substantially reduced.&lt;br /&gt;
&lt;br /&gt;
	Power armor is an outmoded technology, since Mecha, cybernetics, and drugs are infinitely more effective and proven as a technology. Mecha, and other super tech additions, add ons, and other super tech devices take training and years of effort to truly master.&lt;br /&gt;
&lt;br /&gt;
	Airships are common sights in planetary atmospheres, carrying large cargos from place to place cheaply and efficiently. Pleasure cruises in luxury airships are a common entertainment for honeymoons and pleasure trips.&lt;br /&gt;
&lt;br /&gt;
	Weapons technology has advanced to the point where laser and other such beam weaponry have become a reality and are quite powerful and commonplace.&lt;br /&gt;
&lt;br /&gt;
	True sentient computers, both mainframe &amp;amp; android exist, but they are uncommon. AI&#039;s can be programed to do what their creators wish, and love doing it, but &#039;bugs&#039; can create renegade and rogue AI&#039;s.&lt;br /&gt;
&lt;br /&gt;
	Among the AI&#039;s a select few were made by no known company or group. These extremely advanced androids are known as Selenoids, and are practically indistinguishable from humans, as opposed to the clearly artificial natures of other AI&#039;s.  Their purpose is simple. Selenoids were built simply to be human. &lt;br /&gt;
&lt;br /&gt;
	Genetic tampering, which was once widespread, has been banned by both Imperial decree and Confederation law, but the results are still commonplace as drones or labor workers. Some of the common gene hybrids were cats, dogs, mice, horses, and bulls although many other types exist.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
	The setting is the spiral arm of a major galaxy. There are two prominent stellar nations in this arm, divided by a GlactioGraphic barrier, The Boneyard . The Boneyard is a region of space that has had several relatively recent supernovas meaning the space is filled with asteroids and gassy nebulae which makes it difficult to cross the area safely, and impossible to traverse it at speed in Warp/Fold.&lt;br /&gt;
&lt;br /&gt;
	As an outgrowth of the Human Adept, and the mentality that spawned it, body enhancement though technology (becoming a cyborg for power) is considered atrocious and mortifying for everyone alike. Since organs and limb replacements can be force grown for the person in question, cybernetics are anathema. An entire spectrum of performance enhancing drugs exists as a quick and dirty way to get the benefits of an Adept, though they have a great many drawbacks and disadvantages. However, they are fairly cheap and easily available. They&#039;re considered &#039;cheating&#039; by most, but since they do not require complete replacement or surgery, galactic society considers them better than cybernetic enhancement.&lt;br /&gt;
&lt;br /&gt;
	The two major stellar nations, the Coalition and the Empire are currently in a state of cold war, due to various economic factors and the history between them.&lt;br /&gt;
&lt;br /&gt;
	Aside from the obvious need for the Empire to expand and the Coalition galactographically in its path for expansion, the cold war between the 2 powers are also over the remnant alien super tech. As each nation has gathered different pieces of the super tech and integrated it with their existing technology, so too has the technology of the nations evolved along different lines. &lt;br /&gt;
&lt;br /&gt;
	Dispite the fantastic and oftentimes incomprehensible alien technology advances, to date no alien super tech has been recovered which in any way demonstrates a knowledge or use of Chi. Apparently, humans are the only ones to have unlocked the greater potential within themselves.&lt;br /&gt;
&lt;br /&gt;
	The liquor known as Amasee is a major item for smuggling and worth a great deal. It is a mild hallucinogen, and intense narcotic.&lt;br /&gt;
&lt;br /&gt;
	There is no spoon, the utensil has been forgotten, only knife and forks are still used, soups are served in cup like bowls and are sipped.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
==The Empire==&lt;br /&gt;
	The Empire is a complex bureaucracy with overtones of feudal Japan/China, ruled by an emperor. The empire is corrupt bureaucratic nightmare.  The emperor is actually an old and senile man under heavy sedation, used as a puppet by the majority of the council. The empire&#039;s finances are in ruins, and only clever bookkeeping allows it to continue. Though it does them little good, the Empire lays claim to the holy homeland, Terra. Terra (Earth) is mostly a tourist attraction nowadays, and at least generates revenue for the Empire in that manner. The outer rim is the Empire&#039;s, and has been long settled. Unfortuantly for the Empire, the core-ward stars are under the control of the Coalition of Federated Planets. As such, the Empire is desperate for material and resources, which are possessed in abundance by the Coalition.&lt;br /&gt;
&lt;br /&gt;
===Life in the Empire===&lt;br /&gt;
	The empire spends most of it&#039;s time trying to hold itself together. Wars and artificial threats are good ways to do this, and so they have built up the notion that the CFP is a dangerous and hated enemy in the minds of the populace. The Empire is rife with hypocrisy, the most obvious of which is that the Empire itself regularly pays the clan of Cyber-Ninjas to do its deep cover dirty work. The average citizen of the Empire lives a grim life of near desperation working for the monolithic Empire, trying to keep its rusty gears moving forward. Space travel is uncommon, and usually reserved for the wealthy and Military. Food riots are uncommon, but have been known to bring entire continents to their knees until food shipments have been restored.&lt;br /&gt;
&lt;br /&gt;
==The Coalition of Federated Planets==&lt;br /&gt;
In theory, the CFP is actually a Imperial province in rebellion. In reality, it long ago achieved the status, in fact if not in the Imperial Archives, of being a separate and fully autonomous state. It&#039;s origin lies in the distance from the center of Imperial control and the fortunate happenstance of The Boneyard. A wasteland of gas and rocky debris floating in space between the two. Without The Boneyard, the CFP would long ago have been conquered and subdued as a rebellious Imperial Province. With it, it is the only true rival to the Imperial might in the stellar arm of the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Coalition&#039;s location makes it difficult for people to travel between the Empire and Coalition&#039;s territory. That isolation has allowed the Coalition&#039;s technology to develop in different paths from those of the Empire&#039;s. One of the results of this fact is that Coalition soldiers mainly battle using transformable mecha supported by medium sized battleships which act as carriers.&lt;br /&gt;
