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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T08:46:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=14138</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=14138"/>
		<updated>2005-11-21T22:36:16Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Nevermore Nobilis Campaign Home&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; */ - Changed thread links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;&#039;&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Till I scarcely more than muttered, &amp;quot;Other friends have flown before;&amp;lt;br&amp;gt;&lt;br /&gt;
On the morrow he will leave me, as my hopes have flown before.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Then the bird said, &amp;quot;Nevermore.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Raven,&amp;quot; Edgar Allen Poe&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?p=4923967 Nevermore].  (You can see the old [http://forum.rpg.net/showthread.php?t=227407 recruitment thread] as well).&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Epoch plays &amp;lt;b&amp;gt;[[Nevermore:Erin_Doucet|Erin Doucet]]&amp;lt;/b&amp;gt;, a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays &amp;lt;b&amp;gt;[[Nevermore:Jack_Hopkins|Jack Hopkins]]&amp;lt;/b&amp;gt;, businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays &amp;lt;b&amp;gt;[[Nevermore:Jake_Keller|Jacob Keller]]&amp;lt;/b&amp;gt;, family man and the Power of Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays &amp;lt;b&amp;gt;[[Nevermore:Espejo|Espejo]]&amp;lt;/b&amp;gt;, a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
The following characters are named NPC&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Rebecca &amp;quot;Becky&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s wife and [[Nevermore:Erin_Doucet|Erin]]&#039;s sister.&lt;br /&gt;
;Iris Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s daughter, age 8.&lt;br /&gt;
;Isaac &amp;quot;Zach&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s son, age 4.&lt;br /&gt;
;Henri Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s father, as well as [[Nevermore:Jack_Hopkins|Jack]]&#039;s business rival.&lt;br /&gt;
;Rachel Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s mother.&lt;br /&gt;
;Amal Kitchings&lt;br /&gt;
:A very square African-American vice cop who was blackmailing [[Nevermore:Jack_Hopkins|Jack]], and is now his anchor.&lt;br /&gt;
;Jenny Hershy&lt;br /&gt;
:[[Nevermore:Jack_Hopkins|Jack]]&#039;s ex-girlfriend. She was a fling that turned into more when she got pregnant.&lt;br /&gt;
;Ronald Hershy&lt;br /&gt;
:Son of [[Nevermore:Jack_Hopkins|Jack]] and Jenny Hershy. 17 years old, Ron is almost an adult. Because of the payments he is making for Ron, Jack cannot wait until his son becomes a legal adult.&lt;br /&gt;
;Samuel Harris&lt;br /&gt;
:Truck driver for [[Nevermore:Jack_Hopkins|Jack]]. Dark hair and black eyes, Samuel drives trucks full of gas and other (not neccessarily legal) commodities for Jack. Jack and Samuel have worked out an agreement by which Samuel never knows what his cargo is beyond the invoice, and Jack never forces the issue.&lt;br /&gt;
;The Honorable Leila Hansen&lt;br /&gt;
:Leila has never gotten along with Amal. Whenever somebody would come to Leila for a warrant against Jack&#039;s holdings, she would deny it once [[Nevermore:Jack_Hopkins|Jack]] had paid her enough. Amal forced the issue by going over her head.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13966</id>
		<title>Nevermore:Erin Doucet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13966"/>
		<updated>2005-11-16T01:21:23Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Gifts */ Fixed grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Erin is a woman of 27 years who grew up in the South.  She is the younger of two sisters: her older sister Rebecca is only 18 months older than Erin, and Erin was an unplanned birth.  For the last ten years or so, Erin has harbored suspicions that she is the result of an affair between her mother and an unknown man.&lt;br /&gt;
&lt;br /&gt;
Erin has always sought a degree of isolation.  She never got along well with most people, fighting with other children when she was young and simply withdrawing when she was older.  The only people she&#039;s maintained a relatively close relationship with over the years are her nuclear family, though others have drifted into and out of her life, including [[Nevermore:Espejo|Espejo]], whom she briefly dated.&lt;br /&gt;
&lt;br /&gt;
In her teenage years, Erin developed a love of sailing which has proven her dominant interest in her adult life.  Her pride and joy is a 38 foot yacht, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;.  She has an undergraduate degree in marine biology, and has worked in the boating industry since college.&lt;br /&gt;
&lt;br /&gt;
Erin was in the process of moving the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt; to a new, hopefully safer berth a couple of days before Hurricane Katrina was expected to hit, when she was caught up by something.  She&#039;s not entirely sure what happened -- she just seemed to forget about the urgency of the trip and got caught up in the fun of sailing, and the next thing she knew, more than a day had gone by and she was overtaken by the storm...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) [5 AMP] &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) [5 DMP] &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) [5 RMP] &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) [5 SMP] &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin, but her range is extremely long -- she has divined the location of a person 1,000 miles away.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a &#039;&#039;whole hell of a lot&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
:* Freedom is the highest principal.&lt;br /&gt;
:* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
:* Give in kind a gift received.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13965</id>
		<title>Nevermore:Erin Doucet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13965"/>
		<updated>2005-11-16T01:20:29Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Erin Doucet, the Baronet of Wind */ - Added background.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Erin is a woman of 27 years who grew up in the South.  She is the younger of two sisters: her older sister Rebecca is only 18 months older than Erin, and Erin was an unplanned birth.  For the last ten years or so, Erin has harbored suspicions that she is the result of an affair between her mother and an unknown man.&lt;br /&gt;
&lt;br /&gt;
Erin has always sought a degree of isolation.  She never got along well with most people, fighting with other children when she was young and simply withdrawing when she was older.  The only people she&#039;s maintained a relatively close relationship with over the years are her nuclear family, though others have drifted into and out of her life, including [[Nevermore:Espejo|Espejo]], whom she briefly dated.&lt;br /&gt;
&lt;br /&gt;
In her teenage years, Erin developed a love of sailing which has proven her dominant interest in her adult life.  Her pride and joy is a 38 foot yacht, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;.  She has an undergraduate degree in marine biology, and has worked in the boating industry since college.&lt;br /&gt;
&lt;br /&gt;
Erin was in the process of moving the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt; to a new, hopefully safer berth a couple of days before Hurricane Katrina was expected to hit, when she was caught up by something.  She&#039;s not entirely sure what happened -- she just seemed to forget about the urgency of the trip and got caught up in the fun of sailing, and the next thing she knew, more than a day had gone by and she was overtaken by the storm...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) [5 AMP] &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) [5 DMP] &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) [5 RMP] &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) [5 SMP] &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a &#039;&#039;whole hell of a lot&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
:* Freedom is the highest principal.&lt;br /&gt;
:* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
:* Give in kind a gift received.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13964</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13964"/>
		<updated>2005-11-16T01:03:23Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Cast */ - Corrected spelling mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;&#039;&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Till I scarcely more than muttered, &amp;quot;Other friends have flown before;&amp;lt;br&amp;gt;&lt;br /&gt;
On the morrow he will leave me, as my hopes have flown before.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Then the bird said, &amp;quot;Nevermore.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Raven,&amp;quot; Edgar Allen Poe&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?t=227407 Nevermore].&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Epoch plays &amp;lt;b&amp;gt;[[Nevermore:Erin_Doucet|Erin Doucet]]&amp;lt;/b&amp;gt;, a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays &amp;lt;b&amp;gt;[[Nevermore:Jack_Hopkins|Jack Hopkins]]&amp;lt;/b&amp;gt;, businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays &amp;lt;b&amp;gt;[[Nevermore:Jake_Keller|Jacob Keller]]&amp;lt;/b&amp;gt;, family man and the Power of Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays &amp;lt;b&amp;gt;[[Nevermore:Espejo|Espejo]]&amp;lt;/b&amp;gt;, a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
The following characters are named NPC&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Rebecca &amp;quot;Becky&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s wife and [[Nevermore:Erin_Doucet|Erin]]&#039;s sister.&lt;br /&gt;
;Iris Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s daughter, age 8.&lt;br /&gt;
;Isaac &amp;quot;Zach&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s son, age 4.&lt;br /&gt;
;Henri Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s father, as well as [[Nevermore:Jack_Hopkins|Jack]]&#039;s business rival.&lt;br /&gt;
;Rachel Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s mother.&lt;br /&gt;
;Amal Kitchings&lt;br /&gt;
:A very square African-American vice cop who was blackmailing [[Nevermore:Jack_Hopkins|Jack]], and is now his anchor.&lt;br /&gt;
;Jenny Hershy&lt;br /&gt;
:[[Nevermore:Jack_Hopkins|Jack]]&#039;s ex-girlfriend. She was a fling that turned into more when she got pregnant.&lt;br /&gt;
;Ronald Hershy&lt;br /&gt;
:Son of [[Nevermore:Jack_Hopkins|Jack]] and Jenny Hershy. 17 years old, Ron is almost an adult. Because of the payments he is making for Ron, Jack cannot wait until his son becomes a legal adult.&lt;br /&gt;
;Samuel Harris&lt;br /&gt;
:Truck driver for [[Nevermore:Jack_Hopkins|Jack]]. Dark hair and black eyes, Samuel drives trucks full of gas and other (not neccessarily legal) commodities for Jack. Jack and Samuel have worked out an agreement by which Samuel never knows what his cargo is beyond the invoice, and Jack never forces the issue.&lt;br /&gt;
;The Honorable Leila Hansen&lt;br /&gt;
:Leila has never gotten along with Amal. Whenever somebody would come to Leila for a warrant against Jack&#039;s holdings, she would deny it once [[Nevermore:Jack_Hopkins|Jack]] had paid her enough. Amal forced the issue by going over her head.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13825</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13825"/>
		<updated>2005-11-11T23:47:11Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added top-quote, bolded PC names, renamed sections, further emphasized main heading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;&#039;&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Till I scarcely more than muttered, &amp;quot;Other friends have flown before;&amp;lt;br&amp;gt;&lt;br /&gt;
On the morrow he will leave me, as my hopes have flown before.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Then the bird said, &amp;quot;Nevermore.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Raven,&amp;quot; Edgar Allen Poe&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?t=227407 Nevermore].&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Epoch plays &amp;lt;b&amp;gt;[[Nevermore:Erin_Doucet|Erin Doucet]]&amp;lt;/b&amp;gt;, a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays &amp;lt;b&amp;gt;[[Nevermore:Jack_Hopkins|Jack Hopkins]]&amp;lt;/b&amp;gt;, businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays &amp;lt;b&amp;gt;[[Nevermore:Jake_Keller|Jacob Keller]]&amp;lt;/b&amp;gt;, family man and the Power of Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays &amp;lt;b&amp;gt;[[Nevermore:Espejo|Espejo]]&amp;lt;/b&amp;gt;, a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
The following characters are named NPC&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Rebecca &amp;quot;Becky&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s wife and [[Nevermore:Erin_Doucet|Erin]]&#039;s sister.&lt;br /&gt;
;Iris Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s daughter, age 8.&lt;br /&gt;
;Isaac &amp;quot;Zach&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s son, age 4.&lt;br /&gt;
;Henri Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s father, as well as [[Nevermore:Jack_Hopkins|Jack]]&#039;s business rival.&lt;br /&gt;
;Rachel Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s mother.&lt;br /&gt;
;Amal Kitchings&lt;br /&gt;
:A vice cop who was blackmailing [[Nevermore:Jack_Hopkins|Jack]], and is now his anchor.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13824</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13824"/>
		<updated>2005-11-11T23:32:31Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The cast: */ - Added the Henri/Jack relationship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?t=227407 Nevermore].&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=The players:=&lt;br /&gt;
&lt;br /&gt;
Epoch plays [[Nevermore:Erin_Doucet|Erin Doucet]], a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays [[Nevermore:Jack_Hopkins|Jack Hopkins]], businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays [[Nevermore:Jake_Keller|Jacob Keller]], family man and the Power of Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays [[Nevermore:Espejo|Espejo]], a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=The cast:=&lt;br /&gt;
&lt;br /&gt;
The following characters are named NPC&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Rebecca &amp;quot;Becky&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s wife and [[Nevermore:Erin_Doucet|Erin]]&#039;s sister.&lt;br /&gt;
;Iris Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s daughter, age 8.&lt;br /&gt;
;Isaac &amp;quot;Zach&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s son, age 4.&lt;br /&gt;
;Henri Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s father, as well as [[Nevermore:Jack_Hopkins|Jack]]&#039;s business rival.&lt;br /&gt;
;Rachel Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s mother.&lt;br /&gt;
;Amal Kitchings&lt;br /&gt;
:A vice cop who was blackmailing [[Nevermore:Jack_Hopkins|Jack]], and is now his anchor.&lt;br /&gt;
&lt;br /&gt;
=The setting:=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Jake_Keller&amp;diff=13821</id>
		<title>Nevermore:Jake Keller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Jake_Keller&amp;diff=13821"/>
		<updated>2005-11-11T21:19:09Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added link to bottom of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Jacob Keller, Marquis of Ties That Bind=&lt;br /&gt;
&lt;br /&gt;
Jake is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Jake is a man in his late twenties. He wears simple clothes that can be worn comfortably at work or at play with his kids. His skin is pale, a trait he gets from his mother&#039;s Irish ancestry, but his short, curly hair is as black as his Jewish father&#039;s. His face is narrow, though his nose is a little broader than most Europeans&#039;.&lt;br /&gt;
&lt;br /&gt;
Jake has a certain unquantifiable quality to his character since being enNobled; no one can quite understand it, but anyone who stays in Jake&#039;s presence for more than a few minutes becomes tied to him in one way or another. They know that, somehow, Jake has assumed some sort of role in their life and--whether for good or ill--they know that they will see him again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;(Abbreviated): Jacob Keller is a family man. He married right after High school, quit college to work full time when his wife became pregnant, and turned down jobs and promotions that would take away time with him and his family. His whole world revolved around his family (extended and in-laws, to a lesser extent, too) and he loved them with all his heart. &lt;br /&gt;
&lt;br /&gt;
When Katrina hit and swept away his home in her raging waters, Jacob held on to his family with all his strength. Arms and legs wrapped around a tree, he held on to his wife and two children throughout the night. As the waters continued to rise and his strength waned, he watched in utter horror as his wife was swept from him and there was nothing he could do to prevent it. &lt;br /&gt;
&lt;br /&gt;
Once the storm was over and things settled down, he carried his son and daughter through disease and corpse ridden waters to safety, taking no share in the food or clean water they found so that his children might have more. When they arrived at the shelter, he began the desperate search for his wife. Days went by, turned into weeks, but still he could find none who had seen or heard of her. Nevertheless, he never gave up. He could still feel her out their, could feel their connection; he knew she was alive. &lt;br /&gt;
&lt;br /&gt;
The Power of The Ties That Bind was growing weary and was preparing to loosen her ties to Life, ready to pass on her title. Divining Jacob&#039;s intensity and dedication, she passed her title and powers on to him. &lt;br /&gt;
&lt;br /&gt;
Instantly, he became aware of the tie that bound him to his wife. Not stopping to wonder what had happened to him or what he now was, he followed the trail straight to the shelter his wife had been lodged in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;:Coming soon!&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Aspect 1 &#039;&#039;(Metahuman)&#039;&#039; (5 AMP)&lt;br /&gt;
*Domain 3 &#039;&#039;(Marquis)&#039;&#039; (5 DMP)&lt;br /&gt;
**[[Sample Miracle List]]&lt;br /&gt;
*Realm 0 &#039;&#039;(Citizen)&#039;&#039; (5 RMP)&lt;br /&gt;
*Spirit 3 &#039;&#039;(Sunfire)&#039;&#039; (5 SMP)&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
*Gatemaker&lt;br /&gt;
**Jake exploits the mythic threads that tie Chancels to each other to create passable gateways&lt;br /&gt;
*Durant&lt;br /&gt;
**Jake&#039;s Estate has naturally fortified his Ties to Life&lt;br /&gt;
&lt;br /&gt;
==Bonds==&lt;br /&gt;
* Rebecca, his wife: 5 points&lt;br /&gt;
* His children, Iris and Zach: 5 points&lt;br /&gt;
* His Estate: 2 points&lt;br /&gt;
* (Still thinking of some others!)&lt;br /&gt;
&lt;br /&gt;
==Affiliation==&lt;br /&gt;
*Code of the Light&lt;br /&gt;
&lt;br /&gt;
==Handicaps==&lt;br /&gt;
*Focus: Jake&#039;s wedding ring contains his 3 levels of Spirit&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13820</id>
		<title>Nevermore:Erin Doucet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13820"/>
		<updated>2005-11-11T21:18:35Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added link at bottom, changed bracket styles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) [5 AMP] &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) [5 DMP] &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) [5 RMP] &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) [5 SMP] &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a &#039;&#039;whole hell of a lot&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
:* Freedom is the highest principal.&lt;br /&gt;
:* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
:* Give in kind a gift received.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Jack_Hopkins&amp;diff=13819</id>
		<title>Nevermore:Jack Hopkins</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Jack_Hopkins&amp;diff=13819"/>
		<updated>2005-11-11T21:14:56Z</updated>

		<summary type="html">&lt;p&gt;Epoch: A couple of really minor bug-fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Jack Hopkins, Viscount of Shadows =&lt;br /&gt;
&lt;br /&gt;
Jack Hopkin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Personality&amp;lt;/b&amp;gt;: Jack&#039;s real focus is on the ambiguity of shadows. More business gets done in the shadows than in the open, where the legal system can shine its spotlight. However, even the legal system has its nooks and crannies. For instance, criminals are not guilty as long as there is the shadow of a doubt. A person can disappear into the shadows, and their whereabouts will be unknown until they return to the light, whether as a living human or a corpse. This makes for a very good business tool, and Jack understands good business. Jack is not at all a moral personality, merely constrained by social systems which he can not bend to his own will. However, whenever he can break the rules without backlash, he does so. He is also very cynical (duh! He&#039;d have to be to be such a creep.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;History&amp;lt;/b&amp;gt;:  Jack Hopkins was a gas station owner who owned 7 small mom &#039;n&#039; Pop locations in Tennessee. Via many shady dealings, he became a millionaire, but unfortunately, criminals rarely stay moneyed for long. A vice cop caught up with him, but instead of furthering his own career at Jack&#039;s expense, he blackmailed him. Jack was required to donate a large percentage of his earnings to a series of dummy corporations or Amal Kitchings would reel him in. As a result, despite the fact that Jack is raking in the dough, he can spend very little of it. For this, he would kill Amal, given half a reason. &lt;br /&gt;
&lt;br /&gt;
To Jack, the hurricane was nothing more than an opportunity to make more money, particularly when the oil flow shut down. Jack jumped on the price increase before anybody else could take advantage of the economic disaster, and earned quite a bit of money before anybody even thought to check for price gouging, then dropped his prices shortly thereafter. Jack has a very good head for timing, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Design&amp;lt;/b&amp;gt;: A Yellow dogbane, its five petals folded in around its long stem. 3 sets of two petals each spiral up the stem, on opposite sides of the stalk. The dogbane is set against a swirled circle of black and green. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
:&amp;lt;i&amp;gt;Aspect&amp;lt;/i&amp;gt;: 4 (Celestial) [5 AMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Domain&amp;lt;/i&amp;gt;: 2 (Viscount) [5 DMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Realm&amp;lt;/i&amp;gt;: 0 (Citizen) [5 RMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Spirit&amp;lt;/i&amp;gt;: 1  (Candleflame) [5 SMP]&lt;br /&gt;
&lt;br /&gt;
== Gifts, Limits, and Virtues ==&lt;br /&gt;
&lt;br /&gt;
:Perfect Timing (3 CP) &lt;br /&gt;
:Invisibility (1CP) &lt;br /&gt;
&lt;br /&gt;
:Focus: 2 Points of Spirit (2-pt limit) &lt;br /&gt;
:Hated (2-pt limit) &lt;br /&gt;
&lt;br /&gt;
:Virtue: Deceitful &lt;br /&gt;
&lt;br /&gt;
== Code == &lt;br /&gt;
&lt;br /&gt;
Jack has a personal code.&lt;br /&gt;
&lt;br /&gt;
:*The truth confines. Deceit frees. &lt;br /&gt;
:*All things are corruptible. &lt;br /&gt;
:*When deceit is expected, even the truth becomes a lie.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
:Amal Kitchings (6 points) &lt;br /&gt;
:Jack’s general business acumen (5 points) &lt;br /&gt;
:Jack’s motorcycle, a Honda Shadow; go figure (4 points) &lt;br /&gt;
:The Estate of Shadows (3 points) &lt;br /&gt;
:Jack’s dog, Grey (2 points) &lt;br /&gt;
&lt;br /&gt;
== Anchors ==&lt;br /&gt;
&lt;br /&gt;
:Amal Kitchings &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Jack_Hopkins&amp;diff=13818</id>
		<title>Nevermore:Jack Hopkins</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Jack_Hopkins&amp;diff=13818"/>
		<updated>2005-11-11T21:13:40Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Prettied the page up a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Jack Hopkins, Viscount of Shadows =&lt;br /&gt;
&lt;br /&gt;
Jack Hopkin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Personality&amp;lt;/b&amp;gt;: Jack&#039;s real focus is on the ambiguity of shadows. More business gets done in the shadows than in the open, where the legal system can shine its spotlight. However, even the legal system has its nooks and crannies. For instance, criminals are not guilty as long as there is the shadow of a doubt. A person can disappear into the shadows, and their whereabouts will be unknown until they return to the light, whether as a living human or a corpse. This makes for a very good business tool, and Jack understands good business. Jack is not at all a moral personality, merely constrained by social systems which he can not bend to his own will. However, whenever he can break the rules without backlash, he does so. He is also very cynical (duh! He&#039;d have to be to be such a creep.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;History&amp;lt;/b&amp;gt;:Jack Hopkins was a gas station owner who owned 7 small mom &#039;n&#039; Pop locations in Tennessee. Via many shady dealings, he became a millionaire, but unfortunately, criminals rarely stay moneyed for long. A vice cop caught up with him, but instead of furthering his own career at Jack&#039;s expense, he blackmailed him. Jack was required to donate a large percentage of his earnings to a series of dummy corporations or Amal Kitchings would reel him in. As a result, despite the fact that Jack is raking in the dough, he can spend very little of it. For this, he would kill Amal, given half a reason. &lt;br /&gt;
&lt;br /&gt;
To Jack, the hurricane was nothing more than an opportunity to make more money, particularly when the oil flow shut down. Jack jumped on the price increase before anybody else could take advantage of the economic disaster, and earned quite a bit of money before anybody even thought to check for price gouging, then dropped his prices shortly thereafter. Jack has a very good head for timing, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Design&amp;lt;/b&amp;gt;: A Yellow dogbane, its five petals folded in around its long stem. 3 sets of two petals each spiral up the stem, on opposite sides of the stalk. The dogbane is set against a swirled circle of black and green. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
:&amp;lt;i&amp;gt;Aspect&amp;lt;/i&amp;gt;: 4 (Celestial) [5 AMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Domain&amp;lt;/i&amp;gt;: 2 (Viscount) [5 DMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Realm&amp;lt;/i&amp;gt;: 0 (Citizen) [5 RMP]&lt;br /&gt;
:&amp;lt;i&amp;gt;Spirit&amp;lt;/i&amp;gt;: 1  (Candleflame) [5 SMP]&lt;br /&gt;
&lt;br /&gt;
== Gifts, Limits, and Virtues ==&lt;br /&gt;
&lt;br /&gt;
:Perfect Timing (3 CP) &lt;br /&gt;
:Invisibility (1CP) &lt;br /&gt;
&lt;br /&gt;
:Focus: 2 Points of Spirit (2-pt limit) &lt;br /&gt;
:Hated (2-pt limit) &lt;br /&gt;
&lt;br /&gt;
:Virtue: Deceitful &lt;br /&gt;
&lt;br /&gt;
== Code == &lt;br /&gt;
&lt;br /&gt;
Jack has a personal code.&lt;br /&gt;
&lt;br /&gt;
:*The truth confines. Deceit frees. &lt;br /&gt;
:*All things are corruptible. &lt;br /&gt;
:*When deceit is expected, even the truth becomes a lie.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
:Amal Kitchings (6 points) &lt;br /&gt;
:Jack’s general business acumen (5 points) &lt;br /&gt;
:Jack’s motorcycle, a Honda Shadow; go figure (4 points) &lt;br /&gt;
:The Estate of Shadows (3 points) &lt;br /&gt;
:Jack’s dog, Grey (2 points) &lt;br /&gt;
&lt;br /&gt;
== Anchors ==&lt;br /&gt;
&lt;br /&gt;
Amal Kitchings &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Nevermore:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13783</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13783"/>
		<updated>2005-11-11T01:37:30Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added the &amp;quot;cast&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?t=227407 Nevermore].&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=The players:=&lt;br /&gt;
&lt;br /&gt;
Epoch plays [[Nevermore:Erin_Doucet|Erin Doucet]], a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays [[Nevermore:Jack_Hopkins|Jack Hopkins]], businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays [[Nevermore:Jake_Keller|Jake Keller]], family man and the Power of the Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays [[Nevermore:Espejo|Espejo]], a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=The cast:=&lt;br /&gt;
&lt;br /&gt;
The following characters are named NPC&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Rebecca &amp;quot;Becky&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s wife and [[Nevermore:Erin_Doucet|Erin]]&#039;s sister.&lt;br /&gt;
;Iris Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s daughter, age 8.&lt;br /&gt;
;Isaac &amp;quot;Zach&amp;quot; Keller&lt;br /&gt;
:[[Nevermore:Jake_Keller|Jake]]&#039;s son, age 4.&lt;br /&gt;
;Henri Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s father.&lt;br /&gt;
;Rachel Doucet&lt;br /&gt;
:[[Nevermore:Erin_Doucet|Erin]] and Rebecca&#039;s mother.&lt;br /&gt;
;Amal Kitchings&lt;br /&gt;
:A vice cop who was blackmailing [[Nevermore:Jack_Hopkins|Jack]], and is now his anchor.&lt;br /&gt;
&lt;br /&gt;
=The setting:=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13782</id>
		<title>Nevermore:Erin Doucet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13782"/>
		<updated>2005-11-11T01:22:00Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Code */ Added indents to match existing sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) (5 AMP) &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) (5 DMP) &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) (5 RMP) &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) (5 SMP) &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a WHOLE HELL OF A LOT.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
:* Freedom is the highest principal.&lt;br /&gt;
:* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
:* Give in kind a gift received.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13781</id>
		<title>Nevermore:Erin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13781"/>
		<updated>2005-11-11T00:56:47Z</updated>

		<summary type="html">&lt;p&gt;Epoch: There was confusion over what to name this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Nevermore:Erin_Doucet]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13780</id>
		<title>Nevermore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Main_Page&amp;diff=13780"/>
		<updated>2005-11-11T00:54:05Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The players: */ Changed link back to the Erin_Doucet instead of just Erin page.  Yeesh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Nobilis]]&lt;br /&gt;
=&#039;&#039;Nevermore Nobilis Campaign Home&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
This is the Wiki home of the RPGnet PbP game [http://forum.rpg.net/showthread.php?t=227407 Nevermore].&lt;br /&gt;
&lt;br /&gt;
The Hollyhock Gods of this game are DannyK and Aincumis.&lt;br /&gt;
&lt;br /&gt;
=The players:=&lt;br /&gt;
&lt;br /&gt;
Epoch plays [[Nevermore:Erin_Doucet|Erin Doucet]], a self-reliant sailor who is now the Power of Winds.  &lt;br /&gt;
&lt;br /&gt;
Sigmars Nightmare plays [[Nevermore:Jack_Hopkins|Jack Hopkins]], businessman and Power of Shadows.&lt;br /&gt;
&lt;br /&gt;
Sovem plays [[Nevermore:Jake_Keller|Jake Keller]], family man and the Power of the Ties-that-Bind.&lt;br /&gt;
&lt;br /&gt;
Firefly Night plays [[Nevermore:Espejo|Espejo]], a spirit born of an angel&#039;s reflection, now Power of Mirrors.&lt;br /&gt;
&lt;br /&gt;
=The setting:=&lt;br /&gt;
The Chancel and the Imperator have yet to be determined.&lt;br /&gt;
&lt;br /&gt;
The game takes place in and around New Orleans, and various places in Mythic Reality.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13779</id>
		<title>Nevermore:Erin Doucet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin_Doucet&amp;diff=13779"/>
		<updated>2005-11-11T00:53:31Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added in better coding.  Whee, DannyK and I are doing the same things at the same time.  Conflicts!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) (5 AMP) &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) (5 DMP) &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) (5 RMP) &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) (5 SMP) &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a WHOLE HELL OF A LOT.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
* Freedom is the highest principal.&lt;br /&gt;
* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
* Give in kind a gift received.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13777</id>
		<title>Nevermore:Erin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13777"/>
		<updated>2005-11-11T00:52:05Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Code */ Undid previous.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) (5 AMP) &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) (5 DMP) &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) (5 RMP) &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) (5 SMP) &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a WHOLE HELL OF A LOT.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
* Freedom is the highest principal.&lt;br /&gt;
* Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
* Give in kind a gift received.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13776</id>
		<title>Nevermore:Erin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nevermore:Erin&amp;diff=13776"/>
		<updated>2005-11-11T00:51:49Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Code */ Indented the list more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Erin Doucet, the Baronet of Wind =&lt;br /&gt;
&lt;br /&gt;
Erin is a character in the [[Nobilis]] game, [[Nevermore:Main_Page|Nevermore]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: A skinny, athletic-looking woman with a skin tone dark enough to suggest either some minor non-caucasian ancestry or a lifetime in the sun. Her short, curly dark-brown hair is usually pulled back away from her face. She could potentially be pretty, but usually looks severe. Her best feature is her penetrating brown eyes. She smiles rarely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disposition&#039;&#039;&#039;: Erin is modern in orientation, uncomfortable with her new role as the Domina of Wind, and self-reliant to an extreme. She is charmed by unfeigned altruism, and, while not a terrible person herself, surprisingly comfortable around the dregs of humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;: Six blue flower petals, free and seperated from each other, blown as if in the wind. &lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
: &#039;&#039;Aspect&#039;&#039; 2 (Legendary) (5 AMP) &lt;br /&gt;
: &#039;&#039;Domain&#039;&#039; 1 (Baronet) (5 DMP) &lt;br /&gt;
: &#039;&#039;Realm&#039;&#039; 1 (Radiant) (5 RMP) &lt;br /&gt;
: &#039;&#039;Spirit&#039;&#039; 2 (Incandescent Flame) (5 SMP) &lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
: Elemental &lt;br /&gt;
: Omniscience of Air &lt;br /&gt;
:: (Greater Divination of Wind/Simple/Almost Anywhere/A wide variety of situations/Uncommon = 5 points) &lt;br /&gt;
&lt;br /&gt;
:: Erin can, with a thought, divine a startling amount of information from minor changes in air currents. If a mouse is on the move fifty miles away, the slight air currents it makes are Erin&#039;s to read. If someone is speaking at a whisper, the words will still reach the mistress of Wind. Weather is hers to divine for the next day or two at least. The limitations of this ability are mostly those imposed by Erin&#039;s still fairly prosaic worldview -- she can not divine any information that could not reasonably be carried by the air (such as color or texture), and anything that happens without an unbroken air connection, such as from inside a relatively airtight building, is invisible to her. The information from further sources may also be slightly out-of-date by the time the wind carries it to Erin -- but her range is extremely long -- she has divined the location of a person 1,000 miles away. &lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
: Her family (Her sister, Rebecca; her father, Henri; and her mother, Rachel): 4 &lt;br /&gt;
: The sanctity of her estate: 2 &lt;br /&gt;
: The conception of her estate: 5 &lt;br /&gt;
: Her sailboat, the &amp;lt;i&amp;gt;Wake&#039;s Waft&amp;lt;/i&amp;gt;: 4 &lt;br /&gt;
&lt;br /&gt;
(The sanctity of her estate is the sense of &amp;quot;people besides natural forces, Erin, or Erin&#039;s Imperator don&#039;t get to mess with Winds.&amp;quot; The conception her Estate is, &amp;quot;winds purify and cleanse, blowing away corruption -- sometimes at great cost.&amp;quot; So it doesn&#039;t really bother Erin a whole lot if someone else horns in on Winds if they do so in accordance with her thematic sense of what wind does. If she&#039;s brought face to face with the fact that winds aren&#039;t always as purifying as she thinks, it bothers her a lot. If someone else is messing with them in order to mess with her conception, it bothers her a WHOLE HELL OF A LOT.)&lt;br /&gt;
&lt;br /&gt;
== Code ==&lt;br /&gt;
&lt;br /&gt;
Erin has a personal code which is strongly based on the Code of the Wild.&lt;br /&gt;
&lt;br /&gt;
** Freedom is the highest principal.&lt;br /&gt;
** Always allow someone who seeks self reliance to succeed or fail on their own merits.&lt;br /&gt;
** Give in kind a gift received.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=10479</id>
		<title>Magipunk:Campaigns:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=10479"/>
		<updated>2005-07-12T06:47:08Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Aren Elfblood */ Minor clean-up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
This page will eventually house a bunch of example characters for Magipunk, ranging from the characters who are important in the various [[Magipunk:Organizations|organizations]] to samples of each of the [[Magipunk:Species|species]] to some example PC&#039;s and antagonists.&lt;br /&gt;
&lt;br /&gt;
However, for the time being, it&#039;s pretty bare-bones.&lt;br /&gt;
&lt;br /&gt;
= Canonical Personalities =&lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Baron Mek Scarsen of Telomay ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Glassmaker&#039;s Alliance, a brilliant and ruthless tradesman, now in his mid 90&#039;s and much less sharp than he used to be.  He&#039;s still influential, though he no longer has direct control over the alliance.&lt;br /&gt;