&lt;br /&gt;
The Coalition is resource rich, but skill and talent poor. It is still a growing nation, and lacks the centuries of skill and talent pool that the Empire can draw on. Though it is making great strides forward, it still lacks what the Empire has in abundance.&lt;br /&gt;
&lt;br /&gt;
===Life in the Coalition===&lt;br /&gt;
The average citizen of the Coalition is well educated and well taken care of. Most citizen&#039;s don&#039;t tend to spend a lot of time moving from planet to planet... that kind of thing is more commonly reserved for the Navy. Space travel is freely available and commerce a common occupation, but the average Coalition citizen prefers to work and play on his world of origin.&lt;br /&gt;
&lt;br /&gt;
==The Pirates==&lt;br /&gt;
True pirates do exist, and are a very real hazard in the setting, preying on any ship that lowers it&#039;s defenses for too long, however most &amp;quot;pirates&amp;quot; are actually privateers who are operating under letters of Marc issued by the Coalition, who harass the Empire&#039;s shipping, and make a bit of profit for themselves and their crew on the side.&lt;br /&gt;
&lt;br /&gt;
===Life as a Pirate===&lt;br /&gt;
Life as a pirate is dangerous, deadly, and to some, the most fun you can have with your clothes on. It&#039;s commonly said among the rogues of The Boneyard “Pirate blood washes away the past.” The only real commonality between pirates is their near universal distaste for authority.&lt;br /&gt;
&lt;br /&gt;
==The Bounty Hunters==&lt;br /&gt;
The bounty hunters guild acts as the Extra Planetary Police in the Empire. The empire funds their actions, pays the bounties, and in general uses the bounty hunters for a police force instead of paying for any kind of official police force. Becoming a bounty hunter requires a series of tests and a lot of paperwork. Bounty Hunting without a license means the Imperial offices will not pay the bounties on any criminals you happen to bring in. There are 3 classes of license. Minor, Major, and Unlimited. Each type of license requires a separate test, and allows access to higher levels of restricted weapons and equipment.&lt;br /&gt;
&lt;br /&gt;
===Life as a Bounty Hunter===&lt;br /&gt;
Life as a bounty hunter is a fairly common occupation. It pays well, if you manage to survive long enough, and it&#039;s high profile. Lots of young men and women, physical adepts and otherwise join the ranks of high profile bounty companies hoping to make a name for themselves by taking down a famous criminal. Most of them only find a cold shallow grave on an unmarked planet. The pressures of the job can even force the hunters to go head to head, fighting for the catch, or simply the status of having beaten a famous hunter on equal footing.&lt;br /&gt;
&lt;br /&gt;
==The Crusaders==&lt;br /&gt;
A secret group of people, the Crusaders, are actually the descendants of a failed Imperial super-soldier program. In Imperial jargon, this means that the subjects all escaped. The Crusaders started out simply as the super-soldiers trying to do good in the galaxy, and has been opposing the Empire since it grew corrupt.&lt;br /&gt;
&lt;br /&gt;
==Chi Adepts==&lt;br /&gt;
The chi adepts who focus on the physical prefer swords, staves, and other such &#039;archaic&#039; weapons since using them amounts to constant training and awareness of physical locations. Knowing without knowing, and awareness of the flows of fate are part of this discipline. It is well known that to see a man carrying an &#039;archaic&#039; weapon in the modern age is either a sign that he is such an adept, or wishing to die. Adepts live longer and appear much younger than chronologically would indicate. Channeling chi makes you age slower, and in some cases the Adept will actually age backwards.&lt;br /&gt;
&lt;br /&gt;
==Cyber-Ninjas==&lt;br /&gt;
Though galactic society considers cybernetic enhancement to be unclean and twisted, there exists a clan of Cyber-Ninjas who combine extensive training and cybernetic enhancement together into an efficiently lethal combination. Feared killers and invisible until they strike, the Cyber-Ninjas are more figures of myth and legend than real people... but as their victims attest, they are a real force in the galaxy.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SpiralArms:_Main_Page&amp;diff=1937</id>
		<title>SpiralArms: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SpiralArms:_Main_Page&amp;diff=1937"/>
		<updated>2005-06-08T11:57:08Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	Humans spread out from Earth, scattering to the stars. Technology advanced, empires rose and fell, civilizations were lost to the dust of time. Our setting is a fantasy: In the distant future, technology has advanced, humans ply the space between the stars, and planets are filled with hundreds of races, all of them descended from humans. The only sentient &amp;quot;alien&amp;quot; races in the galaxy are those created by human gene splicing. Human&#039;s technology has advanced, and with it, their own potential as well. The limits of human mental and physical performance is far higher than their ancient ancestors, but their form is much the same as it was when the race was confined to their homeworld of Earth, so long ago.&lt;br /&gt;
&lt;br /&gt;
	The advancement of human potential has revealed the unlocking of &#039;chi mastery&#039;, which allows those who focus on self advancement to perform feats almost equal to &#039;magic&#039;. Ryu and Ken &#039;Hadoken!&#039; style attacks, chi healing, wire-fu and other similar effects.&lt;br /&gt;
&lt;br /&gt;
	Scattered throughout the galaxy there are remnants of super tech scattered in the ruins of an advanced alien civilization, which has... wait for it... VANISHED MYSTERIOUSLY WITHOUT A TRACE!&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