&lt;br /&gt;
=== Sir Edam Scarsen ===&lt;br /&gt;
&lt;br /&gt;
Mek Scarsen&#039;s only son, born late in the Baron&#039;s life.  Edam is in his late 50&#039;s, and, while certainly smart, he doesn&#039;t have an innovator&#039;s spirit.  He works consistantly to maintain the Glassmakers hold over Atathorn, but doesn&#039;t really know how to handle the increasingly sophisticated lower classes or the competition that the Spinners Alliance brings to the city.&lt;br /&gt;
&lt;br /&gt;
=== Jinn Brooksmill ===&lt;br /&gt;
&lt;br /&gt;
One of several Alliance members who report directly to Edam Scarsen, and far and away the most capable of those at his level, Jinn is the voice in the Glassmakers for innovation and changing from Mek Scarsen&#039;s original plan of acquisition.  Jinn and Edam resent each other fiercely.&lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Duke Alamar Roget of Etersbruh ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Roget Alliance, Alamar Roget is now in his late 70&#039;s, and can no longer keep up with the day-to-day affairs of the massive economic machine of his Alliance, but, though officially retired, he keeps a tight hand on the reins.  He relies heavily on his niece to keep him informed about the fast-changing world.&lt;br /&gt;
&lt;br /&gt;
=== Count Deran Lauriel of Liom ===&lt;br /&gt;
&lt;br /&gt;
The titular head of the Roget Alliance, Count Lauriel has little intelligence and less ambition.  He&#039;s content to do as he&#039;s told by Alamar Roget, Jallion Nerie, and Kevin Cartson.&lt;br /&gt;
&lt;br /&gt;
=== Baroness Jallion Nerie of Usker ===&lt;br /&gt;
&lt;br /&gt;
Jallion took her husband&#039;s name, but she remains a Roget at heart.  She&#039;s the favored advisor of Alamar Roget, and, thus, in many ways the most powerful person in the Roget Alliance, but she&#039;s frustrated by the levels of indirection between her and the leadership of the Alliance, and by the influence of Kevam Cartson.  Her goal is to replace Count Lauriel as the leader of the Alliance, but for now, Alamar Roget keeps that out of her reach, as a way to control her.&lt;br /&gt;
&lt;br /&gt;
=== Sir Kevam Cartson ===&lt;br /&gt;
&lt;br /&gt;
The most influential person in the Roget Alliance from a common family (though, below the highest levels, the rest of the Alliance is heavily dominated by commoners, as are most Alliances), Kevam is the major check on the influence of Jallion Nerie.  Though Jallion is probably slightly superior to Kevam in pure business sense, Kevam is incredibly persuasive and has a gift for turning the worst disaster into a gift in disguise.  He and Jallion compete fiercely; if they ever reconciled with each other, the Roget Alliance would become nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Sir Zustin Estman ===&lt;br /&gt;
&lt;br /&gt;
Zustin Estman was a rising star in the Spinners Alliance in its home territory in Bessia, and the ruling oligarchy of the Alliance, feeling threatened by this young (in his early 40&#039;s) genius, shunted him to control of the Atathorn division, a move designed to cripple his career, as conventional wisdom had it that the Glassmakers and Roget Alliances had Atathorn unshakeably under their control.&lt;br /&gt;
&lt;br /&gt;
Instead, Estman made steady gains in Atathorn until even the conservative rulers of the Spinners were forced to see that giving Zustin their full support paid incredible dividends.  As the Spinners organization in Atathorn has expanded, Zustin has occaisionally made a misstep by being unable to delegate truly effectively, but as long as his tireless work remains focused on the Alliance&#039;s growth, its gains remain steady.&lt;br /&gt;
&lt;br /&gt;
== The Royals ==&lt;br /&gt;
&lt;br /&gt;
=== King Ropert V ===&lt;br /&gt;
&lt;br /&gt;
A strong ruler in his 60&#039;s, Ropert has been unable to cope with the rapid societal changes of the modern generation, and still tries to rule the kingdom of Branmir through the strategems of his ancestors which no longer function.  On some level, he realizes that his influence is waning, but he lacks the courage to really try what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
=== Queen Sira ===&lt;br /&gt;
&lt;br /&gt;
The Queen is not un-intelligent, but she is intensely egotistic, caring only about herself, her close acquaintences and family, and the petty intrigues of her court.  She could care less about the modern world, and would be happy to play her games until the kingdom falls down around her ears.&lt;br /&gt;
&lt;br /&gt;
=== Crown Prince Ropert ===&lt;br /&gt;
&lt;br /&gt;
The Crown Prince is a man much in the mold of his father.  He is smart and perceptive, but unwilling or unable to look outside of the heavy trappings of tradition that bind his family.  He idolizes his father and the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Princess Elin ===&lt;br /&gt;
&lt;br /&gt;
The King&#039;s younger sister, Elin, in her early 50&#039;s, is a realist who understands the modern world, but has been frustrated in her attempts to open her brother&#039;s eyes to the world.  She is married into the Roget Alliance, and has recently considered turning her attention to gaining power within that institution, rather than continuing her frustrating quest to shake up her family.&lt;br /&gt;
&lt;br /&gt;
=== Princess Saphia ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s oldest child, Saphia is a woman of little intellect or capability.&lt;br /&gt;
&lt;br /&gt;
=== Princess Pola ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s youngest child, Pola is in her 20&#039;s and is a child of the modern world.  Currently, she&#039;s more interested in the wonders of the modern than the plight of her family, but if she ever turns her attentions to reversing her family&#039;s fortune, she could be a powerful voice for change.&lt;br /&gt;
&lt;br /&gt;
=== Duke Wran of Edver ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s older son, Wran is a realist who understands the need to loose the shackles of tradition and accept the modern world if the Royal Family is to regain its former glory.  Thus far, he, like his mother, has been frustrated in his attempts to get the more influential members of the family to see this.&lt;br /&gt;
&lt;br /&gt;
Wran has a wife and three children, the oldest of whom is only 14.&lt;br /&gt;
&lt;br /&gt;
=== Duke Usker of Velaria ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s younger son, Usker is an alcoholic and drug addict whose occaisional lucid moments are less productive than his week-long drunks.&lt;br /&gt;
&lt;br /&gt;
= Sample PC&#039;s =&lt;br /&gt;
&lt;br /&gt;
=== Aren Elfblood ===&lt;br /&gt;
&lt;br /&gt;
Aren is one of the rare half-elves who is neither hugely deformed nor mentally impaired.&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
:Aren is tall and thin, with a head that seems slightly oversized for his body.  His hair grows only patchily, and so he shaves his head.  He walks with a slight limp, as one of his legs is a bit twisted.  He has smallish, pointed ears.  All in all, he&#039;s easily recognizable as a goblin, but obviously a better-favored one than most.  He&#039;s not particularly attractive, but not hideously ugly.&lt;br /&gt;
&lt;br /&gt;
:Aren tends to be cold most of the time, and dresses warmly because of it, favoring long shirts, a hip-length leather jack, and heavy canvas trousers.  In the winter months, he wears a warm fur hat.  He never tries to conceal his ears or other marks of his heritage.&lt;br /&gt;
&lt;br /&gt;
;History&lt;br /&gt;
:Aren has no idea who either parent was.  His earliest memories are of the Elvish Quarter, but he was simply one of a large pack of goblin children in the area.  He grew to be the leader of his little gang simply by virtue of being bigger and stronger than most of the stunted goblins, and he recalls the elves of the time being interested in his growth.  However, Aren is totally unaffected by the elvish empathic abilities, and as he grew, it quickly became apparent that he was an outsider in the Elvish Quarter, unable to understand the quick, silent communications enjoyed by the elves and some goblins.&lt;br /&gt;
&lt;br /&gt;
:Frustration with the elves and an intense curiosity soon had Aren ranging into the human-controlled areas of Atathorn, and as he grew to understand the relations between elves and humans, he grew to hate elves.&lt;br /&gt;
&lt;br /&gt;
:Aren is fiercely intelligent, and he eventually wound up working at a barber-shop.  The owner of the shop, a man named Pul, took a liking to Aren, and taught him the basics of reading and arithmatic, and some simple sorceries.  From these foundations, Aren built an eccentric edifice of scholarship, cadging what lessons he could buy or beg from a variety of experts amused at the impudence of a goblin trying to learn the modern science of sorcery.&lt;br /&gt;
&lt;br /&gt;
:Pul died years ago, the victim of a random mugging, and his shop was seized by his creditors.  Aren is a talented sorcerer, but his heritage guarantees that he&#039;ll never command any particular respect or high price in the legitimate world, and so he&#039;s taken to offerring his expertise to those criminals as are willing to pay for it.  Now in his mid 20&#039;s, he&#039;s beginning to make a reputation as &amp;quot;That Goblin Sorcerer,&amp;quot; one of very few in Atathorn.&lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:Aren is below human average in terms of stamina and agility, though his manual dexterity is good, and his strength about normal.  He&#039;s extremely intelligent and strong-willed, and has roughly normal perceptivity.&lt;br /&gt;
&lt;br /&gt;
:His mundane skills include a fair amount of small-business expertise (he was very capable around Pul&#039;s barber shop), a great deal of streetwise ability, and a not insignificant amount of scavenging skills and some stealth abilities left over from his gutter-goblin days.  He&#039;s never been much of a fighter -- his twisted leg and slightly sickly general health have prevented him from doing much beyond taking a beating now and then.  Magically, he&#039;s solid in most fields, and has particular expertise in the healing arts and in divination magic.&lt;br /&gt;
&lt;br /&gt;
:Aren doesn&#039;t tattoo himself -- as a sorcerer, he has too much respect for the art of tweaking spells to the latest parameters to wish something lasting on himself.  He usually wears an undershirt with defensive magics spells woven into it, and he sometimes carries a thin metal cudgel that has a stun spell worked on it, though he usually prefers to avoid combat or use impromptu spells to protect himself.  He almost invariably carries a small crystal with a light spell worked onto.  All of his gear remains at Obsolesence 0 or 1 -- he replaces it before it gets too old.&lt;br /&gt;
&lt;br /&gt;
=== Lise &amp;quot;Ninefingers&amp;quot; Atsdotter ===&lt;br /&gt;
&lt;br /&gt;
Lise is an ambitious young thief and pickpocket who has lived in Atathorn all her life.&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
:Lise is a slim woman with shoulder-length, dirty-blonde hair.  She&#039;s relatively attractive, but not stunning.  True to her nickname, she&#039;s missing her right ring finger after the first joint.  She has mystical tattoos above and below her right eye, and leading away from both eyes towards her temple, plus some on her upper arms, collar bones, and shoulder blades.  When she&#039;s working, she&#039;ll pull her hair back into a pony tail and wear functional, dark shirts and trousers.  When she&#039;s at play, she leaves her hair down and wears whatever the fashion of the moment is.&lt;br /&gt;
&lt;br /&gt;
:Lise wears power tokens in the standard ring form, and often wears gloves over the power tokens when she&#039;s doing anything the least bit sneaky.  She usually puts her first token on the stump of her lost finger.&lt;br /&gt;
&lt;br /&gt;
;History&lt;br /&gt;
:Lise never knew her father, and grew up with her mother and grandparents in a tiny apartment in Atathorn.  Her mother has always worked to support her, and when she was a child, she ended up running a bit wild without a parent to rein her in, and became a child pickpocket.  By the time she was 8 years old, she started working herself, and in an industrial accident, lost her finger (and extensively damaged her hand).  Her mother was able to gather up enough money to get Lise the attentions of a competent medical sorcerer, but by the time she could arrange it, her finger was beyond saving, though Lise otherwise made a complete recovery.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, Lise&#039;s mother was fired from her own job, as she had to take considerable time away from it to tend her injured daughter.  When Lise&#039;s mother went back to work, the only place she could find employment was at the Church Mills.  Now, some ten years later, Lise&#039;s mother is starting to show the degenerative effects of Passion use, and Lise is desperate to get enough money to allow her mother to stop working.  However, her good intentions on that score are undermined by her young, irresponsible criminal friends, who encourage her (with a fair amount of success) to blow her money on the same frivolous luxuries that they do.&lt;br /&gt;
&lt;br /&gt;
:Since her accident, Lise has decided that honest work is a fool&#039;s game.  In her teens, she reconnected with the underworld that she was a part of in her early youth, and she moved from petty pickpocketing to more risky and lucrative theft.  She&#039;s very talented at the various skills of a second-story woman, and has thus far picked partners, backers, and fences for her crimes that haven&#039;t betrayed her.&lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:Lise is both dextrous and agile, and relatively intelligent and perceptive.  She&#039;s not particularly strong, strong-willed, or enduring.&lt;br /&gt;
&lt;br /&gt;
:Skills-wise, Lise is a very accomplished pick-pocket, and her stealth skills are superlative.  She&#039;s a good climber, and has learned the basics of lock-picking.  She&#039;s been in enough scraps to know the basics of fighting, but she prefers to avoid combat rather than win at it.  She&#039;s not an assassin, and doesn&#039;t know anything about the assassin&#039;s arts.  She&#039;s extremely street-wise.&lt;br /&gt;
&lt;br /&gt;
:Lise&#039;s magical skills are pretty limited.  She knows a few counter-divination charms, and the very basics of everyday magic (she can create lights, and make enough heat to warm a room, for example).  She&#039;s been learning to capture images in a mirror or crystal, but can&#039;t do it reliably yet.&lt;br /&gt;
&lt;br /&gt;
:Lise carries a dagger that&#039;s got a basic damage-enhancement spell (Obsolesence 1) engraved on it, and she has four magical tattoos:  The one above and below her right eye is a spell that allows her to see heat, but it&#039;s rather obsolete (Obsolesence 3), and most modern invisibility spells will counteract it.  The spell on her shoulder-blades and arms is a good quality (Obsolesence 2) armor spell, and the one on her collar-bones is a camoflage spell that helps her stealth (also Obsolesence 2).  The spell on her temples is her replacement for her now obsolete heat-vision spell, though this one simply lets her see normally even in total darkness.  It&#039;s brand-new, Obsolesence 0.&lt;br /&gt;
&lt;br /&gt;
= Sample Antagonists =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Non-Humans =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_page|Back to the index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3062</id>
		<title>Magipunk:Campaigns:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3062"/>
		<updated>2005-07-11T22:03:40Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Sample PC&amp;#039;s */ Added Aren Elfblood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
This page will eventually house a bunch of example characters for Magipunk, ranging from the characters who are important in the various [[Magipunk:Organizations|organizations]] to samples of each of the [[Magipunk:Species|species]] to some example PC&#039;s and antagonists.&lt;br /&gt;
&lt;br /&gt;
However, for the time being, it&#039;s pretty bare-bones.&lt;br /&gt;
&lt;br /&gt;
= Canonical Personalities =&lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Baron Mek Scarsen of Telomay ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Glassmaker&#039;s Alliance, a brilliant and ruthless tradesman, now in his mid 90&#039;s and much less sharp than he used to be.  He&#039;s still influential, though he no longer has direct control over the alliance.&lt;br /&gt;
&lt;br /&gt;
=== Sir Edam Scarsen ===&lt;br /&gt;
&lt;br /&gt;
Mek Scarsen&#039;s only son, born late in the Baron&#039;s life.  Edam is in his late 50&#039;s, and, while certainly smart, he doesn&#039;t have an innovator&#039;s spirit.  He works consistantly to maintain the Glassmakers hold over Atathorn, but doesn&#039;t really know how to handle the increasingly sophisticated lower classes or the competition that the Spinners Alliance brings to the city.&lt;br /&gt;
&lt;br /&gt;
=== Jinn Brooksmill ===&lt;br /&gt;
&lt;br /&gt;
One of several Alliance members who report directly to Edam Scarsen, and far and away the most capable of those at his level, Jinn is the voice in the Glassmakers for innovation and changing from Mek Scarsen&#039;s original plan of acquisition.  Jinn and Edam resent each other fiercely.&lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Duke Alamar Roget of Etersbruh ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Roget Alliance, Alamar Roget is now in his late 70&#039;s, and can no longer keep up with the day-to-day affairs of the massive economic machine of his Alliance, but, though officially retired, he keeps a tight hand on the reins.  He relies heavily on his niece to keep him informed about the fast-changing world.&lt;br /&gt;
&lt;br /&gt;
=== Count Deran Lauriel of Liom ===&lt;br /&gt;
&lt;br /&gt;
The titular head of the Roget Alliance, Count Lauriel has little intelligence and less ambition.  He&#039;s content to do as he&#039;s told by Alamar Roget, Jallion Nerie, and Kevin Cartson.&lt;br /&gt;
&lt;br /&gt;
=== Baroness Jallion Nerie of Usker ===&lt;br /&gt;
&lt;br /&gt;
Jallion took her husband&#039;s name, but she remains a Roget at heart.  She&#039;s the favored advisor of Alamar Roget, and, thus, in many ways the most powerful person in the Roget Alliance, but she&#039;s frustrated by the levels of indirection between her and the leadership of the Alliance, and by the influence of Kevam Cartson.  Her goal is to replace Count Lauriel as the leader of the Alliance, but for now, Alamar Roget keeps that out of her reach, as a way to control her.&lt;br /&gt;
&lt;br /&gt;
=== Sir Kevam Cartson ===&lt;br /&gt;
&lt;br /&gt;
The most influential person in the Roget Alliance from a common family (though, below the highest levels, the rest of the Alliance is heavily dominated by commoners, as are most Alliances), Kevam is the major check on the influence of Jallion Nerie.  Though Jallion is probably slightly superior to Kevam in pure business sense, Kevam is incredibly persuasive and has a gift for turning the worst disaster into a gift in disguise.  He and Jallion compete fiercely; if they ever reconciled with each other, the Roget Alliance would become nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Sir Zustin Estman ===&lt;br /&gt;
&lt;br /&gt;
Zustin Estman was a rising star in the Spinners Alliance in its home territory in Bessia, and the ruling oligarchy of the Alliance, feeling threatened by this young (in his early 40&#039;s) genius, shunted him to control of the Atathorn division, a move designed to cripple his career, as conventional wisdom had it that the Glassmakers and Roget Alliances had Atathorn unshakeably under their control.&lt;br /&gt;
&lt;br /&gt;
Instead, Estman made steady gains in Atathorn until even the conservative rulers of the Spinners were forced to see that giving Zustin their full support paid incredible dividends.  As the Spinners organization in Atathorn has expanded, Zustin has occaisionally made a misstep by being unable to delegate truly effectively, but as long as his tireless work remains focused on the Alliance&#039;s growth, its gains remain steady.&lt;br /&gt;
&lt;br /&gt;
== The Royals ==&lt;br /&gt;
&lt;br /&gt;
=== King Ropert V ===&lt;br /&gt;
&lt;br /&gt;
A strong ruler in his 60&#039;s, Ropert has been unable to cope with the rapid societal changes of the modern generation, and still tries to rule the kingdom of Branmir through the strategems of his ancestors which no longer function.  On some level, he realizes that his influence is waning, but he lacks the courage to really try what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
=== Queen Sira ===&lt;br /&gt;
&lt;br /&gt;
The Queen is not un-intelligent, but she is intensely egotistic, caring only about herself, her close acquaintences and family, and the petty intrigues of her court.  She could care less about the modern world, and would be happy to play her games until the kingdom falls down around her ears.&lt;br /&gt;
&lt;br /&gt;
=== Crown Prince Ropert ===&lt;br /&gt;
&lt;br /&gt;
The Crown Prince is a man much in the mold of his father.  He is smart and perceptive, but unwilling or unable to look outside of the heavy trappings of tradition that bind his family.  He idolizes his father and the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Princess Elin ===&lt;br /&gt;
&lt;br /&gt;
The King&#039;s younger sister, Elin, in her early 50&#039;s, is a realist who understands the modern world, but has been frustrated in her attempts to open her brother&#039;s eyes to the world.  She is married into the Roget Alliance, and has recently considered turning her attention to gaining power within that institution, rather than continuing her frustrating quest to shake up her family.&lt;br /&gt;
&lt;br /&gt;
=== Princess Saphia ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s oldest child, Saphia is a woman of little intellect or capability.&lt;br /&gt;
&lt;br /&gt;
=== Princess Pola ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s youngest child, Pola is in her 20&#039;s and is a child of the modern world.  Currently, she&#039;s more interested in the wonders of the modern than the plight of her family, but if she ever turns her attentions to reversing her family&#039;s fortune, she could be a powerful voice for change.&lt;br /&gt;
&lt;br /&gt;
=== Duke Wran of Edver ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s older son, Wran is a realist who understands the need to loose the shackles of tradition and accept the modern world if the Royal Family is to regain its former glory.  Thus far, he, like his mother, has been frustrated in his attempts to get the more influential members of the family to see this.&lt;br /&gt;
&lt;br /&gt;
Wran has a wife and three children, the oldest of whom is only 14.&lt;br /&gt;
&lt;br /&gt;
=== Duke Usker of Velaria ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s younger son, Usker is an alcoholic and drug addict whose occaisional lucid moments are less productive than his week-long drunks.&lt;br /&gt;
&lt;br /&gt;
= Sample PC&#039;s =&lt;br /&gt;
&lt;br /&gt;
=== Aren Elfblood ===&lt;br /&gt;
&lt;br /&gt;
Aren is one of the rare half-elves who is neither hugely deformed nor mentally impaired.&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
:Aren is tall and thin, with a head that seems slightly oversized for his body.  His hair grows only patchily, and so he shaves his head.  He walks with a slight limp, as one of his legs is a bit twisted.  He has smallish, pointed ears.  All in all, he&#039;s easily recognizable as a goblin, but obviously a better-favored one than most.  He&#039;s not particularly attractive, but not hideously ugly.&lt;br /&gt;
&lt;br /&gt;
:Aren tends to be cold most of the time, and dresses warmly because of it, favoring long shirts, a hip-length leather jack, and heavy canvas trousers.  In the winter months, he wears a warm fur hat.  He never tries to conceal his ears or other marks of his heritage.&lt;br /&gt;
&lt;br /&gt;
;History&lt;br /&gt;
:Aren has no idea who either parent was.  His earliest memories are of the Elvish Quarter, but he was simply one of a large pack of goblin children in the area.  He grew to be the leader of his little gang simply by virtue of being bigger and stronger than most of the stunted goblins, and he recalls the elves of the time being interested in his growth.  However, Aren is totally unaffected by the elvish empathic abilities, and as he grew, it quickly became apparent that he was an outsider in the Elvish quarter, unable to understand the quick, silent communications enjoyed by the elves and some goblins.&lt;br /&gt;
&lt;br /&gt;
:Frustration with the elves and an intense curiosity soon had Aren ranging into the human-controlled areas of Atathorn, and as he grew to understand the relations between elves and humans, he grew to hate elves.&lt;br /&gt;
&lt;br /&gt;
:Aren is fiercely intelligent, and he eventually wound up working at a barber-shop.  The owner of the shop, a man named Pul, took a liking to Aren, and taught him the basics of reading and arithmatic, and some simple sorceries.  From these foundations, Aren built an eccentric edifice of scholarship, cadging what lessons he could buy or beg from a variety of experts amused at the impudence of a goblin trying to learn the modern science of sorcery.&lt;br /&gt;
&lt;br /&gt;
:Pul died years ago, the victim of a random mugging, and his shop was seized by his creditors.  Aren is a talented sorcerer, but his heritage guarantees that he&#039;ll never command any particular respect or high price in the legitimate world, and so he&#039;s taken to offerring his expertise to those criminals as are willing to pay for it.  Now in his mid 20&#039;s, he&#039;s beginning to make a reputation as the Goblin Sorcerer, one of very few in Atathorn.&lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:Aren is below human average in terms of stamina and agility, though his manual dexterity is good, and his strength about normal.  He&#039;s extremely intelligent and strong-willed, and has roughly normal perceptions.&lt;br /&gt;
&lt;br /&gt;
:His mundane skills include a fair amount of small-business expertise (he was very capable around Pul&#039;s barber shop), a great deal of streetwise ability, and a not insignificant amount of scavenging skills and some stealth abilities left over from his gutter-goblin days.  He&#039;s never been much of a fighter -- his twisted leg and slightly sickly general health have prevented him from doing much beyond taking a beating now and then.  Magically, he&#039;s solid in most fields, and has particular expertise in the healing arts and in divination magic.&lt;br /&gt;
&lt;br /&gt;
:Aren doesn&#039;t tattoo himself -- as a sorcerer, he has too much respect for the art of tweaking spells to the latest parameters to wish something lasting on himself.  He usually wears an undershirt with defensive magics spells woven into it, and he sometimes carries a thin metal cudgel that has a stun spell worked on it, though he usually prefers to avoid combat or use impromptu spells to protect himself.  He almost invariably carries a small crystal with a light spell worked onto.  All of his gear remains at Obsolesence 0 or 1 -- he replaces it before it gets too old.&lt;br /&gt;
&lt;br /&gt;
=== Lise &amp;quot;Ninefingers&amp;quot; Atsdotter ===&lt;br /&gt;
&lt;br /&gt;
Lise is an ambitious young thief and pickpocket who has lived in Atathorn all her life.&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
:Lise is a slim woman with shoulder-length, dirty-blonde hair.  She&#039;s relatively attractive, but not stunning.  True to her nickname, she&#039;s missing her right ring finger after the first joint.  She has mystical tattoos above and below her right eye, and leading away from both eyes towards her temple, plus some on her upper arms, collar bones, and shoulder blades.  When she&#039;s working, she&#039;ll pull her hair back into a pony tail and wear functional, dark shirts and trousers.  When she&#039;s at play, she leaves her hair down and wears whatever the fashion of the moment is.&lt;br /&gt;
&lt;br /&gt;
:Lise wears power tokens in the standard ring form, and often wears gloves over the power tokens when she&#039;s doing anything the least bit sneaky.  She usually puts her first token on the stump of her lost finger.&lt;br /&gt;
&lt;br /&gt;
;History&lt;br /&gt;
:Lise never knew her father, and grew up with her mother and grandparents in a tiny apartment in Atathorn.  Her mother has always worked to support her, and when she was a child, she ended up running a bit wild without a parent to rein her in, and became a child pickpocket.  By the time she was 8 years old, she started working herself, and in an industrial accident, lost her finger (and extensively damaged her hand).  Her mother was able to gather up enough money to get Lise the attentions of a competent medical sorcerer, but by the time she could arrange it, her finger was beyond saving, though Lise otherwise made a complete recovery.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, Lise&#039;s mother was fired from her own job, as she had to take considerable time away from it to tend her injured daughter.  When Lise&#039;s mother went back to work, the only place she could find employment was at the Church Mills.  Now, some ten years later, Lise&#039;s mother is starting to show the degenerative effects of Passion use, and Lise is desperate to get enough money to allow her mother to stop working.  However, her good intentions on that score are undermined by her young, irresponsible criminal friends, who encourage her (with a fair amount of success) to blow her money on the same frivolous luxuries that they do.&lt;br /&gt;
&lt;br /&gt;
:Since her accident, Lise has decided that honest work is a fool&#039;s game.  In her teens, she reconnected with the underworld that she was a part of in her early youth, and she moved from petty pickpocketing to more risky and lucrative theft.  She&#039;s very talented at the various skills of a second-story woman, and has thus far picked partners, backers, and fences for her crimes that haven&#039;t betrayed her.&lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:Lise is both dextrous and agile, and relatively intelligent and perceptive.  She&#039;s not particularly strong, strong-willed, or enduring.&lt;br /&gt;
&lt;br /&gt;
:Skills-wise, Lise is a very accomplished pick-pocket, and her stealth skills are superlative.  She&#039;s a good climber, and has learned the basics of lock-picking.  She&#039;s been in enough scraps to know the basics of fighting, but she prefers to avoid combat rather than win at it.  She&#039;s not an assassin, and doesn&#039;t know anything about the assassin&#039;s arts.  She&#039;s extremely street-wise.&lt;br /&gt;
&lt;br /&gt;
:Lise&#039;s magical skills are pretty limited.  She knows a few counter-divination charms, and the very basics of everyday magic (she can create lights, and make enough heat to warm a room, for example).  She&#039;s been learning to capture images in a mirror or crystal, but can&#039;t do it reliably yet.&lt;br /&gt;
&lt;br /&gt;
:Lise carries a dagger that&#039;s got a basic damage-enhancement spell (Obsolesence 1) engraved on it, and she has four magical tattoos:  The one above and below her right eye is a spell that allows her to see heat, but it&#039;s rather obsolete (Obsolesence 3), and most modern invisibility spells will counteract it.  The spell on her shoulder-blades and arms is a good quality (Obsolesence 2) armor spell, and the one on her collar-bones is a camoflage spell that helps her stealth (also Obsolesence 2).  The spell on her temples is her replacement for her now obsolete heat-vision spell, though this one simply lets her see normally even in total darkness.  It&#039;s brand-new, Obsolesence 0.&lt;br /&gt;
&lt;br /&gt;
= Sample Antagonists =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Non-Humans =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_page|Back to the index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3060</id>
		<title>Magipunk:Campaigns:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3060"/>
		<updated>2005-07-11T18:44:20Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Sample PC&amp;#039;s */ Added Lise Atsdotter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
This page will eventually house a bunch of example characters for Magipunk, ranging from the characters who are important in the various [[Magipunk:Organizations|organizations]] to samples of each of the [[Magipunk:Species|species]] to some example PC&#039;s and antagonists.&lt;br /&gt;
&lt;br /&gt;
However, for the time being, it&#039;s pretty bare-bones.&lt;br /&gt;
&lt;br /&gt;
= Canonical Personalities =&lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Baron Mek Scarsen of Telomay ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Glassmaker&#039;s Alliance, a brilliant and ruthless tradesman, now in his mid 90&#039;s and much less sharp than he used to be.  He&#039;s still influential, though he no longer has direct control over the alliance.&lt;br /&gt;
&lt;br /&gt;
=== Sir Edam Scarsen ===&lt;br /&gt;
&lt;br /&gt;
Mek Scarsen&#039;s only son, born late in the Baron&#039;s life.  Edam is in his late 50&#039;s, and, while certainly smart, he doesn&#039;t have an innovator&#039;s spirit.  He works consistantly to maintain the Glassmakers hold over Atathorn, but doesn&#039;t really know how to handle the increasingly sophisticated lower classes or the competition that the Spinners Alliance brings to the city.&lt;br /&gt;
&lt;br /&gt;
=== Jinn Brooksmill ===&lt;br /&gt;
&lt;br /&gt;
One of several Alliance members who report directly to Edam Scarsen, and far and away the most capable of those at his level, Jinn is the voice in the Glassmakers for innovation and changing from Mek Scarsen&#039;s original plan of acquisition.  Jinn and Edam resent each other fiercely.&lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Duke Alamar Roget of Etersbruh ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Roget Alliance, Alamar Roget is now in his late 70&#039;s, and can no longer keep up with the day-to-day affairs of the massive economic machine of his Alliance, but, though officially retired, he keeps a tight hand on the reins.  He relies heavily on his niece to keep him informed about the fast-changing world.&lt;br /&gt;
&lt;br /&gt;
=== Count Deran Lauriel of Liom ===&lt;br /&gt;
&lt;br /&gt;
The titular head of the Roget Alliance, Count Lauriel has little intelligence and less ambition.  He&#039;s content to do as he&#039;s told by Alamar Roget, Jallion Nerie, and Kevin Cartson.&lt;br /&gt;
&lt;br /&gt;
=== Baroness Jallion Nerie of Usker ===&lt;br /&gt;
&lt;br /&gt;
Jallion took her husband&#039;s name, but she remains a Roget at heart.  She&#039;s the favored advisor of Alamar Roget, and, thus, in many ways the most powerful person in the Roget Alliance, but she&#039;s frustrated by the levels of indirection between her and the leadership of the Alliance, and by the influence of Kevam Cartson.  Her goal is to replace Count Lauriel as the leader of the Alliance, but for now, Alamar Roget keeps that out of her reach, as a way to control her.&lt;br /&gt;
&lt;br /&gt;
=== Sir Kevam Cartson ===&lt;br /&gt;
&lt;br /&gt;
The most influential person in the Roget Alliance from a common family (though, below the highest levels, the rest of the Alliance is heavily dominated by commoners, as are most Alliances), Kevam is the major check on the influence of Jallion Nerie.  Though Jallion is probably slightly superior to Kevam in pure business sense, Kevam is incredibly persuasive and has a gift for turning the worst disaster into a gift in disguise.  He and Jallion compete fiercely; if they ever reconciled with each other, the Roget Alliance would become nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Sir Zustin Estman ===&lt;br /&gt;
&lt;br /&gt;
Zustin Estman was a rising star in the Spinners Alliance in its home territory in Bessia, and the ruling oligarchy of the Alliance, feeling threatened by this young (in his early 40&#039;s) genius, shunted him to control of the Atathorn division, a move designed to cripple his career, as conventional wisdom had it that the Glassmakers and Roget Alliances had Atathorn unshakeably under their control.&lt;br /&gt;
&lt;br /&gt;
Instead, Estman made steady gains in Atathorn until even the conservative rulers of the Spinners were forced to see that giving Zustin their full support paid incredible dividends.  As the Spinners organization in Atathorn has expanded, Zustin has occaisionally made a misstep by being unable to delegate truly effectively, but as long as his tireless work remains focused on the Alliance&#039;s growth, its gains remain steady.&lt;br /&gt;
&lt;br /&gt;
== The Royals ==&lt;br /&gt;
&lt;br /&gt;
=== King Ropert V ===&lt;br /&gt;
&lt;br /&gt;
A strong ruler in his 60&#039;s, Ropert has been unable to cope with the rapid societal changes of the modern generation, and still tries to rule the kingdom of Branmir through the strategems of his ancestors which no longer function.  On some level, he realizes that his influence is waning, but he lacks the courage to really try what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
=== Queen Sira ===&lt;br /&gt;
&lt;br /&gt;
The Queen is not un-intelligent, but she is intensely egotistic, caring only about herself, her close acquaintences and family, and the petty intrigues of her court.  She could care less about the modern world, and would be happy to play her games until the kingdom falls down around her ears.&lt;br /&gt;
&lt;br /&gt;
=== Crown Prince Ropert ===&lt;br /&gt;
&lt;br /&gt;
The Crown Prince is a man much in the mold of his father.  He is smart and perceptive, but unwilling or unable to look outside of the heavy trappings of tradition that bind his family.  He idolizes his father and the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Princess Elin ===&lt;br /&gt;
&lt;br /&gt;
The King&#039;s younger sister, Elin, in her early 50&#039;s, is a realist who understands the modern world, but has been frustrated in her attempts to open her brother&#039;s eyes to the world.  She is married into the Roget Alliance, and has recently considered turning her attention to gaining power within that institution, rather than continuing her frustrating quest to shake up her family.&lt;br /&gt;
&lt;br /&gt;
=== Princess Saphia ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s oldest child, Saphia is a woman of little intellect or capability.&lt;br /&gt;
&lt;br /&gt;
=== Princess Pola ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s youngest child, Pola is in her 20&#039;s and is a child of the modern world.  Currently, she&#039;s more interested in the wonders of the modern than the plight of her family, but if she ever turns her attentions to reversing her family&#039;s fortune, she could be a powerful voice for change.&lt;br /&gt;
&lt;br /&gt;
=== Duke Wran of Edver ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s older son, Wran is a realist who understands the need to loose the shackles of tradition and accept the modern world if the Royal Family is to regain its former glory.  Thus far, he, like his mother, has been frustrated in his attempts to get the more influential members of the family to see this.&lt;br /&gt;
&lt;br /&gt;
Wran has a wife and three children, the oldest of whom is only 14.&lt;br /&gt;
&lt;br /&gt;
=== Duke Usker of Velaria ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s younger son, Usker is an alcoholic and drug addict whose occaisional lucid moments are less productive than his week-long drunks.&lt;br /&gt;
&lt;br /&gt;
= Sample PC&#039;s =&lt;br /&gt;
&lt;br /&gt;
=== Lise &amp;quot;Ninefingers&amp;quot; Atsdotter ===&lt;br /&gt;
&lt;br /&gt;
Lise is an ambitious young thief and pickpocket who has lived in Atathorn all her life.&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
:Lise is a slim woman with shoulder-length, dirty-blonde hair.  She&#039;s relatively attractive, but not stunning.  True to her nickname, she&#039;s missing her right ring finger after the first joint.  She has mystical tattoos above and below her right eye, and leading away from both eyes towards her temple, plus some on her upper arms, collar bones, and shoulder blades.  When she&#039;s working, she&#039;ll pull her hair back into a pony tail and wear functional, dark shirts and trousers.  When she&#039;s at play, she leaves her hair down and wears whatever the fashion of the moment is.&lt;br /&gt;
&lt;br /&gt;
:Lise wears power tokens in the standard ring form, and often wears gloves over the power tokens when she&#039;s doing anything the least bit sneaky.  She usually puts her first token on the stump of her lost finger.&lt;br /&gt;
&lt;br /&gt;
;History&lt;br /&gt;
:Lise never knew her father, and grew up with her mother and grandparents in a tiny apartment in Atathorn.  Her mother has always worked to support her, and when she was a child, she ended up running a bit wild without a parent to rein her in, and became a child pickpocket.  By the time she was 8 years old, she started working herself, and in an industrial accident, lost her finger (and extensively damaged her hand).  Her mother was able to gather up enough money to get Lise the attentions of a competent medical sorcerer, but by the time she could arrange it, her finger was beyond saving, though Lise otherwise made a complete recovery.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, Lise&#039;s mother was fired from her own job, as she had to take considerable time away from it to tend her injured daughter.  When Lise&#039;s mother went back to work, the only place she could find employment was at the Church Mills.  Now, some ten years later, Lise&#039;s mother is starting to show the degenerative effects of Passion use, and Lise is desperate to get enough money to allow her mother to stop working.  However, her good intentions on that score are undermined by her young, irresponsible criminal friends, who encourage her (with a fair amount of success) to blow her money on the same frivolous luxuries that they do.&lt;br /&gt;
&lt;br /&gt;
:Since her accident, Lise has decided that honest work is a fool&#039;s game.  In her teens, she reconnected with the underworld that she was a part of in her early youth, and she moved from petty pickpocketing to more risky and lucrative theft.  She&#039;s very talented at the various skills of a second-story woman, and has thus far picked partners, backers, and fences for her crimes that haven&#039;t betrayed her.&lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:In pseudo-game rules, Lise both dextrous and agile, and relatively intelligent and perceptive.  She&#039;s not particularly strong, strong-willed, or enduring.&lt;br /&gt;
&lt;br /&gt;
:Skills-wise, Lise is a very accomplished pick-pocket, and her stealth skills are superlative.  She&#039;s a good climber, and has learned the basics of lock-picking.  She&#039;s been in enough scraps to know the basics of fighting, but she prefers to avoid combat rather than win at it.  She&#039;s not an assassin, and doesn&#039;t know anything about the assassin&#039;s arts.  She&#039;s extremely street-wise.&lt;br /&gt;
&lt;br /&gt;
:Lise&#039;s magical skills are pretty limited.  She knows a few counter-divination charms, and the very basics of everyday magic (she can create lights, and make enough heat to warm a room, for example).  She&#039;s been learning to capture images in a mirror or crystal, but can&#039;t do it reliably yet.&lt;br /&gt;
&lt;br /&gt;
:Lise carries a dagger that&#039;s got a basic damage-enhancement spell (Obsolesence 1) engraved on it, and she has four magical tattoos:  The one above and below her right eye is a spell that allows her to see heat, but it&#039;s rather obsolete (Obsolesence 3), and most modern invisibility spells will counteract it.  The spell on her shoulder-blades and arms is a good quality (Obsolesence 2) armor spell, and the one on her collar-bones is a camoflage spell that helps her stealth (also Obsolesence 2).  The spell on her temples is her replacement for her now obsolete heat-vision spell, though this one simply lets her see normally even in total darkness.  It&#039;s brand-new, Obsolesence 0.&lt;br /&gt;
&lt;br /&gt;
= Sample Antagonists =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Non-Humans =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_page|Back to the index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3056</id>
		<title>Magipunk:Campaigns:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3056"/>
		<updated>2005-07-11T06:47:38Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added placeholder for the antagonists section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
This page will eventually house a bunch of example characters for Magipunk, ranging from the characters who are important in the various [[Magipunk:Organizations|organizations]] to samples of each of the [[Magipunk:Species|species]] to some example PC&#039;s and antagonists.&lt;br /&gt;
&lt;br /&gt;
However, for the time being, it&#039;s pretty bare-bones.&lt;br /&gt;
&lt;br /&gt;
= Canonical Personalities =&lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Baron Mek Scarsen of Telomay ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Glassmaker&#039;s Alliance, a brilliant and ruthless tradesman, now in his mid 90&#039;s and much less sharp than he used to be.  He&#039;s still influential, though he no longer has direct control over the alliance.&lt;br /&gt;
&lt;br /&gt;
=== Sir Edam Scarsen ===&lt;br /&gt;
&lt;br /&gt;
Mek Scarsen&#039;s only son, born late in the Baron&#039;s life.  Edam is in his late 50&#039;s, and, while certainly smart, he doesn&#039;t have an innovator&#039;s spirit.  He works consistantly to maintain the Glassmakers hold over Atathorn, but doesn&#039;t really know how to handle the increasingly sophisticated lower classes or the competition that the Spinners Alliance brings to the city.&lt;br /&gt;
&lt;br /&gt;
=== Jinn Brooksmill ===&lt;br /&gt;
&lt;br /&gt;
One of several Alliance members who report directly to Edam Scarsen, and far and away the most capable of those at his level, Jinn is the voice in the Glassmakers for innovation and changing from Mek Scarsen&#039;s original plan of acquisition.  Jinn and Edam resent each other fiercely.&lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Duke Alamar Roget of Etersbruh ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Roget Alliance, Alamar Roget is now in his late 70&#039;s, and can no longer keep up with the day-to-day affairs of the massive economic machine of his Alliance, but, though officially retired, he keeps a tight hand on the reins.  He relies heavily on his niece to keep him informed about the fast-changing world.&lt;br /&gt;
&lt;br /&gt;
=== Count Deran Lauriel of Liom ===&lt;br /&gt;
&lt;br /&gt;
The titular head of the Roget Alliance, Count Lauriel has little intelligence and less ambition.  He&#039;s content to do as he&#039;s told by Alamar Roget, Jallion Nerie, and Kevin Cartson.&lt;br /&gt;
&lt;br /&gt;
=== Baroness Jallion Nerie of Usker ===&lt;br /&gt;
&lt;br /&gt;
Jallion took her husband&#039;s name, but she remains a Roget at heart.  She&#039;s the favored advisor of Alamar Roget, and, thus, in many ways the most powerful person in the Roget Alliance, but she&#039;s frustrated by the levels of indirection between her and the leadership of the Alliance, and by the influence of Kevam Cartson.  Her goal is to replace Count Lauriel as the leader of the Alliance, but for now, Alamar Roget keeps that out of her reach, as a way to control her.&lt;br /&gt;
&lt;br /&gt;
=== Sir Kevam Cartson ===&lt;br /&gt;
&lt;br /&gt;
The most influential person in the Roget Alliance from a common family (though, below the highest levels, the rest of the Alliance is heavily dominated by commoners, as are most Alliances), Kevam is the major check on the influence of Jallion Nerie.  Though Jallion is probably slightly superior to Kevam in pure business sense, Kevam is incredibly persuasive and has a gift for turning the worst disaster into a gift in disguise.  He and Jallion compete fiercely; if they ever reconciled with each other, the Roget Alliance would become nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Sir Zustin Estman ===&lt;br /&gt;
&lt;br /&gt;
Zustin Estman was a rising star in the Spinners Alliance in its home territory in Bessia, and the ruling oligarchy of the Alliance, feeling threatened by this young (in his early 40&#039;s) genius, shunted him to control of the Atathorn division, a move designed to cripple his career, as conventional wisdom had it that the Glassmakers and Roget Alliances had Atathorn unshakeably under their control.&lt;br /&gt;
&lt;br /&gt;
Instead, Estman made steady gains in Atathorn until even the conservative rulers of the Spinners were forced to see that giving Zustin their full support paid incredible dividends.  As the Spinners organization in Atathorn has expanded, Zustin has occaisionally made a misstep by being unable to delegate truly effectively, but as long as his tireless work remains focused on the Alliance&#039;s growth, its gains remain steady.&lt;br /&gt;
&lt;br /&gt;
== The Royals ==&lt;br /&gt;
&lt;br /&gt;
=== King Ropert V ===&lt;br /&gt;
&lt;br /&gt;
A strong ruler in his 60&#039;s, Ropert has been unable to cope with the rapid societal changes of the modern generation, and still tries to rule the kingdom of Branmir through the strategems of his ancestors which no longer function.  On some level, he realizes that his influence is waning, but he lacks the courage to really try what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
=== Queen Sira ===&lt;br /&gt;
&lt;br /&gt;
The Queen is not un-intelligent, but she is intensely egotistic, caring only about herself, her close acquaintences and family, and the petty intrigues of her court.  She could care less about the modern world, and would be happy to play her games until the kingdom falls down around her ears.&lt;br /&gt;
&lt;br /&gt;
=== Crown Prince Ropert ===&lt;br /&gt;
&lt;br /&gt;
The Crown Prince is a man much in the mold of his father.  He is smart and perceptive, but unwilling or unable to look outside of the heavy trappings of tradition that bind his family.  He idolizes his father and the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Princess Elin ===&lt;br /&gt;
&lt;br /&gt;
The King&#039;s younger sister, Elin, in her early 50&#039;s, is a realist who understands the modern world, but has been frustrated in her attempts to open her brother&#039;s eyes to the world.  She is married into the Roget Alliance, and has recently considered turning her attention to gaining power within that institution, rather than continuing her frustrating quest to shake up her family.&lt;br /&gt;
&lt;br /&gt;
=== Princess Saphia ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s oldest child, Saphia is a woman of little intellect or capability.&lt;br /&gt;
&lt;br /&gt;
=== Princess Pola ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s youngest child, Pola is in her 20&#039;s and is a child of the modern world.  Currently, she&#039;s more interested in the wonders of the modern than the plight of her family, but if she ever turns her attentions to reversing her family&#039;s fortune, she could be a powerful voice for change.&lt;br /&gt;
&lt;br /&gt;
=== Duke Wran of Edver ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s older son, Wran is a realist who understands the need to loose the shackles of tradition and accept the modern world if the Royal Family is to regain its former glory.  Thus far, he, like his mother, has been frustrated in his attempts to get the more influential members of the family to see this.&lt;br /&gt;
&lt;br /&gt;
Wran has a wife and three children, the oldest of whom is only 14.&lt;br /&gt;
&lt;br /&gt;
=== Duke Usker of Velaria ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s younger son, Usker is an alcoholic and drug addict whose occaisional lucid moments are less productive than his week-long drunks.&lt;br /&gt;
&lt;br /&gt;
= Sample PC&#039;s =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Antagonists =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Non-Humans =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_page|Back to the index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3037</id>
		<title>Magipunk:Campaigns:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns:Characters&amp;diff=3037"/>
		<updated>2005-07-11T06:46:16Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
This page will eventually house a bunch of example characters for Magipunk, ranging from the characters who are important in the various [[Magipunk:Organizations|organizations]] to samples of each of the [[Magipunk:Species|species]] to some example PC&#039;s and antagonists.&lt;br /&gt;
&lt;br /&gt;
However, for the time being, it&#039;s pretty bare-bones.&lt;br /&gt;
&lt;br /&gt;
= Canonical Personalities =&lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Baron Mek Scarsen of Telomay ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Glassmaker&#039;s Alliance, a brilliant and ruthless tradesman, now in his mid 90&#039;s and much less sharp than he used to be.  He&#039;s still influential, though he no longer has direct control over the alliance.&lt;br /&gt;
&lt;br /&gt;
=== Sir Edam Scarsen ===&lt;br /&gt;
&lt;br /&gt;
Mek Scarsen&#039;s only son, born late in the Baron&#039;s life.  Edam is in his late 50&#039;s, and, while certainly smart, he doesn&#039;t have an innovator&#039;s spirit.  He works consistantly to maintain the Glassmakers hold over Atathorn, but doesn&#039;t really know how to handle the increasingly sophisticated lower classes or the competition that the Spinners Alliance brings to the city.&lt;br /&gt;
&lt;br /&gt;
=== Jinn Brooksmill ===&lt;br /&gt;
&lt;br /&gt;
One of several Alliance members who report directly to Edam Scarsen, and far and away the most capable of those at his level, Jinn is the voice in the Glassmakers for innovation and changing from Mek Scarsen&#039;s original plan of acquisition.  Jinn and Edam resent each other fiercely.&lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Duke Alamar Roget of Etersbruh ===&lt;br /&gt;
&lt;br /&gt;
The founder of the Roget Alliance, Alamar Roget is now in his late 70&#039;s, and can no longer keep up with the day-to-day affairs of the massive economic machine of his Alliance, but, though officially retired, he keeps a tight hand on the reins.  He relies heavily on his niece to keep him informed about the fast-changing world.&lt;br /&gt;
&lt;br /&gt;
=== Count Deran Lauriel of Liom ===&lt;br /&gt;
&lt;br /&gt;
The titular head of the Roget Alliance, Count Lauriel has little intelligence and less ambition.  He&#039;s content to do as he&#039;s told by Alamar Roget, Jallion Nerie, and Kevin Cartson.&lt;br /&gt;
&lt;br /&gt;
=== Baroness Jallion Nerie of Usker ===&lt;br /&gt;
&lt;br /&gt;
Jallion took her husband&#039;s name, but she remains a Roget at heart.  She&#039;s the favored advisor of Alamar Roget, and, thus, in many ways the most powerful person in the Roget Alliance, but she&#039;s frustrated by the levels of indirection between her and the leadership of the Alliance, and by the influence of Kevam Cartson.  Her goal is to replace Count Lauriel as the leader of the Alliance, but for now, Alamar Roget keeps that out of her reach, as a way to control her.&lt;br /&gt;
&lt;br /&gt;
=== Sir Kevam Cartson ===&lt;br /&gt;
&lt;br /&gt;
The most influential person in the Roget Alliance from a common family (though, below the highest levels, the rest of the Alliance is heavily dominated by commoners, as are most Alliances), Kevam is the major check on the influence of Jallion Nerie.  Though Jallion is probably slightly superior to Kevam in pure business sense, Kevam is incredibly persuasive and has a gift for turning the worst disaster into a gift in disguise.  He and Jallion compete fiercely; if they ever reconciled with each other, the Roget Alliance would become nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== Sir Zustin Estman ===&lt;br /&gt;
&lt;br /&gt;
Zustin Estman was a rising star in the Spinners Alliance in its home territory in Bessia, and the ruling oligarchy of the Alliance, feeling threatened by this young (in his early 40&#039;s) genius, shunted him to control of the Atathorn division, a move designed to cripple his career, as conventional wisdom had it that the Glassmakers and Roget Alliances had Atathorn unshakeably under their control.&lt;br /&gt;
&lt;br /&gt;
Instead, Estman made steady gains in Atathorn until even the conservative rulers of the Spinners were forced to see that giving Zustin their full support paid incredible dividends.  As the Spinners organization in Atathorn has expanded, Zustin has occaisionally made a misstep by being unable to delegate truly effectively, but as long as his tireless work remains focused on the Alliance&#039;s growth, its gains remain steady.&lt;br /&gt;
&lt;br /&gt;
== The Royals ==&lt;br /&gt;
&lt;br /&gt;
=== King Ropert V ===&lt;br /&gt;
&lt;br /&gt;
A strong ruler in his 60&#039;s, Ropert has been unable to cope with the rapid societal changes of the modern generation, and still tries to rule the kingdom of Branmir through the strategems of his ancestors which no longer function.  On some level, he realizes that his influence is waning, but he lacks the courage to really try what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
=== Queen Sira ===&lt;br /&gt;
&lt;br /&gt;
The Queen is not un-intelligent, but she is intensely egotistic, caring only about herself, her close acquaintences and family, and the petty intrigues of her court.  She could care less about the modern world, and would be happy to play her games until the kingdom falls down around her ears.&lt;br /&gt;
&lt;br /&gt;
=== Crown Prince Ropert ===&lt;br /&gt;
&lt;br /&gt;
The Crown Prince is a man much in the mold of his father.  He is smart and perceptive, but unwilling or unable to look outside of the heavy trappings of tradition that bind his family.  He idolizes his father and the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Princess Elin ===&lt;br /&gt;
&lt;br /&gt;
The King&#039;s younger sister, Elin, in her early 50&#039;s, is a realist who understands the modern world, but has been frustrated in her attempts to open her brother&#039;s eyes to the world.  She is married into the Roget Alliance, and has recently considered turning her attention to gaining power within that institution, rather than continuing her frustrating quest to shake up her family.&lt;br /&gt;
&lt;br /&gt;
=== Princess Saphia ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s oldest child, Saphia is a woman of little intellect or capability.&lt;br /&gt;
&lt;br /&gt;
=== Princess Pola ===&lt;br /&gt;
&lt;br /&gt;
Ropert V&#039;s youngest child, Pola is in her 20&#039;s and is a child of the modern world.  Currently, she&#039;s more interested in the wonders of the modern than the plight of her family, but if she ever turns her attentions to reversing her family&#039;s fortune, she could be a powerful voice for change.&lt;br /&gt;
&lt;br /&gt;
=== Duke Wran of Edver ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s older son, Wran is a realist who understands the need to loose the shackles of tradition and accept the modern world if the Royal Family is to regain its former glory.  Thus far, he, like his mother, has been frustrated in his attempts to get the more influential members of the family to see this.&lt;br /&gt;
&lt;br /&gt;
Wran has a wife and three children, the oldest of whom is only 14.&lt;br /&gt;
&lt;br /&gt;
=== Duke Usker of Velaria ===&lt;br /&gt;
&lt;br /&gt;
Elin&#039;s younger son, Usker is an alcoholic and drug addict whose occaisional lucid moments are less productive than his week-long drunks.&lt;br /&gt;
&lt;br /&gt;
= Sample PC&#039;s =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
= Sample Non-Humans =&lt;br /&gt;
&lt;br /&gt;
To be created later.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_page|Back to the index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=10425</id>
		<title>Magipunk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=10425"/>
		<updated>2005-07-11T06:10:02Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Table of Contents */ Added Characters link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fantasy world &amp;quot;seventy-five years later,&amp;quot; Magipunk is a game-setting for those who want to marry traditional fantasy with the cyber/steam/whatever-punk genres.  It is a world in the throes of a painful change as a magic-based industrial revolution shakes society to its core.&lt;br /&gt;
&lt;br /&gt;
Magipunk is not tied to any one system at present.  However, in a few cases, pseudo-game mechanics are included in the text of the project, in order to explain ideas to a level of specificity needed for conversion into a viable RPG setting.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
&lt;br /&gt;
* [[Magipunk:Setting|Setting and Introduction]]&lt;br /&gt;
** [[Magipunk:Setting:Atathorn|Atathorn]]&lt;br /&gt;
* [[Magipunk:Species|Species]]&lt;br /&gt;
* [[Magipunk:Organizations|Organizations]]&lt;br /&gt;
* [[Magipunk:Religion|Religion]]&lt;br /&gt;
* [[Magipunk:Magic|Magic]]&lt;br /&gt;
* [[Magipunk:Campaigns|Campaigns and GM Advice]]&lt;br /&gt;
** [[Magipunk:Campaigns:Characters|Characters]]&lt;br /&gt;
&lt;br /&gt;
== Project Notes ==&lt;br /&gt;
&lt;br /&gt;
I (Mike &amp;quot;Epoch&amp;quot; Sullivan) initially conceived Magipunk as a project that would take input from a variety of people, but of which I would ultimately retain editorial control.  I think that kind of approach has a lot of merit to it, but it does tie everything to me, and it&#039;s clear that I haven&#039;t made a lot of forward progress in the recent months.  As such, that philosophy is officially out the window.  If you want to add something, this is a wiki, go ahead.&lt;br /&gt;
&lt;br /&gt;
I created a little navigation template to help tie the project pages together.  It can be found at [[Template:Magipunk_Template]], and can be included in any new pages you create by using the syntax: &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;{{Magipunk_Template}}&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt; right at the top of the page (just copy and paste the bold text to the very top of your new page, and the navigation menu will show up.  I promise).&lt;br /&gt;
&lt;br /&gt;
Pages in this project should have their titles of the form Magipunk:Whatever, where Whatever is what the page is about.&lt;br /&gt;
&lt;br /&gt;
A note on style:&lt;br /&gt;
&lt;br /&gt;
Magipunk endeavours to sound like the hybrid of antique and modern concepts that it is.  As such, we use a few deliberate archaisms and affectations of speech in describing it.&lt;br /&gt;
&lt;br /&gt;
We use the term &amp;quot;Mill&amp;quot; in place of &amp;quot;factory&amp;quot; or similar words.  Any place where industrial work is done is a Mill, whether it produces actual milled products like flour, worked hard-goods like wagon-wheels, or magical goods like power-tokens (the Church-Mills being the place for that last production).  We avoid referring to businesses as &amp;quot;companies&amp;quot; or &amp;quot;corporations&amp;quot; -- they&#039;re either Alliances if they&#039;re big enough, or &amp;quot;shops,&amp;quot; &amp;quot;businesses,&amp;quot; or the like.  There is no concept of incorporation in the laws of Magipunk.  Minor medical work is done not by doctors but by barbers or chirurgeons.  You don&#039;t call any particular group of people the Police as a proper noun -- the Watch, the Alliance enforcers, and the Royal Guard all sometimes police the city, but they aren&#039;t the Police.  Something I haven&#039;t been good at doing, but should have, is to refer to the Alliance police forces as &amp;quot;enforcers,&amp;quot; rather than &amp;quot;guards.&amp;quot;  This terminology plays up the antagonistic nature of the Alliance forces.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=10428</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=10428"/>
		<updated>2005-07-11T06:08:42Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The City Watch */ Minor clean-up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Unlike other Alliances, the Spinners don&#039;t crack down heavily on their enforcers using non-standard weapons, so a minority of Spiders carry personal gear of a non-standard sort -- generally a more deadly backup weapon to offset the ineffective duty clubs.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
&lt;br /&gt;
The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
&lt;br /&gt;
Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
&lt;br /&gt;
Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will have to turn around sharply.  Of everyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
The Royal Guard wear painfully anachronistic metal armor that&#039;s been backed up by powerful, if rather obsolete, spells (Obsolesence 3, but high-end spells.  Big mana guzzlers with great effects).  They carry halberds with deadly enchantments on them (again, Obsolesence 3, high-end spells), and back those up with short swords for close-in work, with the same spells on them.  Each Royal Guard carries a 50 point power token as an amulet under their armor, and they are given free license to use their mana as they see appropriate, thanks to the overwhelming wealth of the Royal Family, and the relatively small size of the Guard.&lt;br /&gt;
&lt;br /&gt;
Royal Guard are also extremely well-trained in traditional (non-magical) combat, and are broadly speaking disciplined and loyal.  Ordinary people give these single-minded agents a wide berth.&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance enforcer organizations are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance enforcers earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance enforcers, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear, as it&#039;s likely to be on their own dime.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Crime is prevalent in the slums of Atathorn, and always has been, but organized crime has no history in the city, and is consequentially in its infancy.  There is no equivalent to a monolothic &amp;quot;Mob&amp;quot; or &amp;quot;Thieves&#039; Guild&amp;quot; in Atathorn -- but there are a hundred gang-bosses with dreams of true power.&lt;br /&gt;
&lt;br /&gt;
The fragmentary nature of criminality in Atathorn means that sweeping statements about organized crime are difficult to make, but a few commonalities stand out.  Because of the inefficiency of the various police forces of Atathorn, protection rackets are ludicrously easy to set up.  The Alliances are, of course, far too powerful to go in for such things, but any business beneath their scale is nearly guaranteed to be paying protection money to at least one, if not many, gangs.  Indeed, many citizens of Atathorn use the protection scheme as a kind of dividing line between truly organized crime, and a bunch of criminals who happen to hang out together.&lt;br /&gt;
&lt;br /&gt;
Because of the very popularity of the protection racket, a surprisingly large number of gangs do, in fact, provide rudimentary protection along with their extortion, though such protection is generally limited to guarding their turf against rival gangs.  However, some significant percentage of the time, if a gang is running a wholely ineffective racket, they will find that their &amp;quot;clients&amp;quot; can find different patrons who are willing to fight for a larger piece of the pie.&lt;br /&gt;
&lt;br /&gt;
Besides protection services, the major sources of moneys for organized crime are prostitution and drugs.  However, while Atathorn technically has laws against both vices, they are so laxly enforced that criminal enterprises run into a great deal of competition from more legitimate vendors in both arenas.  Indeed, the customers of such services often can not tell whether they&#039;re purchasing from a gang that also runs protection rackets or from an honest, hard-working dealer.&lt;br /&gt;
&lt;br /&gt;
Counterfeiting schemes -- counterfeiting both currency and power tokens -- had a surge of popularity a few years ago, but the Alliances cracked down hard on such activities, fearing that that sort of economically disruptive crime could be a serious challenge to their own dominance over the city, and now counterfeiting is a fraught, unprofitable crime.&lt;br /&gt;
&lt;br /&gt;
A distressing number of gangs have turned to &amp;quot;death-slavery,&amp;quot; or &amp;quot;blood-slavery,&amp;quot; as the crime has recently become known.  There is a flourishing and grossly illegal community of necromancers deep in Atathorn&#039;s underworld, and they are willing to pay a premium for still-living bodies, whom they kill to provide themselves with both cheaper power than the Church-Mills can give, and undead servants.  Necromancy and death-slavery is one of very few crimes which can still shock the conscience of morally jaded Atathorn, but ever harsher laws have not been able to prevent the slow growth of this practice, and there are persistant rumors that necromancers have influence within every power block in the city, from the Watch to the Alliances to the Royals.&lt;br /&gt;
&lt;br /&gt;
The penalty for killing a person with the intent to draw mana from their body, or for animating the dead, or for aiding or abetting a necromancer, is unceremonious death.&lt;br /&gt;
&lt;br /&gt;
Normal slavery is an unprofitable activity in Atathorn for the most part -- local law forbids slavery, and the trade routes to countries which do allow it are too long to be of great interest to the small gangs which control the slums of the city.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The following are a few examples of the scores of gangs which populate Atathorn&#039;s slums.  (Or, rather, they will be when I get around to writing them).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=3035</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=3035"/>
		<updated>2005-07-11T06:05:30Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Royal Family */ Minor grammar clean-up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Unlike other Alliances, the Spinners don&#039;t crack down heavily on their enforcers using non-standard weapons, so a minority of Spiders carry personal gear of a non-standard sort -- generally a more deadly backup weapon to offset the ineffective duty clubs.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
&lt;br /&gt;
The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
&lt;br /&gt;
Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
&lt;br /&gt;
Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will have to turn around sharply.  Of everyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
The Royal Guard wear painfully anachronistic metal armor that&#039;s been backed up by powerful, if rather obsolete, spells (Obsolesence 3, but high-end spells.  Big mana guzzlers with great effects).  They carry halberds with deadly enchantments on them (again, Obsolesence 3, high-end spells), and back those up with short swords for close-in work, with the same spells on them.  Each Royal Guard carries a 50 point power token as an amulet under their armor, and they are given free license to use their mana as they see appropriate, thanks to the overwhelming wealth of the Royal Family, and the relatively small size of the Guard.&lt;br /&gt;
&lt;br /&gt;
Royal Guard are also extremely well-trained in traditional (non-magical) combat, and are broadly speaking disciplined and loyal.  Ordinary people give these single-minded agents a wide berth.&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Crime is prevalent in the slums of Atathorn, and always has been, but organized crime has no history in the city, and is consequentially in its infancy.  There is no equivalent to a monolothic &amp;quot;Mob&amp;quot; or &amp;quot;Thieves&#039; Guild&amp;quot; in Atathorn -- but there are a hundred gang-bosses with dreams of true power.&lt;br /&gt;
&lt;br /&gt;
The fragmentary nature of criminality in Atathorn means that sweeping statements about organized crime are difficult to make, but a few commonalities stand out.  Because of the inefficiency of the various police forces of Atathorn, protection rackets are ludicrously easy to set up.  The Alliances are, of course, far too powerful to go in for such things, but any business beneath their scale is nearly guaranteed to be paying protection money to at least one, if not many, gangs.  Indeed, many citizens of Atathorn use the protection scheme as a kind of dividing line between truly organized crime, and a bunch of criminals who happen to hang out together.&lt;br /&gt;
&lt;br /&gt;
Because of the very popularity of the protection racket, a surprisingly large number of gangs do, in fact, provide rudimentary protection along with their extortion, though such protection is generally limited to guarding their turf against rival gangs.  However, some significant percentage of the time, if a gang is running a wholely ineffective racket, they will find that their &amp;quot;clients&amp;quot; can find different patrons who are willing to fight for a larger piece of the pie.&lt;br /&gt;
&lt;br /&gt;
Besides protection services, the major sources of moneys for organized crime are prostitution and drugs.  However, while Atathorn technically has laws against both vices, they are so laxly enforced that criminal enterprises run into a great deal of competition from more legitimate vendors in both arenas.  Indeed, the customers of such services often can not tell whether they&#039;re purchasing from a gang that also runs protection rackets or from an honest, hard-working dealer.&lt;br /&gt;
&lt;br /&gt;
Counterfeiting schemes -- counterfeiting both currency and power tokens -- had a surge of popularity a few years ago, but the Alliances cracked down hard on such activities, fearing that that sort of economically disruptive crime could be a serious challenge to their own dominance over the city, and now counterfeiting is a fraught, unprofitable crime.&lt;br /&gt;
&lt;br /&gt;
A distressing number of gangs have turned to &amp;quot;death-slavery,&amp;quot; or &amp;quot;blood-slavery,&amp;quot; as the crime has recently become known.  There is a flourishing and grossly illegal community of necromancers deep in Atathorn&#039;s underworld, and they are willing to pay a premium for still-living bodies, whom they kill to provide themselves with both cheaper power than the Church-Mills can give, and undead servants.  Necromancy and death-slavery is one of very few crimes which can still shock the conscience of morally jaded Atathorn, but ever harsher laws have not been able to prevent the slow growth of this practice, and there are persistant rumors that necromancers have influence within every power block in the city, from the Watch to the Alliances to the Royals.&lt;br /&gt;
&lt;br /&gt;
The penalty for killing a person with the intent to draw mana from their body, or for animating the dead, or for aiding or abetting a necromancer, is unceremonious death.&lt;br /&gt;
&lt;br /&gt;
Normal slavery is an unprofitable activity in Atathorn for the most part -- local law forbids slavery, and the trade routes to countries which do allow it are too long to be of great interest to the small gangs which control the slums of the city.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The following are a few examples of the scores of gangs which populate Atathorn&#039;s slums.  (Or, rather, they will be when I get around to writing them).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=10433</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=10433"/>
		<updated>2005-07-06T22:42:38Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Dragon Gate */ Replaced with original Dragon Gate text from Magipunk 2.0 thread.&lt;/p&gt;
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&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The paradigmatic example of the unbelievable power of the modern age is the Dragon Gate, a one-of-a-kind wonder of the Royal Palace. It was erected a mere decade ago, and it took three years to make. &lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is the main (north) entrance to the curtain wall surrounding the Royal Palace. It looks out onto the parade-ground where formal-but-public ceremonies take place. At first glance, the Dragon Gate appears to be a tall, reinforced-wooden gate that&#039;s straddled and towered over by an immobile dragon, shaded by its wings. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s exactly what it is. &lt;br /&gt;
&lt;br /&gt;
The dragon was captured alive through the use of titanic magics, and through even more extravagant use of magic, is kept alive but paralyzed to this day. Then the curtain wall was torn down and built back up around the dragon, encasing its lower body in stone. A small fortune in power tokens are used daily to keep the dragon alive, vital, but immobile, teams of specially trained sorcerors work in shifts to maintain the spells. It is an incredible symbol of the wealth and power of the Royal family, even in these days of rising Alliance power. &lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is sometimes caused to move, usually just thrusting its wings forward to provide an umbrella over the Parade Square when it&#039;s raining on a ceremony, but in an occaisional demonstration of Kingly Might, the dragon is caused to bow its long serpentine neck to the ground, and the king steps onto its enormous face, and is lifted into the air to give his speech. And, once a year, on the anniversary-night of the Royal Coronation, the dragon lifts its head to the sky and exhales a great stream of fire that lights the city like day for five minutes. This is both a spectacle that must be seen to be believed, and an implicit warning to enemies of the Throne that, should it ever become necessary, that fire might be directed elsewhere...&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who do not work for the Alliances, or who are willing to buck the trend.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
The Slums are mostly residential, but the street-fronts often have a number of small businesses in them -- grocery and soft-goods stores, bars and taverns, and the omnipresent barber&#039;s (who buy blood from those who are so down on their luck as to need to sell it) and tattoo parlors.&lt;br /&gt;
&lt;br /&gt;