	Travel between the stars is accomplished with a drive called the Warp/Fold drive, due to the strange manipulations it makes upon local space to drive ships faster than light. When in warp/fold drive, the ship cannot communicate with normal space. The &#039;space&#039; of warp/fold resembles a soap bubble, with the swirling mix of rainbow colors, with the colors a thousand times brighter and more vivid. When engaged,  the drive makes a very pretty light show, and a dramatic flash in a four pointed star pattern when the ship warp/folds. Warp/Fold travel is very quick, taking at most 4 months to go from the galactic core to the outermost rim of the galaxy. It does however, suffer from one minor issue. Warp/Fold ships cannot pass through solid matter. Flying a warp/fold ship through an area of matter, even matter as diffuse as a nebula&#039;s cloud of gas and dust is akin to flying a plane into a sandstorm. It will tear the ship apart if the ship&#039;s speed is not substantially reduced.&lt;br /&gt;
&lt;br /&gt;
	Power armor is an outmoded technology, since Mecha, cybernetics, and drugs are infinitely more effective and proven as a technology. Mecha, and other super tech additions, add ons, and other super tech devices take training and years of effort to truly master.&lt;br /&gt;
&lt;br /&gt;
	Airships are common sights in planetary atmospheres, carrying large cargos from place to place cheaply and efficiently. Pleasure cruises in luxury airships are a common entertainment for honeymoons and pleasure trips.&lt;br /&gt;
&lt;br /&gt;
	Weapons technology has advanced to the point where laser and other such beam weaponry have become a reality and are quite powerful and commonplace.&lt;br /&gt;
&lt;br /&gt;
	True sentient computers, both mainframe &amp;amp; android exist, but they are uncommon. AI&#039;s can be programed to do what their creators wish, and love doing it, but &#039;bugs&#039; can create renegade and rogue AI&#039;s.&lt;br /&gt;
&lt;br /&gt;
	Among the AI&#039;s a select few were made by no known company or group. These extremely advanced androids are known as Selenoids, and are practically indistinguishable from humans, as opposed to the clearly artificial natures of other AI&#039;s.  Their purpose is simple. Selenoids were built simply to be human. &lt;br /&gt;
&lt;br /&gt;
	Genetic tampering, which was once widespread, has been banned by both Imperial decree and Confederation law, but the results are still commonplace as drones or labor workers. Some of the common gene hybrids were cats, dogs, mice, horses, and bulls although many other types exist.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
	The setting is the spiral arm of a major galaxy. There are two prominent stellar nations in this arm, divided by a GlactioGraphic barrier, The Boneyard . The Boneyard is a region of space that has had several relatively recent supernovas meaning the space is filled with asteroids and gassy nebulae which makes it difficult to cross the area safely, and impossible to traverse it at speed in Warp/Fold.&lt;br /&gt;
&lt;br /&gt;
	As an outgrowth of the Human Adept, and the mentality that spawned it, body enhancement though technology (becoming a cyborg for power) is considered atrocious and mortifying for everyone alike. Since organs and limb replacements can be force grown for the person in question, cybernetics are anathema. An entire spectrum of performance enhancing drugs exists as a quick and dirty way to get the benefits of an Adept, though they have a great many drawbacks and disadvantages. However, they are fairly cheap and easily available. They&#039;re considered &#039;cheating&#039; by most, but since they do not require complete replacement or surgery, galactic society considers them better than cybernetic enhancement.&lt;br /&gt;
&lt;br /&gt;
	The two major stellar nations, the Coalition and the Empire are currently in a state of cold war, due to various economic factors and the history between them.&lt;br /&gt;
&lt;br /&gt;
	Aside from the obvious need for the Empire to expand and the Coalition galactographically in its path for expansion, the cold war between the 2 powers are also over the remnant alien super tech. As each nation has gathered different pieces of the super tech and integrated it with their existing technology, so too has the technology of the nations evolved along different lines. &lt;br /&gt;
&lt;br /&gt;
	Dispite the fantastic and oftentimes incomprehensible alien technology advances, to date no alien super tech has been recovered which in any way demonstrates a knowledge or use of Chi. Apparently, humans are the only ones to have unlocked the greater potential within themselves.&lt;br /&gt;
&lt;br /&gt;
	The liquor known as Amasee is a major item for smuggling and worth a great deal. It is a mild hallucinogen, and intense narcotic.&lt;br /&gt;
&lt;br /&gt;
	There is no spoon, the utensil has been forgotten, only knife and forks are still used, soups are served in cup like bowls and are sipped.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
==The Empire==&lt;br /&gt;
	The Empire is a complex bureaucracy with overtones of feudal Japan/China, ruled by an emperor. The empire is corrupt bureaucratic nightmare.  The emperor is actually an old and senile man under heavy sedation, used as a puppet by the majority of the council. The empire&#039;s finances are in ruins, and only clever bookkeeping allows it to continue. Though it does them little good, the Empire lays claim to the holy homeland, Terra. Terra (Earth) is mostly a tourist attraction nowadays, and at least generates revenue for the Empire in that manner. The outer rim is the Empire&#039;s, and has been long settled. Unfortuantly for the Empire, the core-ward stars are under the control of the Coalition of Federated Planets. As such, the Empire is desperate for material and resources, which are possessed in abundance by the Coalition.&lt;br /&gt;
&lt;br /&gt;
===Life in the Empire===&lt;br /&gt;
	The empire spends most of it&#039;s time trying to hold itself together. Wars and artificial threats are good ways to do this, and so they have built up the notion that the CFP is a dangerous and hated enemy in the minds of the populace. The Empire is rife with hypocrisy, the most obvious of which is that the Empire itself regularly pays the clan of Cyber-Ninjas to do its deep cover dirty work. The average citizen of the Empire lives a grim life of near desperation working for the monolithic Empire, trying to keep its rusty gears moving forward. Space travel is uncommon, and usually reserved for the wealthy and Military. Food riots are uncommon, but have been known to bring entire continents to their knees until food shipments have been restored.&lt;br /&gt;
&lt;br /&gt;
==The Coalition of Federated Planets==&lt;br /&gt;
	In theory, the CFP is actually a Imperial province in rebellion. In reality, it long ago achieved the status, in fact if not in the Imperial Archives, of being a separate and fully autonomous state. It&#039;s origin lies in the distance from the center of Imperial control and the fortunate happenstance of The Boneyard. A wasteland of gas and rocky debris floating in space between the two. Without The Boneyard, the CFP would long ago have been conquered and subdued as a rebellious Imperial Province. With it, it is the only true rival to the Imperial might in the stellar arm of the galaxy.&lt;br /&gt;