The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by gangs of teenagers and young adults, muggers, and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the [[#The_Elvish_Quarter|Elvish Quarter]].&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance enforcers that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=8227</id>
		<title>Magipunk:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=8227"/>
		<updated>2005-07-06T22:17:16Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Grammar cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
It has been a tradition in fantasy RPG&#039;s, probably dating back to D&amp;amp;D, to refer to elves, dwarves, etc. as &amp;quot;races.&amp;quot; In Magipunk, with its increasingly modern perspective, that tradition has been overturned. The people of Magipunk understand, on a fairly scientific level, the differences between two humans of different skin colors, and a human and an elf. &lt;br /&gt;
&lt;br /&gt;
= Humans =&lt;br /&gt;
&lt;br /&gt;
The most common, dominant, and most populous of the intelligent species in the Magipunk setting are humans. Humans are a tough, intelligent species, but their greatest strength has always been their willingness to exploit every resource for their greatest benefit. Humans are the masters of the world in the Magipunk settings, and the other species exist mainly by their leave.&lt;br /&gt;
&lt;br /&gt;
= Elves =&lt;br /&gt;
&lt;br /&gt;
Elves are slighter than humans, and average a couple of inches shorter. They have no body hair, thick, lustrous head-hair, and large liquid eyes. Their ears taper to a delicate point. Most humans find most elves moderately to extremely attractive. &lt;br /&gt;
&lt;br /&gt;
Before the modern age, Elves were the most advanced species on the planet. They could not produce raw magic in the quantities necessary to sustain a modern lifestyle, but they had instead turned to a program of magically altering plants, animals, and themselves – these altered plants could be grown with a relatively small mana investment, and their fruits improved the lives of Elves in quantity. Elves are not naturally immortal, but when they regularly supplement their diets with particular tailored products, their aging process is totally stopped. Similarly, consumption of the proper products makes them resistant to disease, improves their senses, and, perhaps most impressively, gives them an almost supernatural empathic sense, making elves finely tuned to each other&#039;s emotional states. &lt;br /&gt;
&lt;br /&gt;
One hundred years ago, then, the Elves were widely known to be powerful, advanced, long-lived, and reclusive – for the groves that produced the fruits necessary for their extended lives could only be grown deep in forests layered with enchantments and far from the pollutants of city life. This has all changed. Modern magical techniques have allowed the Elves to force-grow their pharmeceutical groves in the midst of a human city, and the economic incentives offered by the Alliances eager for Elvish prowess in creating Passion and other drugs have made the opportunity to live in cities irresistable to, at least, a certain element of Elvish culture. But these city Elves seem a little off. &lt;br /&gt;
&lt;br /&gt;
Some say that it&#039;s just the empathic abilities of the Elves reacting to the chaos of modern urban life. Others claim that the drugs necessary for Elvish lives are altered by the magics necessary to make them grow in cities – outwardly, they appear healthy, but their fruits poison the minds of the Elves. Still others say that Elves were always like this, and it was just masked by their remoteness. But whatever the reason, city Elves celebrate inclusiveness with an enthusiasm that borders on the criminals. &lt;br /&gt;
&lt;br /&gt;
You can tell when you&#039;re in the Elvish part of town because the buildings are alive. They aren&#039;t stately tree-houses, but a literal urban jungle, filled with thorn bushes, vines, and creepers, and neighors of elves will find their houses assimilated into that jungle if they aren&#039;t constantly vigilant about cutting back the plants that they live next to. Elves themselves are cheery, fashionable, and vaguely creepy. They tend to be friendly to the point of seeming cultish, and wildly hedonistic. &lt;br /&gt;
&lt;br /&gt;
Elves and humans are apparently biologically closely related, for they can produce young (Half-Elves, as they&#039;re sometimes called, or, less kindly, Goblins). However, 90% of the time, such young are horribly deformed, often simple-minded, and destined for short lives. Goblins are also invariably sterile. Generally speaking, no human in their right mind would want to bear a Goblin – doing so begs heartache and a child who dies before either parent. But Elves – particularly male elves – seem to have no such reluctance. The propensity for Elves to sweep human women off their feet, impregnate them, and then move on is notorious, and, some would say, suspicious. &lt;br /&gt;
&lt;br /&gt;
There are those who claim that the Elves are trying, with their undoubted prowess in biological magic, to create a viable hybrid species between Elves and Humans – perhaps a species able to use Passion in the human manner, while retaining the Elvish race-loyalty engendered by their empathic abilities. Some claim that human women who bear more viable Goblins tend to disappear, either openly moving into Elvish ghettos with curiously cheerful demeanors, or simply vanishing in the middle of the night. The truth of such allegations has never been proven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Elves should get some kind of significant bonus to any trait which governs physical attractiveness.  They are graceful (a bonus to dexterity or the like), and relatively hardy and strong for their builds (no bonus or penalty to their strength or stamina-style stats, but they tend to look more fragile than they are).  They are extremely sensitive to other Elves (and some Goblins), able to communicate volumes with just a gesture or single word.  They should receive a huge penalty to resisting mind control or persuasion from another Elf.  If the game supports some kind of status or reputation mechanic, Elves generally are regarded as creepy aliens by humans (though some humans are sufficiently taken by their good looks to ignore this).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Goblins (Half-Elves) =&lt;br /&gt;
&lt;br /&gt;
Goblins are the offspring of Humans and Elves. They are usually misshapen and ill-favored, and generally hunched and small. Most Goblins are afflicted with a variety of health problems, and few live past adolesence. Most are also prone to dementia or other mental problems. &lt;br /&gt;
&lt;br /&gt;
A small minority of Goblins are more capable, actually appearing something like a Human/Elf hybrid, and behaving much the same. There are persistant rumors of Goblins able to ingest Passion with much the same result as Humans, but there is as-of-yet no proof that such a being exists. Goblins are usually able to benefit to a certain extent from Elvish drugs, though sometimes they have strange reactions to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Goblins are extremely variable in nature.  The vast majority take penalties to all stats, often severe ones.  The more fortunate can use human-level stats, elf-like ones, or some meld between the two.  In general, goblins should never get more of a bonus to any stat than the higher of a human&#039;s or elf&#039;s bonus to those stats, and can always justify any penalty to any stat.  Most, but not quite all, goblins will have some measure of the elvish vulnerability to mind control or persuasion originating from another elf.&lt;br /&gt;
&lt;br /&gt;
All known goblins are sterile, and get at most the same benefit from Passion that elves do, not humans.  Any goblin that did not show these traits would be of significant interest to a lot of elves (even moreso if it shows the vulnerability to persuasion)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dwarves =&lt;br /&gt;
&lt;br /&gt;
Dwarves average about 4&#039;6&amp;quot; to 5&#039; tall, and are very thick-bodied, usually weighing between 150 and 200 lbs. Their fingers are incongruously long and thing, and quite dextrous. All of the joints in their hands and fingers are &amp;quot;ball joints,&amp;quot; capable of turning in any direction, and all of their fingers can mutually oppose. Dwarf hands look extremely creepy to many humans. Dwarves tend to have curly, thick hair, and their beards are generally heavy (though some Dwarves, of course, shave). Many Dwarves have patterns inscribed on their skin in thick, raised scar tissue. These patterns do not appear to have magical potency, and there is divided opinion as to whether they are aspects of the Dwarves&#039; punishment, personal decoration, both, or neither. &lt;br /&gt;
&lt;br /&gt;
For the last forty years, the normal Dwarves of the world have retreated deep into their mountains, locked away from the rest of the world. The only Dwarves who still exist in the human worlds are those Dwarves who have been exiled from Dwarfish communities – a punishment the Dwarves reserve for their worst criminals. Every Dwarf in a human city is a criminal on the order of a murderer, rapist, kidnapper, or the like. &lt;br /&gt;
&lt;br /&gt;
Dwarves can generally find profitable employment in skilled trades: their smithing skills (of all sorts) and similar physical tradesmanship are legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Dwarves should suffer a relatively severe penalty to their appearance stat.  They are generally strong (bonus to strength), and have excellent manual dexterity but unremarkable agility, if the game system supports that kind of detail.  Almost all Dwarves will have a number of craft skills at a high degree of proficiency.  Dwarves suffer a poor reputation among humans for being criminals (which they are).  Many, but not all, Dwarves are insane -- they either went insane and committed their crimes, or were driven insane by being too long from other company.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Orcs =&lt;br /&gt;
&lt;br /&gt;
Orcs are tall (generally a bit taller than humans), lean, bulkily-muscled humanoids. Their skin tends to be pale, and they usually have an underbite with a powerful lower jaw. Their canines approach the status of fangs, and they are undiscriminating omnivores. Orcs tend to have sparse, coarse black hair. &lt;br /&gt;
&lt;br /&gt;
For countless centuries, Orcs had been a thorn in the side of the other species. Never organized enough to band together and conquer, the warlike Orcs none-the-less preyed on settlements of Humans, Dwarves, and Elves stealing what they could, burning the rest, and viciously killing any non-Orcs they found. &lt;br /&gt;
&lt;br /&gt;
Naturally, when Humans discovered the plentiful mana they could obtain through the use of Passion, an angry and vengeful eye fell on the Orcs. &lt;br /&gt;
&lt;br /&gt;
About 60 years ago, a series of campaigns which lasted a generation began. Human armies, backed up by sorcerors wielding huge quantities of mana, launched genocidal attacks on the badlands where Orcs tended to dwell. Entire settlements were destroyed in raging infernos of magefire, and human warriors enhanced to see perfectly in the dark, wearing armor that repelled Orcish weapons infallibly, stalked through scrub-forests and boulder-fields, killing what refugees they found. Today, despite the fact that anti-Orc campaigns are much less frequent than they were a few decades ago, Orcish population is less than 5% what it was before the discovery of Passion. &lt;br /&gt;
&lt;br /&gt;
Those Orcs who have remained are changed. Living in magic-scarred landscapes, without the support of a tribal structure large enough to herd animals or tend fields, and never more than a few months from the next time a young noble with something to prove gathers up a few hundred troops and sorcerors to bring back a few more Orc heads, Orcs have become masters of stealth and survival. &lt;br /&gt;
&lt;br /&gt;
Most Orcs are now subsistance hunter-gatherers, totally nocturnal, and highly secretive. They live in small tribes, generally not more than a dozen individuals, and have a deeply ingrained dichotomous worldview. Orcs tend to be generous, faithful, and respectful, if not exactly loving, towards who they consider to be their &amp;quot;tribe,&amp;quot; but horribly amoral towards everyone else. An Orc will thoughtlessly kill an innocent on the street, and betray an oath sworn on every divinity he&#039;s believed in, but would not let down a tribemember in even the most mundane detail. &lt;br /&gt;
&lt;br /&gt;
Most Orcs know a significant amount of illusion magic, and spend their lives living low to the ground and outside of notice. Despite generations of persecution, they&#039;ve never developed a racial identity per se – a typical Orc will as happily rob and murder another Orc (from another tribe) as he will an invading human soldier. &lt;br /&gt;
&lt;br /&gt;
Recently, certain powerful forces within Human society have realized that Orcs are, in many ways, ideal assassins. Though Orcs are generally duplicitous towards non-tribe-members, they are not stupid, and can understand mutually profitable relationships. Accordingly, a very small number of Orcish tribes (generally very small ones) live in the city, generally as permenant retainers of an Alliance that wants some terrifying &amp;quot;muscle.&amp;quot; Such Orcs are very rarely seen, but often spoken of. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Orcs should get mild to fair bonuses to all the common RPG physical stats.  They are generally poorly educated, and are usually seen by humans as mildly ugly.  They have a horribly bad reputation among humans.  It would be extremely uncommon for an Orc not to have excellent stealth skills.  Most Orcs should have some kind of compulsion to behave strictly honorably and truthfully towards members of their tribe, whatever that may be.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk Index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2895</id>
		<title>Magipunk:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2895"/>
		<updated>2005-07-06T22:15:59Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Orcs */ Added pseudo-game rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
It has been a tradition in fantasy RPG&#039;s, probably dating back to D&amp;amp;D, to refer to elves, dwarves, etc. as &amp;quot;races.&amp;quot; In Magipunk, we reject that tradition because of its increasingly modern perspective. The people of Magipunk understand, on a fairly scientific level, the differences between two humans of different skin colors, and a human and an elf. &lt;br /&gt;
&lt;br /&gt;
= Humans =&lt;br /&gt;
&lt;br /&gt;
The most common, dominant, and most populous of the intelligent species in the Magipunk setting are humans. Humans are a tough, intelligent species, but their greatest strength has always been their willingness to exploit every resource for their greatest benefit. Humans are the masters of the world in the Magipunk settings, and the other species exist mainly by their leave.&lt;br /&gt;
&lt;br /&gt;
= Elves =&lt;br /&gt;
&lt;br /&gt;
Elves are slighter than humans, and average a couple of inches shorter. They have no body hair, thick, lustrous head-hair, and large liquid eyes. Their ears taper to a delicate point. Most humans find most elves moderately to extremely attractive. &lt;br /&gt;
&lt;br /&gt;
Before the modern age, Elves were the most advanced species on the planet. They could not produce raw magic in the quantities necessary to sustain a modern lifestyle, but they had instead turned to a program of magically altering plants, animals, and themselves – these altered plants could be grown with a relatively small mana investment, and their fruits improved the lives of Elves in quantity. Elves are not naturally immortal, but when they regularly supplement their diets with particular tailored products, their aging process is totally stopped. Similarly, consumption of the proper products makes them resistant to disease, improves their senses, and, perhaps most impressively, gives them an almost supernatural empathic sense, making elves finely tuned to each other&#039;s emotional states. &lt;br /&gt;
&lt;br /&gt;
One hundred years ago, then, the Elves were widely known to be powerful, advanced, long-lived, and reclusive – for the groves that produced the fruits necessary for their extended lives could only be grown deep in forests layered with enchantments and far from the pollutants of city life. This has all changed. Modern magical techniques have allowed the Elves to force-grow their pharmeceutical groves in the midst of a human city, and the economic incentives offered by the Alliances eager for Elvish prowess in creating Passion and other drugs have made the opportunity to live in cities irresistable to, at least, a certain element of Elvish culture. But these city Elves seem a little off. &lt;br /&gt;
&lt;br /&gt;
Some say that it&#039;s just the empathic abilities of the Elves reacting to the chaos of modern urban life. Others claim that the drugs necessary for Elvish lives are altered by the magics necessary to make them grow in cities – outwardly, they appear healthy, but their fruits poison the minds of the Elves. Still others say that Elves were always like this, and it was just masked by their remoteness. But whatever the reason, city Elves celebrate inclusiveness with an enthusiasm that borders on the criminals. &lt;br /&gt;
&lt;br /&gt;
You can tell when you&#039;re in the Elvish part of town because the buildings are alive. They aren&#039;t stately tree-houses, but a literal urban jungle, filled with thorn bushes, vines, and creepers, and neighors of elves will find their houses assimilated into that jungle if they aren&#039;t constantly vigilant about cutting back the plants that they live next to. Elves themselves are cheery, fashionable, and vaguely creepy. They tend to be friendly to the point of seeming cultish, and wildly hedonistic. &lt;br /&gt;
&lt;br /&gt;
Elves and humans are apparently biologically closely related, for they can produce young (Half-Elves, as they&#039;re sometimes called, or, less kindly, Goblins). However, 90% of the time, such young are horribly deformed, often simple-minded, and destined for short lives. Goblins are also invariably sterile. Generally speaking, no human in their right mind would want to bear a Goblin – doing so begs heartache and a child who dies before either parent. But Elves – particularly male elves – seem to have no such reluctance. The propensity for Elves to sweep human women off their feet, impregnate them, and then move on is notorious, and, some would say, suspicious. &lt;br /&gt;
&lt;br /&gt;
There are those who claim that the Elves are trying, with their undoubted prowess in biological magic, to create a viable hybrid species between Elves and Humans – perhaps a species able to use Passion in the human manner, while retaining the Elvish race-loyalty engendered by their empathic abilities. Some claim that human women who bear more viable Goblins tend to disappear, either openly moving into Elvish ghettos with curiously cheerful demeanors, or simply vanishing in the middle of the night. The truth of such allegations has never been proven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Elves should get some kind of significant bonus to any trait which governs physical attractiveness.  They are graceful (a bonus to dexterity or the like), and relatively hardy and strong for their builds (no bonus or penalty to their strength or stamina-style stats, but they tend to look more fragile than they are).  They are extremely sensitive to other Elves (and some Goblins), able to communicate volumes with just a gesture or single word.  They should receive a huge penalty to resisting mind control or persuasion from another Elf.  If the game supports some kind of status or reputation mechanic, Elves generally are regarded as creepy aliens by humans (though some humans are sufficiently taken by their good looks to ignore this).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Goblins (Half-Elves) =&lt;br /&gt;
&lt;br /&gt;
Goblins are the offspring of Humans and Elves. They are usually misshapen and ill-favored, and generally hunched and small. Most Goblins are afflicted with a variety of health problems, and few live past adolesence. Most are also prone to dementia or other mental problems. &lt;br /&gt;
&lt;br /&gt;
A small minority of Goblins are more capable, actually appearing something like a Human/Elf hybrid, and behaving much the same. There are persistant rumors of Goblins able to ingest Passion with much the same result as Humans, but there is as-of-yet no proof that such a being exists. Goblins are usually able to benefit to a certain extent from Elvish drugs, though sometimes they have strange reactions to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Goblins are extremely variable in nature.  The vast majority take penalties to all stats, often severe ones.  The more fortunate can use human-level stats, elf-like ones, or some meld between the two.  In general, goblins should never get more of a bonus to any stat than the higher of a human&#039;s or elf&#039;s bonus to those stats, and can always justify any penalty to any stat.  Most, but not quite all, goblins will have some measure of the elvish vulnerability to mind control or persuasion originating from another elf.&lt;br /&gt;
&lt;br /&gt;
All known goblins are sterile, and get at most the same benefit from Passion that elves do, not humans.  Any goblin that did not show these traits would be of significant interest to a lot of elves (even moreso if it shows the vulnerability to persuasion)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dwarves =&lt;br /&gt;
&lt;br /&gt;
Dwarves average about 4&#039;6&amp;quot; to 5&#039; tall, and are very thick-bodied, usually weighing between 150 and 200 lbs. Their fingers are incongruously long and thing, and quite dextrous. All of the joints in their hands and fingers are &amp;quot;ball joints,&amp;quot; capable of turning in any direction, and all of their fingers can mutually oppose. Dwarf hands look extremely creepy to many humans. Dwarves tend to have curly, thick hair, and their beards are generally heavy (though some Dwarves, of course, shave). Many Dwarves have patterns inscribed on their skin in thick, raised scar tissue. These patterns do not appear to have magical potency, and there is divided opinion as to whether they are aspects of the Dwarves&#039; punishment, personal decoration, both, or neither. &lt;br /&gt;
&lt;br /&gt;
For the last forty years, the normal Dwarves of the world have retreated deep into their mountains, locked away from the rest of the world. The only Dwarves who still exist in the human worlds are those Dwarves who have been exiled from Dwarfish communities – a punishment the Dwarves reserve for their worst criminals. Every Dwarf in a human city is a criminal on the order of a murderer, rapist, kidnapper, or the like. &lt;br /&gt;
&lt;br /&gt;
Dwarves can generally find profitable employment in skilled trades: their smithing skills (of all sorts) and similar physical tradesmanship are legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Dwarves should suffer a relatively severe penalty to their appearance stat.  They are generally strong (bonus to strength), and have excellent manual dexterity but unremarkable agility, if the game system supports that kind of detail.  Almost all Dwarves will have a number of craft skills at a high degree of proficiency.  Dwarves suffer a poor reputation among humans for being criminals (which they are).  Many, but not all, Dwarves are insane -- they either went insane and committed their crimes, or were driven insane by being too long from other company.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Orcs =&lt;br /&gt;
&lt;br /&gt;
Orcs are tall (generally a bit taller than humans), lean, bulkily-muscled humanoids. Their skin tends to be pale, and they usually have an underbite with a powerful lower jaw. Their canines approach the status of fangs, and they are undiscriminating omnivores. Orcs tend to have sparse, coarse black hair. &lt;br /&gt;
&lt;br /&gt;
For countless centuries, Orcs had been a thorn in the side of the other species. Never organized enough to band together and conquer, the warlike Orcs none-the-less preyed on settlements of Humans, Dwarves, and Elves stealing what they could, burning the rest, and viciously killing any non-Orcs they found. &lt;br /&gt;
&lt;br /&gt;
Naturally, when Humans discovered the plentiful mana they could obtain through the use of Passion, an angry and vengeful eye fell on the Orcs. &lt;br /&gt;
&lt;br /&gt;
About 60 years ago, a series of campaigns which lasted a generation began. Human armies, backed up by sorcerors wielding huge quantities of mana, launched genocidal attacks on the badlands where Orcs tended to dwell. Entire settlements were destroyed in raging infernos of magefire, and human warriors enhanced to see perfectly in the dark, wearing armor that repelled Orcish weapons infallibly, stalked through scrub-forests and boulder-fields, killing what refugees they found. Today, despite the fact that anti-Orc campaigns are much less frequent than they were a few decades ago, Orcish population is less than 5% what it was before the discovery of Passion. &lt;br /&gt;
&lt;br /&gt;
Those Orcs who have remained are changed. Living in magic-scarred landscapes, without the support of a tribal structure large enough to herd animals or tend fields, and never more than a few months from the next time a young noble with something to prove gathers up a few hundred troops and sorcerors to bring back a few more Orc heads, Orcs have become masters of stealth and survival. &lt;br /&gt;
&lt;br /&gt;
Most Orcs are now subsistance hunter-gatherers, totally nocturnal, and highly secretive. They live in small tribes, generally not more than a dozen individuals, and have a deeply ingrained dichotomous worldview. Orcs tend to be generous, faithful, and respectful, if not exactly loving, towards who they consider to be their &amp;quot;tribe,&amp;quot; but horribly amoral towards everyone else. An Orc will thoughtlessly kill an innocent on the street, and betray an oath sworn on every divinity he&#039;s believed in, but would not let down a tribemember in even the most mundane detail. &lt;br /&gt;
&lt;br /&gt;
Most Orcs know a significant amount of illusion magic, and spend their lives living low to the ground and outside of notice. Despite generations of persecution, they&#039;ve never developed a racial identity per se – a typical Orc will as happily rob and murder another Orc (from another tribe) as he will an invading human soldier. &lt;br /&gt;
&lt;br /&gt;
Recently, certain powerful forces within Human society have realized that Orcs are, in many ways, ideal assassins. Though Orcs are generally duplicitous towards non-tribe-members, they are not stupid, and can understand mutually profitable relationships. Accordingly, a very small number of Orcish tribes (generally very small ones) live in the city, generally as permenant retainers of an Alliance that wants some terrifying &amp;quot;muscle.&amp;quot; Such Orcs are very rarely seen, but often spoken of. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Orcs should get mild to fair bonuses to all the common RPG physical stats.  They are generally poorly educated, and are usually seen by humans as mildly ugly.  They have a horribly bad reputation among humans.  It would be extremely uncommon for an Orc not to have excellent stealth skills.  Most Orcs should have some kind of compulsion to behave strictly honorably and truthfully towards members of their tribe, whatever that may be.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk Index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2894</id>
		<title>Magipunk:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2894"/>
		<updated>2005-07-06T22:13:26Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Dwarves */ Added pseudo-game rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
It has been a tradition in fantasy RPG&#039;s, probably dating back to D&amp;amp;D, to refer to elves, dwarves, etc. as &amp;quot;races.&amp;quot; In Magipunk, we reject that tradition because of its increasingly modern perspective. The people of Magipunk understand, on a fairly scientific level, the differences between two humans of different skin colors, and a human and an elf. &lt;br /&gt;
&lt;br /&gt;
= Humans =&lt;br /&gt;
&lt;br /&gt;
The most common, dominant, and most populous of the intelligent species in the Magipunk setting are humans. Humans are a tough, intelligent species, but their greatest strength has always been their willingness to exploit every resource for their greatest benefit. Humans are the masters of the world in the Magipunk settings, and the other species exist mainly by their leave.&lt;br /&gt;
&lt;br /&gt;
= Elves =&lt;br /&gt;
&lt;br /&gt;
Elves are slighter than humans, and average a couple of inches shorter. They have no body hair, thick, lustrous head-hair, and large liquid eyes. Their ears taper to a delicate point. Most humans find most elves moderately to extremely attractive. &lt;br /&gt;
&lt;br /&gt;
Before the modern age, Elves were the most advanced species on the planet. They could not produce raw magic in the quantities necessary to sustain a modern lifestyle, but they had instead turned to a program of magically altering plants, animals, and themselves – these altered plants could be grown with a relatively small mana investment, and their fruits improved the lives of Elves in quantity. Elves are not naturally immortal, but when they regularly supplement their diets with particular tailored products, their aging process is totally stopped. Similarly, consumption of the proper products makes them resistant to disease, improves their senses, and, perhaps most impressively, gives them an almost supernatural empathic sense, making elves finely tuned to each other&#039;s emotional states. &lt;br /&gt;
&lt;br /&gt;
One hundred years ago, then, the Elves were widely known to be powerful, advanced, long-lived, and reclusive – for the groves that produced the fruits necessary for their extended lives could only be grown deep in forests layered with enchantments and far from the pollutants of city life. This has all changed. Modern magical techniques have allowed the Elves to force-grow their pharmeceutical groves in the midst of a human city, and the economic incentives offered by the Alliances eager for Elvish prowess in creating Passion and other drugs have made the opportunity to live in cities irresistable to, at least, a certain element of Elvish culture. But these city Elves seem a little off. &lt;br /&gt;
&lt;br /&gt;
Some say that it&#039;s just the empathic abilities of the Elves reacting to the chaos of modern urban life. Others claim that the drugs necessary for Elvish lives are altered by the magics necessary to make them grow in cities – outwardly, they appear healthy, but their fruits poison the minds of the Elves. Still others say that Elves were always like this, and it was just masked by their remoteness. But whatever the reason, city Elves celebrate inclusiveness with an enthusiasm that borders on the criminals. &lt;br /&gt;
&lt;br /&gt;
You can tell when you&#039;re in the Elvish part of town because the buildings are alive. They aren&#039;t stately tree-houses, but a literal urban jungle, filled with thorn bushes, vines, and creepers, and neighors of elves will find their houses assimilated into that jungle if they aren&#039;t constantly vigilant about cutting back the plants that they live next to. Elves themselves are cheery, fashionable, and vaguely creepy. They tend to be friendly to the point of seeming cultish, and wildly hedonistic. &lt;br /&gt;
&lt;br /&gt;
Elves and humans are apparently biologically closely related, for they can produce young (Half-Elves, as they&#039;re sometimes called, or, less kindly, Goblins). However, 90% of the time, such young are horribly deformed, often simple-minded, and destined for short lives. Goblins are also invariably sterile. Generally speaking, no human in their right mind would want to bear a Goblin – doing so begs heartache and a child who dies before either parent. But Elves – particularly male elves – seem to have no such reluctance. The propensity for Elves to sweep human women off their feet, impregnate them, and then move on is notorious, and, some would say, suspicious. &lt;br /&gt;
&lt;br /&gt;
There are those who claim that the Elves are trying, with their undoubted prowess in biological magic, to create a viable hybrid species between Elves and Humans – perhaps a species able to use Passion in the human manner, while retaining the Elvish race-loyalty engendered by their empathic abilities. Some claim that human women who bear more viable Goblins tend to disappear, either openly moving into Elvish ghettos with curiously cheerful demeanors, or simply vanishing in the middle of the night. The truth of such allegations has never been proven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Elves should get some kind of significant bonus to any trait which governs physical attractiveness.  They are graceful (a bonus to dexterity or the like), and relatively hardy and strong for their builds (no bonus or penalty to their strength or stamina-style stats, but they tend to look more fragile than they are).  They are extremely sensitive to other Elves (and some Goblins), able to communicate volumes with just a gesture or single word.  They should receive a huge penalty to resisting mind control or persuasion from another Elf.  If the game supports some kind of status or reputation mechanic, Elves generally are regarded as creepy aliens by humans (though some humans are sufficiently taken by their good looks to ignore this).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Goblins (Half-Elves) =&lt;br /&gt;
&lt;br /&gt;
Goblins are the offspring of Humans and Elves. They are usually misshapen and ill-favored, and generally hunched and small. Most Goblins are afflicted with a variety of health problems, and few live past adolesence. Most are also prone to dementia or other mental problems. &lt;br /&gt;
&lt;br /&gt;
A small minority of Goblins are more capable, actually appearing something like a Human/Elf hybrid, and behaving much the same. There are persistant rumors of Goblins able to ingest Passion with much the same result as Humans, but there is as-of-yet no proof that such a being exists. Goblins are usually able to benefit to a certain extent from Elvish drugs, though sometimes they have strange reactions to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Goblins are extremely variable in nature.  The vast majority take penalties to all stats, often severe ones.  The more fortunate can use human-level stats, elf-like ones, or some meld between the two.  In general, goblins should never get more of a bonus to any stat than the higher of a human&#039;s or elf&#039;s bonus to those stats, and can always justify any penalty to any stat.  Most, but not quite all, goblins will have some measure of the elvish vulnerability to mind control or persuasion originating from another elf.&lt;br /&gt;
&lt;br /&gt;
All known goblins are sterile, and get at most the same benefit from Passion that elves do, not humans.  Any goblin that did not show these traits would be of significant interest to a lot of elves (even moreso if it shows the vulnerability to persuasion)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dwarves =&lt;br /&gt;
&lt;br /&gt;
Dwarves average about 4&#039;6&amp;quot; to 5&#039; tall, and are very thick-bodied, usually weighing between 150 and 200 lbs. Their fingers are incongruously long and thing, and quite dextrous. All of the joints in their hands and fingers are &amp;quot;ball joints,&amp;quot; capable of turning in any direction, and all of their fingers can mutually oppose. Dwarf hands look extremely creepy to many humans. Dwarves tend to have curly, thick hair, and their beards are generally heavy (though some Dwarves, of course, shave). Many Dwarves have patterns inscribed on their skin in thick, raised scar tissue. These patterns do not appear to have magical potency, and there is divided opinion as to whether they are aspects of the Dwarves&#039; punishment, personal decoration, both, or neither. &lt;br /&gt;
&lt;br /&gt;
For the last forty years, the normal Dwarves of the world have retreated deep into their mountains, locked away from the rest of the world. The only Dwarves who still exist in the human worlds are those Dwarves who have been exiled from Dwarfish communities – a punishment the Dwarves reserve for their worst criminals. Every Dwarf in a human city is a criminal on the order of a murderer, rapist, kidnapper, or the like. &lt;br /&gt;
&lt;br /&gt;
Dwarves can generally find profitable employment in skilled trades: their smithing skills (of all sorts) and similar physical tradesmanship are legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Dwarves should suffer a relatively severe penalty to their appearance stat.  They are generally strong (bonus to strength), and have excellent manual dexterity but unremarkable agility, if the game system supports that kind of detail.  Almost all Dwarves will have a number of craft skills at a high degree of proficiency.  Dwarves suffer a poor reputation among humans for being criminals (which they are).  Many, but not all, Dwarves are insane -- they either went insane and committed their crimes, or were driven insane by being too long from other company.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Orcs =&lt;br /&gt;
&lt;br /&gt;
Orcs are tall (generally a bit taller than humans), lean, bulkily-muscled humanoids. Their skin tends to be pale, and they usually have an underbite with a powerful lower jaw. Their canines approach the status of fangs, and they are undiscriminating omnivores. Orcs tend to have sparse, coarse black hair. &lt;br /&gt;
&lt;br /&gt;
For countless centuries, Orcs had been a thorn in the side of the other species. Never organized enough to band together and conquer, the warlike Orcs none-the-less preyed on settlements of Humans, Dwarves, and Elves stealing what they could, burning the rest, and viciously killing any non-Orcs they found. &lt;br /&gt;
&lt;br /&gt;
Naturally, when Humans discovered the plentiful mana they could obtain through the use of Passion, an angry and vengeful eye fell on the Orcs. &lt;br /&gt;
&lt;br /&gt;
About 60 years ago, a series of campaigns which lasted a generation began. Human armies, backed up by sorcerors wielding huge quantities of mana, launched genocidal attacks on the badlands where Orcs tended to dwell. Entire settlements were destroyed in raging infernos of magefire, and human warriors enhanced to see perfectly in the dark, wearing armor that repelled Orcish weapons infallibly, stalked through scrub-forests and boulder-fields, killing what refugees they found. Today, despite the fact that anti-Orc campaigns are much less frequent than they were a few decades ago, Orcish population is less than 5% what it was before the discovery of Passion. &lt;br /&gt;
&lt;br /&gt;