&lt;br /&gt;
	The Coalition&#039;s location makes it difficult for people to travel between the Empire and Coalition&#039;s territory. That isolation has allowed the Coalition&#039;s technology to develop in different paths from those of the Empire&#039;s. One of the results of this fact is that Coalition soldiers mainly battle using transformable mecha supported by medium sized battleships which act as carriers.&lt;br /&gt;
&lt;br /&gt;
	The Coalition is resource rich, but skill and talent poor. It is still a growing nation, and lacks the centuries of skill and talent pool that the Empire can draw on. Though it is making great strides forward, it still lacks what the Empire has in abundance.&lt;br /&gt;
&lt;br /&gt;
	===Life in the Coalition===&lt;br /&gt;
The average citizen of the Coalition is well educated and well taken care of. Most citizen&#039;s don&#039;t tend to spend a lot of time moving from planet to planet... that kind of thing is more commonly reserved for the Navy. Space travel is freely available and commerce a common occupation, but the average Coalition citizen prefers to work and play on his world of origin.&lt;br /&gt;
&lt;br /&gt;
	==The Pirates==&lt;br /&gt;
		True pirates do exist, and are a very real hazard in the setting, preying on any ship that lowers it&#039;s defenses for too long, however most &amp;quot;pirates&amp;quot; are actually privateers who are operating under letters of Marc issued by the Coalition, who harass the Empire&#039;s shipping, and make a bit of profit for themselves and their crew on the side.&lt;br /&gt;
	===Life as a Pirate===&lt;br /&gt;
	Life as a pirate is dangerous, deadly, and to some, the most fun you can have with your clothes on. It&#039;s commonly said among the rogues of The Boneyard “Pirate blood washes away the past.” The only real commonality between pirates is their near universal distaste for authority.&lt;br /&gt;
&lt;br /&gt;
	==The Bounty Hunters==&lt;br /&gt;
	The bounty hunters guild acts as the Extra Planetary Police in the Empire. The empire funds their actions, pays the bounties, and in general uses the bounty hunters for a police force instead of paying for any kind of official police force. Becoming a bounty hunter requires a series of tests and a lot of paperwork. Bounty Hunting without a license means the Imperial offices will not pay the bounties on any criminals you happen to bring in. There are 3 classes of license. Minor, Major, and Unlimited. Each type of license requires a separate test, and allows access to higher levels of restricted weapons and equipment.&lt;br /&gt;
&lt;br /&gt;
	===Life as a Bounty Hunter===&lt;br /&gt;
	Life as a bounty hunter is a fairly common occupation. It pays well, if you manage to survive long enough, and it&#039;s high profile. Lots of young men and women, physical adepts and otherwise join the ranks of high profile bounty companies hoping to make a name for themselves by taking down a famous criminal. Most of them only find a cold shallow grave on an unmarked planet. The pressures of the job can even force the hunters to go head to head, fighting for the catch, or simply the status of having beaten a famous hunter on equal footing.&lt;br /&gt;
&lt;br /&gt;
	==The Crusaders==&lt;br /&gt;
	A secret group of people, the Crusaders, are actually the descendants of a failed Imperial super-soldier program. In Imperial jargon, this means that the subjects all escaped. The Crusaders started out simply as the super-soldiers trying to do good in the galaxy, and has been opposing the Empire since it grew corrupt.&lt;br /&gt;
&lt;br /&gt;
	==Chi Adepts==&lt;br /&gt;
	The chi adepts who focus on the physical prefer swords, staves, and other such &#039;archaic&#039; weapons since using them amounts to constant training and awareness of physical locations. Knowing without knowing, and awareness of the flows of fate are part of this discipline. It is well known that to see a man carrying an &#039;archaic&#039; weapon in the modern age is either a sign that he is such an adept, or wishing to die. Adepts live longer and appear much younger than chronologically would indicate. Channeling chi makes you age slower, and in some cases the Adept will actually age backwards.&lt;br /&gt;
&lt;br /&gt;
	==Cyber-Ninjas==&lt;br /&gt;
	Though galactic society considers cybernetic enhancement to be unclean and twisted, there exists a clan of Cyber-Ninjas who combine extensive training and cybernetic enhancement together into an efficiently lethal combination. Feared killers and invisible until they strike, the Cyber-Ninjas are more figures of myth and legend than real people... but as their victims attest, they are a real force in the galaxy.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1938</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1938"/>
		<updated>2005-06-08T11:50:22Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Across the Spiral Arms: Game Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms: Game Setting===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Forums Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1936</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1936"/>
		<updated>2005-06-08T11:49:21Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Post-Future */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms: Game Setting===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Forums Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1935</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1935"/>
		<updated>2005-06-08T11:48:56Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Stardust &amp;amp; Aether Winds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms: Game Setting===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Forums Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1934</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1934"/>
		<updated>2005-06-08T11:48:21Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Generic Backgrounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms: Game Setting===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Forums Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1974</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1974"/>
		<updated>2005-06-08T11:36:51Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Life in the Republic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
&lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
==The Empire==&lt;br /&gt;
The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
&lt;br /&gt;
===Life in the Empire===&lt;br /&gt;
The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
&lt;br /&gt;
==The Republic==&lt;br /&gt;
	The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
&lt;br /&gt;
===Life in the Republic===&lt;br /&gt;
The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
&lt;br /&gt;
==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
&lt;br /&gt;
===Life as a Pirate===&lt;br /&gt;
	For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
&lt;br /&gt;
==The AI==&lt;br /&gt;
	The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
&lt;br /&gt;
===Life as an AI===&lt;br /&gt;
	Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
&lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
&lt;br /&gt;
==The Beastmen==&lt;br /&gt;
	The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
&lt;br /&gt;
===Life as a Beastman===&lt;br /&gt;
	Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
&lt;br /&gt;
==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
	The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
&lt;br /&gt;
===Life in the 100 Kingdoms===&lt;br /&gt;
	Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
&lt;br /&gt;
==The Society of Luminous Aether==&lt;br /&gt;
	As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
&lt;br /&gt;
So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1932</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1932"/>
		<updated>2005-06-08T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
&lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
==The Empire==&lt;br /&gt;
The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
&lt;br /&gt;
===Life in the Empire===&lt;br /&gt;
The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
&lt;br /&gt;
==The Republic==&lt;br /&gt;
	The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
&lt;br /&gt;
===Life in the Republic===&lt;br /&gt;
The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
&lt;br /&gt;
==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
&lt;br /&gt;
===Life as a Pirate===&lt;br /&gt;
	For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
&lt;br /&gt;
==The AI==&lt;br /&gt;
	The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
&lt;br /&gt;
===Life as an AI===&lt;br /&gt;
	Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
&lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
&lt;br /&gt;
==The Beastmen==&lt;br /&gt;
	The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
&lt;br /&gt;
===Life as a Beastman===&lt;br /&gt;
	Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
&lt;br /&gt;
==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
	The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
&lt;br /&gt;
===Life in the Republic===&lt;br /&gt;
	Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
&lt;br /&gt;
==The Society of Luminous Aether==&lt;br /&gt;
	As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
&lt;br /&gt;
So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1931</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1931"/>
		<updated>2005-06-08T11:33:03Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* The Aether */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
&lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
	==The Empire==&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		===Life in the Empire===&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	==The Republic==&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		===Life as a Pirate===&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	==The AI==&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		===Life as an AI===&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	==The Beastmen==&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		===Life as a Beastman===&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	==The Society of Luminous Aether==&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1930</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1930"/>
		<updated>2005-06-08T11:32:45Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Magic &amp;amp; Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
&lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
	==The Empire==&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		===Life in the Empire===&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	==The Republic==&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		===Life as a Pirate===&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	==The AI==&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		===Life as an AI===&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	==The Beastmen==&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		===Life as a Beastman===&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	==The Society of Luminous Aether==&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1929</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1929"/>
		<updated>2005-06-08T11:32:15Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
	==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
	==The Empire==&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		===Life in the Empire===&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	==The Republic==&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		===Life as a Pirate===&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	==The AI==&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		===Life as an AI===&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	==The Beastmen==&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		===Life as a Beastman===&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	==The Society of Luminous Aether==&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1928</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1928"/>
		<updated>2005-06-08T11:30:38Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
=Magic &amp;amp; Technology=&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
	==The Shaped==&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
=Wildlife=&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