Those Orcs who have remained are changed. Living in magic-scarred landscapes, without the support of a tribal structure large enough to herd animals or tend fields, and never more than a few months from the next time a young noble with something to prove gathers up a few hundred troops and sorcerors to bring back a few more Orc heads, Orcs have become masters of stealth and survival. &lt;br /&gt;
&lt;br /&gt;
Most Orcs are now subsistance hunter-gatherers, totally nocturnal, and highly secretive. They live in small tribes, generally not more than a dozen individuals, and have a deeply ingrained dichotomous worldview. Orcs tend to be generous, faithful, and respectful, if not exactly loving, towards who they consider to be their &amp;quot;tribe,&amp;quot; but horribly amoral towards everyone else. An Orc will thoughtlessly kill an innocent on the street, and betray an oath sworn on every divinity he&#039;s believed in, but would not let down a tribemember in even the most mundane detail. &lt;br /&gt;
&lt;br /&gt;
Most Orcs know a significant amount of illusion magic, and spend their lives living low to the ground and outside of notice. Despite generations of persecution, they&#039;ve never developed a racial identity per se – a typical Orc will as happily rob and murder another Orc (from another tribe) as he will an invading human soldier. &lt;br /&gt;
&lt;br /&gt;
Recently, certain powerful forces within Human society have realized that Orcs are, in many ways, ideal assassins. Though Orcs are generally duplicitous towards non-tribe-members, they are not stupid, and can understand mutually profitable relationships. Accordingly, a very small number of Orcish tribes (generally very small ones) live in the city, generally as permenant retainers of an Alliance that wants some terrifying &amp;quot;muscle.&amp;quot; Such Orcs are very rarely seen, but often spoken of. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk Index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2892</id>
		<title>Magipunk:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2892"/>
		<updated>2005-07-06T22:10:20Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Goblins (Half-Elves) */ Added pseudo-game rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
It has been a tradition in fantasy RPG&#039;s, probably dating back to D&amp;amp;D, to refer to elves, dwarves, etc. as &amp;quot;races.&amp;quot; In Magipunk, we reject that tradition because of its increasingly modern perspective. The people of Magipunk understand, on a fairly scientific level, the differences between two humans of different skin colors, and a human and an elf. &lt;br /&gt;
&lt;br /&gt;
= Humans =&lt;br /&gt;
&lt;br /&gt;
The most common, dominant, and most populous of the intelligent species in the Magipunk setting are humans. Humans are a tough, intelligent species, but their greatest strength has always been their willingness to exploit every resource for their greatest benefit. Humans are the masters of the world in the Magipunk settings, and the other species exist mainly by their leave.&lt;br /&gt;
&lt;br /&gt;
= Elves =&lt;br /&gt;
&lt;br /&gt;
Elves are slighter than humans, and average a couple of inches shorter. They have no body hair, thick, lustrous head-hair, and large liquid eyes. Their ears taper to a delicate point. Most humans find most elves moderately to extremely attractive. &lt;br /&gt;
&lt;br /&gt;
Before the modern age, Elves were the most advanced species on the planet. They could not produce raw magic in the quantities necessary to sustain a modern lifestyle, but they had instead turned to a program of magically altering plants, animals, and themselves – these altered plants could be grown with a relatively small mana investment, and their fruits improved the lives of Elves in quantity. Elves are not naturally immortal, but when they regularly supplement their diets with particular tailored products, their aging process is totally stopped. Similarly, consumption of the proper products makes them resistant to disease, improves their senses, and, perhaps most impressively, gives them an almost supernatural empathic sense, making elves finely tuned to each other&#039;s emotional states. &lt;br /&gt;
&lt;br /&gt;
One hundred years ago, then, the Elves were widely known to be powerful, advanced, long-lived, and reclusive – for the groves that produced the fruits necessary for their extended lives could only be grown deep in forests layered with enchantments and far from the pollutants of city life. This has all changed. Modern magical techniques have allowed the Elves to force-grow their pharmeceutical groves in the midst of a human city, and the economic incentives offered by the Alliances eager for Elvish prowess in creating Passion and other drugs have made the opportunity to live in cities irresistable to, at least, a certain element of Elvish culture. But these city Elves seem a little off. &lt;br /&gt;
&lt;br /&gt;
Some say that it&#039;s just the empathic abilities of the Elves reacting to the chaos of modern urban life. Others claim that the drugs necessary for Elvish lives are altered by the magics necessary to make them grow in cities – outwardly, they appear healthy, but their fruits poison the minds of the Elves. Still others say that Elves were always like this, and it was just masked by their remoteness. But whatever the reason, city Elves celebrate inclusiveness with an enthusiasm that borders on the criminals. &lt;br /&gt;
&lt;br /&gt;
You can tell when you&#039;re in the Elvish part of town because the buildings are alive. They aren&#039;t stately tree-houses, but a literal urban jungle, filled with thorn bushes, vines, and creepers, and neighors of elves will find their houses assimilated into that jungle if they aren&#039;t constantly vigilant about cutting back the plants that they live next to. Elves themselves are cheery, fashionable, and vaguely creepy. They tend to be friendly to the point of seeming cultish, and wildly hedonistic. &lt;br /&gt;
&lt;br /&gt;
Elves and humans are apparently biologically closely related, for they can produce young (Half-Elves, as they&#039;re sometimes called, or, less kindly, Goblins). However, 90% of the time, such young are horribly deformed, often simple-minded, and destined for short lives. Goblins are also invariably sterile. Generally speaking, no human in their right mind would want to bear a Goblin – doing so begs heartache and a child who dies before either parent. But Elves – particularly male elves – seem to have no such reluctance. The propensity for Elves to sweep human women off their feet, impregnate them, and then move on is notorious, and, some would say, suspicious. &lt;br /&gt;
&lt;br /&gt;
There are those who claim that the Elves are trying, with their undoubted prowess in biological magic, to create a viable hybrid species between Elves and Humans – perhaps a species able to use Passion in the human manner, while retaining the Elvish race-loyalty engendered by their empathic abilities. Some claim that human women who bear more viable Goblins tend to disappear, either openly moving into Elvish ghettos with curiously cheerful demeanors, or simply vanishing in the middle of the night. The truth of such allegations has never been proven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Elves should get some kind of significant bonus to any trait which governs physical attractiveness.  They are graceful (a bonus to dexterity or the like), and relatively hardy and strong for their builds (no bonus or penalty to their strength or stamina-style stats, but they tend to look more fragile than they are).  They are extremely sensitive to other Elves (and some Goblins), able to communicate volumes with just a gesture or single word.  They should receive a huge penalty to resisting mind control or persuasion from another Elf.  If the game supports some kind of status or reputation mechanic, Elves generally are regarded as creepy aliens by humans (though some humans are sufficiently taken by their good looks to ignore this).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Goblins (Half-Elves) =&lt;br /&gt;
&lt;br /&gt;
Goblins are the offspring of Humans and Elves. They are usually misshapen and ill-favored, and generally hunched and small. Most Goblins are afflicted with a variety of health problems, and few live past adolesence. Most are also prone to dementia or other mental problems. &lt;br /&gt;
&lt;br /&gt;
A small minority of Goblins are more capable, actually appearing something like a Human/Elf hybrid, and behaving much the same. There are persistant rumors of Goblins able to ingest Passion with much the same result as Humans, but there is as-of-yet no proof that such a being exists. Goblins are usually able to benefit to a certain extent from Elvish drugs, though sometimes they have strange reactions to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Goblins are extremely variable in nature.  The vast majority take penalties to all stats, often severe ones.  The more fortunate can use human-level stats, elf-like ones, or some meld between the two.  In general, goblins should never get more of a bonus to any stat than the higher of a human&#039;s or elf&#039;s bonus to those stats, and can always justify any penalty to any stat.  Most, but not quite all, goblins will have some measure of the elvish vulnerability to mind control or persuasion originating from another elf.&lt;br /&gt;
&lt;br /&gt;
All known goblins are sterile, and get at most the same benefit from Passion that elves do, not humans.  Any goblin that did not show these traits would be of significant interest to a lot of elves (even moreso if it shows the vulnerability to persuasion)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dwarves =&lt;br /&gt;
&lt;br /&gt;
Dwarves average about 4&#039;6&amp;quot; to 5&#039; tall, and are very thick-bodied, usually weighing between 150 and 200 lbs. Their fingers are incongruously long and thing, and quite dextrous. All of the joints in their hands and fingers are &amp;quot;ball joints,&amp;quot; capable of turning in any direction, and all of their fingers can mutually oppose. Dwarf hands look extremely creepy to many humans. Dwarves tend to have curly, thick hair, and their beards are generally heavy (though some Dwarves, of course, shave). Many Dwarves have patterns inscribed on their skin in thick, raised scar tissue. These patterns do not appear to have magical potency, and there is divided opinion as to whether they are aspects of the Dwarves&#039; punishment, personal decoration, both, or neither. &lt;br /&gt;
&lt;br /&gt;
For the last forty years, the normal Dwarves of the world have retreated deep into their mountains, locked away from the rest of the world. The only Dwarves who still exist in the human worlds are those Dwarves who have been exiled from Dwarfish communities – a punishment the Dwarves reserve for their worst criminals. Every Dwarf in a human city is a criminal on the order of a murderer, rapist, kidnapper, or the like. &lt;br /&gt;
&lt;br /&gt;
Dwarves can generally find profitable employment in skilled trades: their smithing skills (of all sorts) and similar physical tradesmanship are legendary. &lt;br /&gt;
&lt;br /&gt;
= Orcs =&lt;br /&gt;
&lt;br /&gt;
Orcs are tall (generally a bit taller than humans), lean, bulkily-muscled humanoids. Their skin tends to be pale, and they usually have an underbite with a powerful lower jaw. Their canines approach the status of fangs, and they are undiscriminating omnivores. Orcs tend to have sparse, coarse black hair. &lt;br /&gt;
&lt;br /&gt;
For countless centuries, Orcs had been a thorn in the side of the other species. Never organized enough to band together and conquer, the warlike Orcs none-the-less preyed on settlements of Humans, Dwarves, and Elves stealing what they could, burning the rest, and viciously killing any non-Orcs they found. &lt;br /&gt;
&lt;br /&gt;
Naturally, when Humans discovered the plentiful mana they could obtain through the use of Passion, an angry and vengeful eye fell on the Orcs. &lt;br /&gt;
&lt;br /&gt;
About 60 years ago, a series of campaigns which lasted a generation began. Human armies, backed up by sorcerors wielding huge quantities of mana, launched genocidal attacks on the badlands where Orcs tended to dwell. Entire settlements were destroyed in raging infernos of magefire, and human warriors enhanced to see perfectly in the dark, wearing armor that repelled Orcish weapons infallibly, stalked through scrub-forests and boulder-fields, killing what refugees they found. Today, despite the fact that anti-Orc campaigns are much less frequent than they were a few decades ago, Orcish population is less than 5% what it was before the discovery of Passion. &lt;br /&gt;
&lt;br /&gt;
Those Orcs who have remained are changed. Living in magic-scarred landscapes, without the support of a tribal structure large enough to herd animals or tend fields, and never more than a few months from the next time a young noble with something to prove gathers up a few hundred troops and sorcerors to bring back a few more Orc heads, Orcs have become masters of stealth and survival. &lt;br /&gt;
&lt;br /&gt;
Most Orcs are now subsistance hunter-gatherers, totally nocturnal, and highly secretive. They live in small tribes, generally not more than a dozen individuals, and have a deeply ingrained dichotomous worldview. Orcs tend to be generous, faithful, and respectful, if not exactly loving, towards who they consider to be their &amp;quot;tribe,&amp;quot; but horribly amoral towards everyone else. An Orc will thoughtlessly kill an innocent on the street, and betray an oath sworn on every divinity he&#039;s believed in, but would not let down a tribemember in even the most mundane detail. &lt;br /&gt;
&lt;br /&gt;
Most Orcs know a significant amount of illusion magic, and spend their lives living low to the ground and outside of notice. Despite generations of persecution, they&#039;ve never developed a racial identity per se – a typical Orc will as happily rob and murder another Orc (from another tribe) as he will an invading human soldier. &lt;br /&gt;
&lt;br /&gt;
Recently, certain powerful forces within Human society have realized that Orcs are, in many ways, ideal assassins. Though Orcs are generally duplicitous towards non-tribe-members, they are not stupid, and can understand mutually profitable relationships. Accordingly, a very small number of Orcish tribes (generally very small ones) live in the city, generally as permenant retainers of an Alliance that wants some terrifying &amp;quot;muscle.&amp;quot; Such Orcs are very rarely seen, but often spoken of. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk Index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2890</id>
		<title>Magipunk:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Species&amp;diff=2890"/>
		<updated>2005-07-06T21:01:55Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Elves */ Added pseudo-game rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
It has been a tradition in fantasy RPG&#039;s, probably dating back to D&amp;amp;D, to refer to elves, dwarves, etc. as &amp;quot;races.&amp;quot; In Magipunk, we reject that tradition because of its increasingly modern perspective. The people of Magipunk understand, on a fairly scientific level, the differences between two humans of different skin colors, and a human and an elf. &lt;br /&gt;
&lt;br /&gt;
= Humans =&lt;br /&gt;
&lt;br /&gt;
The most common, dominant, and most populous of the intelligent species in the Magipunk setting are humans. Humans are a tough, intelligent species, but their greatest strength has always been their willingness to exploit every resource for their greatest benefit. Humans are the masters of the world in the Magipunk settings, and the other species exist mainly by their leave.&lt;br /&gt;
&lt;br /&gt;
= Elves =&lt;br /&gt;
&lt;br /&gt;
Elves are slighter than humans, and average a couple of inches shorter. They have no body hair, thick, lustrous head-hair, and large liquid eyes. Their ears taper to a delicate point. Most humans find most elves moderately to extremely attractive. &lt;br /&gt;
&lt;br /&gt;
Before the modern age, Elves were the most advanced species on the planet. They could not produce raw magic in the quantities necessary to sustain a modern lifestyle, but they had instead turned to a program of magically altering plants, animals, and themselves – these altered plants could be grown with a relatively small mana investment, and their fruits improved the lives of Elves in quantity. Elves are not naturally immortal, but when they regularly supplement their diets with particular tailored products, their aging process is totally stopped. Similarly, consumption of the proper products makes them resistant to disease, improves their senses, and, perhaps most impressively, gives them an almost supernatural empathic sense, making elves finely tuned to each other&#039;s emotional states. &lt;br /&gt;
&lt;br /&gt;
One hundred years ago, then, the Elves were widely known to be powerful, advanced, long-lived, and reclusive – for the groves that produced the fruits necessary for their extended lives could only be grown deep in forests layered with enchantments and far from the pollutants of city life. This has all changed. Modern magical techniques have allowed the Elves to force-grow their pharmeceutical groves in the midst of a human city, and the economic incentives offered by the Alliances eager for Elvish prowess in creating Passion and other drugs have made the opportunity to live in cities irresistable to, at least, a certain element of Elvish culture. But these city Elves seem a little off. &lt;br /&gt;
&lt;br /&gt;
Some say that it&#039;s just the empathic abilities of the Elves reacting to the chaos of modern urban life. Others claim that the drugs necessary for Elvish lives are altered by the magics necessary to make them grow in cities – outwardly, they appear healthy, but their fruits poison the minds of the Elves. Still others say that Elves were always like this, and it was just masked by their remoteness. But whatever the reason, city Elves celebrate inclusiveness with an enthusiasm that borders on the criminals. &lt;br /&gt;
&lt;br /&gt;
You can tell when you&#039;re in the Elvish part of town because the buildings are alive. They aren&#039;t stately tree-houses, but a literal urban jungle, filled with thorn bushes, vines, and creepers, and neighors of elves will find their houses assimilated into that jungle if they aren&#039;t constantly vigilant about cutting back the plants that they live next to. Elves themselves are cheery, fashionable, and vaguely creepy. They tend to be friendly to the point of seeming cultish, and wildly hedonistic. &lt;br /&gt;
&lt;br /&gt;
Elves and humans are apparently biologically closely related, for they can produce young (Half-Elves, as they&#039;re sometimes called, or, less kindly, Goblins). However, 90% of the time, such young are horribly deformed, often simple-minded, and destined for short lives. Goblins are also invariably sterile. Generally speaking, no human in their right mind would want to bear a Goblin – doing so begs heartache and a child who dies before either parent. But Elves – particularly male elves – seem to have no such reluctance. The propensity for Elves to sweep human women off their feet, impregnate them, and then move on is notorious, and, some would say, suspicious. &lt;br /&gt;
&lt;br /&gt;
There are those who claim that the Elves are trying, with their undoubted prowess in biological magic, to create a viable hybrid species between Elves and Humans – perhaps a species able to use Passion in the human manner, while retaining the Elvish race-loyalty engendered by their empathic abilities. Some claim that human women who bear more viable Goblins tend to disappear, either openly moving into Elvish ghettos with curiously cheerful demeanors, or simply vanishing in the middle of the night. The truth of such allegations has never been proven.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Pseudo-game rules:  Elves should get some kind of significant bonus to any trait which governs physical attractiveness.  They are graceful (a bonus to dexterity or the like), and relatively hardy and strong for their builds (no bonus or penalty to their strength or stamina-style stats, but they tend to look more fragile than they are).  They are extremely sensitive to other Elves (and some Goblins), able to communicate volumes with just a gesture or single word.  They should receive a huge penalty to resisting mind control or persuasion from another Elf.  If the game supports some kind of status or reputation mechanic, Elves generally are regarded as creepy aliens by humans (though some humans are sufficiently taken by their good looks to ignore this).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Goblins (Half-Elves) =&lt;br /&gt;
&lt;br /&gt;
Goblins are the offspring of Humans and Elves. They are usually misshapen and ill-favored, and generally hunched and small. Most Goblins are afflicted with a variety of health problems, and few live past adolesence. Most are also prone to dementia or other mental problems. &lt;br /&gt;
&lt;br /&gt;
A small minority of Goblins are more capable, actually appearing something like a Human/Elf hybrid, and behaving much the same. There are persistant rumors of Goblins able to ingest Passion with much the same result as Humans, but there is as-of-yet no proof that such a being exists. Goblins are usually able to benefit to a certain extent from Elvish drugs, though sometimes they have strange reactions to them. &lt;br /&gt;
&lt;br /&gt;
= Dwarves =&lt;br /&gt;
&lt;br /&gt;
Dwarves average about 4&#039;6&amp;quot; to 5&#039; tall, and are very thick-bodied, usually weighing between 150 and 200 lbs. Their fingers are incongruously long and thing, and quite dextrous. All of the joints in their hands and fingers are &amp;quot;ball joints,&amp;quot; capable of turning in any direction, and all of their fingers can mutually oppose. Dwarf hands look extremely creepy to many humans. Dwarves tend to have curly, thick hair, and their beards are generally heavy (though some Dwarves, of course, shave). Many Dwarves have patterns inscribed on their skin in thick, raised scar tissue. These patterns do not appear to have magical potency, and there is divided opinion as to whether they are aspects of the Dwarves&#039; punishment, personal decoration, both, or neither. &lt;br /&gt;
&lt;br /&gt;
For the last forty years, the normal Dwarves of the world have retreated deep into their mountains, locked away from the rest of the world. The only Dwarves who still exist in the human worlds are those Dwarves who have been exiled from Dwarfish communities – a punishment the Dwarves reserve for their worst criminals. Every Dwarf in a human city is a criminal on the order of a murderer, rapist, kidnapper, or the like. &lt;br /&gt;
&lt;br /&gt;
Dwarves can generally find profitable employment in skilled trades: their smithing skills (of all sorts) and similar physical tradesmanship are legendary. &lt;br /&gt;
&lt;br /&gt;
= Orcs =&lt;br /&gt;
&lt;br /&gt;
Orcs are tall (generally a bit taller than humans), lean, bulkily-muscled humanoids. Their skin tends to be pale, and they usually have an underbite with a powerful lower jaw. Their canines approach the status of fangs, and they are undiscriminating omnivores. Orcs tend to have sparse, coarse black hair. &lt;br /&gt;
&lt;br /&gt;
For countless centuries, Orcs had been a thorn in the side of the other species. Never organized enough to band together and conquer, the warlike Orcs none-the-less preyed on settlements of Humans, Dwarves, and Elves stealing what they could, burning the rest, and viciously killing any non-Orcs they found. &lt;br /&gt;
&lt;br /&gt;
Naturally, when Humans discovered the plentiful mana they could obtain through the use of Passion, an angry and vengeful eye fell on the Orcs. &lt;br /&gt;
&lt;br /&gt;
About 60 years ago, a series of campaigns which lasted a generation began. Human armies, backed up by sorcerors wielding huge quantities of mana, launched genocidal attacks on the badlands where Orcs tended to dwell. Entire settlements were destroyed in raging infernos of magefire, and human warriors enhanced to see perfectly in the dark, wearing armor that repelled Orcish weapons infallibly, stalked through scrub-forests and boulder-fields, killing what refugees they found. Today, despite the fact that anti-Orc campaigns are much less frequent than they were a few decades ago, Orcish population is less than 5% what it was before the discovery of Passion. &lt;br /&gt;
&lt;br /&gt;
Those Orcs who have remained are changed. Living in magic-scarred landscapes, without the support of a tribal structure large enough to herd animals or tend fields, and never more than a few months from the next time a young noble with something to prove gathers up a few hundred troops and sorcerors to bring back a few more Orc heads, Orcs have become masters of stealth and survival. &lt;br /&gt;
&lt;br /&gt;
Most Orcs are now subsistance hunter-gatherers, totally nocturnal, and highly secretive. They live in small tribes, generally not more than a dozen individuals, and have a deeply ingrained dichotomous worldview. Orcs tend to be generous, faithful, and respectful, if not exactly loving, towards who they consider to be their &amp;quot;tribe,&amp;quot; but horribly amoral towards everyone else. An Orc will thoughtlessly kill an innocent on the street, and betray an oath sworn on every divinity he&#039;s believed in, but would not let down a tribemember in even the most mundane detail. &lt;br /&gt;
&lt;br /&gt;
Most Orcs know a significant amount of illusion magic, and spend their lives living low to the ground and outside of notice. Despite generations of persecution, they&#039;ve never developed a racial identity per se – a typical Orc will as happily rob and murder another Orc (from another tribe) as he will an invading human soldier. &lt;br /&gt;
&lt;br /&gt;
Recently, certain powerful forces within Human society have realized that Orcs are, in many ways, ideal assassins. Though Orcs are generally duplicitous towards non-tribe-members, they are not stupid, and can understand mutually profitable relationships. Accordingly, a very small number of Orcish tribes (generally very small ones) live in the city, generally as permenant retainers of an Alliance that wants some terrifying &amp;quot;muscle.&amp;quot; Such Orcs are very rarely seen, but often spoken of. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk Index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=3036</id>
		<title>Magipunk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=3036"/>
		<updated>2005-07-06T17:57:00Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Project Notes */ Added notes on style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fantasy world &amp;quot;seventy-five years later,&amp;quot; Magipunk is a game-setting for those who want to marry traditional fantasy with the cyber/steam/whatever-punk genres.  It is a world in the throes of a painful change as a magic-based industrial revolution shakes society to its core.&lt;br /&gt;
&lt;br /&gt;
Magipunk is not tied to any one system at present.  However, in a few cases, pseudo-game mechanics are included in the text of the project, in order to explain ideas to a level of specificity needed for conversion into a viable RPG setting.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
&lt;br /&gt;
* [[Magipunk:Setting|Setting and Introduction]]&lt;br /&gt;
** [[Magipunk:Setting:Atathorn|Atathorn]]&lt;br /&gt;
* [[Magipunk:Species|Species]]&lt;br /&gt;
* [[Magipunk:Organizations|Organizations]]&lt;br /&gt;
* [[Magipunk:Religion|Religion]]&lt;br /&gt;
* [[Magipunk:Magic|Magic]]&lt;br /&gt;
* [[Magipunk:Campaigns|Campaigns and GM Advice]]&lt;br /&gt;
&lt;br /&gt;
== Project Notes ==&lt;br /&gt;
&lt;br /&gt;
I (Mike &amp;quot;Epoch&amp;quot; Sullivan) initially conceived Magipunk as a project that would take input from a variety of people, but of which I would ultimately retain editorial control.  I think that kind of approach has a lot of merit to it, but it does tie everything to me, and it&#039;s clear that I haven&#039;t made a lot of forward progress in the recent months.  As such, that philosophy is officially out the window.  If you want to add something, this is a wiki, go ahead.&lt;br /&gt;
&lt;br /&gt;
I created a little navigation template to help tie the project pages together.  It can be found at [[Template:Magipunk_Template]], and can be included in any new pages you create by using the syntax: &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;{{Magipunk_Template}}&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt; right at the top of the page (just copy and paste the bold text to the very top of your new page, and the navigation menu will show up.  I promise).&lt;br /&gt;
&lt;br /&gt;
Pages in this project should have their titles of the form Magipunk:Whatever, where Whatever is what the page is about.&lt;br /&gt;
&lt;br /&gt;
A note on style:&lt;br /&gt;
&lt;br /&gt;
Magipunk endeavours to sound like the hybrid of antique and modern concepts that it is.  As such, we use a few deliberate archaisms and affectations of speech in describing it.&lt;br /&gt;
&lt;br /&gt;
We use the term &amp;quot;Mill&amp;quot; in place of &amp;quot;factory&amp;quot; or similar words.  Any place where industrial work is done is a Mill, whether it produces actual milled products like flour, worked hard-goods like wagon-wheels, or magical goods like power-tokens (the Church-Mills being the place for that last production).  We avoid referring to businesses as &amp;quot;companies&amp;quot; or &amp;quot;corporations&amp;quot; -- they&#039;re either Alliances if they&#039;re big enough, or &amp;quot;shops,&amp;quot; &amp;quot;businesses,&amp;quot; or the like.  There is no concept of incorporation in the laws of Magipunk.  Minor medical work is done not by doctors but by barbers or chirurgeons.  You don&#039;t call any particular group of people the Police as a proper noun -- the Watch, the Alliance enforcers, and the Royal Guard all sometimes police the city, but they aren&#039;t the Police.  Something I haven&#039;t been good at doing, but should have, is to refer to the Alliance police forces as &amp;quot;enforcers,&amp;quot; rather than &amp;quot;guards.&amp;quot;  This terminology plays up the antagonistic nature of the Alliance forces.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2898</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2898"/>
		<updated>2005-07-06T17:49:06Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Uptown */ Alliance Enforcers, not Alliance Guards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is a literal dragon -- thought to be the last of its species.  It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters.  The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30&#039; tall walls.  Normally, it stands motionless over a large parade square.  On the King&#039;s birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who do not work for the Alliances, or who are willing to buck the trend.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
The Slums are mostly residential, but the street-fronts often have a number of small businesses in them -- grocery and soft-goods stores, bars and taverns, and the omnipresent barber&#039;s (who buy blood from those who are so down on their luck as to need to sell it) and tattoo parlors.&lt;br /&gt;
&lt;br /&gt;
The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by gangs of teenagers and young adults, muggers, and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the [[#The_Elvish_Quarter|Elvish Quarter]].&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance enforcers that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2882</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2882"/>
		<updated>2005-07-06T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Slums */ - Linked the Elvish Quarter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is a literal dragon -- thought to be the last of its species.  It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters.  The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30&#039; tall walls.  Normally, it stands motionless over a large parade square.  On the King&#039;s birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who do not work for the Alliances, or who are willing to buck the trend.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
The Slums are mostly residential, but the street-fronts often have a number of small businesses in them -- grocery and soft-goods stores, bars and taverns, and the omnipresent barber&#039;s (who buy blood from those who are so down on their luck as to need to sell it) and tattoo parlors.&lt;br /&gt;
&lt;br /&gt;
The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by gangs of teenagers and young adults, muggers, and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the [[#The_Elvish_Quarter|Elvish Quarter]].&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance guards that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2881</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2881"/>
		<updated>2005-07-06T17:47:52Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Slums */ Reformatted a sentence or two, added a paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is a literal dragon -- thought to be the last of its species.  It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters.  The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30&#039; tall walls.  Normally, it stands motionless over a large parade square.  On the King&#039;s birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who do not work for the Alliances, or who are willing to buck the trend.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
The Slums are mostly residential, but the street-fronts often have a number of small businesses in them -- grocery and soft-goods stores, bars and taverns, and the omnipresent barber&#039;s (who buy blood from those who are so down on their luck as to need to sell it) and tattoo parlors.&lt;br /&gt;
&lt;br /&gt;
The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by gangs of teenagers and young adults, muggers, and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the Elvish Quarter.&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance guards that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=3034</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=3034"/>
		<updated>2005-07-06T03:58:04Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Crime */ Added basic content to section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
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Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
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Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
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In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
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In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
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Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
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The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
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=== Gold Guards ===&lt;br /&gt;
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The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
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The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
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The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
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Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
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== The Roget Alliance ==&lt;br /&gt;
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=== General ===&lt;br /&gt;
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If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
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Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
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Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
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The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
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Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
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=== The Roget Eagles ===&lt;br /&gt;
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The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
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Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
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The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
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Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
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== The Spinners Alliance ==&lt;br /&gt;
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=== General ===&lt;br /&gt;
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Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
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Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
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The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
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The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
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The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
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=== The Spiders ===&lt;br /&gt;
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The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
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The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Unlike other Alliances, the Spinners don&#039;t crack down heavily on their enforcers using non-standard weapons, so a minority of Spiders carry personal gear of a non-standard sort -- generally a more deadly backup weapon to offset the ineffective duty clubs.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
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== Minor Alliances ==&lt;br /&gt;
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There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
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= The Government =&lt;br /&gt;
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Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
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The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
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Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
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== The Royal Family ==&lt;br /&gt;
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The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
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The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
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Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate, are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
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Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