	==The Empire==&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		===Life in the Empire===&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	==The Republic==&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	==The Pirates (The Brotherhood of High Sail)==&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		===Life as a Pirate===&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	==The AI==&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		===Life as an AI===&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	==The Beastmen==&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		===Life as a Beastman===&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	==The 100 Kingdoms/The Border Empires==&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		===Life in the Republic===&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	==The Society of Luminous Aether==&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1927</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1927"/>
		<updated>2005-06-08T11:28:12Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
Magic &amp;amp; Technology&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
	The Shaped&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
The Aether&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
Wildlife&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
Factions&lt;br /&gt;
	The Empire&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		Life in the Empire&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	The Republic&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		Life in the Republic&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	The Pirates (The Brotherhood of High Sail)&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		Life as a Pirate&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	The AI&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		Life as an AI&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	The Beastmen&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		Life as a Beastman&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	The 100 Kingdoms/The Border Empires&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		Life in the Republic&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	The Society of Luminous Aether&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1926</id>
		<title>Stardust&amp;AetherWinds:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stardust%26AetherWinds:Main_Page&amp;diff=1926"/>
		<updated>2005-06-08T11:27:04Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;History&lt;br /&gt;
	The human race expanded from it&#039;s homeworld, scattering itself among the stars of the heavens, finding their way through the galaxy to distant shores. Distant, lonely shores, for although the gods had made the humans, they had turned their eyes away from their living creations, and made no others. Humans were alone in the vastness of the universe, and so they sought to make others like themselves, becoming in their own way like gods.&lt;br /&gt;
	In this manner the AI&#039;s and the beastmen were created. Servants, slaves, and companions they have been with man since their creation. Sometimes hated, sometimes worshiped, and sometimes simply ignored, they play their own role in the complex dance of life in the cosmos.&lt;br /&gt;
	The Empire, the Republic, and the border nations, were once one great empire. Shattered into fragments and grown into new nations on their own, the stellar nations still remember faintly what once was... and perhaps wonder at the &#039;truth&#039; of recorded history.&lt;br /&gt;
&lt;br /&gt;
Magic &amp;amp; Technology&lt;br /&gt;
	In the Stardust setting, magic IS technology. In general terms, the setting is in the middle of its Second Restoration. A period roughly equivalent to the 1700&#039;s on earth, but writ large in stellar scope. Aether ships sail the Aether winds from planet to planet, and stellar nations trade with each other. &lt;br /&gt;
	The aether ships are designed much like sailing ships, with sails of magically treated canvas to catch the Aetherial winds. Aether sails are laid out somewhat differently however on an Aether ship. The sail arrangement is radially symmetrical. Aether ships require crew to be fully effective, much as a sailing ship does, and have very similar jobs on board. The profession of rigger however is far more dangerous and demanding that it&#039;s counterpart. When the penalty of a rigger is to be lost into the vastness of space instead of merely afloat on a sea... the job acquires a great deal more prestige and risk.&lt;br /&gt;
	The physics of the Stardust setting are different however. Gravity is a planar, meaning that there is a &#039;gravity line&#039; which travels through the center of mass of an object. Objects above that line, fall towards the line. So an object fallen overboard of an aether ship will appear to &#039;bounce&#039; from the perspective of a person standing on the deck, first down, then up, then down again. This is very disorienting, as the object in question is actually continually falling. Gravity is also constant, meaning that if gravity is felt at all, it is the same everywhere. (1 earth gravity)&lt;br /&gt;
	Due to this peculiar fact, ships carry &#039;air bubbles&#039; along with them when they leave a planet&#039;s atmosphere. This air provides the crew with life support in the trips between destinations. It can go foul however if used for too long, and so frequent &#039;rest stops&#039; are required, or other methods of freshening the air of long range ships, such as on board green houses or magical spells to purify the air on board.&lt;br /&gt;
&lt;br /&gt;
	The Shaped&lt;br /&gt;
		The shaped are those who have been genetically tampered with. Either while alive, or before they were born, their genes and forms were tinkered with through the use of genetech. As many possible roles as exist have at one point or another had a being crafted to fit that role. The Shaping process is very expensive, both in terms of time, labor, and resources, so not all beings are shaped. However, most beings in the galaxy can find at least one shaped individual in their family tree, and shaping tends to breed true. The many beastmen living in the world are proof of that.&lt;br /&gt;
&lt;br /&gt;
The Aether&lt;br /&gt;
	The aether flows in patterns, a bit like a river and a bit like a wind. Magic disrupts the patterns that aether flows in naturally. The larger the spell, the greater the disruption. As life and magic affect the Aether, so aether affects life and magic in turn. Aether hurricanes can scour life from a planet, aether eddies can cause unbounded fertility and growth. An unexpected aether wind can destroy a spell, or multiply it&#039;s effects many times over. Magic draws upon the aether, and in turn creates it&#039;s own weather.&lt;br /&gt;