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Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
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Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert the VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will ahve to turn around sharply.  Of anyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
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=== The Royal Guard ===&lt;br /&gt;
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The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
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The Royal Guard wear painfully anachronistic metal armor that&#039;s been backed up by powerful, if rather obsolete, spells (Obsolesence 3, but high-end spells.  Big mana guzzlers with great effects).  They carry halberds with deadly enchantments on them (again, Obsolesence 3, high-end spells), and back those up with short swords for close-in work, with the same spells on them.  Each Royal Guard carries a 50 point power token as an amulet under their armor, and they are given free license to use their mana as they see appropriate, thanks to the overwhelming wealth of the Royal Family, and the relatively small size of the Guard.&lt;br /&gt;
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Royal Guard are also extremely well-trained in tradtional (non-magical) combat, and are broadly speaking disciplined and loyal.  Ordinary people give these single-minded agents a wide berth.&lt;br /&gt;
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== The City Watch ==&lt;br /&gt;
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The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
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The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
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In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
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The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
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Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
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= Crime =&lt;br /&gt;
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Crime is prevalent in the slums of Atathorn, and always has been, but organized crime has no history in the city, and is consequentially in its infancy.  There is no equivalent to a monolothic &amp;quot;Mob&amp;quot; or &amp;quot;Thieves&#039; Guild&amp;quot; in Atathorn -- but there are a hundred gang-bosses with dreams of true power.&lt;br /&gt;
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The fragmentary nature of criminality in Atathorn means that sweeping statements about organized crime are difficult to make, but a few commonalities stand out.  Because of the inefficiency of the various police forces of Atathorn, protection rackets are ludicrously easy to set up.  The Alliances are, of course, far too powerful to go in for such things, but any business beneath their scale is nearly guaranteed to be paying protection money to at least one, if not many, gangs.  Indeed, many citizens of Atathorn use the protection scheme as a kind of dividing line between truly organized crime, and a bunch of criminals who happen to hang out together.&lt;br /&gt;
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Because of the very popularity of the protection racket, a surprisingly large number of gangs do, in fact, provide rudimentary protection along with their extortion, though such protection is generally limited to guarding their turf against rival gangs.  However, some significant percentage of the time, if a gang is running a wholely ineffective racket, they will find that their &amp;quot;clients&amp;quot; can find different patrons who are willing to fight for a larger piece of the pie.&lt;br /&gt;
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Besides protection services, the major sources of moneys for organized crime are prostitution and drugs.  However, while Atathorn technically has laws against both vices, they are so laxly enforced that criminal enterprises run into a great deal of competition from more legitimate vendors in both arenas.  Indeed, the customers of such services often can not tell whether they&#039;re purchasing from a gang that also runs protection rackets or from an honest, hard-working dealer.&lt;br /&gt;
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Counterfeiting schemes -- counterfeiting both currency and power tokens -- had a surge of popularity a few years ago, but the Alliances cracked down hard on such activities, fearing that that sort of economically disruptive crime could be a serious challenge to their own dominance over the city, and now counterfeiting is a fraught, unprofitable crime.&lt;br /&gt;
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A distressing number of gangs have turned to &amp;quot;death-slavery,&amp;quot; or &amp;quot;blood-slavery,&amp;quot; as the crime has recently become known.  There is a flourishing and grossly illegal community of necromancers deep in Atathorn&#039;s underworld, and they are willing to pay a premium for still-living bodies, whom they kill to provide themselves with both cheaper power than the Church-Mills can give, and undead servants.  Necromancy and death-slavery is one of very few crimes which can still shock the conscience of morally jaded Atathorn, but ever harsher laws have not been able to prevent the slow growth of this practice, and there are persistant rumors that necromancers have influence within every power block in the city, from the Watch to the Alliances to the Royals.&lt;br /&gt;
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The penalty for killing a person with the intent to draw mana from their body, or for animating the dead, or for aiding or abetting a necromancer, is unceremonious death.&lt;br /&gt;
&lt;br /&gt;
Normal slavery is an unprofitable activity in Atathorn for the most part -- local law forbids slavery, and the trade routes to countries which do allow it are too long to be of great interest to the small gangs which control the slums of the city.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The following are a few examples of the scores of gangs which populate Atathorn&#039;s slums.  (Or, rather, they will be when I get around to writing them).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2863</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2863"/>
		<updated>2005-07-06T03:35:11Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Spiders */ Added weapons detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Unlike other Alliances, the Spinners don&#039;t crack down heavily on their enforcers using non-standard weapons, so a minority of Spiders carry personal gear of a non-standard sort -- generally a more deadly backup weapon to offset the ineffective duty clubs.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
&lt;br /&gt;
The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate, are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
&lt;br /&gt;
Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
&lt;br /&gt;
Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert the VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will ahve to turn around sharply.  Of anyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
The Royal Guard wear painfully anachronistic metal armor that&#039;s been backed up by powerful, if rather obsolete, spells (Obsolesence 3, but high-end spells.  Big mana guzzlers with great effects).  They carry halberds with deadly enchantments on them (again, Obsolesence 3, high-end spells), and back those up with short swords for close-in work, with the same spells on them.  Each Royal Guard carries a 50 point power token as an amulet under their armor, and they are given free license to use their mana as they see appropriate, thanks to the overwhelming wealth of the Royal Family, and the relatively small size of the Guard.&lt;br /&gt;
&lt;br /&gt;
Royal Guard are also extremely well-trained in tradtional (non-magical) combat, and are broadly speaking disciplined and loyal.  Ordinary people give these single-minded agents a wide berth.&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Criminals are the third major powerbase in Atathorn, but that&#039;s a topic for another day.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2862</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2862"/>
		<updated>2005-07-01T17:55:14Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Royal Guard */ Added detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
&lt;br /&gt;
The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate, are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
&lt;br /&gt;
Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
&lt;br /&gt;
Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert the VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will ahve to turn around sharply.  Of anyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
The Royal Guard wear painfully anachronistic metal armor that&#039;s been backed up by powerful, if rather obsolete, spells (Obsolesence 3, but high-end spells.  Big mana guzzlers with great effects).  They carry halberds with deadly enchantments on them (again, Obsolesence 3, high-end spells), and back those up with short swords for close-in work, with the same spells on them.  Each Royal Guard carries a 50 point power token as an amulet under their armor, and they are given free license to use their mana as they see appropriate, thanks to the overwhelming wealth of the Royal Family, and the relatively small size of the Guard.&lt;br /&gt;
&lt;br /&gt;
Royal Guard are also extremely well-trained in tradtional (non-magical) combat, and are broadly speaking disciplined and loyal.  Ordinary people give these single-minded agents a wide berth.&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Criminals are the third major powerbase in Atathorn, but that&#039;s a topic for another day.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Magipunk_Template&amp;diff=10391</id>
		<title>Template:Magipunk Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Magipunk_Template&amp;diff=10391"/>
		<updated>2005-06-30T21:49:31Z</updated>

		<summary type="html">&lt;p&gt;Epoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; float style=&amp;quot;margin-left:25px; background:#FAF9FA; border-style:solid; border-width:1px; border-color:silver&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Magipunk&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Main_Page|Index]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Setting|Setting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Species|Species]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Organizations|Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Religion|Religion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Magic|Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magipunk:Campaigns|Campaigns]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Campaigns&amp;diff=10444</id>
		<title>Magipunk:Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Campaigns&amp;diff=10444"/>
		<updated>2005-06-30T21:48:55Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Created beginning of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
So, great.  There&#039;s this neat place called Atathorn, and it&#039;s in a world that&#039;s changing, and there are all these Alliances and gods and sorcerers and whatnot.  But all that can feel a little empty, right?  How do the players get involved?  What do you &amp;lt;b&amp;gt;do&amp;lt;/b&amp;gt; in Magipunk?&lt;br /&gt;
&lt;br /&gt;
This section is dedicated to helping you answer those questions, and if you actually play in Magipunk, it&#039;s absolutely the section that you should contribute to, because here&#039;s the dirty secret:  I &amp;lt;i&amp;gt;haven&#039;t&amp;lt;/i&amp;gt; played it yet.  So right now, we&#039;re talking theory.&lt;br /&gt;
&lt;br /&gt;
= The Protagonists =&lt;br /&gt;
&lt;br /&gt;
A first big question is, who are the PC&#039;s?&lt;br /&gt;
&lt;br /&gt;
Of course, the ultimate answer to that is &amp;quot;whomever the group decides on.&amp;quot;  If you&#039;ve got an idea for playing King Ropert V and the [[Magipunk:Organizations#The_Royal_Family|Royal Family]], go ahead and do it!  But the default answer to this question -- the thing that the game was designed for -- is that the PC&#039;s are people who are &amp;lt;b&amp;gt;lower-class&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;high-potential&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;good at crime&amp;lt;/b&amp;gt;.  To see why, start below:&lt;br /&gt;
&lt;br /&gt;
=== Lower Class ===&lt;br /&gt;
&lt;br /&gt;
Why are the PC&#039;s from the lower social classes?  There are two big reasons:&lt;br /&gt;
&lt;br /&gt;
First, it gives them some built in motive.  The state of being poor in Atathorn is a pretty unpleasant one.  It&#039;s easy for the players to see that their characters are doomed to unpleasant, un-improving lives if they just sit around.  There are wonders to be had in the world of Magipunk, but the poor are generally cut off from them.  And it gives the GM a good way to start the group off -- they can be employed to do something.&lt;br /&gt;
&lt;br /&gt;
Second, the powers-that-be in Atathorn are pretty scummy.  The Alliances combine the worst features of modern corporations and old-style aristocracy, and they&#039;re the upper classes.  Magipunk is a game where nobody&#039;s lily-white, in terms of morality, but the Alliances are darker than usual.  So by starting off seperate from them, you give the PC&#039;s a chance to become the heroes of the game -- or sell out and join the bad guys, if that&#039;s the kind of game that appeals to you.&lt;br /&gt;
&lt;br /&gt;
=== High-Potential ===&lt;br /&gt;
&lt;br /&gt;
In some ways, this is a nice way of saying, &amp;quot;Not really all that powerful... yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s are usually going to be people who could someday become influential, rich, and powerful, but aren&#039;t yet.  That means that we aren&#039;t looking at just Joe Random off the street as a PC -- they may appear to be that to the casual observer, but they&#039;ve got some kind of edge, something going for them.  Maybe it&#039;s just that they&#039;re smarter, faster, stronger, or all three than most folks, or maybe it&#039;s something else.&lt;br /&gt;
&lt;br /&gt;
This gives the PC&#039;s a reason to believe that they can succeed in a setting that&#039;s pretty grim, starting from a position that a lot of people have failed at.&lt;br /&gt;
&lt;br /&gt;
=== Good At Crime ===&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s may not be &amp;lt;i&amp;gt;criminals&amp;lt;/i&amp;gt;, but they could be pretty darned competent ones if they tried.&lt;br /&gt;
&lt;br /&gt;
Swords and sorcery gaming has traditionally focused on fighting people or monsters and finding cool items.  Cyberpunk gaming has traditionally focused on espionage or theft.  It&#039;s no surprise that Magipunk, being a fusion of cyberpunk and swords and sorcery, goes pretty similar routes.  The PC&#039;s should expect to engage in some illegal or quasi-legal activity (maybe for the nobles of causes!), and be able to excel at it.  Skills like breaking and entering, roughing people up, and fencing stolen goods are likely to come in handy.&lt;br /&gt;
&lt;br /&gt;
= The Action =&lt;br /&gt;
&lt;br /&gt;
So now that we&#039;ve got the idea of who the PC&#039;s are, what are they going to do?&lt;br /&gt;
&lt;br /&gt;
The section on who they are alludes to the answer.  Basically, the world of Magipunk is changing too rapidly for anyone to cope with in a systematic way.  The Alliances have a lot of power, sure, but they&#039;re also big, creaky bureaucracies, and situations are going to arise that they need to deal with in a fast and efficient manner.  Similarly for every other power faction, from the Royal Family right on down to a dockside gang/New Cult.  That&#039;s where the PC&#039;s fit in -- they&#039;re the kind of capable people, maybe not adverse to breaking a few laws, that you turn to when you&#039;ve got a difficult problem that you need solved.&lt;br /&gt;
&lt;br /&gt;
What kind of problem?&lt;br /&gt;
&lt;br /&gt;
Maybe an independent tradesman is getting pushed around by an Alliance, and wants to push back.  He might hire the PC&#039;s to protect him or his store from the Roget Eagles, or to get some dirt on whatever Alliance guildmember is the one pushing him around.  Or if he&#039;s less scrupulous, maybe he just wants the guildmember bumped off.&lt;br /&gt;
&lt;br /&gt;
Maybe the Glassmakers and the Spinners are both starting to manufacture the latest hot good (it could be anything from a new drug to a new suspension system for heavy carts), and the Glassmakers want the Spinners production to be held up for a few months.  A little sabotage would do the job, if it was done discretely...&lt;br /&gt;
&lt;br /&gt;
Maybe a local crime boss is trying to bootstrap himself up into a real position of power.  To do that, he needs mana, and plenty of it.  What better way to get it than a daring theft of power tokens!  But you don&#039;t just hire any old thugs for that, you need people with subtlety.&lt;br /&gt;
&lt;br /&gt;
Maybe a young man was seduced by an Elven woman and has gone to live in the Elvish quarter.  His family is convinced that he&#039;d never do it of his own accord, but he&#039;s cut off all ties with them, and they want somebody to go and drag him back (and, incidentally, figure out why the Elves are so interested in him in the first place).&lt;br /&gt;
&lt;br /&gt;
Maybe there have been a series of murders in the Slums.  The City Watch doesn&#039;t have the manpower or expertise to investigate, and the Alliances don&#039;t care because it&#039;s not in their territory.  The locals don&#039;t have much, but they&#039;re willing to give what they have to find the culprit and stop him before he kills again.&lt;br /&gt;
&lt;br /&gt;
== The Long Term ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re just running a one-shot game, pretty much all you have to do is pick some kind of problem for the PC&#039;s to solve, hire them, and go to town.  But if you&#039;re looking at a longer game, something to consider is what kind of changes the PC&#039;s are making to the world.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a tradition in cyberpunk gaming to make the PC&#039;s lackeys of the Man (the Megacorps in traditional cyberpunk).  That&#039;s reasonable in a bunch of ways -- the Megacorps (or the Alliances, in Magipunk) have all the money and power, so why not?  But most cyberpunk games aren&#039;t so concerned with establishing a dynamic setting.&lt;br /&gt;
&lt;br /&gt;
In Magipunk, the Alliances are currently at the top of the pile, sure.  But that could change.  And it&#039;s worth considering whether you want your characters to be all about perpetuating the current situation, or helping overturn it.  Consider the possibility of having the PC&#039;s work for employers other than the Alliances, and of having a real effect on the Alliances.&lt;br /&gt;
&lt;br /&gt;
One thing that Atathorn really doesn&#039;t have right now, and has a demand for, is someone to solve crimes.  The Alliances don&#039;t do it, unless they&#039;re the victims of the crime.  The Watch doesn&#039;t do it.  The Royal Guard certainly doesn&#039;t even think about it.  That&#039;s the kind of business that the PC&#039;s could easily find exciting enough to game with, suited to their talents, and yet doesn&#039;t leave them as nothing more than another tool for the Alliances.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s not much here now, I know, but it&#039;s a start.  Fee free to add onto it.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=2884</id>
		<title>Magipunk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Main_Page&amp;diff=2884"/>
		<updated>2005-06-30T21:02:24Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added a bit more introduction, created link to Campaigns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fantasy world &amp;quot;seventy-five years later,&amp;quot; Magipunk is a game-setting for those who want to marry traditional fantasy with the cyber/steam/whatever-punk genres.  It is a world in the throes of a painful change as a magic-based industrial revolution shakes society to its core.&lt;br /&gt;
&lt;br /&gt;
Magipunk is not tied to any one system at present.  However, in a few cases, pseudo-game mechanics are included in the text of the project, in order to explain ideas to a level of specificity needed for conversion into a viable RPG setting.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
&lt;br /&gt;
* [[Magipunk:Setting|Setting and Introduction]]&lt;br /&gt;
** [[Magipunk:Setting:Atathorn|Atathorn]]&lt;br /&gt;
* [[Magipunk:Species|Species]]&lt;br /&gt;
* [[Magipunk:Organizations|Organizations]]&lt;br /&gt;
* [[Magipunk:Religion|Religion]]&lt;br /&gt;
* [[Magipunk:Magic|Magic]]&lt;br /&gt;
* [[Magipunk:Campaigns|Campaigns and GM Advice]]&lt;br /&gt;
&lt;br /&gt;
== Project Notes ==&lt;br /&gt;
&lt;br /&gt;
I (Mike &amp;quot;Epoch&amp;quot; Sullivan) initially conceived Magipunk as a project that would take input from a variety of people, but of which I would ultimately retain editorial control.  I think that kind of approach has a lot of merit to it, but it does tie everything to me, and it&#039;s clear that I haven&#039;t made a lot of forward progress in the recent months.  As such, that philosophy is officially out the window.  If you want to add something, this is a wiki, go ahead.&lt;br /&gt;
&lt;br /&gt;
I created a little navigation template to help tie the project pages together.  It can be found at [[Template:Magipunk_Template]], and can be included in any new pages you create by using the syntax: &amp;lt;b&amp;gt;&amp;lt;nowiki&amp;gt;{{Magipunk_Template}}&amp;lt;/nowiki&amp;gt;&amp;lt;/b&amp;gt; right at the top of the page (just copy and paste the bold text to the very top of your new page, and the navigation menu will show up.  I promise).&lt;br /&gt;
&lt;br /&gt;
Pages in this project should have their titles of the form Magipunk:Whatever, where Whatever is what the page is about.&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2880</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2880"/>
		<updated>2005-06-30T19:23:17Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Glass Mills */ Added link to Gold Guards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is a literal dragon -- thought to be the last of its species.  It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters.  The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30&#039; tall walls.  Normally, it stands motionless over a large parade square.  On the King&#039;s birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who are willing to put up with the inconveniance of a commute.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.  The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by muggers and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the Elvish Quarter.&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance guards that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Religion&amp;diff=10429</id>
		<title>Magipunk:Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Religion&amp;diff=10429"/>
		<updated>2005-06-30T19:19:13Z</updated>

		<summary type="html">&lt;p&gt;Epoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Religion in Arcanum Null is, in one sense, absolutely fundamental to everyone&#039;s daily lives, and, in another sense, nearly dead. Passion-enhanced worship forms the basis of the high-magic economy, but as the gods power has become a commodity, normal worship has quickly and steadily declined over the last few generations. The churches are powerful economic entities, but their role as the arbiters of morality, the guardians of the souls of the masses, has dropped almost entirely to the wayside. The &amp;quot;priests&amp;quot; of the Church-Mills spend their lives worrying about power-token quotas, not divine scripture, and the masses of Atathorn use the names of the Gods as conveniant curse-words, and little more. Sincere worship unaided by Passion is looked at as mildly worrying eccentricity. &lt;br /&gt;
&lt;br /&gt;
Everyone believes in the Gods, of course – evidence of them is all around. But they believe in the same sense that they believe in a river or mill-wheel – Gods are the source of power, no more or less. &lt;br /&gt;
&lt;br /&gt;
= The Old Gods =&lt;br /&gt;
&lt;br /&gt;
There are six True Gods (or Goddesses – all divine entities are considered to have both male and female aspects). That they&#039;re real is self-evident, and has been for decades – prayers only produce power when they&#039;re directed to one of the six True Gods, not to anything else. Before the advent of Passion, there was good reason to believe only in the True Gods, but still room for other beliefs, and occaisional smaller cults worshipped other things, fictious or real-but-not-divine. Passion forced the issue, however, and those smaller cults all generally died off more than a generation ago, and for some time, the only churches of note were the Church-Mills. Now, however, there is an increasing incidence of non-True-God worshipping, primarily by the lower class (see the New Cults later in this section). &lt;br /&gt;
&lt;br /&gt;
The gods are: &lt;br /&gt;
&lt;br /&gt;
=== Ryll === &lt;br /&gt;
Commonly portrayed as male, Ryll&#039;s symbol is a stylized eye with two pupils. He was generally thought of as a capricious god of fortune and chance. The expression &amp;quot;You&#039;re in Ryll&#039;s eye&amp;quot; is still in semi-common use, meaning someone whose fortune varies wildly from good to bad over a short period. &lt;br /&gt;
&lt;br /&gt;
=== Kleri ===&lt;br /&gt;
Most often portrayed as female, Kleri&#039;s symbol is a simple circle. Kleri is the goddess of sickness, death, and childbirth. Her name is often used as a curse word, as is the phrase &amp;quot;Kleri&#039;s blood.&amp;quot; Pregnant women and expectant fathers are supposed to avoid using her name in vain, to prevent miscarriages or deaths in childbirth. &lt;br /&gt;
&lt;br /&gt;
=== Wadjic ===&lt;br /&gt;
Usually portrayed as female, Wadjic&#039;s symbol is a stylized snowflake. Wadjic&#039;s domain is weather, particularly rain and snow, and she&#039;s also the goddess most associated with the sea/sailors. Those who have to make sea voyages used to make big sacrifices in Wadjic&#039;s domain to assure a safe arrival, though that practice has diminished to throwing cheap tin &amp;quot;play money&amp;quot; into the ocean right before casting off. &lt;br /&gt;
&lt;br /&gt;
=== Tunsan ===&lt;br /&gt;
Usually portrayed as male, Tunsan&#039;s church uses a symbol of a stylized leaf and one of a great cat. He was the god most often associated with wilderness, wild animals, and farming. More feared than worshipped, Tunsan was never a popular god, but rural people still bury food items or tokens as sacrifices to avert his attention. &lt;br /&gt;
&lt;br /&gt;
=== Adsri ===&lt;br /&gt;
Almost invariably portrayed as male, Adsri was the sun god. His symbol is a stylized sunburst, and he&#039;s associated with spring and summer, daybreak, and good fortune. &amp;quot;Adsri smile on you&amp;quot; is a general blessing, of the sort one might say to someone who&#039;s ill, or about to undertake a dangerous venture. &lt;br /&gt;
&lt;br /&gt;
=== Gola ===&lt;br /&gt;
Gola is the only god that doesn&#039;t have a terribly strong gender, though she&#039;s slightly more frequently shown to be female than male. Her symbol is a crescent moon, and she&#039;s associated with night, stars, the moon, darkness, and protection from evil. Full moons are known as Gola&#039;s Nights. &lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
There are elaborate ritual surrounding the worship of each of the six gods, and holy texts supposedly directly inspired by these gods. In this modern age, though, the rituals are only followed by those taking Passion, and for most people, the gods are presences only in what symbols are embossed on power tokens, and in a few archaic figures of speech. Devout priests in the Church-Mills have long-since been crowded out by managers and businessmen, who are technically ordained, but in practice are no different from the Alliance merchants they work closely with. &lt;br /&gt;
&lt;br /&gt;
The last refuge of true worship of the Old Gods is in certain insulated members of the Nobility – the ones not heavily associated with the Alliances, rich enough not to be affected by the massive, sweeping changes of the modern day. Most particularly, the Royal Family and closely tied nobility do still attend services and make sacrifices to the gods in a relatively sincere manner, though even these throwbacks are slowly cutting back their religious lives.&lt;br /&gt;
&lt;br /&gt;
= The New Cults =&lt;br /&gt;
&lt;br /&gt;
If the last remnants of worship of the Old Gods are to be found in the temples of the highest nobles, their mirror opposite is to be found in the lowest of the low classes, who are increasingly organising into semi-religious groups that do not worship the Old Gods. &lt;br /&gt;
&lt;br /&gt;
Worship of anything but the Old Gods was essentially stomped out by the rise of Passion, for the Old Gods are the True Gods – the only entities who grant magical power through worship. But the New Cults aren&#039;t interested in mana generation, and usually don&#039;t even really engage in traditional worship. &lt;br /&gt;
&lt;br /&gt;
The New Cults tend to be ecstatic affairs, tied to drug use (not Passion), physical deprivation, or other extreme activities. Dancing to the point of exhaustion, fasting for days, or even self-torture are not unheard of. At this point, all of the Cults are very much in the process of defining themselves, and they do so mostly experientially – the Cultists are united in that what they do makes them feel good, or fulfilled, or otherwise alive, not in some kind of doctrine. For the most part, the Cults don&#039;t have firm dogmas or even established divinities. Yet they&#039;re growing in popularity, and seem to fill the place in people&#039;s lives that religion might have in older generations. &lt;br /&gt;
&lt;br /&gt;
There are probably a hundred Cults in Atathorn, most of them with less than a few dozen members. In many cases, the line between a Cult and a gang is heavily blurred – the extreme activities of the Cults often begin as initiation rites into a gang. Each Cult is different, though some have similarities to each other, and others seem wildly different. Cults range from being innocuous if weird to deeply sinister. &lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
&lt;br /&gt;
What are the New Cults? Are they a new way of worshipping the Old Gods? Are they harmless &amp;quot;false&amp;quot; religion, with no deeper truths behind them than what human psychology might create? Are they connected with some other entity than the Old Gods, whether benign or harmful? This is a mystery for every GM to decide on his or her own. There is no &amp;quot;canonical&amp;quot; answer. &lt;br /&gt;
&lt;br /&gt;
There are some possibilities, however: &lt;br /&gt;
&lt;br /&gt;
There are prophecies which imply that the end of an Age is upon the world. What that means is very unclear – it could be just the social upheaval already being experienced, or it could be something different. One heretical interpretation is that the Old Gods are fading, perhaps even dying. They may be reborn into new personae, or replaced by something else. If so, then the New Cults may be worshipping that &amp;quot;something else,&amp;quot; which, despite not yet even existing, nevertheless has some power. If this is true, the Cults will likely increase in power, and Cultists may even gain some kind of mystical ability (which will probably NOT be traditional sorcery or magical power – in this interpretation, that entire system is burning out). &lt;br /&gt;
&lt;br /&gt;
What if the Old Gods were protecting the world from something? What we might term &amp;quot;demons&amp;quot; may now have an &amp;quot;in&amp;quot; to the world if the activities of the Church Mills are weakening the Old Gods. Perhaps the New Cults are people touched by those demons, performing half-understood rituals that make it easier for more demons to pour into the world. Cultists might be duped fools, power-hungry traitors to humanity, or a mixture of both. Of course, it&#039;s also possible that the &amp;quot;demons&amp;quot; are not so bad after all, in which case this possibility starts to blend with the first one. &lt;br /&gt;
&lt;br /&gt;
The New Cults might be a new way of worshipping the same Old Gods – a less destructive or selfish way. That is, ultimately, it&#039;s possible that the relationship established by this form of worship is one with the same Old Gods, but the benefits of the relationship are different from traditional or Passion-enhanced prayer. If you choose to go with an option that suggests that the Old Gods are being damaged by the forced-worship of the Passionate, then the New Cultists might be healing them or offering some kind of way of mutually, rather than selfishly, beneficial worship to the Old Gods. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Religion&amp;diff=2782</id>
		<title>Magipunk:Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Religion&amp;diff=2782"/>
		<updated>2005-06-30T19:18:18Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Old Gods */ Added Worship section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Religion in Arcanum Null is, in one sense, absolutely fundamental to everyone&#039;s daily lives, and, in another sense, nearly dead. Passion-enhanced worship forms the basis of the high-magic economy, but as the gods power has become a commodity, normal worship has quickly and steadily declined over the last few generations. The churches are powerful economic entities, but their role as the arbiters of morality, the guardians of the souls of the masses, has dropped almost entirely to the wayside. The &amp;quot;priests&amp;quot; of the Church-Mills spend their lives worrying about power-token quotas, not divine scripture, and the masses of Atathorn use the names of the Gods as conveniant curse-words, and little more. Sincere worship unaided by Passion is looked at as mildly worrying eccentricity. &lt;br /&gt;
&lt;br /&gt;
Everyone believes in the Gods, of course – evidence of them is all around. But they believe in the same sense that they believe in a river or mill-wheel – Gods are the source of power no more or less. &lt;br /&gt;
&lt;br /&gt;
= The Old Gods =&lt;br /&gt;
&lt;br /&gt;
There are six True Gods (or Goddesses – all divine entities are considered to have both male and female aspects). That they&#039;re real is self-evident, and has been for decades – prayers only produce power when they&#039;re directed to one of the six True Gods, not to anything else. Before the advent of Passion, there was good reason to believe only in the True Gods, but still room for other beliefs, and occaisional smaller cults worshipped other things, fictious or real-but-not-divine. Passion forced the issue, however, and those smaller cults all generally died off more than a generation ago, and for some time, the only churches of note were the Church-Mills. Now, however, there is an increasing incidence of non-True-God worshipping, primarily by the lower class (see the New Cults later in this section). &lt;br /&gt;
&lt;br /&gt;
The gods are: &lt;br /&gt;
&lt;br /&gt;
=== Ryll === &lt;br /&gt;
Commonly portrayed as male, Ryll&#039;s symbol is a stylized eye with two pupils. He was generally thought of as a capricious god of fortune and chance. The expression &amp;quot;You&#039;re in Ryll&#039;s eye&amp;quot; is still in semi-common use, meaning someone whose fortune varies wildly from good to bad over a short period. &lt;br /&gt;
&lt;br /&gt;
=== Kleri ===&lt;br /&gt;
Most often portrayed as female, Kleri&#039;s symbol is a simple circle. Kleri is the goddess of sickness, death, and childbirth. Her name is often used as a curse word, as is the phrase &amp;quot;Kleri&#039;s blood.&amp;quot; Pregnant women and expectant fathers are supposed to avoid using her name in vain, to prevent miscarriages or deaths in childbirth. &lt;br /&gt;
&lt;br /&gt;
=== Wadjic ===&lt;br /&gt;
Usually portrayed as female, Wadjic&#039;s symbol is a stylized snowflake. Wadjic&#039;s domain is weather, particularly rain and snow, and she&#039;s also the goddess most associated with the sea/sailors. Those who have to make sea voyages used to make big sacrifices in Wadjic&#039;s domain to assure a safe arrival, though that practice has diminished to throwing cheap tin &amp;quot;play money&amp;quot; into the ocean right before casting off. &lt;br /&gt;
&lt;br /&gt;
=== Tunsan ===&lt;br /&gt;
Usually portrayed as male, Tunsan&#039;s church uses a symbol of a stylized leaf and one of a great cat. He was the god most often associated with wilderness, wild animals, and farming. More feared than worshipped, Tunsan was never a popular god, but rural people still bury food items or tokens as sacrifices to avert his attention. &lt;br /&gt;
&lt;br /&gt;
=== Adsri ===&lt;br /&gt;
Almost invariably portrayed as male, Adsri was the sun god. His symbol is a stylized sunburst, and he&#039;s associated with spring and summer, daybreak, and good fortune. &amp;quot;Adsri smile on you&amp;quot; is a general blessing, of the sort one might say to someone who&#039;s ill, or about to undertake a dangerous venture. &lt;br /&gt;
&lt;br /&gt;
=== Gola ===&lt;br /&gt;
Gola is the only god that doesn&#039;t have a terribly strong gender, though she&#039;s slightly more frequently shown to be female than male. Her symbol is a crescent moon, and she&#039;s associated with night, stars, the moon, darkness, and protection from evil. Full moons are known as Gola&#039;s Nights. &lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
There are elaborate ritual surrounding the worship of each of the six gods, and holy texts supposedly directly inspired by these gods. In this modern age, though, the rituals are only followed by those taking Passion, and for most people, the gods are presences only in what symbols are embossed on power tokens, and in a few archaic figures of speech. Devout priests in the Church-Mills have long-since been crowded out by managers and businessmen, who are technically ordained, but in practice are no different from the Alliance merchants they work closely with. &lt;br /&gt;
&lt;br /&gt;
The last refuge of true worship of the Old Gods is in certain insulated members of the Nobility – the ones not heavily associated with the Alliances, rich enough not to be affected by the massive, sweeping changes of the modern day. Most particularly, the Royal Family and closely tied nobility do still attend services and make sacrifices to the gods in a relatively sincere manner, though even these throwbacks are slowly cutting back their religious lives.&lt;br /&gt;
&lt;br /&gt;
= The New Cults =&lt;br /&gt;
&lt;br /&gt;
If the last remnants of worship of the Old Gods are to be found in the temples of the highest nobles, their mirror opposite is to be found in the lowest of the low classes, who are increasingly organising into semi-religious groups that do not worship the Old Gods. &lt;br /&gt;
&lt;br /&gt;
Worship of anything but the Old Gods was essentially stomped out by the rise of Passion, for the Old Gods are the True Gods – the only entities who grant magical power through worship. But the New Cults aren&#039;t interested in mana generation, and usually don&#039;t even really engage in traditional worship. &lt;br /&gt;
&lt;br /&gt;
The New Cults tend to be ecstatic affairs, tied to drug use (not Passion), physical deprivation, or other extreme activities. Dancing to the point of exhaustion, fasting for days, or even self-torture are not unheard of. At this point, all of the Cults are very much in the process of defining themselves, and they do so mostly experientially – the Cultists are united in that what they do makes them feel good, or fulfilled, or otherwise alive, not in some kind of doctrine. For the most part, the Cults don&#039;t have firm dogmas or even established divinities. Yet they&#039;re growing in popularity, and seem to fill the place in people&#039;s lives that religion might have in older generations. &lt;br /&gt;
&lt;br /&gt;
There are probably a hundred Cults in Atathorn, most of them with less than a few dozen members. In many cases, the line between a Cult and a gang is heavily blurred – the extreme activities of the Cults often begin as initiation rites into a gang. Each Cult is different, though some have similarities to each other, and others seem wildly different. Cults range from being innocuous if weird to deeply sinister. &lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
&lt;br /&gt;
What are the New Cults? Are they a new way of worshipping the Old Gods? Are they harmless &amp;quot;false&amp;quot; religion, with no deeper truths behind them than what human psychology might create? Are they connected with some other entity than the Old Gods, whether benign or harmful? This is a mystery for every GM to decide on his or her own. There is no &amp;quot;canonical&amp;quot; answer. &lt;br /&gt;
&lt;br /&gt;
There are some possibilities, however: &lt;br /&gt;
&lt;br /&gt;
There are prophecies which imply that the end of an Age is upon the world. What that means is very unclear – it could be just the social upheaval already being experienced, or it could be something different. One heretical interpretation is that the Old Gods are fading, perhaps even dying. They may be reborn into new personae, or replaced by something else. If so, then the New Cults may be worshipping that &amp;quot;something else,&amp;quot; which, despite not yet even existing, nevertheless has some power. If this is true, the Cults will likely increase in power, and Cultists may even gain some kind of mystical ability (which will probably NOT be traditional sorcery or magical power – in this interpretation, that entire system is burning out). &lt;br /&gt;
&lt;br /&gt;
What if the Old Gods were protecting the world from something? What we might term &amp;quot;demons&amp;quot; may now have an &amp;quot;in&amp;quot; to the world if the activities of the Church Mills are weakening the Old Gods. Perhaps the New Cults are people touched by those demons, performing half-understood rituals that make it easier for more demons to pour into the world. Cultists might be duped fools, power-hungry traitors to humanity, or a mixture of both. Of course, it&#039;s also possible that the &amp;quot;demons&amp;quot; are not so bad after all, in which case this possibility starts to blend with the first one. &lt;br /&gt;
&lt;br /&gt;
The New Cults might be a new way of worshipping the same Old Gods – a less destructive or selfish way. That is, ultimately, it&#039;s possible that the relationship established by this form of worship is one with the same Old Gods, but the benefits of the relationship are different from traditional or Passion-enhanced prayer. If you choose to go with an option that suggests that the Old Gods are being damaged by the forced-worship of the Passionate, then the New Cultists might be healing them or offering some kind of way of mutually, rather than selfishly, beneficial worship to the Old Gods. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting&amp;diff=10426</id>
		<title>Magipunk:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting&amp;diff=10426"/>
		<updated>2005-06-30T19:02:06Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Atathorn */ Brought up to date with Organizations and the Atathorn page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Magipunk is set in a world beset by problems of fast magical advance, dirty urbanization, social stratification, rampant crime, and spiritual crisis.  It&#039;s a grim place to live, but the very rapid changes which give rise to its problems offer at least the possibility of change for the better.&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
=== A Fantasy Despoiled ===&lt;br /&gt;
&lt;br /&gt;
Approximately 75 years ago, the world of Magipunk was much different: a typical feudal swords and sorcery world. That world, now gone, is much of what you&#039;d expect from Tolkienesque fantasy. There were large human kingdoms ruled by nobles that oversaw peasants who mostly farmed. Small cities with tradesman and artisans, and what little power those commoners had was collected into trade guilds. There was a well-developed religion worshipping six gods, and the Churches were the major check on Noble power. &lt;br /&gt;
&lt;br /&gt;
Magic existed in that world: Sorcerers were able to do wondrous feats, but they required mana to power their magic, and mana could be generated only be rigorous ascetic training, or sincere religious belief. Sorcerers tended to be either devout holy men, or hermits living in seclusion from society. &lt;br /&gt;
&lt;br /&gt;
In the deep forests, ancient and wise Elves lived a life much removed from humans, their lives revolving around husbanding the forest, changing and altering their still-living environment for their own use, and for aesthetic enjoyment. Meanwhile, mercantile Dwarves were the most technologically advanced race, enjoying plentiful trade with the more numerous humans. Finally, at the edges of the civilized worlds, brutal Orcs skulked and raided, and occaisionally even sent armies against the nobler species. Occaisionally, a dragon would wake from decades-long slumbers and terrorize the land until it either again vanished into sleep, or was found and killed, generally at great cost. &lt;br /&gt;
&lt;br /&gt;
This fantasy world had been stable, changing in the specifics but not the broad generalities, for hundreds of years. But it changed practically overnight. &lt;br /&gt;
&lt;br /&gt;
=== Religion for Sale ===&lt;br /&gt;
&lt;br /&gt;
What changed the world was an Elvish drug called &amp;lt;i&amp;gt;Ellekintlin&amp;lt;/i&amp;gt;, or, roughly translated, &amp;quot;The Passion of the Saints.&amp;quot; In Elves, the drug induces mild euphoria, and facilitates a trance-state that religious types believed brought them closer to their gods. It was in infrequent but broad use among Elves for hundreds of years before a human tried it. &lt;br /&gt;
&lt;br /&gt;
Most Elvish drugs do little or nothing when ingested by a human, but &amp;lt;i&amp;gt;Ellekintlin&amp;lt;/i&amp;gt; is an exception. Its effects are greatly intensified when a human takes it, leading not to mild facilitation of the religious experience, but instant and total religious fervor, a state of mind in which the user immediately accepts totally the divine experience, and helplessly worships. Though this state of mind is chemically induced, it is absolutely real: Though the user might later recant his experience, at the time when he&#039;s under the effect of the drug, he devoutly and sincerely believes. &lt;br /&gt;
&lt;br /&gt;
And the Gods respond to that belief. Quickly, Passion (as it came to be called by most humans) came into broad use among the human clergy, who found that their doubts fell away when they used it, and that their Gods, in response, would grant them more mana, giving them more ability to spread their faith in the world. &lt;br /&gt;
&lt;br /&gt;
It didn&#039;t take long for Passion to go beyond the clergy. Its effects are strong enough that even peasants unfamiliar with the form or dogma of a religion can none-the-less be guided through the prayers which generate mana. Indeed, this was more efficient for the sorcerer-Priests, who could use laypeople to generate their mana, and then cast their spells clear-headed and immediately (use of Passion makes a human rather useless for anything besides worship). Magical power in quantities unheard of any time in the history of the world were now commonplace, and the system which eventually became known as the Church-Mills was founded.&lt;br /&gt;
&lt;br /&gt;
=== The Magical Revolution ===&lt;br /&gt;
&lt;br /&gt;
Commonplace magic didn&#039;t stay within the churches for long. Many of the higher-ranking priests were Nobles who had perhaps not taken their vows to set aside the secular world as seriously as they might have. Others were scholars who had close relationships with secular sorcerers, both eager to improve their shared art. And everyone had dealings with the trade guilds who kept the infrastructure of the world going. &lt;br /&gt;
&lt;br /&gt;
The Churches were magic-rich but cash-poor. The process of selling mana came naturally to them, and as cheap, plentiful mana became available to all, the sorcerous arts proliferated. With ten, and then a hundred, times as many sorcerers as there had been, ancient and inefficient traditions of secrecy and ritual fell away, and the state of the art in magic advanced in leaps and bounds. &lt;br /&gt;
&lt;br /&gt;
Many of the new sorcerers were commoners and tradesmen, and magic was turned to producing first the luxury goods that nobles craved, and then the common goods that everyone needed. Assembly-lines of specially-trained sorcerers produced goods of incredible quality in a tenth the time and half the cost that old mechanical methods had, but put a huge drain on the available mana supply. In response, the Churches, getting more secular by the moment, drew on the peasant supply from the farmlands, drawing more and more youths into the Church-Mills, to produce more mana. Meanwhile, the Elves were being showered in money to keep producing more and more Passion to satisfy the ever-increasing demand from the Church-Mills. &lt;br /&gt;
&lt;br /&gt;
The guilds wanted political power, the Nobles wanted more goods faster, and slowly, the distinction between the two faded: Guilds and Nobles Houses were replaced by [[Magipunk:Alliances|Alliances]], gigantic organizations that have a stranglehold on the human trade and political power. The manpower needs of the Church-Mills and the [[Magipunk:Alliances|Alliances]] are enormous, and have fueled an incredible urbanization as they draw more and more peasants to the cities in order to work in terrible conditions to keep the machinery of modern-day life in motion.&lt;br /&gt;
&lt;br /&gt;
=== Human Supremacy ===&lt;br /&gt;
&lt;br /&gt;
Passion has its profound effects only on humans. Elves are, as ever, mildly affected by it, and the other races not at all. The other races saw humanity dramatically outpacing them in every magical area. &lt;br /&gt;
&lt;br /&gt;
The Orcs fared the worst. They had traditionally lived in badlands, the sort of area that no army could succesfully penetrate without being bled dry by guerilla tactics. But that was before plentiful mana allowed humans to see perfectly in the night, to destroy entire settlements with magefire, to kill Orcs from beyond bow-range. Nobles seeking glory launched a series of genocidal campaigns against the Orcs, reducing their population to less than 5% of its pre-Passion high. &lt;br /&gt;
&lt;br /&gt;
Similarly, Dragons were hunted basically to extinction. When one awoke from its slumber to raze the countryside now, it was greeted by magic powerful enough to knock it from the sky and burn it to mere bones. &lt;br /&gt;
&lt;br /&gt;
Elves, on the other hand, had an expertise that humanity desperately needed: The ability to make Passion. Elves were assimilated: their secluded forests first invaded by tradesmen, and then their people tempted with offers of ludicrous wealth to move ever closer to the centers of human industry in order to more efficiently serve the needs of the Church-Mills. Humanity held Elves with a powerful carrot and stick: those who cooperated were rewarded with the benefits of living as an upper-class individual in the magic-rich human society. Behind that was the unstated by ever-felt threat that what happened to Orcs could happen to Elves, too; humans can produce Passion themselves, if they need to. &lt;br /&gt;
&lt;br /&gt;
The Dwarves, seeing the fate of the Orcs and the Elves, withdrew from the world. They abandoned their trading posts and shallower mines, and withdrew to their cities deep beneath the mountain, hoping to escape the long arm of humanity. Thus far, they have been succesful.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Day ===&lt;br /&gt;
&lt;br /&gt;
Generations have now passed since the discovery of Passion. The dominance of the Church-Mills and the Alliances is complete. The cities of the human world are now vast, sprawling affairs, filled with hastily erected, shoddy buildings that house uncounted hordes of uneducated, illiterate peasants who work for the Church-Mills or the production lines of the Alliances. These cities stink with the byproducts of the various processes, of the tides of humanity, and hum with magical potency. Urban sprawl, and the attendent social problems, has come to the world. &lt;br /&gt;
&lt;br /&gt;
At the same time that magical advances have fueled social and physical changes, people have been hard-pressed to keep up. The social stratification of the feudal world has been changed, but not broken: still, 5% of the population controls well over 95% of the wealth. The children of peasants have little opportunity to legitimately advance in the world, sending an increasing number into lives of crime. &lt;br /&gt;
&lt;br /&gt;
But the situation is none-too-good even for those at the stop of the social ladder. The masses cannot be contained forever, and the pace of the continuing changes in the state of the art work against cozy bureaucratic power structures. In a world where every spell is obsolete a year after it&#039;s created, where every factor of society is different from what it was a generation ago, is a world that belongs to the youth. As profound as the changes that wracked the world have been, what&#039;s coming is greater. &lt;br /&gt;
&lt;br /&gt;
And then there&#039;s the prophecies of doom. Even the thoroughly corrupt modern Churches can not ignore the coming end of an Age, as cults spring up among the lower class and the old faiths die.&lt;br /&gt;
&lt;br /&gt;
=== Atathorn ===&lt;br /&gt;
&lt;br /&gt;
Atathorn, the jewel of the West, capital of the Kingdom of Branmir, is the city which most exemplifies the new order, the tumultuous modern world. A city of some two million souls, Atathorn is the largest population center in its region, and a center of trade, political power, and wealth. It houses such architectural wonders as the Dragon Gate and the oldest and largest in-city Elf District in the world. &lt;br /&gt;
&lt;br /&gt;
Atathorn is the home and power-base of the Glassmakers Alliance and the Roget Alliance, and the Spinners Alliance has recently established a major presence as well, and those three organizations shape its economic landscape, though the Arlan Alliance and the Millers Alliance also have toeholds in the city. Politically, the Royal Family, weakened by the depredations of the Alliances and Church-Mills elsewhere in the Kingdom, still have their potency in the capital. &lt;br /&gt;
&lt;br /&gt;
Viewed from above, Atathorn looks like a messy series of concentric rings. At its center, the Royal Palace. Beyond that, old, walled Atathorn, the remnants of the medieval city. Surrounding that, the old trade districts, the part of the city that was new and urban in the days before Passion. And beyond that, the slums of the new order, the largest parts of the city, housing the countless peasant masses. &lt;br /&gt;
&lt;br /&gt;
Within these broad rings, you can find Atathorn&#039;s Temple District, its air sickly sweet with the smoke burned from two-ton blocks of incense, the sounds of endless chanting almost covered by the constant high-pitched jingle of tens of thousands of power tokens being moved through prayer-lines, then put in huge barrels and distributed across the city, and all of that overlayed by the subsonic hum of magical energy. &lt;br /&gt;
&lt;br /&gt;
Near the Temple District are the Alliance Mills, huge, non-descript buildings in which semi-trained peasants labour to create the goods of day-to-day life for those who can afford them. Here, the omnipresent smoke lacks the sweetness of the Church-Mills, and the tinkling of the power tokens is replaced by heavier clangs of iron and bronze. The streets are more broken under the heavy loads that the wagons carry, and the hum of unused magical power is replaced by the ozone smell and electrical feeling of magic being discharged in quantity. &lt;br /&gt;
&lt;br /&gt;
The richest areas of Atathorn are characterized by stone, gothic architecture and beautiful gardens tended by Elves. The poorest areas by wooden shanties covered in illiterate grafitti while Goblin children beg in the gutters. But what unifies the city is a sense of lurching towards the future, unprepared, unready, but unwilling to stop or even slow down. Change is in the air, on the lips of the cult-gangs of the dockside, the worried creases in the brows of the Alliance guilders, even penetrating the befuddled numinous experiences of the Passion-addled Church-Mill workers. &lt;br /&gt;
&lt;br /&gt;
Atathorn is a city on the brink. On the brink of what? Nobody knows.&lt;br /&gt;
&lt;br /&gt;
= Setting Concepts =&lt;br /&gt;
&lt;br /&gt;
The setting of Magipunk is set up to facilitate two different goals. The first is an aesthetic one: the game is intended to be set in a dirty, grungey urban dystopia. The second goal is thematic: the game is intended to be one of constant change. To an extent, these goals can work against each other. &lt;br /&gt;
&lt;br /&gt;
It is easy, when presenting an urban hellhole like Atathorn, and particularly when that urban hellhole is controlled by powerful forces like the Alliances, to fall into a mood of stasis -- to portray the city as timeless and unchanging. Remember that nothing could be further from the truth! Atathorn was a noticeably different city just ten years ago, and twenty years ago, it was almost unrecognizable. The slums of the New City are dingey and broken-down not because they&#039;re ancient and decrepit, but because they were cheaply made and hard-used. &lt;br /&gt;
&lt;br /&gt;
Atathorn, in fact, is probably the most rapidly changing, and most &amp;quot;advanced,&amp;quot; location in the setting. It can help set a mood of change if this is acknowledged in the game -- if the PC&#039;s occaisionally meet newcomers to the city from parts of the world that the high-magic economy hasn&#039;t transformed, yet, or if they hear from older friends about times in living memory when there were no Alliances, just Guilds and Nobles. The atmosphere of Atathorn, though desperate, is not hopeless or stagnant, and the supposed movers and shakers are at least as concerned about the future as the workers in the streets.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Return to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Magic&amp;diff=10430</id>
		<title>Magipunk:Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Magic&amp;diff=10430"/>
		<updated>2005-06-30T18:47:49Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added Obsolesence section and rejiggered section levels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk Template}}&lt;br /&gt;
&lt;br /&gt;
Central to Magipunk is, of course, the magic. The characters of magipunk are immersed in it daily, as much or more than we modern humans are immersed in technology. It is vitally important that the players of the game understand the basic concepts behind how magic works in the Magipunk cosmology, in order to be able to succesfully interact with the game world. &lt;br /&gt;
&lt;br /&gt;
= Magical Power =&lt;br /&gt;
&lt;br /&gt;
The common availability of magical power has wrought immense changes on the world. Where one hundred years ago, priests prayed to their gods for magical power, and secular sorcerors concentrated on their own life field, today a busy urbanite can simply deposit a few Royals in the donations box of one of the Prayer-Mills, and receive in return a ring filled with divine energy, precisely regulated by the overseers of the Mill. &lt;br /&gt;
&lt;br /&gt;
With magical power now an order of magnitude more prevalent than it was a few generations ago, and, most importantly, requiring nothing more than money to access, the field of sorcery has opened up remarkably, and startling advances are made on an almost daily basis. &lt;br /&gt;
&lt;br /&gt;
Of course, not everyone can afford the prices of the Prayer Mills, even reduced as they are. In the poorer parts of town, the ancient practice of Blood Magic has grown common as more and more commoners learn something of magic, but lack the resources to buy the holy tokens which literally power the legitimate economy. A dram of blood can serve the same purpose as a church token, though its potency lasts not as long and its messier to work with, and each morning you can see a line of pale youngsters lining up at the barber-shop, being paid for their life essence. &lt;br /&gt;
&lt;br /&gt;
Pseudo Game-rules: A &amp;quot;standard&amp;quot; power token bought from the church-mills would have 20 mana points in it. It&#039;s possible to buy 50 or 100 point tokens, too. Most people can generate 1 point of mana on their own, without using their blood or anything. This regenerates fully after a day. It&#039;s possible to raise this amount, but it&#039;s very difficult (read: costs a lot of XP, and on some kind of geometric scale). A vial of blood will generally have 5 to 15 mana points in it, depending on the quality of blood. One pint of blood (the amount that real-world blood donor programs take) gives two vials of blood. Giving more than that per month is likely to have health consequences. &lt;br /&gt;
&lt;br /&gt;
Mana tokens from the church generally cost about the modern day equivalent of $2 per mana point (so a standard 20 point mana token costs the equivalent of $40, and a mondo 100 point mana token costs the equivalent of $200). Blood from the barbers usually costs more like $1 per mana point (though it fluctuates more, and getting the higher-efficiency vials causes the cost to creep up to more like $1.50 per mana point). In general, barbers do a 100% mark-up on the cost that they pay their donors. So if a pint of your blood generates two 10 point vials, the barbers will usually pay you roughly $10 for it. &lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve got a source of power, casting a spell is a matter of speaking an arcane language in a very precise manner and making a few hand-gestures. That sounds trivial enough, and it is, for simple spells. But by the time you get to particularly powerful spells, it&#039;s actually a fairly complex operation, requiring excellent timing, the ability to speak very precisely, very quickly, and good manual dexterity. While almost everyone in the Magipunk setting can perform simple spells like creating enough light to read or walk by, many fewer could create a damaging bolt of sorcerous energy, scry a far-off place, or create a complex illusion. &lt;br /&gt;
&lt;br /&gt;
However, for those not particularly talented in the sorcerous arts, it is possible to broker someone else&#039;s skills. A very competent sorceror can create an item or design which contains a spell – just hook it up to a source of magical power, speak a very simple activation spell that anyone can learn, and create the fixed effect. These spell-storage items may be traditional wizards&#039; props like wands or staves, or they might be more functional or atraditional items. Among the poorer and more paranoid, there has recently been a growing tendancy to tattoo spells directly on the body – this prevents losing an expensive spell-storage item to thieves, and ensures that you&#039;ll always have it handy when you need it. &lt;br /&gt;
&lt;br /&gt;
== Obsolesence ==&lt;br /&gt;
&lt;br /&gt;
The invention of new spells is a flourishing art in the Magipunk setting. The spells of today are far more elegant, compact, and efficient than spells of even a few years ago – the prevalence of spellcasters, competition, and openness of magic have driven a great deal of change in comparison to generations past, when sorcery was the provence of only a few dedicated but secretive individuals. This means that spell-storage items from more than a few years ago tend to be clunkier, larger, less mana-efficient, and otherwise inferior to today&#039;s products. This is one reason that not everyone is thrilled with the idea of indelibly tattooing themselves with spells that will one day become obsolete.&lt;br /&gt;
&lt;br /&gt;
Pseudo-game rules:  Obsolesence is measured in an abstract number-set, starting at 0 (meaning a spell which is not at all obsolete -- totally up-to-date/cutting edge), and trailing off down to 10 or more (meaning a spell which is incredibly backwards by modern standards).  Obsolesence has been accelerating in recent years, so while a spell that was up-to-date five years ago is somewhat obsolete today, one that was up-to-date ten years ago isn&#039;t that much worse.  A rough table of obsolesence values to time:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Obsolesence&lt;br /&gt;
| Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Cutting edge -- probably creatd no more than 6 months ago.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Modern -- still very nice, created probably 6-18 months ago.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| No longer new -- created probably 18-30 months ago.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Getting somewhat old -- created probably 3-4 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Obsolete -- created probably 4-5 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Very obsolete -- created probably 5-7 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Almost unusable -- created probably 7-10 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Pathetic -- created probably 10-15 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ancient -- created probably 15-20 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Generations behind -- created probably 20-30 years ago.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Of a different era -- created probably 30-40 years ago.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In some rare cases, a spell may actually have negative obsolesence -- this represents a major breakthrough in spell construction that hasn&#039;t really &amp;quot;hit the streets&amp;quot; yet.&lt;br /&gt;
&lt;br /&gt;
Obsolesence ratings are primarily used for spells that have been engraved onto items or tattooed onto people.  Any sorcerer in Atathorn who cares at all about his craft will stay up-to-date on the latest breakthroughs, and so any spell cast dynamically will usually be Obsolesence 0.  Sorcerers from less advanced areas (out in the country side, or from kingdoms less advanced than Branmir) may still be casting &amp;quot;behind the times,&amp;quot; at Obsolence 1 or even 2 or 3, until they catch up with the state of the art.&lt;br /&gt;
&lt;br /&gt;
Obsolesence affects both a spell&#039;s power and its ability to affect other magic.  In general, Obsolesence 0 spells cost &amp;quot;what they should.&amp;quot;  Higher Obsolesence spells cost 10% more mana per point of Obsolesence than would a Obsolesence 0 spell (so if you have a tattoo that gives you some amount of personal armor, and it&#039;s Obsolesence 3, and that spell cast by a sorcerer today would cost 10 mana, activating your tattoo would cost 13 mana).  In addition, if two spells with different Obsolesence ratings come into direct opposition (like an attack spell against an armor spell, or a dispell targeting any kind of standing spell), the lower-obsolesence spell should get some kind of bonus (dependent on game system).&lt;br /&gt;
&lt;br /&gt;
== Capabilities ==&lt;br /&gt;
&lt;br /&gt;
Despite the ever-increasing capabilities of magic, there are a few things that it doesn&#039;t seem to be able to do – or maybe it&#039;s just that it can&#039;t do them yet. The first and most important on this list is that there is no known way to truly raise the dead. Undead of various sorts may be created, but they are inevitably twisted shadows (at best) of the living individual. Secondly, no spell has ever created true organic material, even something as simple as wood. Because of this limitation, magical healing is somewhat limited in its abilities – a talented sorceror may knit flesh and bones back together, but not regenerate lost tissue or blood. If you lose enough blood, no sorceror will be able to save your life. A severed limb or the like may possibly be reattached, but if it is lost or spoiled, no new limb may be regenerated. There are various other limitations to magic, but those two have perhaps the most profound effect on general life in these modern days.  &lt;br /&gt;
&lt;br /&gt;
So what can magic do?&lt;br /&gt;
&lt;br /&gt;
=== Day-to-day Life ===&lt;br /&gt;
&lt;br /&gt;
Not to be underestimated is the simple ability to create light. A simple spell produces colored light in sufficient quantity to illuminate a small room, but not be blinding. The whiter the light, the more complex the spell and the more mana it takes. The difference isn&#039;t huge, but it&#039;s enough that the cheaper employers often get by on very yellow light, and colored lighting is generally used when there&#039;s any &amp;quot;atmospheric&amp;quot; reason to do so in a bar or the like. &lt;br /&gt;
&lt;br /&gt;
Magic can power a wagon or chariot, instead of a horse. However, this is a relatively inefficient use of power, and is beyond the means of most common people: animal transportation is still the default mode of transit. The rich may have personal carriages that are horseless, and particularly powerful sorcerers may simply fly (or, if they are capable of it, teleport), but doing so is ostentatious and moderately rare. Magic is, however, sometimes used to keep animals placid, or to otherwise supplement animal transportation. &lt;br /&gt;
&lt;br /&gt;
Magic can capture an image in a mirror or other reflective surface, or inside a crystal. This is an important means of making semi-permenant records for a population with a low literacy rate! Putting an image in a mirror is temporary, generally lasting a few weeks (depending on the amount of mana expended), while capturing an image in a crystal is permenant (the actual physical crystal is altered). Since crystals are non-organic, they can be created by magic, and several Alliances are increasingly finding demand for selling standardized crystals for long-term image storage. At the moment, however, mirrors remain a bit cheaper, and give a higher-quality image. &lt;br /&gt;
&lt;br /&gt;
Many of the day-to-day chores that require heat (from cooking to warming your residence to cleaning) are done using magical heat sources instead of mundane ones. Creating a precise degree of flameless heat is relatively easy with magic, though the poorer folks will find it a bit wasteful when mundane flame could do the job. Because it&#039;s possible to heat a room without any infrastructure other than a power token, most of the middle-class to poor residential areas make no provision for heating their own rooms -- that&#039;s the responsibility of the tenant. &lt;br /&gt;
&lt;br /&gt;
Long-distance communication has become radically eased by magic. There are several different methods of magical communication, but the two most common are direct &amp;quot;sendings&amp;quot; (telepathic communication directly between two minds) or image casting through linked mirrors. Sendings are useful because two individuals can directly contact each other without requiring that either know where the other is, nor interrupting anyone else. However, the individuals must either know each other reasonably well, or have something of each other, like blood or hair. Otherwise, given two linked mirrors (made together), it is possible to cast one&#039;s image and voice through one to the other. However, this elicits the possibility of being heard by bystanders, and is inconveniant if the intended recipient of the message is not around the opposite mirror. &lt;br /&gt;
&lt;br /&gt;
=== Medicine ===&lt;br /&gt;
&lt;br /&gt;
As has been previously noted, magic can not create tissue or blood, nor bring a person back to life. However, despite this, magic is very useful for healthcare! Magic can knit tissue back together, support life in the absense of the normal necessities thereof, prevent decay, and destroy disease. &lt;br /&gt;
&lt;br /&gt;
Medical magic is a very specialized subfield or sorcery, and an intellectually demanding one. Most people, even most sorcerers, are not competent to perform even the simplest medical magical tasks, and specialist doctor-sorcerers are in high demand, and can command excellent prices. Because of this, high-quality healthcare is mostly the province of the rich. Still, a lower-class family may be able to work up the price of a single good disease-cure or the like, given time and prudence, and the life expectancy of the general populace has been inching slowly upwards in recent years. &lt;br /&gt;
&lt;br /&gt;
Only the Elves have mastered the process of truly stopping aging, through a complex set of interrelated systems involving having modified their own race on a permenant level, and creating symbiotic plants whose fruits they must eat regularly. Human medical magic still can not hold off death indefinitely. Most medical magic puts a certain general strain onto the systems of the patient, strain that a young person&#039;s body can bear without any problems but which tends to cause future health problems in the old. Still, the very rich can reasonably expect to see well past their 80th year, and, with some luck, past their 100th. &lt;br /&gt;
&lt;br /&gt;
Note that anti-agathic medical magic is very different from necromancy. Necromancers allow tissue to die, then prevent it from rotting and reanimate it. True anti-agathic magic prevents death in the first place. The techniques and spells used for each discipline are totally different. &lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Life being what it is, there&#039;ve been many, many different approaches towards putting magic into the practice of war, murder, or the like. Combat uses of magic can be divided into two basic categories: defensive and offensive. &lt;br /&gt;
&lt;br /&gt;
Defensive magic is usually either the creation of a stand-alone magical barrier of some kind, or the enhancement of a physical object to be tougher than usual. The stand-alone barrier approach tends to be more effective at repelling energy-based attacks, the enhancement of a physical object approach better for stopping kinetic attacks like a sword-strike (even a magically-enhanced sword-strike). It is possible to enhance someone&#039;s skin to be tougher, and that has become the most common defensive-enhancement magic in recent years, as it&#039;s basically all-covering and doesn&#039;t restrict mobility. &lt;br /&gt;
&lt;br /&gt;
Offensive magic might be the creation of a blast of pure thaumaturgic energy, a more &amp;quot;mundane&amp;quot; energy like fire or electricity, a necromantic or medical attack directly on the life-force of the target, or simply an enhancement of a physical blow, adding sharpness to a sword or kinetic energy to a mace. &lt;br /&gt;
&lt;br /&gt;
Weapon enhancement is the most common form of offensive magic – it is relatively easy to obtain a dagger or club that has fixed on it a spell able to enhance its effects. Since combat is a difficult situation for the precise speaking of complex spells, even relatively accomplished sorcerers often like to have their spells be largely pre-cast. Further, if you run out of mana, a sword can still hurt your enemy, even un-empowered. For ranged effects, those who can manage it generally like to use pure spellcasting, as enchanting arrows or bolts for a crossbow is overly expensive, and enchanting the bow or crossbow means that you waste mana if you miss. Spells are generally far more accurate than physical weapons at range. &lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
There is no reliable form of precognition or prescience in Magipunk. Prophecies are usually the provence of divine hermits or other stuff that&#039;s on the edge of myth, rather than the reasonably well-understood workings of commonplace magic. However, using magic for the purposes of spying is a long-respected tradition. &lt;br /&gt;
&lt;br /&gt;
The simplest method of scrying is to look at a particular location from a distance. Many wizards use a mirror or crystal to hold the image of the distant location, though this is not strictly necessary. However, if one does use a crystal or mirror, it becomes trivial to save an image of what is going on in the scryed location. &lt;br /&gt;
&lt;br /&gt;
More difficult is to scry on a person, whereever that person is, rather than a static location. This is a complexity of magic which demands a certain amount of specialization to master, but it&#039;s a useful enough bit of magic that a fairly large number of people study it. It is particularly difficult to scry on individuals who can teleport – their identity is somehow hard to get a fix on. In addition, the more intuitive or sensitive subjects of scrying can sometimes sense that they&#039;re being watched – usually a sort of &amp;quot;hair on the back of the neck&amp;quot; thing rather than anything concrete. &lt;br /&gt;
&lt;br /&gt;
Most difficult of all the scrying methods is actually spying on someone&#039;s thoughts. This is a significant level of complexity more difficult than scrying on someone&#039;s body, and is much more likely to be noticed. &lt;br /&gt;
&lt;br /&gt;
There are relatively simple wards that can be used on either a location or a person to prevent scrying, and, at the present state of the art, at least, the wards are essentially impregnable – that is, no spellcaster, no matter how sophisticated, has much of a chance of working through such a ward. The problem with the wards is that few people can afford to constantly ward themselves against scrying. The wealthy, and institutions like Alliances, Church-Mills, or the government, will often have a few small rooms which are continuously warded, but only the most paranoid individuals will habitually ward themselves. However, the option exists for times when clandestine activities are planned. &lt;br /&gt;
&lt;br /&gt;
=== Meta-Magic ===&lt;br /&gt;
&lt;br /&gt;
Magic which affects other magical constructs is mostly the domain of theoreticians and academics. However, there are a few such spells that have practical use. &lt;br /&gt;
&lt;br /&gt;