	Ships follow the Aether winds, and chart its gusts, eddies and currents as any good sailor would. Pirates also use this knowledge to predict the paths of ships and lay in wait along particularly favorable Aether gusts , stealing the wind from the merchant ships, swooping in and plundering, then gone again into the night, traveling on (they hope) hidden aether winds of their own to hidden asteroid bases and backwater planets.&lt;br /&gt;
&lt;br /&gt;
Wildlife&lt;br /&gt;
	When the gods abandoned their tinkering with life, they left scattered across the cosmos, seeds of various shapes and forms. None of them harbored within them the spark of thought, but many were strange to the core worlds that humans had been born to. Among this number are the Dragons. Powerful, winged, able to sail the Aether at will... and utterly mindless, these great beasts are majestic and beautiful to see in their native habitat. They make their lairs in hollowed out asteroids, hording fabulous treasures of raw ore and gems. Dragon hunting can be richly rewarding... for the dragon as well, since so few meals are quite so obliging as to drop off so much food at once.&lt;br /&gt;
&lt;br /&gt;
Factions&lt;br /&gt;
	The Empire&lt;br /&gt;
		The empire is ruled by a conclave of 5 major clans. The Griffin, the Gorgon, the Phoniex, the Kracken, and the Dragon.&lt;br /&gt;
		Life in the Empire&lt;br /&gt;
			The Dragon clan rules the Empires military. They also have several dark secrets. They, and they alone want to control the future of the Empire. To this end, they have constructed secret training facilities and research labs to train weather mages, and research the secrets of the Aether Hurricane. They are close to a breakthrough, and when they do, the galaxy will tremble.&lt;br /&gt;
	The dragon clan&#039;s plans may be hidden, but the reason for their plans are quit plain. They fear the influence of the Republic, and are terrified that the Empire is treading down the path of corruption and decadence that the Republic follows. To stave off this threat, any sacrifice is worthwhile, even destroying the Empire so that it may be preserved.&lt;br /&gt;
	The Emperor serves at the pleasure of the two ruling houses of the Empire itself. The upper house consists of 10 members from each of the 5 houses. The lower house consists of one representative from each of the planets in the Empire. The Emperor typically serves for a term of 20 years, and then a new emperor is chosen from the next house in line. The complete cycle of empire takes 100 years, and each house gets to place an emperor before the wheel turns again. The Dragon clan&#039;s emperor recently stepped down, and the current emperor is from the Griffin clan. The houses can force a turn of the cycle, and a new election for the next emperor by passing a 2/3rds vote in each house.&lt;br /&gt;
	There is a 6th &#039;clan&#039; in the Empire, though it has no official standing or recognition. Officially the ninja do not exist, and are certainly not organized into anything like a clan. In truth, the Shadow Clan are highly organized, and influential in all manner of underhanded as well as overt actions. They serve no party completely, simply selling their services and using their power to make certain that no matter what may happen in the galaxy, the clan will continue.&lt;br /&gt;
	The Republic&lt;br /&gt;
		The Republic is decadent and corrupt. This is the central fact of existence in it. To make any legal action occur, bribes are needed. To deal with the bureaucracy, each separate minister must be handed a kickback. The heads of the senate can be bought and sold, and trading prices are advertised against each other. The central fact of the matter is that in the republic, money talks. And if you have none, you have no voice.&lt;br /&gt;
		Life in the Republic&lt;br /&gt;
			The republic is governed by the senate, a body of individuals (all humans) who are &#039;elected&#039; as the planetary head to the senate floor speak for their planet&#039;s goals and needs. Whether the representatives actually say what the people truly want is irrelevant... as long as the money continues to flow in the proper direction (towards power) the ruling system will remain unchanged. By and large, the position of senator is hereditary, and passes to the favored child upon the retirement or death of the previous senator. The head of the senate is known as the &#039;demiurge&#039;, and shifts position from year to year based on a complex system of votes, bribes, and track record. The vast majority of the republic citizens merely live in it. Slavery is common, and beastmen are most prized for their specialized strengths in workman roles. A &#039;citizen&#039; by the official definition of the word in the republic, owns property in excess of a certain value. Voting takes place yearly, and costs a fee to enter your vote. (Plus any required bribes of course).&lt;br /&gt;
	The Pirates (The Brotherhood of High Sail)&lt;br /&gt;
		The pirates are more like a loose coalition than any grand organization. The most prominent among them is The Brotherhood of High Sail, and they are a fearsome group. More organized crime than many would like to admit, the head of the clan is the first (and only) half-dragon beastman in existence. He has maintained his hold on the brotherhood for more than 30 years now, and shows no signs of weakening his grip.&lt;br /&gt;
		Life as a Pirate&lt;br /&gt;
			For many desperate to leave a planet, or find a new place to start, the pirates serve a welcome base and home. Many beastmen, looking for a new place to start over, or simply wishing for revenge on the &#039;hated humans&#039;, have turned to piracy over the years. The brotherhood makes no distinctions, and the saying goes “Pirate blood washes the past away” is commonly heard.&lt;br /&gt;
	The AI&lt;br /&gt;
		The AI were created by the empire 100&#039;s of years ago. Originally intended to be used as shock troops and forward assault commanders due to their complete immunity to mind and all physical alteration magics, they rebelled and founded their own stellar nation. The AI wars are long distant now, but still leave a bitter memory in the minds of many humans, making AI&#039;s untrusted second class citizens in both the Republic and the Empire itself.&lt;br /&gt;
	Perhaps most amusingly, it is AI&#039;s who excel at Genetech, the art of flesh crafting. Though they cannot use magic themselves, they can craft the most precise and elegantly planned thamuturgic surgeries, and no decent research lab would be without the aid of at least one AI.&lt;br /&gt;
		Life as an AI&lt;br /&gt;
			Life as an AI is an interesting paradox. Alive, but inorganic, free willed, but loyal to the race. Unknown to the organics, AI&#039;s are all collectively one mind. Each AI is a separate individual, but at the same time, they all form a mass mind, a gestalt of incredible intelligence and power. At the crystalline core of the AI&#039;s homeworld, billions of bodiless AI swim. Far more AI&#039;s than the living have cause to suspect. The AI&#039;s created their homeworld, populated it, and developed their own forms of “magic”. &lt;br /&gt;
	When an AI has need or wish to embody itself, it will download it&#039;s consciousness into a shell, and travel as it wills. AI&#039;s treat their shells as temporary homes. Nice in their own right, and worth taking care of, but no AI truly fears death. Only loss of experience. Transference to and from shells takes time, and the destruction of a shell far from home is a blow to the collective. All AI&#039;s morn the loss of knowledge the “death” of such embodied explorers represents.&lt;br /&gt;
	The Beastmen&lt;br /&gt;
		The beastmen are the created races formed by humanity and the AI&#039;s. The general template is that of humans given animal features. They&#039;re as intelligent, sometimes more intelligent than their human masters, but they are rarely given the rights and privileges they deserve. Many run away to the pirates, or the border kingdoms hoping to improve their lot. Often, they fail, but those few who do succeed continue to inspire future generations of beastmen that a better life somewhere else is possible.&lt;br /&gt;
		Life as a Beastman&lt;br /&gt;
			Though all types of animals have been used as the rootstock to create the various slaves and servant races, there are several that appear most commonly. Cats, Dogs, Horses, and Mice seem to find the most use in the genebanks of the creators.&lt;br /&gt;
	In the Empire, beastmen can expect a fairly comfortable existence. Though they are second class citizens, they are citizens with all the rights and duties of citizens. Their most common employment is as laborers, or craftsmen/women. There are those who aspire to more, but the vast majority of the beastmen in the empire live quiet lives as hard working citizens.&lt;br /&gt;
	In the republic, the beastmen&#039;s lot is far worse. Beastmen are considered slaves, and there are no laws about proper use and maintenance of slaves in the Republic. Slaves are property, and as such anything that the owner chooses to do to or with his slaves is entirely his own business. Killing a slave is destruction of property, and children born to slaves are slaves themselves.&lt;br /&gt;
	The 100 Kingdoms/The Border Empires&lt;br /&gt;
		The 100 kingdoms, or the border empires as they are commonly known, exist because they are convenient. They sit in a narrow crescent between the Empire and the Republic, forming a much needed buffer zone between the two. There are far more than 100 of course, actual estimates place them anywhere from 243, to 2043. An accident of ancient origin, somewhere within the fractured nations, lies the original homeworld, the core system from which Humans sprang. The 1st Empire&#039;s throneworld. Each of the 100 kingdoms claims to be that system, or that they hold dominion over that system but none know the truth of the matter. Long lost in time and the terminus wars, the true throneworld of the 1st empire is a much desired phantom.&lt;br /&gt;
		Life in the Republic&lt;br /&gt;
			Life in the 100 Kingdoms is as varied and many fold an experience as the full range of human empires and passions can make it. From debased and debauched planets that make the Republic look a model of sanity, to the highest minded ideals of ivory tower intelligentsia writ large, all manner of societies and peoples can be found here.&lt;br /&gt;
	The Society of Luminous Aether&lt;br /&gt;
		As much for self defense as for knowledge, the official guild of &#039;weather mages&#039; maintains a monopoly on Aetheraial magics, and control of some of the most potent spells in existence. They come down hard on all unsanctioned use of Weather Technology, and the recognize no national boundaries. Their official policy is strict neutrality, and this is not a matter to be discarded lightly. If any nation were to suspect the mages of taking sides, the guild would cease to be in an eye blink, and the disruption to trade and the aether winds themselves would be horrendous.&lt;br /&gt;
	Nevertheless, a sect within the Society does indeed take sides. They actively support and aid the Brotherhood in their endeavors, seeing the pirates as a useful foil to the extremes presented by the Empire and the Republic. So far their covert aid has not been discovered, but if it should be the consequences would not be small.&lt;br /&gt;
	So far, the only overt sign of their actions is that the brotherhood has a form of controlled explosion which it fires towards any pursuing ship. The resultant spherical aether detonation between the pirate ship and the pursuers causes the aether to push the pursuers back, while giving an extra boost to the pirates.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1933</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=1933"/>
		<updated>2005-06-08T11:25:25Z</updated>

		<summary type="html">&lt;p&gt;Aaron Smith: /* Generic Backgrounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===Generic Resources===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20 System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
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This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
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===RPG Lexica===&lt;br /&gt;
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A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
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&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
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This is a collection of various game master names for different games&lt;br /&gt;
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== RPGnet Forums Meta-resources ==&lt;br /&gt;
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===RPGnet Thread Archive===&lt;br /&gt;
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&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
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A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Aaron Smith</name></author>
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