Most serious sorcerors learn spells designed to sense the presence of magic in a variety of ways. The simple spells of this sort give relatively little indication of what kind of magic might be in place – essentially, one can learn that there is magical power being used in the vicinity, and how much of it there is. More complex versions of these spells can cause the structure of a spell to become visible to the sorceror, which a knowledgeable individual can use to sense the purpose of the spell. Like most spells which affect visible images, mirrors or crystals are often used for such purposes. &lt;br /&gt;
&lt;br /&gt;
Countermagic is also the province of meta-Magic – the ability to undo a standing spell is within the province of a serious sorceror, but it is not easy, and almost inevitably, the counter-spell must be customized for use against the exact standing spell, which prevents counter-magic items from coming into common use. &lt;br /&gt;
&lt;br /&gt;
Finally, most people with any amount of magical training learn to harmlessly discharge a power token of any amount of power. For the most part, this is simply a building step towards the casting of real spells, but saboteurs and the like have been known to waste their enemy&#039;s money or cripple their abilities by draining their power tokens of all mana. At present, there is no known method to discharge a power token from a distance – you must be in possession of it to drain it. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
A forbidden and outlawed art, Necromancy none-the-less flourishes in Atathorn. The first and perhaps most pernicious art of Necromancy is the ability to sacrifice another person for power, which can fill a power token (and is indistinguishable from a &amp;quot;normal&amp;quot; token) or be immediately used to power some other spell. This is, in fact, a variation on the legal arts used to create power from blood, but it is far more efficient. &lt;br /&gt;
&lt;br /&gt;
Later arts of Necromancy allow the necromancer to kill a person&#039;s body, but tie the soul to its preserved flesh. When creating the undead, the freshness of the body determines the amount of sentience brought back to it – if the person has been dead for more than a few hours, nearly mindless zombies are the best that can be managed. Even if the binding rituals are performed at the moment of death, however, the process is twisting to the intelligence inside. Loss of some intelligence and some memories is inevitable, and dark urges lurk constantly at the minds of the undead. Some are more able to restrain these impulses than other, but the urges grow worse as time draws on. &lt;br /&gt;
&lt;br /&gt;
Undead require a constant supply of mana to maintain their state. If the spells maintaining them are allowed to go too long unrefreshed, permenant losses of both the physical state of the body and the acuity of the mind take place, and, eventually a rapid decomposition and release of the soul occurs. &lt;br /&gt;
&lt;br /&gt;
The undead are considered abominations with no rights in Atathorn – anyone may destroy an undead and suffer no legal consequences of any kind. None the less, there are persistant rumors that some of the most important citizens in Atathorn are secretly undead. &lt;br /&gt;
&lt;br /&gt;
On a side note, individuals who are exposed to a great deal of magical energy during their lives may sometimes spontaneously rise as undead after death. Increasingly, this is a problem with Prayer-Mill workers and others in occupations which deal with large amounts of raw magic. The undead formed in such ways are very primitive, extremely stupid, and generally very short-lived. It is possible for a Necromancer to control such an undead. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2805</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2805"/>
		<updated>2005-06-30T18:01:40Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The Royal Family */  Put content into this section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
The rulers of Branmir are anachronisms in the present day.  The most blue-blooded of the blue-bloods, the Royal family have insulated themselves from the ever-increasing changes of the modern world, and to step into the halls of the Royal Palace is to go back in time to a place where nobility is inherited, not bought, and wealth comes from land, not trade.&lt;br /&gt;
&lt;br /&gt;
The current King, Ropert V, is a vital man in his 60&#039;s.  He&#039;s not unintelligent, but whenever he ventures too far from the royal sanctum, culture shock hits him hard, and, as a result, he tends to keep himself isolated.  Ropert certainly understands that tradesmen have bought their way into the nobility -- his family has used economic pressures to keep the lower nobles in line for generations -- but he doesn&#039;t grasp the true extent of the Alliance&#039;s control over Atathorn&#039;s (and Branmir&#039;s in general) economic world.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s ultimate problem is that he keeps trying to get his kingdom back under control the old-fashioned way -- by playing the nobles off against each other, buying up their debt with his family&#039;s personal wealth, and appealing to their senses of honor and feudal obligation.  But in the modern era, most of the power that was with the old nobility has been consolidated into a much smaller group of high-ranked Alliance members.  These progressives have little sense of feudal obligation or duty, are too wealthy to be manipulated economically by the Royals, and don&#039;t care to play games with other nobles over old forms of wealth like territory.  As such, the only people that Ropert manages to manipulate, are petty nobles who are too unimportant to be snatched up by the Alliances.&lt;br /&gt;
&lt;br /&gt;
Ropert&#039;s wife, Sira, a woman five years younger than he, is even farther removed from the modern world than he.  Never one to engage in the world, she concerns herself solely with the affairs of the house and the petty intrigues of her close-nit set of old-fashioned women, and her occaisional council to Ropert only encourages him to withdraw from the modern world.&lt;br /&gt;
&lt;br /&gt;
Princess Elin, Ropert&#039;s younger sister, on the other hand, has a much firmer grasp on the realities of Atathorn.  Her husband is a nephew of Alamar Roget of the Roget Alliance, a man firmly under her control.  Elin has, in past years, been a strong advocate of change in the Royal family, an attempt to break the Alliance stranglehold on the politics of Branmir, but she&#039;s been frustrated by her brother&#039;s inability to see past tradition.  Recently, she&#039;s been playing with the idea not of breaking or blocking the Alliances, but in trying to seize significant power within the Roget Alliance, essentially abandoning her brother as a lost cause.  Thus far, a sense of family loyalty has prevented her from continuing too far down this path.&lt;br /&gt;
&lt;br /&gt;
Both Ropert and Elin have several adult children -- on Ropert&#039;s side there&#039;s his older daughter Saphia, the Crown Prince (also Ropert, to be called Ropert the VI if he assumes the throne), and the younger daughter Pola.  Elin has two sons, Wran and Usker.  The Crown Prince is capable, but he idolizes his father to an extent that he&#039;s blind to the King&#039;s failings.  Saphia and Usker are both useless twits.  Pola is relatively smart, and has made some efforts to see the modern world, but at her relatively young age (early 20&#039;s), is so far uninterested in trying to turn around her family&#039;s decline -- she&#039;s mostly interested in wine, handsome young men, and the marvels of modern magic.  Wran, Elin&#039;s older son, a man in his late 30&#039;s, is probably the Royal most likely to reverse the fortunes of his family.  He&#039;s a sharp, capable sort who realizes that if his own children (in their teens) are to stand any chance of benefitting from their high birth, the government of Branmir will ahve to turn around sharply.  Of anyone in the Royal family, Wran is the person most likely to try something untraditional and daring to check the power of the Alliances.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
(More later.)&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Criminals are the third major powerbase in Atathorn, but that&#039;s a topic for another day.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2783</id>
		<title>Magipunk:Setting:Atathorn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Setting:Atathorn&amp;diff=2783"/>
		<updated>2005-06-29T18:15:12Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* Uptown */ Added link to the City Watch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It&#039;s the intellectual and political center of the kingdom.&lt;br /&gt;
&lt;br /&gt;
This page is currently a thumbnail sketch of some aesthetic stuff, with more detail hopefully to come.&lt;br /&gt;
&lt;br /&gt;
= The Temple District =&lt;br /&gt;
&lt;br /&gt;
The old temple-district is now home to the Church-Mills.&lt;br /&gt;
&lt;br /&gt;
The first impression of entering the temple-district is a cloying sweet scent -- traces of innumerable sticks of incense burnt in the mills.  Hard on the heels of the smell is a constant, high-pitched jingling underlying all the normal city sounds -- the sound of hundreds of thousands of power-tokens being picked up, put down, charged, tested, loaded into crates, and transported.  Beneath the tinkling of the power tokens is a subsonic hum from the power of the mana being generated.&lt;br /&gt;
&lt;br /&gt;
The streets of the Temple District are broad and jammed with the carts that constantly bring in uncharged tokens and leave with charged ones.  At every corner and alley lies a derelict -- the former workers of the Church-Mills, rendered empty shells by years of constant Passion use, tend to congregate here, and they are too insensate to be bullied away by the Church guards.  As long as they don&#039;t get under the cart-wheels, they&#039;re usually ignored, and usually harmless.&lt;br /&gt;
&lt;br /&gt;
The architecture is old, massive stone temples now rising out of shanty-towns of newer, more hurriedly constructed wooden annexes built to house the ever-increasing administrative and worship needs of the old temples.&lt;br /&gt;
&lt;br /&gt;
= The Elvish Quarter =&lt;br /&gt;
&lt;br /&gt;
The Elvish Quarter constantly grows, swelling like a tumor out of its bounds, hemmed in only by the constant vigilance of its neighbors.  This is not metaphor:  the Elvish Quarter is alive, and its growth is literal.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Elvish Quarter, you can still make out buildings of traditional human mortar-and-wood construction, but covered in vines, roots, and various bushes.  As you continue further in, the buildings become less and less distinct, replaced by strange, organic growths that run into one another.  The Elvish Quarter is not stately or beautiful -- it&#039;s a literal urban jungle.&lt;br /&gt;
&lt;br /&gt;
The smell of the Elvish Quarter is one of churned earth, night-soil, and over-rampant growth -- rich, fetid, and with a constant tinge of decay.  It&#039;s eerily silent -- the Elves don&#039;t seem to see much need to talk to one another, and there&#039;s no heavy industry here.  Streets are winding, narrow, and unnamed.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a constant population of Elvish and Goblin children here, mostly naked and untended, who stand silent sentinal over any visitors.&lt;br /&gt;
&lt;br /&gt;
= The Royal Palace =&lt;br /&gt;
&lt;br /&gt;
At the center of the city sits the Royal Palace, an anachronism of stone and now-obsolete curtain walls and guard-towers.  The towers of the palace overlook the city and its people, but the main part of the palace is invisible behind tall walls, shut off from the common people.&lt;br /&gt;
&lt;br /&gt;
The biggest gate to the outer wall is the famous Dragon Gate, a living symbol of the now-waning Royal power.&lt;br /&gt;
&lt;br /&gt;
=== The Dragon Gate ===&lt;br /&gt;
&lt;br /&gt;
The Dragon Gate is a literal dragon -- thought to be the last of its species.  It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters.  The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30&#039; tall walls.  Normally, it stands motionless over a large parade square.  On the King&#039;s birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.&lt;br /&gt;
&lt;br /&gt;
= The Glass Mills =&lt;br /&gt;
&lt;br /&gt;
Not much glass is produced in the Glass Mills -- this district of the city is so named because it&#039;s controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it&#039;s characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there&#039;s a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.&lt;br /&gt;
&lt;br /&gt;
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of Gold Guards wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.&lt;br /&gt;
&lt;br /&gt;
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.&lt;br /&gt;
&lt;br /&gt;
There are other, smaller industrial sections of towns that are broadly similar to the Glass Mills -- only the insignias on the Alliance guards and Alliance buildings change.&lt;br /&gt;
&lt;br /&gt;
= The Slums =&lt;br /&gt;
&lt;br /&gt;
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who are willing to put up with the inconveniance of a commute.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.  The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they&#039;re joined by muggers and rapists.  Elves are practically unknown in these parts of town, unless they&#039;re out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the Elvish Quarter.&lt;br /&gt;
&lt;br /&gt;
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.&lt;br /&gt;
&lt;br /&gt;
= Uptown =&lt;br /&gt;
&lt;br /&gt;
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
Uptown is a sharp visual contrast with the rest of Atathorn.  It&#039;s mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance guards that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.&lt;br /&gt;
&lt;br /&gt;
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there&#039;s no industry to be had here, and precious little commerce.&lt;br /&gt;
&lt;br /&gt;
= Dockside =&lt;br /&gt;
&lt;br /&gt;
The area around the docks is a the battlegrounds between the Alliance sections of town and the Slums, having much of the character of each.  Alliance presence is heavy, taking delivery of shipments of raw materials through the docks and providing the ships with their outbound cargoes of finished goods, and each Alliance controls several well-patrolled warehouses on the docks.  Gold Guards, Eagles, and Spiders are all well in evidence.&lt;br /&gt;
&lt;br /&gt;
But ships crews, tavern-workers, prostitutes, and all the other support industries of the shipping industry are generally too small and too variable for the Alliances to control, and so there&#039;s a large dose of the less-than-regimented life down at the Dockside as well.  Criminal activity -- mostly gangs comprised of dock-workers -- is also high, as is participation in the New Cults.  The end result is that one block may look like the dullest section of the Glass Mills, while the next shares the most lively characteristics of the Slums.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index.]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2778</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2778"/>
		<updated>2005-06-29T18:13:23Z</updated>

		<summary type="html">&lt;p&gt;Epoch: /* The City Watch */ Added links to various keywords.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
&lt;br /&gt;
Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
&lt;br /&gt;
== The Royal Family ==&lt;br /&gt;
&lt;br /&gt;
Here we&#039;ll put a description of the current king and his extended family.  Someday.  Not today.&lt;br /&gt;
&lt;br /&gt;
=== The Royal Guard ===&lt;br /&gt;
&lt;br /&gt;
The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
&lt;br /&gt;
(More later.)&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&lt;br /&gt;
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
&lt;br /&gt;
The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
&lt;br /&gt;
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.&lt;br /&gt;
&lt;br /&gt;
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
&lt;br /&gt;
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
&lt;br /&gt;
= Crime =&lt;br /&gt;
&lt;br /&gt;
Criminals are the third major powerbase in Atathorn, but that&#039;s a topic for another day.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2768</id>
		<title>Magipunk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Magipunk:Organizations&amp;diff=2768"/>
		<updated>2005-06-29T17:30:45Z</updated>

		<summary type="html">&lt;p&gt;Epoch: Added the Government section &amp;amp; Crime section placeholder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Magipunk_Template}}&lt;br /&gt;
&lt;br /&gt;
Power in Atathorn is held primarily by the Alliances, secondarily by the old government, and tertiarily by crime figures.  Here, we discuss each of the major organizations in Atathorn.&lt;br /&gt;
&lt;br /&gt;
= Alliances =&lt;br /&gt;
&lt;br /&gt;
Before the introduction of Passion into human society transformed the economy, wealth and power resided in the hands of the Nobility, the origin of this wealth and power being real estate. A very small middle class of tradesmen existed, and trade guilds protected their prerogatives from Nobles. The balance of power was fairly stable, as the tradesmen never had sufficient sway to steal power from the Nobility, and the Nobles didn&#039;t like to dirty their hands with trade. &lt;br /&gt;
&lt;br /&gt;
Passion upset that balance of power. With Passion, it became possible to manufacture, transport, and sell goods in volumes that were thousands of times that of the previous status quo. Money poured into the hands of the first tradsemen to harness industrial magic, and the very creation of the magic-rich economy created demands that had not previously existed, and thus rewarded those tradesmen who could meet those demands. The Nobles abruptly found that they were no longer dealing with a small class of humble tradesmen, but business tycoons able to buy and sell them a hundred times over. The Nobles did what any threatened government would do: they tried to legislate the tradesmen back down into their place. &lt;br /&gt;
&lt;br /&gt;
The tradesmen, having had a taste of power, didn&#039;t back down. Instead, they bought influence in the government to protect their wealth -- there were always Nobles who needed money enough to compromise their class loyalty, and soon the tradesmen who were the richest were also Nobles themselves. &lt;br /&gt;
&lt;br /&gt;
All of this happened over the course of less than two generations. Most tradesmen, and most Nobles, couldn&#039;t adapt. The innovators were able to buy out other businesses, force other Noble families into marriage alliances. The most powerful tradesmen ended up controlling guilds, and becoming Nobles. Their political economic empires became known as Alliances (as, to the common people, they were alliances between tradesmen and Nobility). &lt;br /&gt;
&lt;br /&gt;
The Alliances are the dominant forces in the modern age. They largely control the government, and they utterly control the economy. Only the smallest, least consequential businesses can survive being more-or-less independent of the Alliances (they aren&#039;t worth the time). If an independent grows succesful, the Alliances will either buy him out, force him out of business, or even physically attack him. &lt;br /&gt;
&lt;br /&gt;
== The Glassmaker&#039;s Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
The preeminent economic and political force in Atathorn is the Glassmaker&#039;s Alliance. Though the Royal Family rivals it in pure wealth and political influence, and the Roget Alliance has nearly as many agents and distribution channels, in the sum of its parts if not any individual one, the Glassmaker&#039;s Alliance is unmatched. Shrewdly managed and not afraid to innovate during the formative years of the modern age, the Glassmakers now struggle to remain on top of the pile. As the current dominant group, they are a force fighting to prevent change of all kinds. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance is the child of Mek Scarsen, who, some fifty years ago, was a tradesman dealing mainly in glass products as Passion was coming into common use in Atathorn. Scarsen was an early innovator in using magic to speed his various business practices, and he quickly realized its potential to shake up the old order of things. He had been living a comfortable life for years (one of the very few non-Nobles who was moderately wealthy in the old order) on the proceeds of his glass business, and he saw that threatened. Scarsen&#039;s biggest fear was that someone using magic could create a business that would rival his own in a matter of a few days by shortcutting past all of the skilled aspects of work. His solution to this problem was to use the large profits he was reaping from his own magical business enhancements to vertically integrate his business – he figured that nobody could undercut him in the glassmaking business if he controlled all of the major businesses which wanted glass, and could lock them into buying only from him. &lt;br /&gt;
&lt;br /&gt;
Scarsen was already a powerful figure in the old Glassmaker&#039;s Guild, and as he grew in wealth and power, he drew the other glassmakers in the city closer to him, or drove them out of business. Before long, he was the Glassmaker&#039;s Guildmaster, and he used the Guild basically as a front for doing his own business. &lt;br /&gt;
&lt;br /&gt;
Though glassmaking is a fairly dedicated industry, Scarsen quickly found himself in the center of the city when he became the not-so-silent partner of several of the city&#039;s biggest cartwrights. Cartwrights were some of the biggest buyers of glass in the city, as the carriages that nobles preferred to travel in usually featured glass windows. But once Scarsen was into the cartwrights, he realized that they dealt with everyone, from the lowest farmer yokels to the most powerful peers in the city – everyone needed carts for various sorts of hauling. Scarsen simply followed his strategy of integration where it took him, with characteristic attention to detail and ruthless supression of any competition. And he found, somewhat to his own surprise, that eventually all of the businesses in Atathorn dealt with each other through some chain of transactions. &lt;br /&gt;
&lt;br /&gt;
In many ways, Scarsen pioneered the principles of the Alliances. His model of vertical integration of every related form of business was much copied by other entrepeneurs of the time. When Alamar Roget, the Duke of Etersbruh put his hand to it as well, Scarsen became aware of the need for political as well as economic clout. By that time, his Glassmaker&#039;s Guild was enormously wealthy, and he was able to buy several impoverished Noble families&#039; influences without ceding much, if any, control. Scarsen eventually wed a woman much younger than himself and became, approximately twenty years ago, the Baron of Telomay. &lt;br /&gt;
&lt;br /&gt;
In present-day Atathorn, the Glassmaker&#039;s Alliance is an omnipresent fact of city life. It has several insignia, from the Barony of Telomay&#039;s coat of arms (an upside-down red rose on a field of yellow) to the old Glassmaker&#039;s Guild symbol (a representation of a stained-glass boar) to the miller&#039;s windmill. But its employees are always referred to by the common people as Glassmakers, and its yellow-tabarded guards are instantly recognized by everyone in the city. The Glassmaker&#039;s Alliance is strongest in the areas of raw materials production and transportation – if you need to move any significant amount of material, you&#039;ll almost certainly end up dealing with the Glassmakers. &lt;br /&gt;
&lt;br /&gt;
Baron Scarsen is still alive, though he&#039;s in his dotage, now in his mid-90&#039;s, and does not take an active role in the business. The Alliance is now principally controlled by Scarsen&#039;s son, Sir Edam Scarsen, and Jinn Brooksmill, who married into one of the carter families that maintained a powerful position in the Alliance when Scarsen entered into the transportation business. Of the two, Jinn is the more capable – Edam, while competent, lacks his father&#039;s raw brilliance. Jinn is still subordinate to Edam, a fact which irks him to no end, and he is the force in the Glassmaker&#039;s Alliance most likely to enter into some risky gamble in order to increase both his own and the Alliance&#039;s prestige. &lt;br /&gt;
&lt;br /&gt;
The Glassmakers have a ponderous bureaucracy, and there are many opportunities for a middle-level executive to have personal projects and engage in fief-building, often at the expense of others within the Alliance. It is entirely possible for two different sides of the same conflict to ultimately owe their loyalty (and their funding) to different parts of the Glassmakers. Jinn Brooksmill hates this costly in-fighting, and is constantly working to root it out, while Edam Scarsen tends to put his own energy towards expansion through the acquisition model his father pioneered. &lt;br /&gt;
&lt;br /&gt;
=== Gold Guards ===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker&#039;s Alliance&#039;s security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies. &lt;br /&gt;
&lt;br /&gt;
The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other. &lt;br /&gt;
&lt;br /&gt;
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers&#039; Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC&#039;s is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it&#039;s a huge headache to explain the discharge of a power token to the Glassmakers&#039; suspicious accountants. &lt;br /&gt;
&lt;br /&gt;
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly &amp;quot;forgetting&amp;quot; to use the lower-power settings on their clubs and going straight to the kill setting. &lt;br /&gt;
&lt;br /&gt;
== The Roget Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
If Mek Scarsen created the concept of an Alliance as an integration of trade guilds and craftsmen -- the Alliance as an economic institution, in other words -- then Duke Alamar Roget is responsible for the Alliance as a fusion of political and economic power. The Roget Alliance, while lacking the sheer wealth and economic power of the Glassmakers Alliance, has absorbed within it an incredible amount of the political sway of the old Nobility. &lt;br /&gt;
&lt;br /&gt;
Duke Roget of Etersbruh saw what the Glassmakers were doing more than three decades ago, and recognized it as the wave of the future. Determined that his family would remain at the top of the social order even in these rapidly changing times, Roget quickly decided to construct his own proto-Alliance, not as a means of enriching tradesmen, but of tying them to his family&#039;s power. The Roget Alliance emerged as the first major group to manage to stand up to the Glassmakers Alliance in the economic arena. &lt;br /&gt;
&lt;br /&gt;
Roget&#039;s vision of tradesmen controlled by Nobles did not remain pure, as the Nobles found it increasingly necessary to defer to the better business sense of their tradesman vassals in order to compete with the Glassmakers, especially once the Glassmakers started essentially buying up political power, and were thus able to block Roget and his lackeys from regulating them out of existance. In the end, while the Glassmakers began as tradesmen with pretentions of real power, and the Rogets began as nobles protecting their political power from tradesmen, both have grown towards each other, and now the two Alliances are more similar than they are different. &lt;br /&gt;
&lt;br /&gt;
The Roget Alliance is a bit more hierarchical and blue-blooded than the Glassmaker&#039;s Alliance, and is most heavily concentrated in the manufacturing sectors of the economy -- the most plentiful and cheapest worked goods are sold under the auspices of the Roget Alliance&#039;s striking eagle embelem. &lt;br /&gt;
&lt;br /&gt;
Today, Alamar Roget has officially retired from active leadership of the Alliance, but in practice, he is still the most powerful figure behind the scenes. The titular head of the Alliance is Deran Lauriel, a Count of impressive pedigree, but no particular intelligence and weak will. Lauriel frequently turns to Roget for &amp;quot;advice,&amp;quot; and Roget in turn relies heavily on his neice, Baroness Jallion Nerie, and Sir Kevam Cartson, who are themselves powerful officers in the Alliance. Roget has long since given up on his goal of protecting the privileges of the Nobility, and is now concerned almost solely with increasing the power of his own family and of his Alliance. Kevam and Jallion are both ambitious sorts in competition with each other to take Lauriel&#039;s place as the chief officer of the Alliance. &lt;br /&gt;
&lt;br /&gt;
=== The Roget Eagles ===&lt;br /&gt;
&lt;br /&gt;
The Roget Alliance employs a large body of men to protect their assets and enforce their interests. These guards wear the striking eagle emblem of the Roget Alliance, and are called by the common pople the Roget Eagles, simply the Eagles, or (never to their faces) the Pigeons. &lt;br /&gt;
&lt;br /&gt;
Until only five years ago, the Eagles wore conventional boiled-leather breastplates, a startling anachronism in the face of modern weaponry which made such armor useless, and both these armors and the more formal metal breastplates that officers sometimes wore are still gathering dust in large warehouses, occaisionally brought out for formal purposes. However, Eagles in the line of duty now wear wide sashes, color-coded to their rank, that have protective spells on them of fairly modern design (almost all are obsolescence 2 -- the Roget Alliance likes to replace their gear in single huge generations, in contrast to almost everyone else&#039;s practice). Eagles are also issued solid wooden truncheons with stun spells inscribed on them (also obsolescence 2), which are much better thought of by most knowledgeable people than the Gold Guard-style slat-clubs, even though they lack a kill setting. In cases of emergency, the Eagles have small stores of spears with kill enchantments on them, meant to be handed out when there&#039;s a particular need, but the stores are rarely dipped into, and there don&#039;t exist enough such spears to supply more than 10% of the Eagles in any case. &lt;br /&gt;
&lt;br /&gt;
The Eagles are generally considered the best trained of the regular police forces in the city, the legacy of various Noble generals and actual war-men who were tapped to create the guard. An Eagle on patrol is equipped with one fully charged power token, and the men are not as loathe to use them as are Gold Guards, as they tend to be both cooler under pressure, and have commanders who are understanding about legitimate uses of the tokens. Veteran Eagles will often supplement their duty-issue sashes and clubs with innocuous secondary weapons, defenses, or utility magic, but Alliance policy prevents them from carrying obvious non-standard gear. &lt;br /&gt;
&lt;br /&gt;
Like all Alliance guards, the Eagles are reviled by the common people of the city that they must draw their ranks from. As such, the ranks of the Eagles are rife with social misfits, bullies, and sadists -- if better trained ones than the Gold Guards could boast -- and brutality and corruption is endemic across their ranks. &lt;br /&gt;
&lt;br /&gt;
== The Spinners Alliance ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Unlike the Glassmakers Alliance and the Roget Alliance, the Spinners were not founded in Atathorn. Rather, they come from the more southern province of Bessia, a largely rural region famed for its textile production.  The provincial capitol of Bessia, Erdestern, lagged only slightly behind Atathorn in changing to adapt to the modern age.&lt;br /&gt;
&lt;br /&gt;
Some forty years ago, a merchant whose trade was bringing fabric from Bessia to Atathorn saw the changes that the Glassmakers and the Rogets were making in Atathorn, and copied that template back in his home province.  A less sophisticated environment allowed the fledgling Spinners Alliance to survive initial misteps, and it rapidly grew to become the dominant force in Bessia.  Now it has turned its organizational attention to the huge markets of Atathorn, and the great city&#039;s ports (Bessia is land-locked), and it has turned its massive resources to establishing a foothold in Atathorn.&lt;br /&gt;
&lt;br /&gt;
The Spinners Alliance are very much the newcomers to Atathorn.  Only in the last decade have they had significant interests in the city, and both the Roget Alliance and the Glassmakers Alliance are fighting the Spinners tooth and nail to keep them out.  However, thus far, the Spinners have accomplished fitful growth, to the point where even Atathorn&#039;s native two Alliances have to grudgingly agree that the Spinners are here to stay.  Still, they have less than half the market share that the Glassmakers do.&lt;br /&gt;
&lt;br /&gt;
The Spinners are controlled by a complex, shifting oligarchy back in Bessia, but in Atathorn, the entire organization is under the ruthless control of one man: Sir Zustin Estman.  Estman is the son of a tradesman-cum-baron back in Bessia, and is himself primarily a businessman.  He&#039;s a workaholic who inspires devotion from his subordinates, and he has thus far prevented significant infighting among the Spinners.  Estman&#039;s downfall is that he tries to take too much work for himself, and whenever he doesn&#039;t pay personal attention to a portion of the Spinners&#039; business, it tends to founder, as he&#039;s not good at finding competent subordinates and allowing them to work in their own ways.&lt;br /&gt;
&lt;br /&gt;
The Spinners are concentrated in the soft-goods businesses, and both lower and upper classes alike often buy groceries and clothing exclusively from the Spinners.  The symbol of the Spinners is a spider on a web of multi-colored thread.&lt;br /&gt;
&lt;br /&gt;
=== The Spiders ===&lt;br /&gt;
&lt;br /&gt;
The small guard force maintained by the Spinners are mostly used to guard caravans and stores, as the Spinners don&#039;t have large factories in Atathorn proper.  The Spiders, named for the Spinners insignia, enjoy a reputation of being mildly less brutal than the other Alliance guard forces, but also of being clueless yokels from out in the sticks.  This reputation was better-earned a few years back -- recently, the Spiders have been recruiting more heavily from within Atathorn, with the result of becoming more like the Gold Guard or the Eagles.&lt;br /&gt;
&lt;br /&gt;
The Spiders use a blue tabard enchanted with high-quality (Obsolesence 1 or 2) protective spells and, in the city, clubs with low-quality (Obsolesence 3-4) stun spells.  On the road guarding caravans, still a significant part of the Spiders duty, they tend to use un-enchanted crossbows, and those are available for duty in the city which warrants it.  Spiders carry a single power token each, and are given reasonable leeway for using them.&lt;br /&gt;
&lt;br /&gt;
== Minor Alliances ==&lt;br /&gt;
&lt;br /&gt;
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.&lt;br /&gt;
&lt;br /&gt;
= The Government =&lt;br /&gt;
&lt;br /&gt;
Though the governance of the entire kingdom rests in Atathorn, that government has been made largely ineffective by the Alliances.  Before the modern era, the government was a feudal model -- that is, the balance of power was between a rich King and his close family and friends, and poorer but more numerous and, in aggregate, more militarily powerful minor lords.&lt;br /&gt;
&lt;br /&gt;
The entire concept of an Alliance was to wed the newfound wealth of the merchants with the governmental power of the minor lords, and they did this quite effectively.  Now, most of the old government model is subverted towards Alliance goals, and the only bulwark of power left is the Royal Family.  However, they&#039;re out of touch with the modern world, and, while rich, generally not very effective.&lt;br /&gt;
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Still, the government wields a fair amount of power, mostly in areas where it doesn&#039;t compete with Alliance interests.&lt;br /&gt;
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== The Royal Family ==&lt;br /&gt;
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Here we&#039;ll put a description of the current king and his extended family.  Someday.  Not today.&lt;br /&gt;
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=== The Royal Guard ===&lt;br /&gt;
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The Royal Guard are the personal bodyguards of the Royal Family.  They guard the Royal Palace and occaisionally do police-work around events that the Royal Family attends.&lt;br /&gt;
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(More later.)&lt;br /&gt;
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== The City Watch ==&lt;br /&gt;
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The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the Gold Guards and the Roget Eagles are larger in manpower, and the Spiders aren&#039;t much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.&lt;br /&gt;
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The most important thing to understand about the Watch is their mandate:  they &amp;lt;b&amp;gt;keep the peace&amp;lt;/b&amp;gt;.  That&#039;s all.  Notably, they do not &amp;quot;solve crimes.&amp;quot;  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they&#039;ll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they&#039;ll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they&#039;ll simply tell you that they don&#039;t have the budget, expertise, or manpower to track down the culprit and bring him to justice.&lt;br /&gt;
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In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They&#039;ve withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the Slums.  The Watch restricts itself mainly to Uptown (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the Slums and the Wharf, where they can make a real difference.&lt;br /&gt;
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The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it&#039;s not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they&#039;re somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That&#039;s not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.&lt;br /&gt;
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Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they&#039;re so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don&#039;t bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren&#039;t reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.&lt;br /&gt;
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= Crime =&lt;br /&gt;
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Criminals are the third major powerbase in Atathorn, but that&#039;s a topic for another day.&lt;br /&gt;
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[[Magipunk:Main_Page|Back to Magipunk index]]&lt;/div&gt;</summary>
		<author><name>Epoch</name></author>
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